40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

two more updates for Necromunda (I keep finding shit) some old necromunda stuff from online I did some time ago and forgot about and the Outlander book (which I don't know if I did or not. But if I did too bad.)

Two parts.. First coveirng most of Necromunda and then two supplements (spyrers and Enforcers) the last part finshing up and adding outlanders. And THEN I hope I am done with all this shit. But I doubt it.

Part 1 of Necromunda, including the spyrers start.


Online rulebook
A hive is an ancient and incomprehensibly vast city, built up layer upon layer, stretching ten miles into the planet’s atmosphere.
Hive (on Necromunda or of the Necromunda type) is 10 miles high (and some below), and probaby at least that wide. Of course they say five miles later on.. so this could mean the thing is 5 miles talla nd 10 across, or its 10 miles tall and 20 across.
Beyond the planet itself is the wider galaxy and the great realm of the Imperium of Man, an empire of a million worlds held in thrall by the Adeptus of Earth
The million worlds of the Imperium.
[quote...albino toad on his servitor-carried palanquin. Diesel engines roared and oily black smoke belched into the air as the pit slaves fired up their tool-weapons.[/quote]
Servitors and diesel engines (and fuel) exist in the underhive. I wonder where they get all the petrochem from?
There are many different sorts of grenades available to Underhive fighters. The most common are explosive fragmentation or ‘frag’ grenades and implosive energy grenades called ‘krak’. If a model carries grenades then it is assumed that he has enough to last the entire battl
If we needed further proof of how militarized hive gangs are... they have acess to anti armour grade explosives as well as frag devices as a rule (although I dont know if "implosive energy" is a shaped charge.. sometimes krak are shaped charge,s ometimes not.) Apparently they're also lightweight enough that exact number doesnt matter (you can carry many more than a couple without weighing you down considerably)
Basically, these are machine gun type weapons such as the heavy stubber and autocannon which can rake targets with a hail of shells.
Necromunda autocannon seem to be more low calibre rapid fire weapons rather than the powerful anti-vehicle ones the Guard uses. (which probably explains why they are lighter and more easily carried.)
The favoured drink of Underhive is the potent spirit known as Wildsnake. It is brewed from the skins and flesh of snakes caught in the badzones. The provenance of each bottle is guaranteed by the dead snake preserved within. Wildsnake is a clear sharp tasting liquid the bitterness of which is derived from the venom in the snakes themselves
If you can drink the venom (at least in a diluted form) and the wildlife is plentiful enough you can brew some of it as alcohol.... This isn't the only thing either. They make other stuff from rats or slugs and other waste. apparently recycling tech is that good. Or they're that durable (and taste-insensitive)
The chainsword is a deadly if noisy weapon with a powered chainsaw edge. Its rending saw-teeth are made from sub-atomically honed adamantium and can slice through plasteel.
Chainsword. I guess they decided they needed to one-up the ambiguity of "monomolecular"
The sword’s hilt and blade incorporate an energy source and a disruptor generator which sheathes the blade in a shimmering blue energy field. As the blade strikes a crackling discharge envelops the target and tears it apart.
Tends to suggest something mor mechanical damage than thermal.
The autopistol is a rapid firing automatic pistol, effectively a smaller and handier version of the larger autogun. Auto weapons are easy to manufacture and simple to use, and are amongst the most commonly employed weapons in the Underhive
Autopistol. Basically a small assualt rifle. Autogun has vritually the same fluff, including the bits bout fabrication below.
Most weapons are made in the factories of the hive city and traded down through the hive. Crude but effective versions are made in the Underhive workshops themselves
The underhive even has its own (limited) fabrication. They mention reapir facilities being available too.
Bolt pistols and boltguns are manufactured in the factories of the hive city, but the fine engineering tolerances and quality materials required means few if any are made in the Underhive. For the same reason bolt weapons are hard to maintain, spares are rare, and ammunition is expensive
bolt pistols are, unsurprisingly, temperamental.
A laser power pack will last for many shots and can be recharged from a standard power source or by exposing its thermal cells to heat or light. In an emergency a pack can be recharged by placing it in a fire, although such treatment tends to shorten the life of the pack and increase the probability of it failing.
Standard las wepaon fluff. repeated for lasguns.
The needle pistol or needler is a complex laserpowered weapon. Its tight laser beam carries a tiny toxic needle or dart which pierces the target’s flesh to send its deadly poisons into their body. The laser carrier beam will dissolve or blow away armour or clothing and burrow into exposed flesh enabling the darts to penetrate more deeply.
Gives perhaps an idea of how lasguns can be armour piercing and flesh penetrating.. although it probablty limits their destructive effects.
When a plasma shell strikes its target there is a tremendous release of energy and the target blows apart in an almighty explosion.
...
The biggest disadvantage of a plasma pistol is that it takes a relatively long time to recharge once it has been fired. The user can mitigate against this by firing as short a blast as possible with slightly reduced effectiveness.
Implies grenade-like effects for a plasma pistol on max power, but less on reduced settings. No overheat, but the power setting effects charge/cooling rate. Again of course this is roughly the same fluff for plasma guns.

The stubber or slugger is a primitive type of hand gun which fires solid bullets – usually one at a time. It is recognisable as a revolver or small automatic of the kind used since the Twentieth century
Stub guns.
The web pistol, or glue gun as it is cheerfully called, is not a common weapon. It is used by the Necromundan Houses’ own security forces as a means of suppressing crowds or taking captives without harming them.
hey look! nonlethal weaponry. for taking civilians alive!
A single container contains very little fuel, so flamers often run out of power after a
few shots.
...
At this range it is almost impossible to miss and several victims can be claimed with a single shot.
hand flamers can engulf several targets with severe (possibly lethal) burns in a single shot, and carries only a few shots. All in a pistol-sized weapon. Of course this is the same fluff for the flamer too... lol
Some are pump-action guns, fed from a tubular magazine slung under the barrel, others have box magazines or long ammo belts. The ammunition itself is easy to make, and many owners make their own shells
Variable feeds for shotguns.
Solid Slug: This is the standard type of solid
ammunition.
Shotguns seem to fire slugs as standard in Necromunda :P
This is a cartridge filled with lots of small pellets. Although it’s not as powerful as other types of ammunition it is very useful for blasting enemy out of cover. The hundreds of pellets ricochet around and often score hits on partially concealed targets.
The thing'd have to be full of birdshit to have that.. of course its not going to be more powerful.... they evne mention "hundreds' several times. Wha happneed to buckshot?
Hot Shot: This is a hollowed out shot which contains a small charge of flamer chemical.
Incendiary/dragonsbreath type round.
Man Stopper: This is a particularly heavy solid cartridge with a massive propellant charge
Magnum version of solid shot.
Bolt: This is a small self-propelled missile. In fact it is a charge adapted from a boltgun round, and has similar properties including being somewhat temperamental.
Apparently bolters and shotguns on Necromunda carry similar calibre (.75) About 11 gauge i think.
A grenade launcher is a light tubular launcher capable of firing most grenade types by means of a compressed gas charge. The most common grenades are explosive Frag grenades and implosive Krak grenades which are designed for cracking open tough and well armoured targets. These grenades are often home-made affairs, simple devices manufactured in the Underhive itself
Its scary to think that they can make "home made" grenade launchers, including armor piercing grenades...
It works by means of sub-molecular thermal agitation, literally cooking, melting, or
eventually vaporising the target. A melta-gun can melt plasteel and its effect upon living tissue is horrible indeed.
...
..causing a distinctive hiss which becomes a roaring blast as living flesh is hit and body moisture vaporises explosively.
typical meltagun effects...
It is a complex laser powered device and relatively rare in the Underhive. Its tight laser beam carries a tiny toxic needle or dart which can easily penetrate flesh to send its deadly poisons into the target. The laser carrier beam will dissolve or blow away armour
or clothing and burrow into exposed flesh enabling the darts to penetrate more deeply
Needler.. again note the laser propulsion. I dont know if dissolve means vaporize, or just ablate but.. *shrugs* interesting firing mechanism anyhow.
The autocannon is a heavy automatic weapon – a larger and more powerful version of the autogun. It is a rapid firing, high-velocity weapon capable of spitting out a hail of deadly shells
Autocannon.. again its a stubber of a different type.
It rattles off a hail of heavy bullets sufficient to stop a man in his tracks. The workshops of the Underhive can turn out weapons like this quite easily, all slightly different in design but basically the same in terms of their effect.
Heavy stubber.
Not all launchers are identical but most are similar, deriving from the armaments factories of the hive city rather than individual workshops in the Underhive.
missile launchers are a bit high tech for weapons factories, unlike home made grenade launchers.
These are powered missiles fed into the weapon by means of a magazine or hopper, though some versions must be loaded one shot at a time
some missiles are single shot, some are magazine fed. I imagine the tradeoff is iether in weight or power of the missiles (a magazine either has to weigh more for the extra missiles, or use smaller missiles.)
It is a military weapon, made in the factories of the hive city for the armed forces of the
Imperium.
...
The lascannon fires a powerful energy burst, a single mighty blast of energy that can burn up a target or vaporise plasteel.
Burn up I gather means maybe several MJ (full body 3rd-4th degree burns)
Grenades are thrown by hand or can be fired from a grenade launcher, a tubular device powered by compressed gas or an electromagnetic charge
I'd guess Em launched grenade launchers are not home-made.
Krak grenades are designed to pierce armoured
targets by means of a concentrated implosive charge.
Krak grendae
Melta bombs or thermal bombs contain a subatomic thermal charge capable of melting through a sheet of plasteel or vaporising flesh. The intense heat caused is very localised in effect, so the weapon is little use in conventional fighting, its primary purpose is as a demolition charge to melt doors or machines
Assuming a 2 cm thikc door of iron we might get around 100-150 MJ to melt through.
Plasma is a dangerous and unstable matter in a highly energised state. When a Plasma grenade explodes it creates a plasma ball like a miniature sun.
...
The area indicated is undergoing a matter/energy transformation and is glowing like a
small sun. A plasma ball can persist for several turns, or slowly disperse or drift away altogether.
Plasma weapons.. a non expanding, persistent, to enegy conversion process. You wonder why I think its odd. it also doesnt help it can drift for some reason (like a balloon)
Photon grenade or simply as a flare, this device explodes with a burst of intense light, blinding or stunning those nearby. A Photon grenade can dazzle fighters and damage sensitive range finding equipment such as targeters.
Targeters can be messsed with via bright flares.
A Smoke grenade or smoke bomb releases a cloud of oily smoke that is impossible to see through without special visual devices such as a photovisor.
Photovisors can see through smoke (on Necromunda, at least.) But not blind.
The armed forces of the far future are equipped with advanced powered armoured suits and protective fields.
...
Although advanced armour is sometimes traded, by far the most common forms of protection are simpler types of protection such as mesh and carapace.
implies Mesh and carapace are more common belowground in some forms (but available) but that evne power armor might be found.
A typical suit of carapace covers the vital chest region, with separate plates for the arms and legs. The armaplas plates offer quite good protection from low-powered weaponry but are rather heavy
Carapace.
Flak armour is made from high-tensile padded fabric usually in the form of a sleeveless jacket which covers the upper torso. Flak is rather uncomfortable and not especially popular despite its low cost. It offers minimal protection against low powered weapons and is most useful against blasts and explosive impact from near-misses.
Flak seems designed to block mechanical damage (blast and explosive near missiles) rather than thermal (although other sources have noted they are good against flamers, large area, low level burning).
This does suggest one reason why lasweapons sometimes have thermal effects - if the mechanical effects are dampened by the flak, then only severe burning may remain (especially over a larger surface area.)
Mesh armour is a fabric-like material made from tiny cells of bonded thermoplas. The resultant mesh is light but very strong and can be fashioned into garments or used as a protective lining. Mesh absorbs physical blows or heat energy by becoming momentarily solid, effectively absorbing the energy of an attack to switch from one morphic state to another. Repeated hits to the same area will tend to erode this effect and reduce the protective value of the mesh.
Mesh. More effective than flak, more flexible, easily worked into clothing.. but the effects degrade over time (then again I suspect flak does as well.)
The Hotshot pack is an especially powerful version of the standard laser power pack. It uses a more expensive and less robust power matrix, with the advantage that it can force more power through a standard laser weapon. However, the risk of burning out the weapon or exhausting the pack itself is much greater than with the standard pack.
Hotshot packs.
An infra-red sight is similar in construction to a monosight but is calibrated to register infra-red rather than visible light. The enhanced image which appears in the sight makes it very easy to pick out targets that are partially concealed behind cover. Like a mono-sight, the infra-red sights works most effectively from a stable platform, and is of no advantage to a shooter whose own movement disrupts the sensor’s image. The sight is designed for attachment to heavy, special or basic weapons
Infra-sight. Mentioned as potential las-scopes in 3rd edition. Necromunda versions perhaps aren't sophisticated enough to be used on the move.. or they may just be a typical problem of such weapons.
A mono-sight is an optical sensor worn over one eye, attached to the fighter’s weapon by a power link. The fighter sees an enhanced image and superimposed targetting reticule with its crosshairs clearly showing where his shot will land. The high resolution of the image makes this sight useful only from a stable platform, it is of no advantage to a shooter who is moving. For this reason the mono-sight is designed to be attached to heavy weapons, although they can also be fitted to basic or special weapons.
Monosights. Again a potential lasgun sight. It might be low light, but this isn't specific - it just responds to visible rather than IR light (nothing is said about quantity) - some are probably low light though.
This sight shines a continuous low-powered red laser beam along the barrel of a weapon, placing a red dot wherever it is aimed. The laser sight can be attached to any pistol, basic or special type of weapon, such as a bolt pistol or lasgun. Wary fighters look out for the glint of the laser beam and take cover if they spy a red-dot scanning nearby
Red Dot sight. apparently visible lasers for no discernable reason.
A telescopic sight is a simple but effective optical aid to accuracy. The sight can be fitted to any basic or special weapon
Telescopic sights.. seems standard to lasguns givne they have no optical stuff.
To the wealthy inhabitants of the Spire bionic implants and transplants of living tissue are readily available and affordable solutions to disease and injury. Beneath the Wall a few wealthy family patriarchs may be able to afford such services. In the Underhive people cope as best they can, making do with simple prosthetics and putting up with debilitating injuries. However, even in the Underhive there are a few skilled bio-surgeons able to perform transplants for those who are able to pay the price.
bionics and transplants. The living tissue may imply cloned tissue, or just stuff culled or taken from some poor person.
The eye’s photosensitive cells also offer protection against Photon Flash flares, and enable the fighter to see through smoke
Benefits of a bionic eye.
A bionic leg is very much stronger than an ordinary leg...
...

A bionic arm is a particularly expensive device which offers greatly amplified strength, grip and dexterity compared to a normal arm
Enhanced performance limbs. apparently rare, but available underhive. One suggests that the IG could get ahold of those, offering not only some degree of enhanced performance but also resilience to damage.
An auto-repairer is a large device kept back in the gang’s hideout or in one of its workshops. The machine is used by a gang’s heavies to check and repair equipment, scan for hidden structural weaknesses and test batteries, power packs and internal generators.
A rather useful bit of automated and self-repair equipment. Can help with keeping equipment maintained,
A bio-scanner detects life signs within the proximity of the user. The device is small, about the size of a pistol, and can be worn upon a belt or around the owner’s neck.
Lifeform sensors.
A bio-booster is a small chemical charge that fits into a wrist band or similar. The booster’s bio-sensor is activated when the wearer is injured, administering a shot of booster chemical into the bloodstream by means of a pressure diffuser. The bio-booster is selfadministering and completely automatic.
Rather useful.
Filter plugs, or ‘flugs’, are simple filters which Necromundans stick firmly up their nostrils to purify the air they breathe. Cheap and disposable, these are used in their millions throughout the lower regions of Hive City and the Underhive, where hive smog, pollutant clouds and toxic gases are constant hazards. Flugs sieve out the worst of the pollution including most harmful substances.
Impromptu rebreathers.
The grav chute is a passive gravitic repeller which reduces the downward pull of gravity to a fraction of its normal strength. It enables the wearer to float from a great height and land softly, even from a fall of several hundred feet
Grav chutes are common on Necromunda. Would imply that they can produce drop troop regiments. Or they may be used with grenadier/storm troopers.
The grapnel consists of a magnetic grapnel attached to a long wire which is fired from a small launcher.
Grapnel hook and launcher.
This tiny blade is cunningly concealed in a
specially designed boot heel, or inside a small biocompartment under the owner’s skin.
concealed blade.
These take the form of a pair of goggles or visor which allows a fighter to see the thermal images of enemy fighters in the Underhive. This enables the wearer to see foes who are hiding or who are partially concealed behind cover.
Infrared goggles
This is the basic fuel rod used to provide power for almost everything in the Underhive. Rods come from uphive where they are made in Hive City, and sometimes turn up as archeotech
In Necromunda they seem to be fuel sources. In Dark Heresy they're batteries.
The lobotomy chip is similar in appearance and general function to a standard skull chip. The effect is to anaesthetise part of the brain, reducing the wearer’s sensitivity and curbing excessive and violent behaviour.
Useful i suppose.
Genuine vases are prized by collectors amongst the noble houses of Necromunda
and first class examples are said to change hands for millions of credits.
Buying power/economics of the wealthy on Necromunda.. they can afford millions on mere collections. Also indicator that they use credits as an exhcange medium. My guess is this would be indirect proof that credits and "Throne Gelt" are the same thing.
The medi-pack is a diagnostic medical computer that can alleviate the major symptoms of wounds by means of electro-chemical impulses.
In 'modern' terms I suspect they would be part of a larger medkit.
Photo-contacts are multi-layered plastic lenses worn on the eyes to enhance vision in poor light conditions. They also incorporate a photochromatic layer which protects the wearer’s sight against sudden bright flashes.
Photo-contacts. optical version of filtration plugs.
This is a small bio-chip that looks like a stud or tiny metal plate covered in circuitry. It is attached to the skull by means of a fine needle-like pin which fixes straight into the brain. The chip melds with the wearer’s mind and improves his reaction time and memory functions.
Another augmetic for brains, I guess. Interesting enhancement though, since it would suggest (much as Goliaths do) that physical ehnancement is fairly common (but maybe not reliable.)
A photo-visor is a special visor that enhances vision in poor light conditions. It also incorporates a photochromatic layer that protects the wearer against sudden bright flashes
visor version of the contacts. can see through smoke as well as dampen bright flashes.
Respirators are an essential item in the lower regions of Hive City and the Underhive, where hive smog, pollutant clouds and toxic dust are everyday hazards. Respirators
remove the worst of the pollution including most harmful substances
Respirators. Visor version of filtration plugs.
Screamers are small proximity alarms used to protect a gang’s hideout. Individual screamers are tiny but the noise they make is horrendous. A gang will scatter dozens around the perimeter of its hideout in order to warn of approaching intruders.

Stummers look like screamers (see above). They are spread about by intruders as they move. Where screamers make a loud noise stummers stop noise dead. Once stummers are activated all sound within a few metres is momentarily muffled and even loud noises are
barely audible.

Screamers and Stummers.
Gunfire raked the grilled metal walkway. Shotgun shells ricocheted off the structure as it hung suspended high over the rutted and crater-pocked, slag-waste floor of the dome. Las-shots left molten pinholes in the handrails and flicked flakes of rust from the corroded metal as they stung hard at the walkway’s surface.
I'd assume a laspistol bolt is a few mm in diameter.. assume 2-5 mm, and maybe equal that depth for the shot.. melting maybe half a gram of iron (assuming an iron walkway). If it were an inch to several inches thick we could be talking a 5-10x increase in yield. 600 joules for melting a few mm into the metal... I'm betting more on several cm thickness.. and several kj.
Suddenly an Orlock, braced against a twisted spar jutting from the broken ground twenty metres below, was enveloped in a ball of incandescent fire. Screaming like a knife-stuck face-eater, the burning man fell writhing to the ground.
3rd degree to 4th degree (cloth igniting) from plasma pistol hit. Half a megajoule at least (for the front of the body alone burnt) to several MJ easily (for igniting clothes and full body burning on several sides)
Note that despite the description, this isnt blasting a guy apart. It's either a different setting on the weapon or only maximal settings blast people apart. Possibly this is a flamethrower mode.
The cybernetically-enchanced monster still had Guild ownership studs implanted in his skull, just as he still sported the over-sized, piston-driven rock-hammer that replaced his right arm. In fact, he appeared to be more machine than man, much of his body supported by a crude exoskeleton. In his remaining hand the pit slave held a recharging plasma gun
Augmetic gladiator. Apparently augmetics can include power-armor like exoskeletal frames.
There was the rattling roar of a heavy stubber as Big Aldo fixed the pit slave in his sights. Sparks flew where stub gun shells impacted against the metal portions of the slave and blood sprayed where they hit what little flesh remained. Such a hail of bullets would have killed any other ganger where he stood. Harlon, however, merely staggered backwards as his unnaturally augmented body soaked up the barrage of bullets
Augmetics resist heavy stub fire. They also resist acid baths that dissolve the flesh off a person in seconds.
Laspistol on rapid-auto Vito ran from cover...
...
A retina-searing bolt of energy streaked past him, leaving behind it the tinny smell of ozone as it burnt a path through the air with a shrieking hiss. The las-bolt sliced cleanly through a link in one of the walkway’s support chains.
laspistol bolt shoots trhough a chain. Assuming a 5 cm diameter portion of chain blasted (at least on one side, if not two) we're talking 1-2 grams. for melting that is 1200-2400 J.
Assuming (for sake of argument) a 1 cm diameter hole we get around 7-8 grams at last which is closer to 9-10 KJ at least. i'd guess the bolts are somewhere in between those two values, but alot depends on the material type, adn even then it didnt neccesarily stop at cutting the chain either.
Also a laspistol can fire on "rapid fire" - which I am guessing means full auto.
From his jacket Lothar took a long flexible periscope which he pushed carefully
into the ceiling grille. Rotating the device he counted four guards
Periscope.
The force of the blast carried the body across the room where it struck the far wall and slithered to the floor. The explosive bolt had erupted inside the gang leader’s head, smattering bits of bone and brain upon the wall

Bolt pistol round.
Lothar Hex took five mnemonic cards from his coat pocket and placed one upon each corpse. As his fingers touched them the death’s heads upon the cards began to cackle and wink cheerfully
Kinda like those psyker liquid crystal tarot cards.
To its millions of inhabitants each hive is a diverse and complete world]
'millions' of inhabitants in a hive
Their very size is testament to many thousands of years
of growth...
...
Where the hive breaks the surface its broad base spans ten miles or more from edge to edge
..
At cloud top level the hive walls stand almost five miles above the ash waste.
Dimensions of necromnuda.. the height is half what ws stated earlier... it may be this is a range of values, this being the lower limit for a hive.
Cantilevered balconies hundreds of metres long jut out into open space forming the base for new construction sites
hundreds of metre long balcaonies.
Hive Primus is the largest and oldest hive. Within its walls there are thousands of structural cells or domes, often many miles across and hundreds of metres high.
Assuming each cell is a hemisphere or ovoid 200 m tall and 2 miles in diameter and an internal volume of 2.16e12 m^3. A 5 mile tall, 10 mile diametr cone has a volume 5.4e11 M^3. About 1/4 the above. A 10 mile high, 20 mile diameter cone would have a volume of 4.3e12 m^3, or 8x the volume. This would tend to explain the discrepancy (volume wise) I suggested before- the "cells" could be either more numerous, or greater in dimensions, or possibly both . This is approximate nad there's still wiggle room.
. Such a space can be built up with constructions as varied as sumptuous palaces and sprawling industrial complexes. The hive is honeycombed with domes both small and large, each built upon the other, linked by tunnels and shafts carrying traffic, power and other vital services through the hive.
The hives seem to be somewhat modular in nature... they build a dome, cover it with metal (or waste slag) where it becomes mountainous, expands out, and lower abandoned levels are compressed by the growing weight. The domes are the self contained habitats wthat constructon occurs in, connected by tunnesl and suchnot... which only reinforces the "hive/ant conloy" metaphor methinks. :)
From spaceports sunk deep into the spire walls ships carry the products of Necromunda all over the Imperium. In return, the riches of the galaxy flow into the hive – exotic foods, sensuous slaves, exquisite artwork and rare materials from
distant stars

Necromundan trade. Note the acceptance of slavery.
Beneath the Wall lies the vast bulk of the working hive, the five-miledeep Hive City that extends from cloud top level to the ground.
The mid parts of the city are 5 miles high.. this verifies that Necromunda is both taller than 5 miles, and that the uppermost parts extend perhaps another 5 miles (but because they taper it occupies lss volume.
The hivers, as the population is called, live in dark, cramped and polluted conditions, never seeing the sun from the day they are born to the day they die. The air they breathe is recycled from above and grows ever more bitter and poisonous as it filters downwards. Even the water is distilled from the discharge of the upper hive and their food is factory produced chemical nutrient, algae-based or spun from corpse starch. Conditions are crowded and insanitary...
Living conditions in the midlevels of the hive. It actually kinda varies.. I suspect this is the "worst" case... the dregs of the place. it's not exactly nice, but in the Necromunda novels we've seen better than described here (Like when Donna Ulanti escapes the Spire - they had transit and stuff, for one thing.) I can buy the artificially grown foods (probably based on or recycled from waste, and other materials) as well as the recycled water. corpse Starch... well it's a hive world I guess. You recycle and eat corpses. Dammit.
anyhow, this is kind of amusing as it suggests the underhivers might eat better (as they eat actual creatures... and make alcohol from them..)
The people of Hive City live carefully regulated lives. They are protected by the strict social codes of House and Hive, dominated by family patriarchs, and obliged to work in the guild factories.
Apparently there ARE (sort of) limits to what the nobles can do to those within the Hive City (EG its not total abuse.. although that isn't saying much.) Underhivers are, of course, fair game (Spyrer hunters.) I suspect that's the tradeof.. if people obey the rules they're fine. If they don't.. they're screwed.
Beneath this point, though the Hive’s ancient structure continues to descend for some hundreds of metres, it is to all intents and purposes uninhabitable.
the base of Necroumunda. The entire thing is basically a map.. the hive city is 5 miles or so. The Spire is about 3 miles. The top (where helmar and his people live is about 2 miles. The underhive extends for at least 1.-1.5 miles...
Hive Primus alone is as populous as many large worlds in the Imperium. The majority of the hive’s inhabitants belong to one of the thirteen Houses and live in the part of the hive that forms its territory.
billions or tens of billions in other words
The Houses are manufacturers of goods of all kinds, from foodstuffs to armaments. These products are traded with the Noble Houses and in this way the wares of Necromunda reach the wide universe.
The hives (or Hive Primus at least) produces its own food.. somehow. that suggests it is probably more self-sufficient than many hives. Which is quite a damn accomplishment when you think about it.
Consequently Hive City is mostly peaceful and industrious, and the majority of its people are happy to toil for their House and reap the meagre rewards on offer.
Greed and competition with the other Hive Houses (and competition for favoru from the noble houses.) keeps hive city mostly in line and stable. The rules/laws (and I suspect the ability to hunt the underhive) further keep hive city protected from being fucked over by the nobles. You basically trade freedom for stability and peace and security.
its foundations lie upon deep ferrous slag pits. The hivers mine these pits for the debris of ancient times and extract enough pure metal from the refuse to serve their industries. Over the centuries extensive mining of the slag has caused some lower domes to collapse..

Apparently there is enough raw mateirals in the foundations to support and continue manufacturing.. at least for the forseeable future. I imagine they supplement this with materials drawn offworld to support new construction, given the continued "upwards mobility" of the hive.
What's interesting is that apparnetly the hivequakes don't threaten the upper levels all that much (certainly not the spire at least) - that would suggest some forcefield technologies employed.
...Escher is made up almost entirely of women. The few males are shrivelled and
imbecilic, perhaps as the result of a genetic flaw within the House bloodline.
Supposedly why Escher is all women.. I suspect its a rumour.
House Van Saar is renowned for the quality of its technical products. Its technology is no more advanced than that of anyone else, progress being almost non-existent throughout the Imperium, but the House’s manufacturing processes are precise and its finished materials
are of the highest quality.

Some could argue that improved quality is a degree of "advanced" - hell it may not be innovated, but good engineering is proof of capability. Better efficiency, etc.
...a tight fitting body suit designed to protect and sustain the wearer in the hive environment. Semi-permeable membranes in the suit reduce the loss of body moisture whilst various spots on the material change colour to warn the wearer of airborne toxins and
reduced oxygen levels.

van Saar typical suitwear.
Hive Primus alone is richer and more productive than most planets in the Imperium.
This suggests that Necromunda alone is Perhaps equal to hundreds or even thousands of other worlds (Given the hive numbers in Confrontation.) Execution hour mentions "hundreds' of worlds like Necromunda in the Imperium. Which suggests those particular hives are equal to tens of thousands at the least, and probably hundreds of thousands or even millions of regular worlds in terms of productivity. I'd imagine similar output from Hive worlds (millions again) If the Hive worlds in 5th edition are anything close to this you could be talking upwards of tens of millions.
This does not come without cost - all that industry needs to be fed by food, water, raw materials and other resources which have to be carted in to sustain it, which is quite an industrial task. It also means that such hive (and forge) worlds are vulnerable to attack and sabotage - if food shipments are dleayed or destroyed, people could starve. If resources don't arrive the industry can grind to a halt.
The Underhive lies beneath Hive City and beyond the laws of House and Hive. Its depth varies from a few hundred metres to almost a mile and its extent is neither constant nor strictly delineate
Depth of underhive.
The hive probably began as a single hab-dome of plascrete or some other highly durable material. Over the years, more domes were added together with broad tunnels and shafts to connect them. Eventually, new domes were built on top of the old, and further domes were raised on top of these, producing a honeycomb of large enclosed spaces. The thick walls and foundations of these man-made caverns give the hive its structural integrity.
Internal structure and construction of hives. Again they seem to imply a rather heavily modular nature in the construction (and continued contruction) of the hive.
With hard work tunnels can be opened up, generators and air pumps can be installed, effluent flows can be diverted and water stills erected. Slurry pits and hive dust can be coaxed to yield crops of algae, mutant fungus and nutritious slime. Over the years order can be restored and eventually an area may even be reclaimed for Hive City
..
Shelters and other buildings are converted from the ruins and materials scavenged from the refuse. It’s possible for a family to survive by cultivating edible fungi, algae, slime or the parasitic lichen that grows upon them. In some places settlers raise animals native to the Badzones such as rats, blood beetles, giant slugs, blind snakes and mutant dogs.
Material and food resources of the underhive. Again it's remarkable how extensive an ecosystem can exist and how much food they can produce to sustain a place as massive as Hive Primus (billions of people) without any evident external support.
Pollutants transmute over the millennia, gradually losing their toxic properties and forming new stable compounds, including sparstone, adonite crystals, carnotite gems and dark nuggets of igneous adamantorite. These precious substances are found in the deeper parts of Underhive and the Hive Bottom. Rich deposits are very rare and searching for them amongst the poisonous wastes is hazardous.
Mineral ore deposits are more common. These often originate from liquid discharges from Hive City. Working their way downwards, ore-laden wastes reach open spaces and form stalagmites and stalactites of ferrous haematite or ‘iron slag’. Some pollutant liquids filter through porous wastes which act as sieves, depositing solid ore in the form of a crust or pan. These substances are bulky and not tremendously valuable, but their exploitation is relatively easy.
Underhive natural/mineral resources.
But some come, attracted by the sump lake itself, to hunt its monstrous spiders whose faceted eyes are hard as diamonds and greatly prized by the jewellers of a thousand worlds. Others come to feed upon the spoils of the hunt, to bid for the tough spider pelts and chitin, to boil down the creature’s nutritious fat or extract its deadly venom. There are a hundred petty industries that thrive upon the spiders,
Again the peculiarity of the Underhive economy and ecosystems. In a way its kind of impressive, because the Underhivers have to be some of the most efficient and practical minded people to survive in that enviorment - nothing is wasted - everything has a use. Its a bit like a frontier or old US "wild West" type scenario. I suspect that may be kind of deliberate.
Further riches can be gleaned from the mutant fungoid life forms which grow in the dark Underhive. The detritus of the downhive provides the ideal medium for fungi to grow in and, as a result, Underhive supports a substantial ecology of parasites and mutant creatures.
There are tens of thousands of varieties of fungi and moulds, some edible or otherwise useful, others highly toxic and downright dangerous.
The slow growing pearl spore forms tiny lustrous pearls within its flesh...
...
Iron mould is not valuable in itself, but grows on rust piles and detritus saturated with sequestered iron and other metals. The mould extracts water and bound oxygen from the substrate leaving nodules of metal underneath.
..
Spook is a relatively common but dangerous psychic stimulant formed from fungal spoor. More useful is the curative Stinger mould, which has powerful recuperative abilities as well as strong antibiotic properties.
The various useful sorts of molds and fungus that exist and serve useful functions in the Underhive. Interesting that psychic enhancing molds exist too.
Isotropic crystal fuel rods, on the other hand, remain good so long as they are unused, and can be traded for a good price.
Isotropic "crystal" fuel rods.. a near-immortal fuel source (or at least millenia.)
The constantly recycled air, water and food of the hive have an inevitable effect on its inhabitants. Pollutants and toxins build up in the bio-system causing genetic instability and mutation. The effects of this are worse further down the hive where toxins are more concentrated. Because mutation is so common minor deformities are tolerated to a degree, even in the Spire and Hive City
The truly old or populous hives seem to sport even low level mutation, which perhaps makes them abhumans.
Some appear normal, but actually have psychic powers of one kind or another. These mutants are more readily accepted into Underhive than conspicuous deviants. Some are even welcomed and protected because their abilities are useful, such as psychic healers and precognostics
Wyrds are accepted.
Heavies are heavily built or physically fit individuals well suited to lugging round heavy weaponry. They are also technically competent.
Technical knoweldge (of some basic sort) in underhives.
Somehow, an assassin had got past the traps and guardian power fields, through the adamantine doors with their psychic locks, and into the inner sanctum.
Security measures include power fields and doors with "psychic locks" - which I assume means they need a psyker to open. (internal mechanisms manipualted by TK)

spyrers update.
These siblings of noble blood are cast down into purgatory to prove themselves tough and resourceful enough to take their place amid the ruling families. In a hive containing so many billions of souls, only the most dynamic and merciless individuals can expect to rule, or
indeed to survive
Hive population of 'billions" , and spyrer hunts are used as a sort of rite of passage.
Spyrers use ritualised combinations of weapons and armour that favour different combat styles. Each rig is meticulously crafted off-world, a wondrous device of halfforgotten technologies worth its own weight in credits. The rig is self-sustaining and self-repairing, with integral weaponry and, most importantly of all, built-in power boosters which activate as the wearer gradually masters the suit’s functions. These power boosters make each Spyrer evolve in a subtly different way, creating a diverse and powerful group of individuals in each hunt.
Spyrer rig. some sort of exotic, quasi-powererd armour with fancy abilities (self repair, and adaptive abilities.) Supposedly this is tau tech.. although i'd love to know how they got it all the way to segmentum solar!
Spyrers gain synthesised sustenance from protein packs wired into their suits, so they are immune to the effects of starvatio
Means of sustenance of spyrer packs. I suspect they collect and reciruclate fluids and wastes.
They work by increasing the energy feed into weapon systems and making them more powerful, improving cybernetic enhancements to make the wearer stronger or faster, thickening armour cells to increase their protection
Spyrer rig power boosts. Note the "armour cells' thickening. This probably also explains their self repairing as well (the same mechanism probably does both.)
Its distinctively oversized powered arms and hulking shoulders betray the Orrus’ fearsome combat style: that of crushing and battering its opponents to a bloody pulp. Ranks of armoured pistons power the arms and its blunt, claw-fingered hands, and each fist is backed by a rack of bolt launchers to blast apart opponents at a distance. Though the Orrus is the slowest of the Spyre Hunters it is also the most indomitable. Not only are the powered arms and shoulders heavily armoured but a force field protects the Spyrer as he lumbers forward.
Orrus rigs are the closest to space Marine power armor it gets. What's more they have shielding, armour and bolters. One per arm.
An Orrus Spyrer is equipped with abio-booster, filter plugs and photo contacts.

All rigs have these devices.. they seem to be additional to the rig and not built in.
The suititself is armoured with flexible plates like snake scales which are overlaid with the tubes and cables that feed power to the Spyrer’s limbs. The Jakara buckler is inset with energy absorbing devices that look like faceted jewels, each one of which can drain the force from a shot or blow and hurl it back at the attacker.
Jakara suit. also has a monosword I iomitted mention of. The main part is the shield and its absorption/reflection capability, bu the cables that feed to the armor are noteowrthy as well. Shield effects laser/plasma/melta attacks.
Its wings are jagged with edges sharp as razors so it can slice its victim as it swoops overhead. When stealth is needed, the Yeld’s wings curl around it and mimic the hues surrounding its body, concealing the Spyrer from view until it takes flight again.
Yeld suit. can fly, has cloaking, and uses laser weapons on arm mountings.
The rest of the elongated limbs and back of the Malcadon are covered with downward pointing spines and overlapping plates of armour. Its arms and legs are boosted by pistons and hydraulics which permit it to climb swiftly and leap great distances so that it can move quickly among the mass of broken pipes and struts which form the dark canopy of the Underhive
Its's systems seem optimized for mobility (leaping and jumping) and has spinner webs and claws as weapons.
The Matriarch wears a special ‘chameleon cloak’ that allows her to blend in with her surroundings. She will stalk her prey and then suddenly appear, her chainscythe in one hand, a deadly sharp monomolecular sword in the other.
Matriarch - an advanced spyrer rig. This also tends to suggest there are a great variety of types (we see yet another one different from all these in the first Kal Jerico novel) Also has cloaking abilities.
Spyrer Patriarchs are equipped with the finest combat armour that credits can buy. The suit’s heavily reinforced armour is capable of shrugging off all but the most powerful attacks, while its powerful servomotors allow the wearer to move and fight without hindrance. The suit has highly sophisticated in-built targeting systems that allow the wearer to detect and attack multiple targets simultaneously. However, most deadly of all are cybernetically controlled combat arms fixed to the suit’s back that can lash out to attack any opponent that is near by
Patriarch's suit also called "combat armour" suggesting it is something that can be found or purchased openly. IT is heavily armoured, agile (perhpas as much as astarted armour given the 'without hinderance') and comes with targetin gsystems and what amount to mechadendrite weapons. Two pulse lasers and two power claws. Note the Patriarch also has a bio-scanner, different from all the other rigs.
New ammo feeds come on line to make the suit weapons capable of sustained
fire.
..
Power Field Strengthened. The suit’s power field ...
...
Combat Neuroware. The suit links up additional neuroware which sharpens the wearer’s fighting skills.
...
The suit’s armour thickens and harden...
...
Heavy Bolt Ammo. The bolts fired by the suit’s launchers explode more fiercely on impact.
Orrus rig enhancements. note the ability to create new rigs, to alter the effect of the bolter ammo, as well as to thicken/harden the armour, and enhance the power field defence.
The combat neuroware as well (physical enhancement.) All rigs get that, but I will mention it only here.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Part 2: Spyrers, enforcers, and Outcasts:

The suit’s reflexes sharpen incredibly so that the Jakara can swing its shield around to protect it from enemies appearing from any direction
...
Molecules flake away from the edge of the mono sword to make it even sharper.
...

The mirror shield is improved and becomes capable of absorbing different kinds of energy. The boost allows the shield to deflect kinetic energy back at its target (such as bullets from autoweapons, missiles, etc) as well as energy weapons.
Jakara upgrades. They also get boosted movement to the suit systems (enhanced foot power?), they get thickening/hardening of armour, and the neuroware upgrade. The main interesting thing is the enhanced ability of the shield to absorb/reflect kinetic energy (which presumably includes blast effects) This suggests many weapons against the shield have a purely thermal effect, rather than thermal/kinetic or just kinetic. which fits with las performance in the fluff in the book. Also the self-sharpening monoswords. I suspect that might be typical.
Insidious neurotoxins synthesised by
the suit from pollutant waste coat its
spines.
Malcadon upgrades. The chief interesting one is the neurotoxins ynthesis. Otherwise they get the neuoware upgrade as well, the thickening/hardening of armour, the range and area effect of their spinners is enhanced, and a greatly enhanced move rate like the Jakara suit.
New power feeds come on line to make the suit weapons capable of
sustained fire.
...
Molecules flake away from the edge of the Yeld’s wings to make them even
sharper.
...
The chameleon circuits in the Yeld’s wings become faster and more
accurate.
...
The suit’s lasers become more focused and deadl
Yeld upgrades. The wings are monomol and self-sharpening, the laser feeds grow/adapt to increase rate of fire as well as enhance focus which improves firepower (probably by explosive effects- more energy on smaller area is more explodey.) They also get boosted flight due to power to wings (my guess is wings are antigrav) as well as neuroware upgrade.
The bolt launchers on an Orrus suit are racks of small rockets mounted on the back of its crusher fists. The power boosts of an Orrus hunting rig can extend the power and burn duration of the rocket’s tiny engines, giving them a greater range. They can also increase the power of the warheads and improve the fire control so that salvoes of bolts can be fired.
It's interestng how they can self-adapt/tweak the performance of missiles. Do they tweka the chemical makeup in the propellant and warheads? Do they make them more efficinet? Can they just synthesize new ammo? (likely if they cna make bigger warheads.) Maybe these bolt shells operate like plasma warhasd with plasma rockets? (fusion powered?)
The spinarets of a Malcadon’s web spinner spew out silky threads of gossamer that harden with the strength of steel wires
A webber on steroids.
The Yeld hunting rig is fitted with heavy gauntlets mounting multiple laser tubes. The gauntlets fire a storm of laser bolts from the Yeld’s fists..
...
The power boosts for the Yeld rig make its lasers even more potent, feeding more power to them so they can fire in a sustained mode and increasing their penetrating
power.
Yeld laser gauntlets. Possibly a hellgun-like pulse train blaster laser./
The Patriarch is armed with two laser weapons based on the same technology as the Yeld’s laser gauntlets. In the case of the Patriarch, the weapons are fitted to two of the cybernetically controlled arms of combat armour.
Targeting systems allow independent control as well.
They are surrounded by a shimmering blue power field, and are perfectly capable of
punching through solid steel if need be
Power claws on Patriarch rig.
The monomolecular sword carried by the Jakara is a marvel of molecular engineering. The blade is a living crystalline structure which constantly renews its edge as it is blunted. The sword’s edge is only one molecule thick and can slice through any but the densest of matter. As the Jakara’s power boosts kick in, the sword’s edge renews itself more regularly and evenly to make it even sharper still.
"Molecular engineering" - I guess this isn't lost or rare tech in the Imperium (albeit not neccesarily common) the self sharpening/rewning nature of the weapon may be true of other mono weapons as well. This suggests they are sharp and effective, but perhaps prone to wear and tear greater than usual knives.
A Spyrer Matriarch is armed with a chainscythe. When not in use, the chainscythe can be folded down into a small baton carried on the Matriarch’s hip or in her hand. At the touch of a button it quickly expands out into a deadly close combat weapon that is capable of slicing a man in two.
Collapsible chainscythe. Another feat of engineering that is impressive and insain since its a collapsbile chainsaw for all intents and purposes.
The Jakara mirror shield is a complex device that contains an unusual force field generator. The generator sets up a resonant energy vortex across the shield which bleeds off the power it absorbs into one of several containment devices which stud the shield’s surface. In turn this stored energy can be channeled back to its source as a brilliant bolt of heat and light.
Jakara mirror shield. Suggests Imperial forcefield/defensive tech has the ability to store/release energy in other forms (to make attacks, perhaps to recycle, etc.)
A Yeld’s wings are made out of hundreds of individual plates of metal connected together by micro fibre bundles on an articulated frame. The fibre bundles are activated by brainwaves read directly from the wearer’s cortex through a series of conductive filaments. With a little training the wearer can make the wings move and flap at will, enabling him to glide exceptionally well or climb upward somewhat more laboriously. Each of the metal plates is wired with crystalline circuitry so that they can change colour and meld into the wearer’s surroundings as part of the Yeld’s defences.
I suspect that liek any flight or jump tech it uses suspensors to boost the effect.
The chameleonic effect of its wings allows a Yeld to hide even if it is not behind cover; the Yeld simply remains stationary long enough for its outline to disappear completely. In addition to this, the chameleonic effect of the wings makes a Yeld difficult to track at long range.
Not unlike a holofield.
Then is the time for the very armour itself to become dormant and assimilate its experiences. During this time the Spyrers enter a state of sleep of sorts, becoming limp
and immobile for about a day
Spyrer suits have a day long (or so) "down time" I suspect it allows the systems to assimilate and upgrade/adapt, to do repairs and perhaps first aid on the Spyrer, to enhance its suit, etc. It may draw resource sfrom surrounding to fuel the upgrades and repairs (like drawing toxins from the surroundings for the Malcadon venom). This indicates a pretty sophisticated AI/machine spirit in the suit, probably something "imprinted" much like a titan's spirit, something animalistic perhaps (Spyrer rigs "do" seem to resemble certian kinds of animals - spiders, hawks, snakes, etc.)
Contained within a Spyre Hunter’s suit is a miraculous set of devices which are fully capable of preventing serious harm befalling the occupant of the armour as it lies in its unnatural slumber. It is known that when the Spyrer shuts down to absorb its recent experiences, certain functions of the suit remain active: life support obviously, but there is also another system that is only ever seen when the Spyrer is in this state. Millions of microscopic machines, tiny enough to be able to manipulate the very molecules of substances they come into contact with, flood from vents in the armour to pour across the floor of the Underhive. The refuse and scrap in the general area is rapidly transmuted into a nest of wires and conduits linking the recumbent Spyre Hunter to a number of small silver globes. Each of these devices contain a single defence system to be activated when an unwelcome visitor strays too close. These range from powerful guns to routine alarms triggering the awakening of a highly irate Spyrer itching to have a word with the unfortunate individual responsible.
Spyrer territorial defense systems. Again the armour is self aware and self-active. apparently it also makes extnesive use of micromachine tech to "manipulate" surroundings.. which again explains the adaptive, self repair abilities.
A turret armed with a sentry gun pops up and fires..
..
The globe contains nothing more than a puddle of unresolved goo and wires.
The defense systems. the turrets behave like a boltgun (or are effective as one) but the turrets seem to be some sort of living metal-like construct (they can form/adapt to different things) - including alarms.
More indication of the "gray goo' nanotech-style crap. although i suspect they are separate devices, not made from surrounding materials per se (but perhaps supplied from it.

****
Add on: RE Necromunda Enforcers
Necromunda Enforcers are modelled closely on the Adeptus Arbites. The Judges and Arbitrators of this huge organisation serve primarily to remind Imperial servants of their duties
and loyalties, and to enforce the Imperial Decrees passed by the High Lords of Terra.
Necromunda enforcers and arbites.
All too often an Imperial Commander can forget the power he serves, either through incompetence or malice. This is why the Adeptus Arbites was formed. If a Governor ever considers skipping his tithes for a year, or perhaps ignoring the request for troops from an embattled neighbour, one glance towards the armoured Courthouse of the Arbites should be enough to make him reconsider
Arbites make sure the greed and incompetence of Imperial commanders does not interfere with his duties. Also note the yearly tithing and the supply (transport?) of troops to defend neighbors.
If planetary control is ever lost, the Arbitrators and Judges of the Arbites are empowered to take over and rule the world in the Emperor’s name until a suitable Imperial Commander can be found.
Ensuring loyalty to the Imperium. We saw something like this in Execution Hour. They can even commandeer aid from the Navy and Guard, which probably offsets their own limited warmaking capabilities.
...while the Adeptus Arbites are responsible for ensuring that Imperial Decrees are obeyed across the galaxy, the role of everyday control and policing usually falls to local security forces, working under the orders of the Imperial Commander and his staff. Such is the case on Necromunda, where policing is carried out by Necromunda Enforcers.
Enfiorcers are the usual name for such forces on planets.. the PDF equivalent of Arbites.
Every hive on Necromunda is divided into Precincts, each with its own fortified courthouse and a substantial number of Enforcers. In addition there are thousands of small
Precinct Houses scattered through the hive, each of which is manned by a ten-man Enforcer Precinct squad. Necromunda is a vital planet to the Imperium, but population pressures
mean that it is in constant danger of devolving into anarchy and civil war.
We dont know how many precincts, but if we go by Confrontation there are maybe 10-12 thousand hives (at least 10-12K Precincts) probably with hundrds or thousands of men (millions to tens of millions of enforcers) The thousands of Houses with 10 man squads reinforces this. That's 20 K men at least per hive, and maybe 200-240 million enforcers on Necromunda. If we assumed the 1 in 10 ratio between PDF and IG existed, there might be some 20 million Arbites. I'd expect at least hundreds of thousands if not several million Arbites.
This also tells us that the PDF/Garrison forces should be as large or larger.. so we're probably loking at billions of PDF troops for Necromunda as a whole. Considering that there were billions of people for the hive worlds (the major ones) apiece (billions in the underhive aloe -5 billion or so IIRC survival instinct) and again a possible 10-12 K hives.. we're looking at tens, possibly hundreds of trillions. Admittedly its hard to get exact numbers, but Necromunda are the really old, powerful hives, so they should have tons of people (And even with a few hundred planet slike this... having tens or hundreds of trillions of people would put their contribution to the overall Imperial population in the single or double digit quadrillions range.. I'd say it meshes with all the existing data we have to within an order of magnitude)
Also from the Enforcer POV they seem to regard the Hives as being potential powder kegs, when the core rules state that the Hive City itself is actually relatively stable (enforced by continued economic prosperity - noone wants to rock the boat, weaken themselves in the face of competotiros, or lose the support of the nobles by disrupting trade.) They my regard the 'indirect' efforts at lesser house warfare (sabotage, etc.) as signs of recidivism perhaps, or they may be thinking in context of the underhive.. but that would be it.
They cannot be bought off, threatened, corrupted or negotiated with. Indeed, the Enforcers in Hive Primus are recruited into their ranks from other hives on Necromunda, thus ensuring that they do not have any loyalties to local citizens.
Enforcer recruitment.
Individual Enforcers, particularly grizzled veterans which have been hardened by years of dispensing justice, act as law enforcers within some settlements in the Underhive.
...
They also monitor local loyalties and the activities of the Merchant Guild to ensure that the Imperial codes of law are maintained even on the frontiers of anarchy
Acting as authorities in the Underhive, especially knowing they cannot totally control or stamp it out, probably contributes to their paranoid attitudes, but its interesting to know that soem measure of control is exercised on the under levels - at least amongst the bits of civilisation. Probably why there ARE any settlements to begin with.
The equipment worn by Necromunda Enforcers is based upon imitations of the equipment used by the Arbites, and is very similar in appearance. They generally wear carapace breastplates, with padded flak armour or additional vambraces and plating.
Enforcer gear. Implied to be similar to Arbites gear, meaning both wear flak underlayers.
...he homing Executioner ammunition they sometimes use is feared throughout the Underhive. Although most Enforcers won’t hesitate to kill, they often carry weapons to subdue foes wanted for interrogation or trial, of which the power maul is most common. They also make used of Cyber-mastiffs
Other gear. They of course have shotguns too. Apparently one man in a 10 man squad is a Cyber mastiff handler.. so about 10% of my previous estimate would have been Mastiffs (millions of the things IoW)
The Sergeant, Enforcers and Handler are all armed with a knife, bolt pistol and choke gas grenades.
..
Any member of the squad may replace their bolt pistol with a laspistol. The Sergeant may replace his bolt pistol with a plasma pistol if desired.
...
In addition each member of the squad may be armed with one of the sets of weapons from the following list.
...
Up to one member of the squad may have a heavy stubber.
..
Up to one member of the squad may have a flamer, or a plasma gun, or a grenade launcher equipped with choke, frag and krak grenades.
...
Any member of the squad may be armed with a bolt gun or combat shotgun or power maul or
suppression shield
...
Any model may replace their bolt pistol with a power maul and suppression shield
...
Any member of the squad may be armed with meltabombs and photon flash flares.
Bolt or shotgun weapons, they are insanely well armed. Rather interesting they can use laspistols (but not lasguns?)
The carapace armour includes a helmet with a respirator, photo visor and
infra goggles.
Carapace equipment. The mastiff is also noted as being equipped with Carapace.
Enforcers are equipped to deal with any situation that demands their attention. Each Courthouse has a large armoury that includes equipment available in the hive and some from other Imperial worlds
They're well equipped in other words.
Captured Enforcer equipment may not be used, traded or sold by opposing gangs – it is too hot an item to be found in possession of, and is rumoured to include tracking chips that allow the Enforcers to quickly reclaim any item they lose
Useful. Having it in the armor and stuff allows for the Enforcers to be tracked as well.
In addition to the standard solid and scatter rounds fired by ordinary shotguns, the combat shotguns used by the Enforcers can fire ‘Executioner’ adamantium-tipped armour piercing rounds, that are designed to seek out and destroy the toughest targets. This sophisticated shell has a tiny robot brain that locks onto the target’s energy pattern and seeks it out with unerring accuracy
Executioner shells. lethal.,
The suppression shield is a special piece of equipment used extensively by law enforcement agencies all across the Imperium. In consists of a metal or fibre-alloy shield that has a built-in generator. When the generator is activated a glowing blue field of energy, called a suppression field, surrounds the shield. A suppression field diverts and stores away the energy of an attack. In hand to hand combat the shield can be used to ‘bash’ an opponent, at which point the stored charged is released as a powerful electrical discharge that is perfectly capable of stunning or even killing an opponent.
Useful shield. Especially considering that, like a Spyrer mirror shield, it can absorb (transform) and release energy that strikes it (kinetic and thermal, it would seem.) This would be a useful and interesting defensive capability on starships (enhancement ot powerfield technologies perhaps.)
All Enforcer squads include an artificial attack-construct known as a Cyber-mastiff. They are also commonly known as kill-dogs, razorfangs and rending rovers by the inhabitants of the Underhive. Cyber-mastiffs have in-built hunting and attack instincts, but require a specially
trained Handler to direct them with a set of simple verbal commands
Cyber mastiff.

*****
Necromunda: Outcasts
Page 9
Food has to be scavenged from the tumbled rocks and rusting pipes of the wastes, be it rats, snakes, edible fungus or nutritious slime.
Its problematic s upposedly, bu tthere is still food out there growing for underhivers. What an ecosystem.
Page 27
Even in the Hellish pit of the Underhive wastes some mutant strains stabilise after a time to form distinct sub-species. The most common Human sub-species in the Imperium are the abhuman races of Ogryns, Ratlings and Squats. The Scalies are another such sub-species, though they are still highly unstable strain compared to normal abhumans. Scalies are massive reptilian mutatns almost as broad as they are tall. Their durability and strength are legendary..
...
Scalies can regenerate lost fingers, toes and even whole limbs in time, though the procss is painfulyl slow.
Yet another abhuman variant.. there must be many throughout all the underhives. Their scales confer natural armor as well as the useful regeneration.
Page 27
Long ago Necromunda was swept by a mysterious neurone plague...
...
Zombie plague still breaks out from time to time in the Underhive and packs of Plague Zombies are yet another of the many dangers in the dark underbelly of the hive.
Orks, monsters mutants and plague zombies.
Page 31
Sin comes in many forms : Drinking, gambling, lying, cheating, profanity, lechery, fornication (even thinking about fornication is sinful) and shooting innocent, hard-working folk like Redemptionists. The worst sinners are mutants and witches, the spawn of evil, and the second worst are the heretics who tolerate sin and refuse to heed the word of redeemption.
What redemptionists believe. Of course this is the Redemption so they will purge things with a zealous love of fire that would make a Sororitas envious.
Page 35
Zealots are most commonly armed with an Eviscerator, a giant double-handed chainsaw fitted with an Exterminator flame cartridge, to slice and burn the unbeliver into charred lumps (for their own good of course).
What's the one way you could make a Chainsword even more impractical without making it shoot bullets or rocket powered? Stick a flamethrower on it. Now you can burn and cleave at the same time!
Page 45
The Rig is sefl sustaining and self-repairing, with integral weaponry and most importantly of all, built-in power boosters which activate as the wearer gradually masters the suit's functions. These power boosters make each Spyrer evolve in a subtly different way, creating a diverse and powerful group of individuals in each hunt.
Spyrer rigs.. mentioned repeatedly before.. offworld power armor analogues with adaptive and aware capabilities.
Oage 46
Spyrers gain sythesized sustenance from protein packs wired into their suits..
Page 46
They [boosts] work by increasing the energy feed into weapon systems and making them more powerful, improving cybernetic enhanceents to make the wearer stornger or faster, thickening armour cells to increase their protection, and so on.
Spyrer adaptations. Again note the thicknening armour cells.
Page 46
Jakara weapons are the mono sword and adamintum shield.
..
The suit itself is armoured with flexible plates like snakes scales which are overlaid with the tubes and cables that feed power to the Spyrers' limbs. The Jakara buckler is inset with energy absorbing devices that look like faceted jewels, each one of which can drain the foce from a shot or blow and hurl it back at the attacker.
Jakara rig. Adamantium shields with energy absorption and reflection capability.
Page 46
When Stealth is needed the Yeld's wings curl around it and mimic the hues surrounding its body, concealing the Spyrer from view until it takes lfight again.
Stealth only seems active when still.
Page 47
ranks of armoured pistons power the arms and its blunt, claw-fingered hands and each fist is backed by a rack of bolt launchers to blast apart opponents at a distance.
..
Not only are the powered arms and shoulders heavily armoured but a forcef ield protects the Spyrer as he lumbers forward.
Orrus Rig. I think its my favorite.
I'm going to skip over the boosts. did those already.
Page 51
The Infamous pit fihter Harkan Vore actually had a cahinsaw which replaced his lowered Jaw...
well its not a flaming chainsword.. but its still pretty silly.
Page 52
An Exterminator isn't really a weapon as such, it's more like a flamer nozzle attached to a small cannister of fuel. Thi sis strapped under a real basic weapon like an autogun orshotgun to give the fighter carrying it a single-shot flamer..
Auxiliary flamer.
Page 55
The power boosts of an Orrus hunting rig can extend the power and burn duration of the rocket's tiny engines, giving them a greater range. They can also increase the power of the warheads..
Variable power bolters, in other words.
Page 55
The monomolecular sword carried by the Jakara is a marvel of molecular engineering. The blade is a living crystalline structure which constantly renews its edge as it is blunted. The sword's edge is only one molecule thick and can slice through any but the densest of matter. As the Jakara's power boost kick in the sword's edge renews itself more regularly and evenly to make it even sharper still.
May imply that mono weapons by definition are self-sharpening.. which can wear them down if they aren't living crystal that probably grows.
Page 59
Spook is extracted from certain decayed synthdiet deposits or 'raw spook'. The decayed synthdiet was dumped many thousands of years ago and stashes are sometimes discovered in the Underhive or ash wastes...
...
The original synthdiet was probably recycled form the bodies of dead hivers in times of food shortages and so may act as a medium for carrying race-memories locked in chemical form or DNA.
Over the millenia the decaying synthdiet was acted upon by the mutant fungi spores tha tmade up an important component to it...
Boosts psychic power. we find out about synthetic food made from recycled dead hivers.. and that it carries some sort of genetic "race memory' locked in the DNA which somehow also boosts/opens up psychic powres. Sounds alot like the crazy stuff Orks get into, or maybe some of the Space Marine implants. It also makes the idea of Hive food even more unappetizing.
page 60
If the mould is harvested beore it matures its spores can be rendered into a curative paste or compress which vastly stimulates the body's own healing process. The recuperative effects of Stinger mould are renowned amongst surgeons and doctors, and it is heavily harvested in some areas for use in the hive, the spire, and even offworld.
Super medical fungus, which seems to be a 40K equivalent to bacta.
Page 60
The Jakara mirror shield is a complex device that contains an unusual force field generator. The generator sets up a resonant energy vortex across the shield which bleeds off the power it absorbs into one of several containment devices which stud the shield’s surface. In turn this stored energy can be channeled back to its source as a brilliant bolt of heat and light.
mirror shield forcefield defense. heat and light.
Page 60
A Yeld’s wings are made out of hundreds of individual plates of metal connected together by micro fibre bundles on an articulated frame. The fibre bundles are activated by brainwaves read directly from the wearer’s cortex through a series of conductive filaments. With a little training the wearer can make the wings move and flap at will, enabling him to glide exceptionally well or climb upward somewhat more laboriously. Each of the metal plates is wired with crystalline circuitry so that they can change colour and meld into the wearer’s surroundings as part of the Yeld’s defences.
MIU controlled wings with probable antigrav. Remind me alot of Swooping Hawk aspect wings.
Page 64
Rotting sewage, fungi, and carrion can all create pockets of highly explosive methane gas..
One natural fossil fuel inside the Hive still at least..
Page 68
Wyrds are individuals with raw, untutored and very varied mental powers. In fact, a significant proportion of Necromundans, maybe as high as 10% or so, have minor abilities which they don't even consider to be psychic mutations - they may be 'lucky' at cards, for example, or very good at 'guessing' what is on antoher person's mind, but only so that others think that they were born lucky or are very perceptive rather than mutants. Wyrds have far more effective powers than this, but they are still very different from the highyl trained psykers of the adeptus AStra telepathica.
Given a possible trillions of people on Necromunda, we could have billions (tens or hundreds) of potential minor psykers. that is.. interesting since its purely minor stuff that could be useful (in combat, fro example.)
Funny enough they also mention that wyrds are totally ignorant of the dangers of the warp - not surprising, considering the stuff the lower elves are 'iggnorant of (like the AdMehc philosohpies.)
Page 70
.. the daemon [in battle] will quickly burn up the energy reserves for the Wyrd's fragile mortal body.
...
.. all that is left is a charred skeleton amidst a pile of ashes!
My guess? Its a secondary effect of enhanced psychic usage (cremation) or the biological processes in the body are tapped/employed at such an insane rate that the secondary thermodynamic processes burn the body to ash without a daemon to shield/enhance it.
Page 71
The Pyro is able to agitate the molecules of anything he concentrates on, creating a deadly microwave effect similar to that produced by a meltagun or multi-melta. Although the Pyros' attack is less reliable than either of these weapons, it is potentially even more destructive.
Melta like psychic attack. Pyros can also emulate flamer and similar attacks supposedly or "burn to a crisp" anyone who gets too close.
Page 108
Beastmen are a weird form of stable mutant strain like the scalies, featuring strong characteristics of well, beasts. Beastmen are always strongly associated iwth daemon worship and the spread of evil. Most often such creatures come up from the depths of the Abyss or the shores of the Sump but whispered tales also tell of cultists transformed into Beastmen by their daemonic masters, or firstborn children being hideously cursed by the dark gods and mutated into Beasmen.
Beastmen are a sor of abhuman.
Page 109
Between the million worlds of the human Imperium whole systems lie under alien control.
..
Some aliens find their way onto Necromunda for their own reason...
Seeking artefacts, spying, escaping pursuers, or buying info.
Page 109
Legends about Orks invariably revolve around how they can keep fighting with a bolter round through their head and a gut full of shrapnel.
Legends about Ork durability.
Page 109
Orks are undoutably the most widespread aliens in comparison with humans, though Ork space is split into hundreds of tiny empires which are ruled by rival warlords and bosses.
Orks have more territory but are individually smaller.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

And I decided to stick confrontation here. Confrontation is basically the Necromunda Space Fleet.. its the predecssor material that lead to the creation of the 'official' game. That means that the elements of it are there, but that it differs in significant ways (fluff and mechanics wise.) That means it might bve quasi-canonical, but like all things you never know if it will ever be recycled or used again, or if it still has validity. It's interesting in any case.

I'll throw it out all at once, and then I think I'll be done with the spinoff games once again. (I hope)
Then about a year ago Bryan Ansell suggested that we revamp a game he had designed some time ago - originally to simulate World War 2 and contemporary combat but later extneded into a futuristic setting.
...
Takking this system and adapting it into the WH40,000 enviroment would give us a new game which would combine elements of role playing and skirmish wargaming. At the same time we could take the opportunity to write more about the WH40,000 universe by describing one planet in particular.
The origins of Necromunda and confrontation. How 'canonical' this is is up for debat,e but it is interesting as to the origins and what sort of 'combat' it envisioned, I think.
The Imperium of Man stretches across the galaxy from rim to rim, encompassing over a million habitable worlds and untold billions of people.
Note the reference to "habitable' - we could argue that it has far more uninhabitable worlds under its aegis, although the definition of "unintabitable" is up for debate :P
The emperor can no longer speak and it is doubtful if he comprehends events which take place in the material universe, as his powerful mind stalks through the nefarious region of pure energy known as the Realm of Chaos, hunting the enemies of mankind.
Implies the Emperor has an active role in watching over the Imperium. Warning about it (through the tarot, through astropaths like he did for Semper in Execution Hour, etc. Is another story.)
Even the Adeptus Administratum, the administrative branch of the Adeptus Terra, does not know for certain the exact number of worlds within the Imperium. There are approximatel a million, but the treacheries of space-travel, the process of time distortion and the effects of warp storms which can isolate worlds for centuries, make an accurate count impossible.
This probalby means there are a defnite million they can be sure of, and beyond that there may be more or not. Probably are.
Other worlds are dedicated to specific functions, such as mineral-rich mining planets, barren research stations, military observation planets, and so forth. most worlds of the Imperium have a reasonably mixed economy and are in most respects self-sufficient.
This means most are probably in the 'civilised' category, a general catch all, perhaps with some specializations. This doesn't mean they are totlaly self sufficient (they may need tech in trade from other worlds like hive and forge worlds) but it probably means that if things go bad (Eg a warp storm) they won't go all to pieces in the immediate future
Hive Worlds are planets which, in all but a few cases, were settled thousands of years ago, often before the time of the Imperium, during the Dark Age of Technology...
...
A Hive World has a population which far outweighs its own ability to feed or support it, often exceeding a thousand billion people on a planet the size of Earth. Such vast numbers of people exert such pressure upon the environment that few hive worlds can sustain life naturally. Many have no free ground surface left because they are entirely built over, to the extent that the planet is no more than a huge urban conglomeration.
Hive worlds defined. Thousands (more like tens of thousands) of years old, incredibly ancient and advanced, probably lacking innate resources (other than what they can recycle) and fucking huge populations (well inot the trillions) This perhaps puts Necromunda into a category far above those of a place like Armageddon or Minea or similar. Probably why Execution Hour said so few exist. Terra is another such world in all probability, as is Aerius (its rumoured population was in that range anyhow) and palces like Thranx (before it was exterminatus'ed due to genestealer infestation.)
Assuming there are fewer of these than of Armageddon-style Hives but more than 200... we would be talking a "old hive" population in excess of 200 trillion, to upwards of some tens of quadrillions.
Necromunda was founded 15,000 years ago as a mining and manufacturing colony.
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..Necromunda is still a world of mines, factories, refineries and processing plants.
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Nothing which can contribute to the planet's output has bene left untouched. From the tops of the highest mountains to the depths of the oceans, the wealth of Necromunda has been ripped out. Mountains have been reduced to r ubble for the ore they contain; oceans have been turned into little mor than chemical sludge ponds. The once fertile plains have disappeared under huge urban developments of great housing and factory blocks, forming new ranges of man-made mountains every bit as tall as the long since flattened natural land features.
...
Although little of Necromunda's original resources remain, the waste-heaps of previous generations have become a new source of riches. Necromunda lives on the accumulated wastes of its pasts; its people have learned to scavenge, reclaim and recycle everything in order to squeeze a living from their exhausted world.
Necromunda has exploited all its natural resources in 15,000 years. For example, on the Earth Alumintum (8.23%) Iron (5.63%) and Titanium (.565%) make up 14% of the Earth's crust... about 3.6e21 kg. Assuming 90% of that was used up.. about 2.16e17 kg of raw metals would be consumed per year, if its abundance was anything like Earth.s That's over 200 trillion tons each year. By contrast a mere 1.2 billion tons of Iron is consumed yearly. Compared to that, they would have long tapped out any and all fossil fuel reserves, quite probably all the hydrogen, and even all the nuclear fuel stockpiles. Even the hydrogen in the water, i suspect, if they haven't stripped the oceans away.
Over the millenia, the population of Necromunda has increased well beyond the planet's capacity to support it. As a consequence it is wholly reliant on synthetic and imported food. Each hive has its recycling plants which convert used organic matter into synthetic food. Real food is imported from offplanet, but is an expensive luxury which only hte most wealthy and prestigious Necromundans can afford.
This suggests the bulk of imported food is only for the important people uphive. Everyone else makes do with recycled food or the native population.
Beneath the hives and extending around them under the wasteland itself lies a honeycomb of ancient disused factories and a labyrinth formed from sewers and service tunnels of an early age.
Extensive underground facilities.
Necromunda's population has never been counted and the chances are that it never will be because the number of people involved is simply too large. There are probably more people on necromunda than have ever lived in the entire history of Terra up until the end of the twentieth century. An attempted census of Traizor Hive four thousand years ago revealed an estimated population of a billion in the upper habitation levels alone - no further attempt has been made to count Necromunda's population in Trazior or any of the other several thousand hives on the planet.
Several trillion at least, but that is probably a gross gross underestimate. Hell they even think that Necromunda probably outstrips the numbers of the knonw hives from 3rd and 5th edition (hundred of billions) considering the implied numbers here. Other sources list billions for hives, and 5-6 billion has been listed as merely the underhive population ins ome novels.. we could be looking at tens of trillions easily as a lower limit estimate.
The society of Necromunda is reasonably typical of larger Hive Worlds. No attempt is made to enforce central administration upon the entire population, indeed such a thing would prove impossible on a world where most people remain unrecorded by any authority.
..
This form of urban feudalism tends to be self regulating.
basically the Imperium in iminaiture.. lots of indiivdual sband together into groups, who ally with other groups, or seek the protection of larger groups in exchange for goods and services - mutal self interest and exchange of services (greed and such) keep things in order. It organizes along house/family lines, much as we learn in the other sourcebooks that follow.
Helmwar's main obligation to the Imperium is to provide a tithe which takes the form of a percentage of all the goods Necromunda produces. As the entire proudction capacity of the world is given over to providing manufactured goods for the Imperium the tithe is taken as a straight discount on the revenue earned.
Necromunda's tide conditions.
Hive worlds like Necromunda provide the Imperium with another useful resource - namely its people. Necromunda produces generations of tough youths with a strong sense of self-reliance. They are highly valued as recriuts for the Imperial Guard and even some of the Space Marine Chapters.
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Recruitment brings officials from the Imperium to Necromunda to inspect and in some cases conduct recruiting drives amongst the fighting gangs. Helmawr himself is obliged to provide troops from his perosnal g uard, usually a whole regiment at a time.
Tithing. It comes from various levels.. from the hive gangers (fronteirsmen types) to the personal troops of Lord Helmwar (thousands to tens of thousands depending on how one defines reigment.) I imagine both the higher and lesse houses each have to provide similar, as well as all the other hives. Just from the noble troops alone (13 or so noble regiments) and 2-12+ thousand hives, we're talking tens if not hundrds of thousands of regiments.. which works out to hundreds of millions of troops, if not billions alone. The PDF tithes are likely to be bigger, and the "ganger" tithes even greater still.
As well as troops, i imagine places like Necromunda tithe troops to the Navy (for ship duty), colonisation efforts on new planets, repopulation of destroyed planets (or to replace losses on Industrial and forge worlds), amongst other duties.
Because the planet supplies so many troops for the Imperial Guard the name of Necromunda is known thrhoughout the galaxy, even by people who know nothing about the planet itself.
Meaning they are as populous and elite as Cadia, Vostroya, etc. Given how utterly insanely high tech such forces are.. not a surrpise really. They also probably are common as fuck, and if the other "Necromunda" level hives (including Terra) produce similar numbers and of similar quality.. that can push a huge chunk of high tech soldiery into the guard.
Necormunda is very similar to many other hive worlds of the Imperium.
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The hives are grouped into clusters comprising up to a dozen or so individual hives all linked by a network of overground travel tubes and subterranean passages. These clusters are scattered over the cloud-strewn surface of the planet.
...
Hive clusters are connected together by roads across the wastes and transportation tubes supported on pylons and suspended on cables. With its forest of towering hives interconnected in a network of tubes..
The makeup of the Necromunded surface. Dozen or so hives, all connected by roads and transport tubes.
Each hive covers an approximately circular area some fifty to a hundred miles in diameter. The tops of the spires can rise to a dozen or more miles above the ground surface, piercing the festering clouds that surround the lower levels of the hive.
..
The spires are only the top part of the hive, comprising the upper hab zones with factory layers on or above the current ground surface. The older and partially ruined factory and hab layers still exist, although they are buried beneath the ash wastes. Though they are hidden, factories and habs are rarely abandoned until they are utterly derelict or polluted beyond use even by hive world standard
Implied hive diameters. this might be retconned by earlier sources, but again alot of it depends on the shape of the hive (slope, etc.) It could stretch out shallowly for that diameter then rise up sharply into a narrow peak. It's also quite simply that at one point it is this size, but it becomes smaller at other times (or shorter). They are constnatly in a process of building.
Also the place is chock full of factories.
There are approximately a thousand hive clusters on Necromunda.
This means at least 12,000+ hives. Given Trazior (a rather little hive, as per Space Marine) had a billion at least, we're alking 12+trillion and almost certainly more.
The Palatine... .. also has the only shipyard and landing field large neough to take orbital carriers. It is thus the planet's only spaceport, a physical expression of Helmwar's monopoly on offplanet trade. The fortress monastery of the adeptus Astartes contingent and the headquarters of the adeptus Arbites on Necromunda are also located in the Palatine Hive.
Probably good indicators of why Helmawr holds control of the planet. anyone seeking to topple him would have to have those.
On the edge of the hive is a special spire set aside for the aliens and abhumans who come to Necromunda from time to time in order to trade. Both Squats and Eldar are among these visitors and they are housed on separate levels of this spine.
make of this what you will. It's certainly not unheard of - we know of various Craftworlds having ambassadors to the Imperium (and vice versa) - one fo the Eldar ambassadors had their skimmer stolen by a Guardsmen (and was even punished for it.)
Of course squats were.. technically eaten :P
A Priory of the Adepta Sororita is located in one of the outer Spires.
Necromunda has a contingent of Sisters of Battle as well as Arbites.
In densely populated parts of a hive world, hives may be separated by only fifty or a hundred miles of waste. Some hives may be separated by a stretch of a thousand miles of waste
Distribution of hives. at 1600 km range there would be only 200 hives. upper limit 80,000 (separated by 80 km apiece.) 100-150 trillion people estimated by that (1-2 billion pop at least)
In some places the ash is miles deep, forming shifting ranges of dust dunes which can bury roads and transport tubes, and erode the base of a hive when swept along in the frequent dust storms. The funnel-shape of the hive spires is designed to strengthen the hive against the worst ravages of the dust, but even so they are often buried to half their height or more by ash.
...
The ash wastes are mostly composed of metal oxides, powdered plastics and inorganic chemicals which take millennia to reduce. The wastes are an inhospitable environment. The ash corrodes equipment and poisons organic life, although a surprisingly variety of creatures do survive. No unpolluted air, food or water can be found in these dead lands, although there are fungi, algae and bacteria which live on the waste itself. These are believed to be responsible for the limited free oxygen on the atmosphere of most hive worlds.
It's possible some hive sare buried under sand, and that limits their visibility or affects dimensions. Also we learn there is limited free oxygen in the atmosphere, which is maybe why people can (rarely) venture outside. They even mention ash nomads and animal life.
These terrible storms can blow their payload of toxic ash from the equator to the poles. A moderate ash storm will strip an unprotected man to the bone in seconds, and then reduce his bones to a handful of dust. A serious storm is something that all hive-dwellers fear. These can be so strong that they have been known to destroy entire hives.
Ash storms.
Much remains hidden beneath the surface, ready to be reclaimed and used: derelict spires from lost hives; buried convoys; wrecked stratoplanes, aircraft and spaceships; long-abandoned mine workings; and even, in places, raw materials from the bedrock of the planet. There are a few places where, thanks to some mysterious natural sorting of the wind and ash itself, veins of pure oxides and chemicals have accumulated.
Mateiral to be reccled or claimed.
Sea surfaces have solidified so much that only flyers or hover vehicles can cross. Some mutants even live in these areas..
Mutants existing outside, and use of flyers and hover vehicles (aG tech)
The sludge seas, however, also support their quota of hives. Some are built on massive piles, driven deep into the sea floor. Other, relatively small hives have been constructed on massive floating islands which are anchored in position. On more than one occasion a floating hive has broken free during an ash storm and sunk or capsized.
Floating hives.
These gullies are supposed to admit light and air to the spire, but their size makes this impractical.
...
The areas close to the core are far removed from the outside world. Their only illumination is provided by glowglobes and massive cables of fibre or flexible glass, which run down into the core of the hive from the sunlit pinnacles of the spires.
...
Fresh air enters the inner recesses of the hive via great ducts from the upper layers. It is drawn in through huge wind intake fans and filtered through dozens of purification plants to remove the fumes accumulated as it passes down the height of the spire. In the deepest parts of the hive and especially in the old factories and undercity layers, the air ducts no longer function. Here fumes and stale air accumulate and personal respirators must be worn at all times.
Air and light.
The shell is also the first line of a hive's active defences against planetary invasion. Giant defence lasers, each capable of hitting an orbiting target, are mounted at many points. These are used to defend the hive against human or alien spacecraft.
...
A heavy storm is quite capable of stripping off the shell's outer layers, including a spire's laser defences, travel facilities and shell-dwellers. Shells must be constantly refurbished by work-gangs, otherwise the next ash storm could easily penetrate the tunnels, shafts and catacombs of the main spire and rip it apart.
I suspect the defences may also include powerfields and/or void shields. Powerfields oculd be used to structurally enhance the hive itself (implied in some sources like DH Book of Judgement, for example.)
From the topmost levels of the spire the heat sink reaches far below the lowest levels of the hive, down through the geological crust of the planet itself. A heat sink can be several miles across. It is a vast, hollow, sealed tube made from dense plasteel. Along the length of its thick plasteel walls there are buildings, chambers, shafts and service tunnels.

The sink takes heat from the planet's core and turns it into power for the spire. At intervals throughout the length of the heat sink there are generator stations which convert the raw heat into usable energy. The power is then transmitted to the factories and hab layers around the core. There are no power stations in the lower levels. The heat sink passes through these levels and provides only a constant warmth.
geothermal power for the Hives. Whether or not this is the only source of power we don't know.
This hive nobility live in relative comfort enjoying the luxury of natural light, fresh air and real food imported from nearby agricultural worlds. Below lie the twilight levels, inhabited by the rest of the population. Conditions on the twilight hab layers are considerably less pleasant than in the habs above. Natural daylight is dim, fresh air is unknown, and most of the food has been eaten and recycled many times before.
Living conditions between spire and the main city.
Everything, even the air, on these levels has been used before and reprocessed several times. The proteins and minerals in the universal synthdiet is reclaimed from human bodies that no longer have need of it. On hive worlds, everything that can be recycled is recycled, including the people themselves.
The Undercity. CORPSE RATIONS!
The industrial complexes built into the spires produce all kinds of different items which are traded to other planets in return for the food which hive worlds so desperately needs to feed the teeming millions.
Finished goods for food.
In the hives, the factory levels extend from below the lower habs down to the surface of the ash wastes and beyond.
...
As the level of the ash wastes rises, so the lower factories find themselves buried below the ground. So long as it remains possible to pump effluent up to the surface, these factories can still continue to function.
The Factory levels.
As the lower levels fall below the level of the ash wastes and are abandoned to low-life scum, lower hab layers are converted into new factories, and the upper hab levels are extended upwards. In this way the spires of a hive world are being continually renewed.
The constant growth and abandonment cycle of a Hive.
A hive might reach into the sky as far as twelve miles above the surface of Necromunda and occupy an approximately ciruclar ground area thirty miles across. As well as the visible surface part of the hive this is a vast and mostly abandoned undeground area up to four miles deep.
..
A hive cluster.. 200 miles. (4 or so hives)
Hive composition.. sounds alot closer to the old NEcromunda stuff.
In some cases, workers, especially Techs, are surgically adapted to perform specialist functions. Such physical and mental enhancements are expensive to finance, which makes such workers very valuable.
Hive Technicians.
It is not unknown for survivors of the undercity to reach high status as officers in the Imperial Army [Guard], schooled and tempered by the terrible necessitied of survival.
Hive worlds also seem deemd worth producing officers.
The military tunnels, which link most hives, run deep beneath the ash wastes, cut into the very bedrock of the planet. This travel network is constructed to allow military units to move quickly around the planet.
...
Under the hives, and linked to this underground tunnel network, are cavernous storage depots and bunkers, used for stockpiles of synthetic food and raw materials in the anticipation of war or some other disaster.
Military underlevels and stockpiles
The decayed synthdiet deposits are now nothing more than a lurid green powder, having been acted on by mutant fungi for thousands of years. It contained a high proportion of recycled human protein and it is this human essence which is likely to account for its dramatic effects on the human psyche.
...
When drunk in small amounts, it awakens the imbiber's psychic abilities. When drunk in quantity it opens the channel between a person's physical body and their soul in the warp. If the individual has strong soul, it will be drawn into his material body; if he has a weak soul, all psychic energy will be instantly sucked out of him and lost in the void.
Spook. Its interesting that it is made from some sort of evolved/decayed synthetic food mae from dead humans... and that this seems to be a key t opening psychic abiliites. It echoes certain things (like Da'Kir in Noctruen consuming geneseed to awaken his super-psyker abilities).
The household of the Lord of Necromunda himself was involved in the business and was able to organise off planet trade of spook. This had to be accomplished using smugglers, since the Imperial fleet conduct all legal trade in space.
Off-world smuggling and trade in drugs.
Shanty towns are built outside the hives, clustered at the outer edge of the shells of the spires. They are inhabited by all kinds of hive world scum who cannot cope with life within the hives. The spires, at least, offer a limited protection against the poisoned rains and corrosive ash. The best shelter a shanty dweller can hope for is one or two layers of packing material, or an abandoned vehicle. To make matters worse, much of the factories' toxic effluent pours directly down onto the shanties.
hive-shanties.
The number of gangs on Necromunda almost certainly runs into the millions, ranging from small gangs which control no more than a section of corridor to the private armies of large and powerful clans which dominate whole spires.
Maybe from dozens to thousands? tens of millions to billions.
Gang is a generic term which includes clan warriors, bands of ash nomads, savage gangs and mutant bands from the undercity, scavvies from the shanties, armed bands of techs, bands of fugitive psykers, unruly brat gangs of the upper hav layers as well as sanctioned gangs and professional bounty-hunters, guards and retainers such as teh Venators and Custodians.
Although gangs may be drawn from large groups such as a hive clan, noble household or nomad tribe, a typical gang will include around a dozen members. This is an ideal strength for skirmishing and rainding in the corridors and tunnesl of the hive.
Typical gang strength.. suggests more into the tens of millions of range though. also suggests hive ganger recruits into the Guard would be more used to small unit, close quarters tactics. Easier to hide and set ambushes...
Lord Helmawr extracts tolls on all business through offworld shipping and handling charges, recruits the best gangs into the Planetary Defence Force and leaves the hives to manage as best as they can.
..
..gangs recruited into the Planetary Defence Force, given semi-official status as Venators and Custodians, or secretly used for Helmawrs hidden dealings.
The PDF is made up of the "best" gangs, and helmwar taxes all offworld shipping.
most of the population of Necromudna belong to a clan and clanw arriors form the most common type. Each group of closely related families living in a distinct close-kknit territory will have a gang to protect them. A typical clan will include hundreds of such gangs.
implied thousands of familes or clan gangs to provide protection - thousands of troops
Exceptional clan warriors may be recruited into the Planetary Defence Force, Imperial Guard, or ven the Adeptus Astartes.
Tech Gangs have a pool of skills which means that they can often trade for materials from the factory levels. They deal in drugs, chemicals and weapons, trading these goods for interesting technological relics and rare raw materials
There ar etechnical non admech times amongst Necromunda
They [nomads] manage, much to the horror of hive dwellers, to live in the open, unprotected by the walls and ceilings of a hive or the armour plate of a convoy carrier.
Necromundan vehicles.
During the Confrontation combat game each model can accomplish in his individual turn what a real perso could do in about ten seconds. A character can actually perform up to 4 separate actions during this period, each action taking apporximately 2-3 seconds.
..
It taks 1 action to accomplish any one of the following:
Walk up to 3 m over open ground.
Run for up to 6 m over open ground
firiing six shots - fully automatic
Firing one shot - single shot non-automatic.
Firing two shots-semi automatic.
Rate of fire per second for most weapons seems to be 2-3 shots a second - basically a 2-3 round burst. One assumes it includes aiming. Running seems to be accomplished at 2-3 m/s, walking/running 1-1.5 M/s
Lasers, for example, tend to lose energy over long distances, and the same is true of weapons which fire a conventional round, such as bullets, flechets, or armour piercing (AP) shells. Bolts from a bolt gun - on the other hand, take a few metres to reach their maximum velocity but maintain that velocity over most of their range.
max range of weapon
Laspistol 160m
Lasgun: 480 m
Lascannon: 5000M
Multilaser: 1200M
Bolt weapons:
bolt pistol: 800m
Boltgun: 800m
Heavy bolter: 800m
Stub gun: 60m
Heavy Stubber: 800m
Autopistol: 160m
Autogun: 1000m
Autocannon: 3000m
Shotgun: 200m
(Other ammo for shotgun:
Flechete: 200m
Dum-dum: 200m
Explosive: 200m
AP: 200m
Shuriken:
Shuriken pistol: 120m
Shuriken Catapult: 480m
Shuriken Cannon: 1200m
Missile Launcher:
Krak, Frag, Haywire, Melta-missile, Plasma: All 2400m
grenade Thrown
Krak, Frag, Haywire Melta-bomb, plasma: all 30m
Other:
Hand flamer: 20m
Flamer: 50m
Hand bow: 60m
Melta-gun: 50M
Multimelta: 480m
Needle Pistol: 160m
Needler: 480m
Plasma pistol: 180m
Plasma Gun: 480m
Heavy Plasma Gun: 2000m
Weapons ranges n Necromunda. They are.. interesting. And in some ways rther consistent. We've seen lasguns with ranges of 500 m. Boltguns and bolt pistols have both gone up to 600m. Lascannons have had up to 5000 m, Heavy plasma guns 2000m. Etc.
considering most of the weapons dont seem to have stocks, these are pretty good ranges.
NEcromunda actually manufactures equipment for the Imperium, but most of the output leaves the planet, destined for the regiments of the Imperial Guard and other forces. A small quantity of weapons is used to equip the Planetary Defnece Force and Helmawr's other troops.
...
..power packs for laser weapons are manufactured under the tightest security and their circulation to Helmawr's forces is very closely monitored. In order to control this process further, power packs have a deliberately engineered life-span, deterioriating over time and therefore making it impossible for potential enemies to stockpile supplies.
..
..some manufacturers will put booby-trapped ammo onto the market in order to discourage Undercity Gangs and other low hive dwellers.
arms cointrol and manufacturing on Necromunda. The "lifespan" on powerpacks makes some sense.. batteries in real life have a number of "cycles" they can be recharged before needing replacement. It would explain why sometimes powerpack seem discargeded like ammo clips. Maybe not all of them are rechargable.. or some may be recharged less often. Perhaps they have greater storage capacity for energy, or they discharge the energy faster (greater damage or more shots.)
Tecs belong to families where mechanical and electronic expertise is passed from generation to generation: making, maintaining and reparing sophisticated devices comes as second anature to them.
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.they are far more likely than other gangs to have combi-weapons - multiple-barrelled wepaons combining the effects of several different weapons. Since they have the expertise to build these wepaons from basic or even scrapped components...
Combi weapons amongst the hives, and Techs.
Power packs are rather like batteries and can be slotted into a weapon in the same way as a magazine of bullets. A small illuminated counter displays the amount of power remaining, on a scale from 1 to 50. On a lasgun, for example, this number is the same as the number of shots which can be fired before the power pack must be replaced or recharged. Some weapons however, (such as conversion beamers) use more power with each shot.
Power packs described. SEem to carry 50 "units" of ammo, but powerpacks in this game can be used with a variety of weapons.
Bolts are relatively large (two or three times the size of a rifle bullet), and a magazine therefore holds relatively few. This is outweighed, however, by the astonishing armour-penetrating power of the bolt's adamantium tip, complemented by an explosive charge contained within the bolt's core. This charge is mass-reactive, and so will not explode until the bolt has penetrated some way inside its target. When fired, a bolt accelerates rapidly for the first 5 metres of flight, holding a constant velocity almost as far as its maximum range.
Bolter depiction. Sounds like the mass reactive 'detonation' component is part of the charge too, but its why the bolt penetrates before detonating, which is probably useful. Youc ould probably have a bolter that detonates on impact and has shrapnel/concussive effects (like an inertnally detonating grenade) or you could have a weapon that has a bursting charge to fragment the round inside the target and shred it up. either defintiion could be worked for bolters.
The acceleration and propulsion element sounds like a direct lift off of gyrojets or something. Also the ammo comparison suggesta bolt round could weigh sa little as 7-8 g or as many as 50-60 gram depending on the kind of bullet it is compared to.
All bolters fire the same bolt ammo in a standard magazine containing 15 shots. In addition, a single shot can be loaded directly into the breech, so a fully loaded bolter may have 16 rather than 15 shots.
..
A heavy bolter may be loaded with either one or two magazines, each containing 15 bolts. It is possible to remove and replace one magazine at at ime, a useful feature in combat.
Bolter ammo capacity, 15 + 1 (or 30 +1 for HB).
They project a beam of radiation which can energise solid matter, cuasing the first solid object in its path to fragment in a burst of explosive energy. Conversion beamers can only be used when they are absolutely stationary. Any attempt to use them while moving would cause beam interference resulting in the weapon itself exploding. In fact, beamers ave built-in safety mechanisms which automatically shut down the beam gneeration cell while they are moved.
Conversion beamers. Radiation weapons with magical effects.
Beamers are powered from a standard power pack. A single shot uses up 50 power points, so a fully charged power pack gives enough energy for 1 shot only.
Power pack usage.
The weapon [D cannon] works by shifting its target out of the material universe and into warp space.
...
They are pwered from standard power packs, but use up to 500 power points every time a shot is fired, and so require 10 power packs. Each power pack must be loaded into the D-cannon individually. Used power packs are automatically ejected.
D cannon and power usage.
many warped casualties are horribly mangled by the warping process, which can churn their biological structure, clothes and equipment into an unrecogniseable protoplasmic blob. Terrain features in the warp area are similarily effected...
..
Building walls hit by a D-cannon are breached and destroyed, while vehicles which are even partially hit are damaged beyond reapir.
Destructive effects of D cannon
Flamers are basic weapons requiring two hands to use. The flame chemical is contained within a canister, providing enough chemical for 5 shots.
Hand Falmers have a shorter range than their bigger cousin. They have a built in fuel supply good for only one shot, and must be refuelled broma standard flame canister taking one action.
Flamer and hand flamer ammo capacity.
The graviton gun was originally developed as a tool for use in low gravity enviroments and for demolition. It uses the same basic gravitic reaction principle used to propel such vehicles as the Imperial Land Raider.
Graviton gun nature Requires 50 power points to fire (1 shot per pack)
They [knives] can be made from a variety of materials from simple steel to high-density adamantium with monomoleculare cutting edges.
Knife materials. Implies Adamantium might be denser than Steel. But by how much we don't know.
Laser weapons fire concentrated 'bullets' of energy. As a shot strikes solid matter its energy is released, causing an explosive reaction at its surface. Because of this, lasers are superficially damaging rather than penetrating weapons, although a laser hit to exposed flesh is often more dangerous than a hit from a projectile weapon. The most notable feature of the laser is its inability to pierce thick armour. Laser shots can also be weakened by intervening cover, as even thhick leaf cover can release the shot's energy, considerably reducing its effect. The main advantage of the laser is that it is cheap to produce and easy to maintain, but more importantly, lasers are powered by rechargable power packs.
Laser weapons described. This is basically akin to the 3rd edition depiction, and similar to 2nd, although more detailed and tending to suggest it is not similar to a bullet but actually worse because of the explosive/blast effect - to penetrate deep it has to basically blast a larger hole in the target, whereas a gun can just poke a hole through.
On the other hand it has no penetration at all, against armor, and cover can degrade its effects. A laser is, in thise sense,a lot like a shotgun with shot rounds in it. One possible way around it is a laser designed to fire two pulses.. one designed to be focused and penetrate armor, the other to punch one or more shots through to damage flesh underneath.
It's also pretty clever - though they didnt figure out the pulse train bit for lasers, the way they depicted lasers workign is better than most peoples (including my own ideas and some BL authors :P)
A single shot uses 50 power points, so a power paack provides enough energy for only one shot. A laser cannon is capable of holding up to 10 power packs at once, and redundant packs are automatically ejected as they are used.
Lascannon are 50x more powerful than laser pistols or rifles.
Lasguns are standard issue to the Imperial Gaurd. They are cheap, mass-produced weapons noted for their reliability. A standard power pack contains sufficient energy for 50 shots.
Lasgun.
Laspistols are compact, highly efficient and very versatile weapons. A stnadard poer pack contains sufficient energy for 50 shots.
Laspistol.
multi-lasers pack a combination laser chamber capable of firing very rapidly. Multi-lasers are very good at taking out closely paked bodies of infantry, or for giving covering fire.
...
Each shot uses 10 power points, so a power pack provides sufficient energy for 5 shots. A multi-laser is capable of holding up to 10 power packs at once, and redundant packs are automatically ejected as they re used.
Multilasers get 5 shots, so 10x powerful than a lasgun.
they [grenaade launchers] are designed fo fire micro-grenades, and will no accept the larger normal grenade typesused for melta-bombs, psyk-out and vortex grenades. Grenade launchers utilise a magazine divided into 4 separate compartments. Each compartment holds 10 grenades, and noramlly thee will be of the same type. The shooter can switch form one compartment to another...
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A single grenade may also be loaded idreclty into the breech..
41 grenades. And you can modify the loadout to handle multiple kinds (EG frag and krak) They also rfire micro grenades.
Auxiliary grenade launchers are designed to fit onto a basic weapon, giving the firer the option of shooting grenades,
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The auxiliary launcher fires the same sort of grenades as the normal launcher, but is fed from a single magazine holding 5 grenades.
Backup grenade launcher/
They are designed to fir small, self-propelled missiles carried in a missile magazine which may be loaded with up to 5 missiles at once.
multi-shot missile launcher.
Melta guns fire a blast of concentrated thermal energy, created by sub-atomic agitation of the air, literally melting their target.
...
Many individuals regard the melta gun as the safe alternative to the plasma weapon, as its effects are similar and it is far less dangerous to its user.
...
..a very distinctive hiss which becomes a roaring blast as the moisture content of the air and the target is vapourised explosively.
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..fired with two hands and pwoered by a single power pack containing sufficient energy for 10 shots, each shot expending 5 power points.
Meltagun. We could assume "explosively vaporize" means blowing apart a person like a grenade (half a Mj to 1 MJ or so) Or we might figure it vaporizes the whole target (several MJ. The latter would be.. interesting, in that it suggests a power pack contains everal GJ. The other approach suggests a pwoer pack contains 5-10 MJ tops. both are problematic for certian ways (EG needle weapons) but the "several GJ" power pack is crazier for the needle weapon, even if it would fit with other energy weapons osrt of. And 40 MJ lasgun bolts would be.. interesting to argue for :)
On the other hand 5-10 MJ is "only" 100-200 kj per lasgun shot. Which would still be wonky for needlers, but that could be explaind away
The third option of course, is that the power packs are all relative to the weapons, rather than a general use power pack (which is implied) - or the calcs just don't correspond accurately :)
Anyhow, a plasma gun would be 5-20 Mj per shot (or several hundred MJ) depending on context. plasma and lascannons would be 5-10 MJ per shot (or several GJ!), and multimelts 1-2 MJ. Multilasers are also 1-2 MJ.
Multi-meltas, or thermal cannon - ar emilitary weapons deisgned for melting away large, densely packed formations. The possibilities for crowd and riot control have not gone unnoticed on Necromunda, where support fo factory revolves is often seen to melt away very quickly indeed. a single shot expends 10 power points, so a apower pack contains eneough energy for 5 shots. A multi-melta is capable of holding up to 10 power packs at once, and redundant packs are eejcted autoamtically as they are used.
multimeltasx.,.. twice the power of a regular meltagun.
Needlers do not actually fire needles, but a sliver of chemical crystal which looks, to the naked eye, much like a tiny splinter of glass. Needle weapons carry a reservoir of liquid chemical in a pressurised capsule containing sufficient chemical for 50 shots. Propulsion is provided by vapour pressure activated by a tiny laser, itself powered by a power pack providing enough energy for 50 shots (a single shot expending one power point.)
Needlers are silent weapons whose chemical needles are so fine they ar enot felt even when they hit exposed flsh. The chemicals are so fast-acting that only a few seconds between the target being hit and suffering the effects.
..
Needlers are favoured by assassins, but not by combat troops because of their poor armour penetration. A needle can even be stopped by a thin layer of clothing.
They can fire neurotoxins, sedatives or intoxicants. Both rifles and pistols can fire 50 shots (from power pack or cannister.)
Interesting weapons for the propulsive method as well as the lack of armor piercing ability (whereas in 2nd edition and later Necromunda they could fire a laser to allow for armor penetration). They are explicitly stated as well to be propelled by "vapor pressure" - the laser vaporizing some mass to provide expansion and propulsion. While perhaps not exactly pure electrothermal, it is along those lines. The downside of it is, however, that it has an accurate range of hundreds of meters, fires a slim needle that has no kinetic impact on the target for some reason, and very little momentum... and it consumes 1 shot per power pack (like a lasgun.) Truthfully the shot should have a fair bit of KE to it at least 1000-2000 m/s I imagine to offset the relatively light mass of the needle and the range - not unlike a flechette from a Steyr ACR. The needle itself coudl have poor armor-piercing qualities (brittle and easily deformed) to account for lack of penetration. It ould be the propellant creation is inefficient (if its like RL bullets we might expect the energy of the propllant to be severla times the KE of the bullet.. but ET should be more efficient than that as I recall.) a few kj for comparison (which corresponds to lasgun energy) is likely) Maybe the weapon draws energy in other ways as well *shrug*
Alternately it just shows we shouldn't read too much into these power pack numbers.
Neuro-toxins kill instantly. Victims muscles are all relaxed on the point of death, so that they collapse in a manner resembling a fainting fit...
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.. the victim [of sedatives] fall into a deep coma..
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... The victim [of intoxicant] falls to the ground, his eyes glassy and vacant, his mouth fixed i an idiotic smile of bovine contentment.
Needle effects. recall these take effect in a few seconds.
Plasma is energized matter, teh stuff of the stars themselves.
..
.. the weapon is designed to fire only in the semi-automatic mode. The plasma energizer is powered by a standard power pack, but is by no means stable....
Plasm aguns fired star stuff (particle beam type weapon) and had prolonged cooling times as wlel as being unstable. Fun stuff.

Plasma guns are about the size of a bolt gun..
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...the release brightly glowing shells of pure energy which react with the target to create miniature spheres of boiling nuclear energy. They are powered from a standard power pack. each shot expends 10 power points, so a pack is good for 5 shots.
Same ammo capacity with pistols. Stated to be of similar power to a meltagun, although it takes twice as much power for same effects as meltaugn, for whatever odd reason. 50% efficiency maybe? Depending on how heat is released, probably would put limits on outputs.
A single [heavy plasma gun] shot expends 50 power points, so a power pack provides sufficient energy for only a single shot. Up to 10 power packs can be loaded at once. Used power packs are ejected automatically.
10x more powerful than a meltagun.
Shuriken weapons shoot a hail of very thin, razor sharp discs or stars by means of a gravitic reaction projector. The mechanism is very sophisticated compared to the simple laser or bolt gun, and is consequently more expensive to manfuacture and maintain. Shuriken ammunition is also difficult to manufacture, as only the most advanced proccesses are capable of producing the monomolecular edge which enables the spinning disc to cut through armour.
...
...shuriken weapons are manfuactured in very small numbers in the Imperium, and most weapons are in fact of alien origin. Indeed, the best examples of this weapon are undoutably manufactured by the Edlar; human copies being regarded as imperfect imtiations at best.
Catapults carry 20 shots. Pistols 10 shots. Cannons 50 shots. Unsurprisingly, human shuriken weapons (when they still had them) were inferior to eldar. I imagine shuriken weapons today are a subtype of needlers (magnetic rather than gravitic propulsion.)
The tag 'slug thrower' has been applied to a range of weapons which all fire a solid shot, comparable to a twentieth century rifle. These bullets are generally made from metal, plastic, or ceramite. Unlike twentieth century bullets, they have no case - the solid propellant is integral to the bullet itslef. As well as ordinary ammunition, special flechette, dumdum, explosive and armour-piercing rounds are available.
All weapons (stub and auto both) seem to be caseless.
Flechette rounds are designed to fragment and spin in flight, producing a low-velocity anti-personnel weapon.
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Dumdum rounds have flat tips which spread the point of impact and thus inflict lacerating wounds. It is easy to convert ordinary ammo to dumdum ammo by filing the end of a conventional round, and this is quite a common practice.
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Explosive rounds are designed to explode on impac.t Although less effective than bolt ammuntion, this ammo type is still very dangerous against armoured and unarmoured targets alike.
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armour piercing shells, or AP, have adamantium tips designed to penetrate through armour.
Ammo types. The flechettes are most interesting. Although they have value in all respects.
The autocannon is an automatic, self loading cannon firing a high-velocity hail of solid shells. It can be loaded with up to three magazines of 50 shots each.
Atuocannon.. fancy machine gun, variable selector, up to 150 rounds.
Autoguns are comparable to 20th century automatic rifles in both appearance and operation.
...
they can fire special ammo types, but only from pre-loaded magazines in the same way as auto pistols. The magazine carries 50 shots.
Basically like RL assault rifles, just caseless and with a bigger ammo capacity. I expect lasgun damage accounts for special ammo (like dumdums or flechettes or explosive, which can punch siable holes in the target I imagine.)
The auto pistol is a light-weight but bulky automatic pistol. It fires a rapid burst of bullets from its 20shot magazine.
Can use special ammo too. Small Uzi type wepaon.
A size-adjusting collar mechanism in the breech enables them to fire ammunition of any calibre and type. They are extremely versatile,a nd can fire any of the special type as well as stnadard conventional ammunition types. A shotgun magazine carries 20 shots, but the weapon can also be laoaded with a single shot straight into the breech.
Shotgun.
Stub guns are one of hte easiest weapons to manfacture. A stub gun is a small compact pistol, with a magazine carrying up to 20 shots.
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The heavy stub gun is a much larger verison of the stub gun. It is a heavy automatic weapon...
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The weapon is fed by a 50-shot magazine.
Stubber and heavy stubber. Can only fire regular or dum dum rounds.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Well this thread seemingly won't quite die yet. I am resurrecting it (Despite months of inactivty) mainly because I finally found some of the Inquisitor's Conspiracies stuff. These were old 'scenario books' for the Inquisitor RPG which covered specific planets. They're not very big, and not alot of technical detail, but they are interesting looks into how some planets and backgrounds and other civilian/political things might be organized on a planet, as well as how they may have shaped things years ago prior to the Dark Heresy RPG and its successors.

It will be a single update, in order. First Cirian Legacy, then Death of an Angel, then Heavenfall. Kinda interesting and part of me wishes the series had continued but.. eh. Oh and some bits on an Eldar Maiden world, though the idea of what the 'Angel' is/was is also interesting for its own sake too. Also I always liked the 'Karis Cephalon' short stories Gav Thorpe and McNeill did, alot of the characters and situations in that spun off from those.

******
IC1 - Cirian Legacy
PAge 3
Located in the galactic south-eastern spiral arm, the Cirian system is part of a cluster of twelve planetary systems creating the Scarla sector. The Cirian system consists of six small planets orbiting a noxious yellow star. Four of the planets are classified as Dead Worlds, and are little more than inhospitable orbiting rocks.
There are three planets in the system worthy of note; one is Cirian III.
..
It [Cirian III] is mostly unexplored and uncatalogued.
Cirian V is an all-encompassing ocean.
...
..despite Cirian V's hostile conditions it hides a great wealth that has been harvested by the Adeptus Mechanicus for many millenia.
Cirian VI is a lifeless rock with an equally barren satellite orbiting it. However, sitting on the moon of Cirian VI is the ancient building known s the Cirian Needle...
Location of Cirian (which places it somewhere in the southern parts of Segmentum Ultima) and its size as a 'sector' 12 planetary systems, with several (inhabited) planets per system presumably. Dozens of worlds here rather than hundreds. Given this is out in Ultima we might figure that worlds and sectors out on the fringes tend to be smaller (EG the Typhos Sector in 13th Legion, which is also in Ultima, and Corribra from the BFG magazine which is in the southern fringes of the Imperium. Although with Corribra the worlds did not include feral or feudal or prison or research stations/outposts/colonies..)

Page 3
Only on the seabed, many miles deep even at its most shallow...
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..there has been an Imperial presence there for many centuries...
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The Adeptus Mechanicus installation of Cirian Auxilla was founded over 6,000 years ago after a Mechanicus exploratory team found high deposits of valuable ore and minerals on the seabed of Cirian V. With funding and labour supplied form the Miner's Guild, the underwater installation of Cirian Auxilla was built...
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The complex took many decades to build and cost many lives due to the extreme pressures of the deep ocean and insurrections from the slave labourers...
Mechanicus mining facility 'many miles' below the sea.

Page 5
As soon as the large mining apparatus was installed, the Miners Guild shipped in thousands of indentured and press-ganged workers, keen to see a return form theirlarge investment.
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A large force of Skitarii was brought in to enforce and police the will of the Priesthood who were unused to co-habiting with non-Adeptus Mechanicus personnel.
Over the centuries, Cirian Auxilia has continued to grow across and above Cirian V's seabed. The complex currently has roughly six million residents, including the ruling elite of Tech Priests, but consisting mainly of labourers and miners of the Guild.
The population of the mining facility, mostly indentured. The mining guild must have acess to ships (or the ability to rent their use) to ship thousands (or millions) of people to the world - and whats more, its cheaper to do this than build the facility!
The civilian populace is mostly slave labour it seems, forming underhive-like poor 'ghettoes.

Page 5
Whilst the indentured workers of the Guild have very little free time, many merchants, trade representatives, cartel members and other such individuals constantly visit the installation and so need to be catered and accomodated for. AS well as trade stalls, there are many dinking dens, taverns and 'gashouses' (drug dens) to entertain the visitors.
The adMech ignore the entertainment district, but the fact there is a 40K equivalent of a services industry to handle off-world 'visitors' is interesting, as it hints at fairly extensive and frequent trade even on this world so far out on the Rim.
Page 5
Imperial doctrine states that even the indentured workers of the Guild have a right to worship the Emperor...
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The Tech-Priests worship the Machine God within their own halls but the spiritual guidance for the non Mecahnicus personnel comes form the Ecclesiarchy...
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This has often led to raised tensions between the Mechanicus and the Ministorum, with only rapid diplomacy on both sides stopping open conflict.
AdMech/Ecclesiarchy conflict.
PAge 5
The Dock area has become the freuqent haunt of workers and labourers that are not branded by the Guild. Warehousemen, loaders, trademsan and other permanant residents who do not belong to the Guild or Adeptus Mecahnicus can often be found in many drinking holes of The Dock.
There are non Admech, non slave personnel there. How they get there, and why they aren't enslaved, is interesting, as it implies it is possible to exist in the imperium in a state beyond being a rich merchant or noble, or an impoverished serf/slave. Indeed given they mention smuggilng prevalant among this section fo the populace, it must be a non-trivial portion.

Page 5
Autilous commands the largest retinue of Tech-Priests and even has a regiment of elite Skitarii that answer only to him.
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He has held his position as leader of the conclave for over 800 years and does not see himself being removed at any point in the near future.
Or dying, it seems. Again AdMech dudes can live far longer than most other humans. Also at least a regiment of Skitarii on planet for security.

Page 5-6
.. the mining apparatus of Cirian Auxilia farmed the traditional elements and metal ores. However 50 years ago, a mining expeditionary force discovered a new ore. Its chemical and metal elements had never been seen or recorded before.
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They found a metal substance that, when mined and cleaned, was the colour of copper, yet stronger and easier to handle than most known metals in the Imperium at the time.
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..once it was taken out of water and placed in an oxygen rich atmosphere it would give off a steady acidic gas.
Mining onplanet. Its clearly a compound, made up of other (unknown) elements. I blame it all on the warp, including the magic drug gas.
Page 6
However it could easily be used for outer hull plating on spacecraft, orbiting stations and undersea facilities where there was no oxygen and so no vapours would be given off.
Apparently it isn't oxygen, but specific atmospheric mixes that prove to be the problem (since we know water has oxygen in it..)
Page 6
It was Magos Autilous, leader of the Conclave who realised its potential commerical use. The noble ruling houses of the Scarla sector were always out to satisfy their own selfish, decadent pleasures...
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Knowing the free trade of Organan as a contrabadn through the Sector would be stopped by the patrolling naval frigates, Autilous set up a network with smugglers and criminal organisations..
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IF Mars found out there would be severe consequences.
Apparently AdMech autonomy is not a license to do just anything, as they evidently cannot conduct drug distribution openly, and even MArs won't tolerate it. Probably due to political problems.

Page 6
..when the wealth started to arrive, allowing the Magi to fund their constant quests for technology and ancient wisdom...
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..if this new stream of funding was the direct result of new technological breakthroughs surely Mars would be pleased?
HERETICAL TECHNOLOGICAL RESEARCH! Actually the more interesting aspect of this is how it's implied that funding is vital to AdMech work.. does the Mechanicus work on some kind of budget? and if so, who sets it.

Page 6
Within a year it had spread to other Sectors..
It's interesting to speculate on how the commercial traffic spread it - hundreds or thousands of light years within a year (hundreds or thousands of c at least.) The means of transit is interesting - was it chartist or Navigator shipping?

PAge 6
One [reason for mining] as an extreme conditions such as space and the ocean depths...
Given they use it for a drug as well, it cannot exactly be an irreplacable material for space or deep sea use. Indeed its use as a drug suggests it is a fairly cheap alternative, given that the AdMech would without a doubt be capable of replicating any sort of drugs they wished.

Page 6-7
There are many guilds in the Imperium, from the Hive Merchant Guilders of Necromunda to the vast Textile Guilds of the Jubilon Sector.
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The Miners guild of Scarla Nyses..
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The Miners Guild deals in two main commodities: ore and labour. Metal ores and fossil fuels are drilled from the mineral rich asteroids, moons and planets owned by the Guild and these resources are then sold on, usually - but not exclusively - to the multiple authorities of the Imperium.
The Guild can come into possession of a moon or planet laden with resources in a number of ways. They may simply buy it from the rightful owners, although they have been known to take it by the use of mercantile armies if they deem the planet or moon worth the expenditure and risk of reprisal. The usual method of acquiring will be to have been granted a deed from the Imperium once a planet or moon has been discovered and any natural life forms have been removed.
Guilds and economics in the Imperium. There is a trade in ownership of planets and moons, which the Imperium apparently takes part in (in a form of subcontracting.) It 'deeds' (probably means it sells to the highest bidder) worlds to private individuals who then provide the resources to the Imperium or others (through sales, and knowing the Administratum probably through taxation.) This actualyl fits with the way the Imperium handles its military - why bother training and equipping them directly when they can just skim off the work of others?
This also again raises the idea of how the Imperium is organized in a territorial sense.. the whole 'million worlds' and what that constitutes, given there are 'Imperial' worlds, and worlds that aren't directly owned by the Imperium (but given to toher people, by the Imperium.)
This also extends to asteroid mining as well as on planets, it seems.

Page 7
The secomnd commodity the guild makes its vast wealth from is labour. The Guild mines many areas that it does not own. It does this by leasing out its vast workforce. Many planetary governors make use of this service if they do not have the manpower or expertise to hand.
..
..the Guild takes large cuts of any ores that are mined as well as a substantial capital investment, this can take the form of goods, land assets or the young...
Slave labour basically. Worlds doing this are not unheard of (sephirus Secundus in Calixis, for example) but its not a universal thing. It probably depends on whatever economic and social/political factors come into play. After all on other worlds they may use servitors and automated machinery rather than slave labor for industiral purposes.
But still, Imperium, Grimdark,, that means slavery MUST happen, right?
Page 7
..the Priesthood [of Mars] still needed a workforce and funding to drill the vast mineral deposits on the seabed. The Miners Guild provided thousands of workers and considerable funding. Cirian V was a rich planet, but the Guild knew they could not force out the Tech-Priests and so it went into partnership with them.
Interesting again that the AdMech apparently needs some sort of monetary or resource supply to pull off its activities. They may own mining worlds or other worlds (with taxation) but they clearly are not wholly independent, which may explain why they have stuck with the Imperium (after all we know Forge Worlds often need raw materials and such to maintain their output.) It also suggests that the bulk of the AdMech's power lies in their control of technology and political power (They need funding and resources to build a mining colony, but they are still powerful enough to avoid being 'taken over'.)
Indeed, there's a sort of economic side to the technology - we know they licenses their tech to worlds for a fee, so that provides a means of income, but without that they seem to have no other way of supporting themselves.

Page 7
The workforce of the Miners Guild is vast and needs to be constantly replenished. Many people are born into the workforce and have the Guild badge branded onto them from an early age. Others are sold to the Guild by planetary governors in payment for their services.
..
Rations are meagre and there is nothing else but graft and sleep. Tough quotas need to be filled or else they risk termination and cruel overseers constant use of the neural whip. Many will be born, live and die as part of the guild.
..
The onyl genuine chance of leaving the Guild's employ is when they have to fill a quota to be given to the Imperial Guard.
Many millions of indentured workers were sent to the installation of Cirian Auxilla...
..
Many were kiled in the early years...
Like I said, slave labour. Interesting that the Guard will tithe even Guilds and Merchant groups if they need to. I guess any potential source of humanity is fair game (except the Astartes or AdMech, of course.)
Also millions of slaves transported to the mining facility, rather than 'thousands'
Page 7
The REd Serpent empire continued to grow, acquiring a whole fleet of smuggling ships and a large private army..
Smuggling ships and private army for criminals. Wonder if they are warp capable?
Page 8
..the Blood Angels returned to Baal carrying the body of their beloved Primarch. It is said that on their way back they broke out of the warp in the Scarla Sector and placed the body of Sanguinius in a tomb on one of the planets in the SEctor. Why they would not bury him on Baal remains a mystery and is one of the main reasons that adepts and scholars pour scorn ont he legend.
In fact, going by 'Red Fury' this story has to be false, as we knwo the Blood Angels have a tomb to Sanguinius on Baal. I suppose for economic or other purpsoes they sustain the myth (EG Emperor's tonenails.)

Page 8
...new the supposed burial got out to the neighbouring sectors and beyond. Pilgrims began to flood the Sector..
..
..chapels and cults of Sanguinius, or The Winged One' as be became known, began to crop up throughout the systems of the Scarla sector.
..
..the cult spread to become the dominant religion of Scarla and surrounding sectors.
I'm willing to bet there's economic reasons behind this. Or Chaos. Or both.

Page 8
While battalions of Imperial Guard were shipped in to stabilise the worlds, the Inquisition was charged with stopping the war..
IG Battalions.
Page 9
He was loctaed on Ryscin, having built a stronghold in the capital city.
...
..for the stability of thre region the Prophet should be terminated and his stronghold reduced to ashes. The Prophet was aken away and the capital of Ryscin was bombarded from orbit.
City bombed from orbit.

Page 10
Vorg has mastered the art of biological construction and constantly surrounds himself with his golems of flesh.
Cloning?
Page 11
The miners Union was banned long ago by the guilds who arbitrarily decided that workers have no rights.
....
..the Tech-Priests also concluded that the [indentured] workers were a commodity and therefore had no rights or say in any matters.
Apparently there's a fine distinction between being a person and property.. although it probably is an arbitrary one for the Imperium.
Page 14
The installation of Cirian V is extremely overdue in its tithes to Mars.
..
The communications blackout is a complete mystery, but tithes have been sorely lacking in the past few years so the Adepts wonder if this is a factor....
...
Our Lord apologises for the inconveenience this may cause you and feels tha tall you may find will be little more than a dead Astrpath...
Tithes have failed to come in 'for a few years' and are vastly overdue.. suggesting perhpas months or a year to transfer the tithes to and from Mars from Cirian V. Given the planet must be well into Segmentum Ultima given its hints at location, we're probably tlaking tens of thousands of ligh tyers from earth, easily, and the transports must take tens of thousands of c at LEAST to transit.
Page 20
Even large sector-spanning criminal organisations usually fall under the jurisdiction of the Adeptus Arbites and policing patrols of the Imperial Navy, however Cane has caught the eye of the Inquisition because he is smuggling the Chaos-infected ore, Organon, off Cirian V.
Sector spanning criminal empires, and arbites/Navy jurisdiction.
Also, like I said, chaos ore. Warp enhancement of materials. We know this happens, as Khornate Daemon engines (or defilers) do something like that. Hell thre's also wraithbone for a 'non-tainted' example.

Page 22
What the Magos has actually unwittingly created are abominations of the Winged, mere flesh golems in a cruel parody of an angel. Before the clones are wakened..
I guess 'golem' does mean clone.

Page 23
The clones are abominations of Space Mariens created by Magos Vorg.
The plot of REd Fury! :P
Page 30
Organan is somehow linked to the alien catacombs hidden beneath Cirian Auxilla. It is depely tainted by Chaos and will gradually corrupt constant users. Heavy users will feel the need to share Organan with friends and co-workers and so spread its taint. If used in high quantities for a long priod of time, it will open the mind to the Warp allowing daemons to possess the user's body..
Not unlike flects from Ravenor.

Page 31
The Adeptus Mechanicus have sent yet another explorator team to Cirian III, they lost contact with it upon arrival. Long range mind probes and scans clearly show the planet to be barren.
Technological scans and mind probes as means of detection.

****
IC2 - Death of An Angel

Page 3
Cephalon is located in the Coptis sector, on the edge of Segmentum Solar and Segmentum Tempestus, roughly five and a half thousand light years from tErra. It hsa five orbital bodies, of which two are habitable. Imperial Command for the system resides with the governor of the primary world of Karis Cephalon, the third planet of the system. The two worlds closest to the Cephalon star are uninhabitable, as is fthe fifth world orbiting in the ciy reaches of the outer system.
Location of Karis Cephalon, from the short stories of Graham McNeill and Gav Thorpe. Rather odd that its so close to Terra (Armageddon is some 10K LY from TErra IIRc. Or maybe thats Necromunda.)

PPage 3
..most good and people are transported using its archaic mon-conveyor. This is an ancient steam-driven monorail network that crosses the land on high pylons driven deep into the soil..
Monorail!

Page 3
Although Karis Cephalon has two space ports on its surface, most space traffic lands at the docking facilities on the moon of the world. Little more than a alrge, stable-orbit asteroid, Cephalon Primis acts as a shuttle relay to the planet below, its thin atmosphere retained by pre-Imperial technology located beneath the surface.
Starports. Also uses convicted felons to haul cargo on the moon.
Page 3
Cephalon Vault is an ancient mining world, rich in minerals and ore, but little else. Most of its kilometres-deep mineworkings are now exhausted and only a few of Cephalon's trader families maintain facilities on the planet.
Another 'kilometres' deep mine.
Page 4
..it is also in the Amethyst Palace that a visitor would find the Ecclesiarchal Palaces, the Adeptus Arbites precinct, outposts of the Adeptus Astra Telepathica and homes of hte Navis Nobilite Navigator families.
Navigators have homes off Terra. Or at least holdings.
Page 4
The most powerufl organization on Karis Cephalon, and indeed throughout the Coptis sector, is the Ecclesiarchy.
..
Across the sector, the secd known as the Lucid Tendency holds unparalleled dominance, and its techings and creed are as strong as Imperial Law on many worlds.
The Church has significant influence in some worlds. Bound to lead to conflicts iwth other Imperial organizations.
Page 4
As a major power on Karis Cephalon, the Lucid Tendency is also one of the largest land holders, and lays claim to as much wealth as the greatest merchant families combined. Much of its tithes are sent to the Synod Ministra of Ophelia, to support the Lucid Tendency's efforst there to define ecclesiarchy doctrine and sponsor cardinals sympathetic to their cause and ideals.
Church politicking and wealth.
Page 4
The cardinal of Karis Cephalon wields more influence than the governor, although by law and their own doctrine, they exist to serve the Imperium rather than rule it.
..
..it is a brave governor or merchant leader who defies the will of the Cardinal, while those who curry favour for their own political ends will ensure that they pay their titehs on time and make regular donations to the Ecclesiarchy coffers.
More church influence.
page 4
Funded by the governor and the other trading families, the Special Security Agency enforces the laws of Karis Cephalon. It has many divisions, from the armed and armoured enforcement agents who patrol the streets and guard the Amethyst Palace, to the undercover operatives and spies who work unseen to combat threats to the planetary rulers.
The SSA also serves as the planetary defence force of Karis Cephalon, able to muster hundreds of thousands of militia, organised into battalions acros sthe world. It is from the ranks of the SSA that Karis Cephalon raises Imperial Guard regiments, on the few occasions it has been required to do so - though this is rare, as the Departmento Munitorum is reluctant to make such requests of a world so heavily controlled by the Ecclesairchy.
..
There is also a small presence of the Adeptus Arbites located within the amethyst Palace..
..
On the whole the Arbites rarely involve thsemlves with the SSA...
This is mainly interesting because of their PDF/Guard roles, given how they are armed and equipped.
Page 4
Karis Cephalon is one of the few planets in the Imperium where mutants have not been eradicated out of hand. Under close scrutiny from the Inquisition to watch for mutants with psychic potential, the ruling elite of the planet have allowed mutants to breed and spread.
The mutants form the basis of Karis Cephalon's economy, as a slave underclass who work the plantations and mines. There are strict laws regulating their behaviour, and they have no rights as Imperial citizens.
Mutant slavery.
Page 5
..the infrastructure of Karis Cephalon is founded on the slaves, and to remove them would cause widespread instability, and anti-Imperial sentiments owuld be fanned. The ruling elite of the world are plantation and mine owners, and their entire livelihood and future is based on the exploitation of mutnats.
Politics again dictating Imperial policy, even amongst the Inquisition

Page 5
The Imperial Commander is the most wealthy of the landowners, but his position is conditional on their continued support, and thus a crude democratic council controls Karis Cephalon.
DEMOCRACY! Between the rampant capitalism and theocratic underpinnings, I'm sure someone oculd make parallels to FUCK YEAH America :P Hell the religious organizations even back the enslavement of the mutants.

POage 5
Though puritanical and hardline in its beliefs, the Lucid Tendency preaches that mutants perform a vital role, allowing the true faithful of the Emperor to spend their lives in less menial, more worthwhile endeavours. It is the belief of the Lucids that mutants are the vessels of souls sent back by the Emperor for isns in a former life. For this reason, to kill them out of hand is to deny them the chance to serve the Emperor faithfully in this life. Thus, the mutants must pay a penance for their unremrembered heresies by serving those who are pure.
As good a religious justification for capitalism as any I guess. Although this being 40K, it wouldn't surprise me if there was some element of truth to it as well. On the other hand it also means the Ecclesiarchy faction is more tolerant towards mutants in certain ways that other branche sof the faith (or Imperium as a whole) would not be.

Page 5
They are scattered across the worlds, but estimates say that the mutants outnumber Imperial citizens by mor ethan three-to-one.
Mutant to Imperial population.
Page 6
It was in this silent war for power that the royal family institued the first use of mutant slaves, to free their loyal subjects from the drudgery of life. The Lucids jumped onto this new strain of thought, and begun to propogate their reincarnationist theories of mutain origins..
See? I told you it was self serving Capitalist BS :P
PAge 6
It is an irony of history that it was the mutant slaves themselves who helped the revolt overthrow the royal family.
..
..the revolutionary councilt urned on its mutant allies. They were rounded up into massive encampments and it was then that their true enslavement began.
..
..it was the first law passed by the Visionary that no mutant could ever claim citizen status of Karis Cephalon, nor bear arms or own their own possessions.
Apparenlty beforehand it was (technically) possible for mutants to do all those things, although I doubt the Imperium would have tolerated it. Rather ironic that the Mutants overthrow royalty to put a 'democratic' council in place.
Page 8
Nine SSA Rhinos and sixty-three SSA agents have been killed thus far, and survivors have reported that these attakcs have been carried out with weapons of a greater sophistication than have been seen before - plasma weapons, fully automatic assault weapons...
...
...one hidiously burned trooper (before he died of his wounds) claimed that his Rhino was hit by a blast from a melta weapon.
SSA use Rhinos, which suggests that its at least possibel for some Guard units to have them. Also the proliferation of supposedly 'rare' plamsa weapons to mutnats.
Page 8
Prosperous mercantile cartels petition the Planetary Governor to end the troubles by whatever means are necessary - even calling for military aid from higher sector authorities.
Sector authorities providing military aid. Reinforces the 'sector scale' organization of the Imperium.

Page 10
..one of the few merchants licensed to sell weaponry on Karis Cephalon.
..
..his irregular shipments from off-world arriving at the local spaceport.
weapons sale and ownership is restricted on Karis Cephalon, coming from offworld shipments.

Page 11
Karis Cephalon is one of the heartlands of the Lucids, with a stranglehold over religious belief in the surrounding systems..
..
It is a brave Inquisitor who crosses Kodazcka on his home ground...
...
The Cardinal Palaces of Kodazcka are part of the much larger Amethyst Palace, protected by his own elite guard. Recently, more practical weapons have supplemented the purely ornamental arms of this guard..
..
..may evne supply one of the four Arco-flagellants kept iwithin the palace dungeons. It is rumoured, thoguh has never been confirmed, that he can also call upon a squad of Battle Sisters that are supposedly hidden somewhere within the meandering corridors and rooms of the Amethyst Palace.
Such is the power of the Eccliesarchy they can hide SoB in the palace, violate the (spirit) of the Decree Passive, and even give Inquisitorial authority pause.
Page 21
The Tau Water Caste is an envoy from the Tau Sept (System) of Vior'la, here on Karis Cephalon to learn more of human society in regions further from Tau space. Knowing the humans' love of violence, he brought many weapons with him for trade and, unfortunately, fell foul of Humanity's other loves of double-dealing and xenophobia.
HUMANITY, FUCK YEAH!
on another more serious note, I wonder if its possible more than one tau performs such 'learning' expeditions?

Page 22
Puls rifle - 40 shots, Single and Semi (2/3) rat of fire.
Pulse Carbine Has semi (3/4) and Full (8) ROF, and 30 shots. Seems a bit like a comparison of a 'full power' rifle and a SMG Although the high ROF for the same level of damage as a pulse rifle can make the CArbine very dangerous close up.
Page 24
...folds space and time around itself and teleports away
Daemon making an escape.
Page 24
Pentagrammic wards are inscribed on every square centimetre of his explosed flesh. Though most are almost completely destroyed, enough have remained to save his life.
Daemon-repelling wards.
Page 25
Millenia of imprisonment and a fatal flaw in its creation have led the Angel becoming much more than was ever conceived. Far from being the champion of Humanity as was intended, it has come to the conclusion that all humans will eventually turn to Chaos and that itis better that all be exterminated before they can do so.
..
And of the Angel, there is no sign. It is in the hands of the Inquisition...
sounds a ibt like the Hydra plot. Useful tool if it can be controlled though.
Page 27
..the shelves are full of tomes, data crystals and vox-holos..
Recordiing media.
Page 27
A number of augmented sages and lexmechanics wander the aisles as well as several Ecclesiastical Guards.
Probably another violation of the spirit of the Decree Passive, althoguh they might get passed off as PDF.
Page 27-28
..speaks of a city named Coranis that was reduced to ashes by the Angel. Judging the population unworthy of the Emperor's love, it wiped out the entire population of Coranis in a single night of blood and fire before setting on a path of destruction thta led from city to city until the world was emptied of life.
...This tome speaks in very obscure, vague terms of the powers of the Angel. It talks of an incredibly powerful weapon from the dawn of Mankind that can lay waste to cities in a heaertbeat should it be necessary - 'And the Angel of Destruction was brought forth and the light of death razed the sinful city to ruins.'
There is mention of the Angel destroying an entire world at one point and then the book talks of how it was shut away by its creator.
Purported destructive abilities of the Angel (as in this is myth so it may be exaggerated, although the methods of destruction are completely unkonwn.) If its a warp entity the means of devastation could very well be technobabble.
Page 29
Despite the stasis field, so strong is the presence of the Angel that any psyker... will become immediately awre of its location.
That suggests it is psychic in nature.

Page 29
"I have not laboured these past months, manipulating events to this conclusion.."
Given that apparently less than a year has passed since the first IC and this one, we might figure he went from Segmentum Ultima to Solar.
Page 30
Trailing blue fire, the Angel erupts from its prison, glowing with a halo of energ.y It literally is an Angel, twice as tall as a man, with a massive sword in its hand.
..
.the Angel points its flaming sword...
..
.its voice booming down from above...
It also stuns psykers by its very presence, disrupts psychic powers directed at it - at range, and can throw a daemon 10+ yards away. Also has wings, a flaming sword, and can speak. Its also implied that a multimelta or lascannon might stun it.
Page 32
Karis Cephalon is a long, long way from the TAu Empire, and certainly beyond the means of Tau star travel.
Limits of Tau FTL.
Page 32
SSA Enforcer: Pump action combat shotgun with 6 executioner rounds, shock maul, frag grenades, carapace armour, fully enclosed helmet with rebreatehr.
Enforcers. Recall they can be conscripted into the Guard.
Page 33
Karis Cephalon:
Sector: Coptis
Location: Segmentum Tempestus
Distance from TErra: 5,300 light years.
Interesting distance.
Page 33
A popular revolt, led by trade and farming leaders and aided by much of hte planetary army, overthrow the ruling elite and established a semi-democratic process. The new regime was offficially recognised by the Adeptus Terra in 881.M33
DEMOCRACY. Including the slave populations, rampant capitalism, and religious justifications for said rampant capitalism. Oh and military worship.
*****

IC3 - Heavenfall

Page 3
Any student of astronomy, or for that matter any Imperial lexmechanic worth ihs mnemoclusters..
Mnemoclusters.. augmetic?
Page 3
..the Equinox system is but one of hundreds of thousands of remarkable and bizarre star systems across the galaxy, and this twinned with the location of the system - far out on the western fringe of the Segmentum Tempestus..
Location of Tempestus and common-ness..

Page 3
Why does this world spend so much of its year in this unusual state of half-light?Why do all the planets of the system seem to describe an orbit specifically designed ot provide this effect. Why is there no metal on Equinox's crust?
Oddities of the planet and system.
Page 3
Planet: Equinox
Location: Segmentum Tempestus
Mean Orbital distance: 212,500,000 km
Mass: 3.2
Equatorial diameter, 8,100,000 km.
Gravity: 0.999
Really? Slightly less than one g, yet 8 million km across?

Page 3
Long ago the Eldar were a race whose empire spanned the galaxy...
...
Powerful psykers,the waking dreams of billions of degenerate Eldar thrill-seekers began to coalesce and take shape within the Warp.
...
..a psychic implosion tore out the heart of their empire...
..
The paradise worlds on the edge of the Eldar empire, far-flung enough to escape the doom of the rest of the Eldar race brought upon itself, and are the only physical remnant of this once-great empire. These maiden worlds are often colonised by alien races only too eager to rape them for their abundant natural wealth and potential to nurture colony upon colony. Equinox was once such a world, the abundance of life upon its surface magnified by an alien terraforming device so potent it has power over death.
Scope of the Eldar Empire and the makeup of its Maiden worlds. Interesting that Equinox is one, which implies alot of the tech in this story is eldar based.

Page 3
Ther eis a rumour amongst the longest-serving members of the Ordo Xenos that the Eldar race, once more powerful than Humanity can truly conceive, had the power to shape stars and create or destroy planets with a whim - believed to be an incredibly advanced technology called terraforming that enabled a race to shap ea world to its requirements.
To be fair, what I recall of some examples of Eldar Terraforming are pretty long term (decades or centuries.) So the rumour isn't so much they have it, but rather the scope. Of course if the shit in this story is even half true, then those rumours probably aren't that vague,.
Page 3
The Imperium has its own version of terraforming, infinitely cruder and more damaging to the blighted orbs upon which the decrepit organs of humanity feed.
whether or not humanity has terraforming tends to vary from source to source, although the form of 'terraforming' can vary too.. I mean they still use Hives after all.
Page 4
Deep in the backwaters of Segmentum Tempestus...
..
Although Equinox was once a thriving civilised world..
..
In a few short centuries it has gone from the closest the Imperium could boast to a paradise world...
Equinox's status.
Page 4
The weather was perfect at all times, all the necessary water and nutrients fr its flora and fauna coursing through a circulatory system of wraithbone catacombs beneath the planet's surface. The seasons had no real meaning other than to chart the passing of each bountiful year. Equinox had the freshness and grace of a perpetual spring morning even when frost glistneed on the leaves of its mighty trees, their branches embracing to form a canopy hundreds of feet above. Metal was rare, as there was no ore in the planet's crust...
...
Equinox's new sons and daughters found that their lifespans were extended considerably, allowing them to scale the peaks of artistic and aesthetic achievement unheard of on the worlds...
...
Over the centuries, the populace of the disease-free, peaceful planet of Equinox had grown to untenable proportions.
Enviroment of a maiden world. Note the life extension and disease free bit.

Page 4
Unlike most civilised worlds, the major cities of each state spread outwards rather than upwards.
...
cities began to blend into one another, major roads joined and connected untils ome ran for thousands of miles.
..
The wide avenues were covered in dappled sunlight filtered through a canopy of the hydroponically nourished greatwoods.
..
..the gilded sculptures and alabaster walls characteristic of the populace's dewlling-places were kept gleaming by tiny feeder-insects indigenous to the planet.
More on Maiden worlds
Page 4
..the dangers of overpopulation were conveniently ignored. Worse stil, the Grellier Census, carried out in the latter years of M39, were hopeflessly ineffective; the Ministorum Chiefs had underestimated badly, neglecting to include the populace in the underground wraithbone complexes of each city state. With the lack of any major agri-worlds in the system to sustain the burgeoning populace, and much of its arable land now paved with herculite...
..
Until that point, the ecosystem of Equinox was self sustaining and complete, albeit with the exception of the newcomers. The planet's atmosphere had largely been fresh and clean, with the eception of the pollutants belched into the sky by the factorums of the Administratum and generatoriums of the Adpetus Mechanicus. But slowly, over a period of decades, teh climate of Equinox began to change..
The decline. Interesting that its implied Agri worlds in a 'overpopulated' system are implied to be attmepted fairly commonly, although not every hive world we know of does so.
Page 4
...despite the populations' careful nuturing of the city, the technology of the Imperium is flawed in many ways. The profusion of promethium domes and underground industrial complexes powering the great electrical grids across evergreen silently bled their byproducts into the atmosphere, and over the centuries the ecosystems of the planet underwent severe change.
..
..the feeder insects that had quietly and invisibly disposed of Evergreen's bio-waste died out as their enviroments changed.
...
The rows of majestic trees... ... withered, the hydroponic systems barely able to keep them alive...
..
A rapid chain-reaction followed as the polluted rain continued to fall.
Imperium, FUCK YEAH! No match for eldar beauty and the ability to fuck itself over. Note the underground industrial facilities. Given the problems faced in real life, this seems depressingly human.

Page 5
But as with most Imperial worlds, a privileged few found that wealth and influence could solve their problems. A small detachment of Adpetus Mechanicus Techpriests had inadvertantly stumbled across a solution when the force-shield they were erected around their complex proved to be far too dilute, covering a massive area of land with an extremely weak force field sufficient only ot induce a slight tingle in a trespasser rather than a ltehal shock. However, the now ever-present rain trickled down the outside of the invisible dome. It was not long before the device was replicated across all of the wealthier distrcts of the planet's surface, preserving certain areas of Equinox as islands of paradise amongst the hellish, tumbledown mulch...
Anti-weather forcefields.
Page 6
The underground industrial complexes were salvaged by a delegation of Adeptus Mechanicus, and pwoer was restored to the growing number of shanty towns and hospices...
More undeground power generation
Page 6
The black market and slave trade is rife, despite the best efforts of the Arbites..
The Arbites are involved in stopping the slave trade? That's a change from the last couple books.
Page 8
Odesia is a water planet..
...
..but the violent storms that assail Odesia every month have such force that to set up anything more than a temporary research or agri-station on the world has proven almost impossible.
Even for Hives? Its kinda odd since we know the Imperium has set up in the deepest of oceans or even in lava.
Page 8
The gas giant Decalios..
...
.. this planet is made from a hitherto undocumented psychoactive gas - normally referred to as Decalion by those influential nad wealthy enough to have purchased it..
..
The rare expeditions into Decalios' corrosive atmosphere..
...
The unsuccessful find themselves broken down and assimilated into the heavy green gases..
Psychoactive gases, as well as apparently gas giant mining (in and out of the atmosphere, presumably in system ships.)

Page 9
M.6 - The Eldar create Equinox itself using complex terraforming techniques and full choirs of Bonesingers.
..
It has wraithbone infrastructure below the surface through which nutrient-rich canals feed the roots of the native plants and nourish the fauna the Eldar have seen fit to populate it with. A massive network of trees forms a canopy above the planet's surface, providing cooling shade for those who do not want to experience the stellar dance the Eldar have in mind for this system.
...
M.7 - Using their puissant technologies and knowledge of star-shaping the Eldar alter the nature and course of the planets in the Equinox system so that their new Miaden World reaps the maximum benefit from their course around the system's sun. Eclispes, times of great spiritual strength for the Eldar, become commonplace as a result.
Ancient Eldar Geo/stellarscaping.
Page 9
The Adeptus Mechanicus...
...
..starts to study what it bleives is not only a world that has been engineered by xenotech, but also a system that has been altered by a process they dub orbitech. They discover little that they can comprehend.
AdMech discover the system.
Page 9
The manufactorums and industrial plants created to supply the populace as per Imperial Law begin to affect the atmosphere of the planet.
Apparently industrialisation is mandated by Imperial Law.
Page 9
Though Equinox is on the periphery of this Cataclysm (The Fall), every Eldar living there has his or her mind blasted apart by the malevolent deity's brith.
Slaanesh's birth reaches out to Segmentum Tempestus it seems. This would tend to suggest that the majority of Eldar Maiden Worlds/Exodite worlds that survived woudl be on the very edges of the Eastern Fringe.
Page 10
..another radical Inquisitor, an ex-daemonhost called Kessel.
Apparently daemonhosting is not invariably fatal.
PAge 10
Lichtenstein is on a quest to save Mankind from enslavement at the hands of an ancient mechanical race who worship death.
The Necrons, I gather.
PAge 10
Inside this mask lie advanced sensor array,s infra-red scopes and photocrhromatic visors enabling him to monitor everything down tot he heart rates of those he talks to.
Apparently a lie detector amongst other things.
PAge 10
Siguel can slowly liquefy and reform at will, turning his flesh into the consistency of molten wax until he forms a living pool of fluid grislte quite capable of locomotion and almost entirely impervious to injury.
Interesting mutation.
Page 11
'Boreas' is an advanced version of the anti-gravitic servitor skulls used by the nobility of the Imperium.
..
Its primary limbs end in a tiny pair of thumbless 'hands' capable of everything from operating computer terminals to completing complex surgery. In Boreas' right socket is some of the most complex recording equipment of the adeptus Mechanicus have ver manufactured, fully capable of storing a year of footage and playing back sections at the vocal command..
AdMech grade servitor skull capabilities.
Page 11
..the shattered theatre of the Aquis Bene, a once-magnificent example of Evergreen's architecture shattered forever by the drop pods of the Silver Skulls Space MArines..
Drop pods smashing through buildings.
Page 11
She wears a battered flak jacket..
The picture of her shows it as actually being a jacket.. sort of one of those buttoned up uniform jackets in fact, like a soldier might wear.
Page 11
..blazing her way out of the Archipelagos with one of her father's coveted plasma pistols...
...
Her one-girl breakout from the Archipelago...
...
..eighteen million Imperial Krugerrands of property damage and nine cases of third degree burns.
3rd degree flash burns are 50 J per square cm.. assuming for the chest (20-30 cm diameter - 20-45 kj per case) Call it double or triple digit kj at least fro a plasma weapon, depending on how many people per shot were burnt, although the scope of burn devastaiton is completely arbitrary. (could be a few kj per shot after all.. at a 10 cm diameter are you'd have only 4 kj or so per case!)
Page 12
..in her mid thirties. The truth of it is that she is well over ninety years of age, countless rejuve treatments in her youth and her alliegance to the Dark Powers in later years allowing her to keep her stunning looks..
Rejuv.

Page 14
..Inquisitor Lichtenstein, declared Excommunicate Traitoris over two years ago and still not brought to justice.
...
..several months ago an Imperial Assassin was dispatched to take out a figure the Inquisition believed to be furthering an anti-Imperial Creed in the capital.
65,000 LY from terra.. probably some 60,000 LY or so from Karis Cephalon. In 2 years or less we're talking ~30,000c at least. For the Assassin, assuming 2-3 months we're taling 260,000-390,000c at least... if they dispatched the Assassin from Terra (which may or may not.)
Page 17
..the 'Sentinel', a mystery killer with a nasty habit of blowing peoples brains all over the city walls..
given its identified as a rogue Vindicaire assassin, this is hardly surprising.
Page 19
Chromehounds... a durable and rare type of Cyber-masifff..
Chromehounds.
Page 20
..a sniper's bullet spatters the brain of a harmless-looking manufactorium worker all over them. Whilst they look on in shock, Judge Vudmann's face explodes outwards and he crumples like a sack of wet sand..
Vindicaire again.
Page 24
Needless to say, a monstrous superhuman killing machine clanking around and belloiwng 'heresy' at powdered courtiers will compromise the warband's cover.
I can't help it, this quote made me laugh. It so perfectly describes the stereotypical marine.
PAg e24
..an Eldar terraforming device in the shape of a miniature world that floods the planet with pure life force. This ancient artefact, designed to prevent the original Eldar inhabitants from untimely death, is so powerful that when activated it [brings?] Equinox back to life - the massive trees, the feeder-insects, the birds, the rotting corpses of every living thing that has died on the planet since its colonisation.
A massive, psychic reboot button in other words :D
Page 25
Heavy stubber with shot selector, motion predcitor, manstopper roudns, Dum-Dum rounds.
Man portable heavy stubber.
Page 25
Paired bolt pistols.. flechette, dumdum and manstopper rounds..
Bolt ammo.
Page 32
Who better to conduct such pogroms than the nearby chapter of the Silver Skulls?
Wrong end of the galaxy now.

Page 33
Equinox
Location: Segmentum Tempestus
Distance from TErra: 65,000 Light Years
Distance and location of Equinox. The planet must be way out in the boonies to be that far from TErra, but it shows the range of the Astrnomican.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

RISE FROM YOUR GRAVE!

Yes, again after months, this thing gets revived ONCE MORE. hopefully for the last time. but at this point I've given up being certain.

We revisit BFG again because, apparently, the thing really isn't dead. Actually I'm not sure on the canonicity of the whole source or the fluff, but I *think* its valid and not fanfic. If its fanfic, then I've wasted my time, but oh well...

So, assuming this is all genuine, they've been updating BFG for some time I guess. I haven't bothered iwth previous updates but it seems the game is still somewhat alive, at least online. It mostly concerns new ships and factions (like the AdMech) and seems to recycle alot of stuff from the magazines, online articles (like Fabrick of the Imperium) and so forth, but it does add a few new tidbits.

Anyways, back we go... Oh and the source for the documents I peeked at are here on google docs

Also note: Despite being numbered, the fact its an online source and that you can cut/paste the text (which made it easier for me to do the update) and can hence do a search to match the text means I got lazy and didn't provide page numbers. :P

A ship in base contact with a blast marker means the whole base is affected. It counts as being in contact all around it and in every arc for purposes of leadership, movement, shooting, ordnance attacks, being boarded, or every other respect where blast markers have an effect. This includes if it ended its movement in contact with a blast marker for any reason.
Clarifying further the weird nature of blast markers and what they represent.

Exterminatus vessels used in scenarios that require them normally replace their standard prow weapon with an Exterminatus one. Vessels that do not normally have prow weapons (such as Vengeance grand cruisers) cannot be used as Exterminatus vessels.
Engineering issues? Or maybe just game mechanics?
Shields protect against hits from mines normally.
Interesting that this is the only sort of ordnance that is affected by shields. Perhaps it has something to do with the way in which they operate? Stand off detonations? I doubt they move faster than torpedoes after all. Given the assassin mines' directed yields in IA 9 thats possible.
Damage from ramming is not deflected by a ship‟s shields.
Velocity dependence (probably) again.. or it may simpyl reflect that the sheer mass/momentum involved make shielding against collisions pointless.
The Imperial Power Ram may be taken by any Imperial capital ship with a 6+ prow for +5 points unless it has a Nova Cannon.
Ramming tactics ahoy!
THE PLANET KILLER: The Armageddon Gun is a line of sight weapon and cannot fire through obstacles or celestial phenomena that act as normal line of sight obstructions, such as planets, moons, asteroid fields, etc.; a swirling jumble of million-ton rocks will disrupt even the awesome power of this weapon. However, place D6 blast markers at the point the Armageddon Gun template contacted the asteroid field, moon, etc. for the vaporized rock left in its wake.
vaporizing countless million-ton rocks - at least a few megatons per rock if it were brute force (rather than the weird nature of the Armageddon gun.) Note blast markers representing vaporized rocks.
The Imperial Navy has taken great pains after the 12th Black Crusade to ensure that its warships do not fall into the foul hands of Chaos. While only the most seasoned and august of ship captains command the Emperor's battleships and battlecruisers, this is not always the case for its escorts and second-line warships.
cruisers and escorts mainly, but nothing bigger. Given this, and how easily they are blasted apart (compared to capital ships) I imagine escorts are designed to be easily built and replaced.
Shadowhunters are so nimble that they can even pursue attack craft with ease, harrying the smaller vessels with an agility impossible for other escorts.
Eldar have capital ships that can manuever like a fighter.
Bio Plasma ignores shields in a similar fashion to that of ordnance, only they cannot be shot by turrets either!
As I recall they pass shields because of the speed they move at, but why this makes them immune to interception I have no freaking clue.

Bakka (sub) sector map. Bakka is a forge world and Segmentum fortress world AND a sector naval base. There are two hive worlds (Lochan and Chakka), one civilised world (Delta Prime), 2 mining worlds (Hades and Ironika), one Penal world (No Return) and 4 Agri worlds (Wightan, Verdantia, Iometa and Seraka) And two uninhabitable worlds, so thirteen total, 11 of them inhabited.
Segmentum Tempestus is one of the five Segmentae M ajoris, the great administrative divisions of the galaxy.
I wonder if there are Segmentae minoris? Maybe they cover the Space Marine holdings in each Sector (one Space Marine chapter per Segmentae minor?) It may not even be an official organization. 5th edition made reference to how Space Marines were given 'control' over more worlds (or at least protecting more worlds.)
Here, matter is scarce and the Segmentum is mostly a dark and empty void dimly lit by scattered stars. Like the other Segmentae Majoris, it is organized into 200 light-year cubes called sectors.
Implies Segmentum Tempestus may be more sparsely populated compared to other segmentum. Also the usual sizes of sectors.
called sectors. The naval headquarters are located in a 15 light-year cuboid, Subsector
Bakka...
This is the first reference I have heard to any 'dimensions' for a subsector, but it fits relatively well with the 'six to eight' subsectors per sector and such.
It is mercifully free from proximity to a festering mass incursion from the warp, such as the Eye of Terror or the Maelstrom. As such, a Chaos incursion is usually a problem of raiders than the massed attack of a large fleet of deranged heretics. However, Tempestus is notorious for genestealer infestation as well as Ork and Eldar buccaneering. Therefore, there has been a tendency for Tempestus battlefleets to concentrate on small flotilla and anti-piracy tactics rather than a Grand Fleet strategy. To this end the Battlefleet places a greater reliance on large numbers of older, smaller warships than is typical for most other fleets.
the military situation in Tempestus - relatively light on Chaos compared ot Obscurus and other locales, although there are still plenty of alien problems - particularily the Tyranids.
...the Gareox Prerogative because they were based at the Gareox Sector Base, came to prominence.
A doctrinal conflict on a sector-by-sector basis, in other words. Bakka vs GAerox. It shows how naval traditions and doctrines can differ from region to region. I imagine every sector tends to tailor its military doctrines to the needs and threats facing those particular sectors - a trait which fits in with the decentralized, non-standardized nature of the Imperium's military.

The arrogant Prerogative eventually gained enough political influence to control ship design and were able to order the construction of attack-carrier warships such as the ill-fated Despoiler class battleships. This action brought them into conflict with the 'Big-Gun Lobby' at Bakka. Political rivalry eventually led to outright civil war, the so-called Gareox incident..
As discussed before, the Prerogative must have managed to build those battleships in a fiarly short period of time - by 40K standars at least.
A series of fleet actions demonstrated the superiority of lance-armed warships over attack carriers and the Prerogative was purged and Gareox cleansed. In their bitterness, many of their supporters in the Fleet turned to blasphemy and fled into the warp. Only three Despoilers were built out of the fifteen originally ordered and all became traitors.
Sounds alot like inter-sector rivalery and fighting. Interesting that the Gaerox Sector intended to have fifteen Battlehsips built for the Sector Navy, suggesting that battleship numbers in some sectors (at least) can be quite large.
The surface of Bakka consists of black island rafts of basalt and granite that float on a glowing viscous sea of cooling lava. Every so often, turbulent flows or a meteorite strike causes fresh magna to burst through the thin skin on the surface of the orange seas...
...
Giant, tracked machines extract minerals when convective flow forces important ores near the surface of the seas. The loss rate among the ore processing workers is substantial, and commonly penitents and heretics are assigned to the duty. The punishment for a penitent and a heretic is the same. Naturally, the Emperor rejoices at the righteous remorse of a penitent but the sin must still be cleansed by punishment.
The Forge world of Bakka. I found the approach to mining interesting (as is the fact the planet still had resources to tap.

Permanent installations are built on the black rafts of basaltic rock. In the reinforced adamantium walls of the fortress-like plants, ore is processed into usable materials. Heavy laser batteries are mounted on the strengthened roofs of the squat, dark structures to blast away Permanent installations are built on the black rafts of basaltic rock. In the reinforced adamantium walls of the fortress-like plants, ore is processed into usable materials. Heavy laser batteries are mounted on the strengthened roofs of the squat, dark structures to blast away meteors - and the Emperor's foes, as technological developments to defend against the ever-present threat of asteroid impacts were easily applied to low-orbit and later ship-based defenses.
Planetary defenses. The laser batteries are interesting, especially in context of the 'fleet turret' thing later, which I gather is what the 'ship based defenses' referred to.
Most of the manufacturing facilities hang above the planet in geostationary orbit, and here are also found the vast sprawling dockyards of the Segmentum Tempestus Sector Naval Base.
Orbital industry and shipbuilding over the forge world. Bakka seems to reserve the surface purely for mining and refinement/processing.
A particular Bakka innovation in the fleet defense turret, developed from the remarkably effective system of low-orbit defenses used to protect the Bakka forge world. Though exceedingly complex, the M echanicus of Bakka found a way to incorporate this on starships as a long-range turret that can be used to protect other nearby vessels, and within a few millennia it could occasionally be found on Mechanicus vessels throughout the Imperium. Two turrets on a ship are exchanged for fleet defense turrets capable of protecting itself or any one other vessel within 15cm each ordnance phase,
GASP! innovation! HERESY! In other news, the fleet defense turrets are interesting in what they mean as far as potential point defense ranges. If we go by the 1000 per cm bit frm Andy chambers, that could be possibly 15,000 km point defense range. To be fair, it apparently has tradeoffs (they're bigger than regular turrets) and only AdMech ships carry them routinely, but its still interesting.
It also implies that 40K fleets can have some pretty extensive spacing evne with large fleets (dozens or hundreds of ships) given the potential range.

Battlefleet Bakka warships need to be well equipped with turrets because of the relative lack of fighter defenses, but Fleet Defense Turrets are too complex to be serviced by ratings of the Imperial Navy. A simpler solution was devised for the warships of Battlefleet Bakka-
As I noted, Navy warships don't have the Fleet defense turrets as a rule.
One of the most famous battles involving Battlefleet Bakka took place during the First Tyrannic War.
..
Then, just when all appeared to be lost, the first squadrons of ships from Battlefleet Bakka began to arrive.
..
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.
Apparently the 200 or so ships form Bakka represented the SEctor battlefleet.. or rather a detachment of such. I'd imagine they'd have at least 300 or 400 ships total.
Though they were outnumbered by over three to one the Imperial ships blasted their way through the hive fleet and scattered the bio-ships into small groups.
Imperial ships could easily handle Tyranids fleets at a 3:1 disadvantage and sitll come out winning.
Their lances of fusion fire transfixed the organic hulls of the bio-ships...
fusion lances.
Within an hour the remnants of the hive fleet were dead and drifting, charred hulks spinning slowly through the void.
Space battle against the 'Nid fleet lasted an hour.
...Calgar swiftly gathered up his fleet and turned back in-system, Lord Admiral Rath's ships swung into triumphant procession behind him. Though it would be many hours before the fleet could arrive at Macragge Calgar was determined to return in time to save his men.
..
Behind the two fleets the very fabric of space rippled before it was suddenly torn aside as another fleet emerged from warp space.
Implies they are close to the edge of the system.. at least hundreds of millions if not billions of km away and 'hours' to cross that distance to Macragge.
Also, Tyranids using warp space.
..hive fleet was fresh and undamaged: hundreds of large bio-ships made up its vanguard with their smaller companions staying to the sides and rear.
size of the secondary component of Behemoth.
The defences of Macragge were hours away, damaged...
Again hours away from Macragge, and close to the warp-emergence point.
The only other defensive point was the ringed gas-giant Circe, which they could reach within the hour.
Pity we dont know how far away Circe was :P
Amidst the rings of Circe the Imperial fleet turned at bay, their engines holding them at a dead halt above bands of storm that reached about the giant's circumference.
...
Laser salvos 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...
Navy engines can fight against the pull of gravity/orbital vleocity of the gas giant, at least as far out as the rings.
One by one the Imperial vessels were grappled and overrun or torn apart by the hail of shots from a dozen foes.
a dozen Hivre Fleet ships seems to be the limit for Imperial ships.
...the Dominus Astra ripped through the bio-ships with its jgged 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 instant 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.
It's a pity we dont know the ranges involved, as it might provide some velocity on the projectiles detonating. also fusion cannon are apparently projectiles of some kind if they shoot THEN detonate.

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.
The Dominus Astra using its warp engines to fuck up the core of the Hive Fleet. Hundreds (thousands) of ships destroyed. It goes without saying that this can demonstrate quite nicely the dangers of warp translation too close to a planet or too far in-system: it reprensets a tremendous hazard to anything nearby (other ships, the planet) both from the warp energy released into realspace, as well as the displacement/spatial distortions throwing shit around.
Also note the peculiar combination of warp and realspace matter.
In due time Rath replaced Vannion as Lord Commander of all naval assets in the Bakka Sector. The Ultramar expedition was the largest armada of warships ever sent out of the Segmentum. There was never any doubt who would lead the force.
I still wonder why Bakka responded to Macragge's needs, but not Kar Duniash (which is the Segmentum headquarters for Ultima segmentum)

In internal layout, the Victory class shares many similarities with Retribution, and Imperial Navy analysts speculate the design is a byproduct of grafting lance weaponry onto the improved power conduits and relays of the Retribution template in an attempt to replicate the Apocalypse battleship class while overcoming various shortfalls inherent with that ancient design. In this respect it has proven successful, though it still is not capable of delivering the level of firepower that ancient class was capable of when the Imperium was still able to reliably fabricate its sophisticated but difficult to maintain power transfer relays. Nonetheless, the Victory makes up for firepower with its far more robust and reproducible design, and it has had many successes throughout the Tempestus and Ultima Segmentae.
The Technomagi of M ars refuse all requests for access to their records of origin, and the shipwrights of Bakka have proven to be equally recalcitrant.
Bear in mind that when you look at the Apocalypse class entry's fluff, it makes it clear that the 'advanced' and more powerful nature of those lances are due to a tradeoff in increased power and reduced reliability - not unlike Hellguns or plasma weapons. So whether this represents quite as bad a downgrade as BFG always implies (Victory vs Apocalypse) is largely a point of view thing. It does reflect that the Imperium's requireemnts for naval vessels can vary from time to time (in a sense, the sophisitcated shit could still be made, but the maintenance issues would be difficult or the cost in time or resources. Sometimes reliability can be more important, such as fleets deployed for independent operation.)
Four Victory class battleships serve in Battlefleet Bakka, the Victory being by far the oldest.
...
All four of Bakka‟s Victory battleships served against Hive Fleet Behemoth, and three returned from the pivotal Battle of Circe.
Bakka has at least 4 battleships in its sector fleets. Probably more.
Emperor Class battleships are among the oldest to serve in Imperial Fleets and are commonly used as flagships. Only one member of this class, the venerable Dominus Astra, saw action against Hive Fleet Behemoth while serving as Lord Admiral Rath's flagship. The Dominus Astra was lost in combat at the Battle of Circe in the M acragge system when an Imperial Fleet of 200 vessels was overwhelmed by Tyranids.
...
As a result of the fallout subsequent to the Gareox Prerogative, this class of vessel is extremely rare in the fleets of Segmentum Tempestus. Bakka fleets may only field a single Emperor battleship, and this only as reserves unless Admiral Rath leads the fleet, in which case it must be his flagship .
At least one or two Emperor class in the sector. AT least six. Proably more, since they're bound to have some Retribution-class present too.
The Vanquisher class battleship is regarded by analysts as an ancient design even by the standards of the Imperial Navy. The Vae Victis in particular has an extensive and storied history long pre-dating its joining Battlefleet Bakka.
Again older is not always better :P
The next verifiable records of this vessel come from its service in the Ultima Segmentum, where it served for a time as part of the Dominion Fleet of the Ultramarines.
WE learn about dominion fleets later, but its worth noting that ships can be transferred (or reassigned) within a segmentum, or even transferred between segmentums. So battlefleets may not always be permanant formations.
Aged and suffering continued problems with its engines, the Vae Victis was mothballed as part of the fleet reserve in the 38th millennia and left in a stationary orbit around Drawkesd in Segmentum Tempestus along with three other vessels of this class. Weapon and shield systems where stripped for reuse.
Segmentum fleet 'reserve' - 4 classes of that type at least. Some parts salvaged for use may hint at some modularity.
Following the Battle of Circe, increased pressure on Imperial Navy Segmentum resources led to the Vae Victis being recommissioned. All four surviving examples of this class are currently undergoing re-armament and crew training before resuming active service to make up for the horrific losses from that battle.
IT seems we could conclude that one reason they maintain a fleet reserve is to have ships available in case they take losses at least in some ship classes. Given the difficulties in starship fabrication (differences in construction times, techniques, and so forth) especially when it comes ot battleships, you need something to serve if you lose a vessel (EG you can't wait centuries for a new ship to appear.) And an old battleship is better than no battleship.
This also points at the Bakka fleet losing at least 4 battleships in the Battle of Circe. Interesting, given that 3 of the Victory class returned. At least 7 battleships implied, and probably more since this would hint at only those deployed to Macragge.
With the history of the Garerox Prerogative required reading in the fleet academies, the very idea that the Imperial Navy should need a dedicated attack craft carrier is viewed as anathema. However, the horrors of the First Tyrannic War cast a negative light on Battlefleet Bakka‟s inherent distrust of attack craft, and while their tactics of relying on massed battery and lance fire proved effective, it was only prudent that more attack craft should be made available to support the battlefleet.
How badly they may want to ignore it, situations can force a change in tactics. The same was true at Third Armageddon and the 13th Black Crusade, really.
While the prodigious output of a Mechanicus forgeworld can see a new cruiser put to space several times a year, this is only through economies of scale, as a single cruiser hull can take more than a decade to construct from the keel-up for even the best and most well-supplied shipyards, and many smaller shipyards take decades and the resources of an entire world to construct a single such vessel. To this end the encroaching Tyranid fleet meant Bakka had no time for such an endeavor.
Commentary on starship construction rates. Multiple cruisers in a year from Forge worlds, but a single cruiser about a decade (like the Lord Daros in BFG) form most other places, with smaller yards taking the 'decades'.
Given that, salvage makes some sense (esp given how stupidly durable 40K starships seem to be.)
..a venerable Mars battlecruiser laid up after having its prow and forward battery decks smashed apart...
...
Languishing for centuries as resources were applied to more pressing matters, the process of converting its damaged battery decks into launch bays proved to be relatively straightforward. Completed with too little time even for proper space trials but with a full complement of Bakka‟s ablest attack craft crews, the Jovian acquitted itself well and was one of the twelve capital ships able to fight its way back to Bakka after the crucial Battle of Circe.
Indicative of the sorts of factors that can influence the variable ship constructions - lack of resources devoted to the ship being built, for example.

The Dominion-class battlecruiser was envisioned as a more modern replacement to the Mars, designed to serve as a capable fleet support vessel optimized for the role envisioned for attack craft carriers by the fleetlords of Bakka.
...
These outcomes led the Imperial Navy to cease ordering production of these vessels after only ten hulls were constructed.
10 Battlecruisers presumably in the Bakka battlefleet, although it may apply to the Segmentum as a whole.
...and of the two Dominion-class warships present at the Battle of Circe, the Light of Faith was one of the twelve capital ships that returned, redeeming in hard-won victory the honor lost from its fateful maiden deployment centuries before.
Battlefleet Bakka had at least two battlecruisers of that type.
In the waning years of Abaddon's 12th Black Crusade, the Adeptus Mechanicus artisans of Bakka and the officers of the Tempestus battle fleets faced a dilemma.
...
At the direction of Admiral Knightsbridge, the Tech M ages of Bakka set about to construct a new battle cruiser design fitting for the. strategy and tactics of the Battlefleet yet be able to meet this threat. Through a rather straightforward merging of existing technologies, the Adeptus M echanicus were able to devise a solution in less than two centuries.
The Mercury class is a reimagining of the Battleflleet gothic magazine 'Long Serpent' class, except it took two centuries to design and build rather than years. It's also mildy confusing that Tempestus woudl face problems with piracy in the 12th Black crusade (the Gothic War) given the Gothic Sector is on the edges of Segmentum Obscurus (on the other side of the galaxy, basically.)

Built from the keel up to prosecute raiders, the Mercury combines a basic cruiser layout with the engineering suite normally used on a battleship. The result is a faster much more powerful cruiser with the speed to keep up with the raiders and the firepower to deal with them as an independent unit.
...
All this improved performance came at a price. While the engines produced battleship power, the armor protection remained that of a cruiser.
Basically its not as protected, but actually seems to be more volatile as the result of the bigger powerplant... although the ship seems to be able to stand up to the strain of the engines and firepower increase. Either a volatile fuel supply (which isn't surprising.) or the reactor/engines are more easily damaged due to the lack of armour.
...in 467.M 41, the Scylla suffered a powerful warp drive implosion, destroying her entire squadron of assigned escorts and heavily damaging the battleship Mailed Fist. The plasma drive overload that destroyed the Medusa also shattered the Lunar cruiser Lord Chalfont...
Indicative of the violence of the blowing up of Mercury class.
Endeavour and Endurance class light cruisers are popular as convoy flagships and are commonly seen paired together in Battlefleet Bakka.
One of the Voss pattern ships, which apparently show up in TEmpestus as well.

It particularly distinguished itself at Heaven's Split where, with only two under-strength squadrons of Cobras..
Convoy escort. Light cruiser + destroyers.
Admirals have also found these classes effective as fleet escorts, and it has become common practice to pair battleships and light cruisers in Battlefleet Bakka.
With at least 7-8 battleships in the Bakka Battlefleet, that probably means there are at least a good 14-16 light cruisers in the battlefleet.
The Endeavor light cruiser is one of the most widely-encountered capital ship classes throughout the Imperium, and it appears in a great diversity of hull patterns that vary in a number of respects from similar class vessels from other fleets. Endeavor and Endurance class light cruisers of Battlefleet Bakka are typically deployed in solitary patrols or in pairs throughout the wilderness space of Segmentum Tempestus, or as “flak ships” in support of fleet formations.
Other uses for light cruisers. The vareity is interesting, again reflecting how escorts and smaller ships seem to be dramatically different from the 'combat' starships like cruisers (battlecruisers) and battleships. The former (escorts nad light cruisers) often aren't as durable but are more numeorus and easy to construct and repair, and also have far greater diversity of design. Whilst the cruisers and battleships tend to be less variable, considerably harder to construct. That tends to point to a deliberate qualitative difference in their appraoch to design and construction, much in the same way Superheavies and titans may be 'different'. (Titans are tougher more powerufl due to technology and mass, but Super Heavies are not dramatically less powerful but are also considerably more numerous and easier to build and maintain relative to Titans, and there is a distinct difference in how they are constructed.)
The specifications for these vessels relied heavily on a degree of compartmentalization that proved too cumbersome for later ship designs. However, this facilitates defending against boarding actions,..
compartmentalization part of ship design. This could point to the 'durability' of Imperial starships being as much about internal design and layout (and possibly internal armoring and structural reinforcement) as any exterior armour thickness.
The Siluria-class light cruiser is a much older design than the Endeavor or Dauntless, but a small number continue to serve the space lanes of Segmentum Tempestus. The Siluria is best suited to supporting battle fleets rather than undertaking missions on its own. However, a full broadside from one of these ships is more than capable of causing great damage, so these vessels tend to be well screened until the time to unleash its weapons arrives.
Basically its a ship that emphasises firepower over other features not unlike the Voss pattern ships or the 'strike frigtetes' of FFG fame.
Like the Siluria class light cruiser, the Havoc frigate is an old design harking back to a time when classes such as itself and the Preator-class destroyer were not yet superseded by newer and now ubiquitous escort classes like the Sword and Cobra.
..
..encountered, and the vessel is more often found in the company of Rogue Traders than in the service of the Imperial Navy. Unfortunately, this aspect has also made it a favorite of raiders as well, and a number of these ships have needed to be hunted down and destroyed after falling in the hands of pirates and renegades.
Again 'older is better' and 'rare and precious starships' seem not to always be the case in the Imperium, as we get ships that get decomissioned and put into mothballs because they're too old or out of date or replaced by something more modern.

During the Gareox Prerogative, many Cobra destroyers were converted to carry boarding torpedoes. Their main weapon battery was removed and extra torpedo launch tubes added. The experiment was not a success; escorts could not carry large enough crews to man the torpedoes properly and fight the ship. These ships have proven to be poor convoy escorts but have been surprisingly successful in fleet support flotillas. As such, most Vipers have been retained in this capacity and continue to be constructed, though they no longer use boarding torpedoes.
These must be the Bakka 'missile destroyers' mentioned in the fight against Behemoth. Interesting how the Navy played around with boarding torpedoes.
Segmentum Tempestus consists of relatively few inhabited systems with vast tracts of wilderness space between them. To increase the number of available ships, Bakka utilizes many older and/or smaller ship designs not commonly encountered in other fleets.
Again tempestus seems to be more sparsely inhabited than other Segmentum.
Far underneath the bedrock of Antarctica on Holy Terra exists the citadel of an organization that acts as the secret police of the Imperium of Man,..
The Inquisition. Like in the Ian Watson novels.
From beginnings shrouded in mystery and dating back to the Horus Heresy, it is believed that the Inquisition coalesced into the beginnings of its current form by the beginning of M32, 800 years after the Heresy, although its essential components and apparatus, such as the League of Blackships and the "Witch Hunters" of the Sisters of Silence were active before the Heresy began.
origins of the Inquisition. Interesting that the sisters of silence have ties ot them early on. I wonder when they died out as a force.
...only the Ordo Malleus existing as a separate entity to police the Inquisition itself.
..
It was only after the Age of Apostasy brought about by High Lord Goge Vandire and his Reign of Blood early in M36 that significant changes came about to the Inquisition. The Ordo Malleus was rent in two under a powerful new mandate, becoming one of what became three Ordos Majoris in its own right, each one tasked with a specific area of concern in defense of the God-Emperor and his Imperium.
...
Rather than serve merely as the internal investigators of the Inquisition itself, the Ordo Hereticus was made responsible for protecting the Imperium from itself and guarding its future so that never again would it be threatened by those entrusted with its protection.
In old fluff the Ordo Malleus was the 'inner' circle of the Inquisition, watching over the regular inquisitors to make sure they did okay. So this is a reconciliation between the 'old' Malleus (as seen in 'Draco' and the more modern inteprretation as Daemon hunters.) This seems to suggest that the Xenos and HEreticus came about at approximately the same time, and as Inquisitors go are more of a recent creation (relatively speaking.)
The dread starships that make up the fleet of the League of Blackships are under the express jurisdiction of the Adeptus Astra Telepathica, but the very nature of a Blackship’s mission makes strict oversight by the Inquisition a necessity.
..
...it is common for Inquisitors of the Ordo Hereticus to travel on board, as this gives them the opportunity to investigate a planet's potential for psychically-based corruption. To this end they are also captained by senior Inquisitorial agents and embarked by a ship- based defense force of Inquisitorial Storm Troopers or Sisters of Battle.
Relationship of the Inquisition to the Black Ships. Seems that the Hereticus is most commonly tied to the Black ships in this role.
The members of the Ordo Hereticus also monitor the Wars of Faith inspired by the Ecclesiarchy, to ensure they remain within the objectives assigned by the Ecclesiarch and the other High Lords of Terra. They ensure that the teachings preached by priests of the Imperial Cult remain true to the spirit of the Emperor's will. They regulate the wealth and territory claimed by members of the Ecclesiarchy, to prevent higher members of the institution from gaining more power than is appropriate.
Interesting that the Inquisition 'regulates' the mateiral resources of the Ecclesariachy. And yet, we have ample examples of richness and materialism and even outright collusion by the Ecclesiarchy that slips by their radar (like the way the Calixis Ecclesiarchy siphon off troops, warships, etc., from the Jericho Reach/Margin crusades for their own ends, thereby violating the Decree Passive.)
...the Ordo Hereticus is also called upon to monitor other Imperial organisations for internal threats, including the Adeptus Arbites, the Space Marines, and even the other Ordos of the Inquisition itself. Only the Emperor himself is beyond the gimlet gaze of their jurisdiction.
One imagines that the ARbites and Astartes do not appreciate this monitoring.
..and as a check against the Priesthood’s ability to subvert the Imperium's delicate political balance, it was natural that the Adepta Sororitas would become its Chamber Militant.
A role that many 40K novels seem to forget, in point of fact. Sisters of Battle are not the mindless puppets of the fucking priests. Allies of a sort, perhaps even servants in some respects, but they have their own goals and agendas and hierarchies too.
It was not until after the Horus Heresy that this function was integrated into the then-nascent Inquisition, where its mandate continued to be the investigation and study of alien races to eliminate any alien threat to the Imperium they identified. Armed with the best human and alien technology available, extremely knowledgeable about their foe, and filled with hatred for non-human species, the Ordo Xenos can respond to any alien threat. Their tactics vary depending on the situation and level of alien taint revealed. Where the threat is subtle, they will use guile and stealth, wielding their power as if it was a scalpel used to cut out a cancer.
Ordo Xenos. Note the use of alien tech.
The Ordo Xenos is well known for either being extremely ponderous or extremely quick to act.
One example being the 'dynamic' tau' Example of being slow to act, that is.
Originally formed to serve in the role now undertaken in large part by the Ordo Hereticus, it traces its roots to the Horus Heresy. It is the specific task of the Inquisitors and their acolytes of the Ordo Malleus to destroy the physical manifestation of Chaos, Daemons, in the physical universe as well as any other agents of Chaos who threaten the Imperium's worlds.
Ordo Malleus.
Besides being the Daemonhunters of the Imperium, they yet remain a secretive inner order of the Inquisition, controlled by a council of 169 Masters, whose authority extends even to the Master of the Inquisition.
apparently they havent' completeyl given up their old role :P
The Ordo's organization is divided into Chambers, each controlled by an Inquisitor Lord called a Proctor. The number of Inquisitors in a Chamber can vary from a few score to hundreds.
Malleus Chambers.
Some say their gene-seed is not based on a Primarch but from the Emperor of Mankind himself, while others postulate that they are created from a cocktail of the eight loyalist Space Marines from the Traitor Legions rumored to have been among those presented to the Emperor by Malcador the Sigilite as part of the Inquisition’s founding.
Origins of Grey Knights.
The Grey Knights maintain small, secret redoubts throughout the galaxy, and it can be many decades, if ever, before a Grey Knight returns to that hallowed place where he first donned his aegis helm and took up his nemesis force halberd. Of all Space Marines Chapters, they are the only one made up entirely of psykers.
Grey Knights maintian their own versions of the Honeycomb Hideout in various locales.
Only they are indoctrinated in the knowledge of the dark secrets of Chaos - they alone completely know of and understand the existence of demons and of their appearance in the real universe, and they alone are best equipped to battle and defeat mankind's most terrible enemy. While other Chapters and Imperium forces have some knowledge of daemons and how to fight them, only the Grey Knights are privy to the darkest, deepest secrets that the Ordo Malleus possesses on these creatures and how to defeat them.
hilariously this implies that the GK are more knoweldgable than even the Malleus Inquisitors are... probably cuz they're SPACE MARINES and shit. Or maybe this is where they learned SORCERY in 5th.
The three Ordos Majoris serve distinct roles within the Inquisition, but they are not mutually exclusive. It is not unheard of for an Ordo Xenos Inquisitor and his Deathwatch Space Marines kill-team to assist one from the Ordo Hereticus that discovered a group of mutants have collaborated with foul aliens to bolster their weaponry. Inquisitorial Storm Troopers are at times charged to complement the protection and security force of the infamous Blackships, accompanying an Ordo Malleus Inquisitor aboard as she makes her purity checks for the taint of Chaos on worlds along its route. An Ordo Hereticus Inquisitor and his retinue may investigate a well-placed government official suspected of collusion with dark forces drawing Chaos demons against a deployed Grey Knights squad.
This probably helps explain both the Ravenor and Eisenhorn novels. Makes sense though, the Imperium simply cannot afford pure specialization in its soldiers or agents - travel and communication being what it is, everyone has to be a generalist to some degree to plug the gaps, so to speak.
For recurring threats or missions of grave import, a number of minor Ordos were created, such as the Ordo Sicarius, tasked with investigating and controlling the Officio Assassinorum, and the Ordo Sepulturum, one of the smallest of the Ordos Minoris. Formed during the 13th Black Crusade, their particular focus is the relatively new threat presented to the Imperium by the emergence of the Nurgle-spawned Zombie Plague. There are a number of other such minor Ordos, some so deeply secretive they are known only by their members and the Inquisitor Lords that lead them.
The minor inquisitorial ordos. More specialist than the major ordos.
Even rarer is to have one of these built to replace inevitable losses incurred by the very nature of their mission, as vital to the Imperium as it is fraught with danger. Due to the exacting standards and particular specifications required to construct a Blackship, usually this is undertaken nowhere else but at the shipyards of Mars itself, though records indicate a small number were constructed at Kar Durniash and Cypra Mundi.
The Black Ships - probably on par with Grey Knight and Inquisition vessels for rarity.
...each one is little more than a gigantic transport vessel and high-security prison, albeit fitted with a heavily augmented and carefully-tuned Gellar Field to shroud the beacon-bright imprint so many pykers in such close vicinity would have upon the warp during a Blackship’s transit. Additionally, such vessels always embark a large contingent of Untouchables, those cursed with the Pariah gene that appear as psychic nulls to the warp, along with a mission of Adepta Sororitas to keep order aboard the ship and to serve as a final line of defense against enemy boarders. Because of the enormous bounty such a cargo would represent to Chaos or the Dark Eldar, Blackships mount weapons comparable to front-line warships, and it is rare that a Blackship ever plies the void without being under heavy escort.
The game stats list it as battleship scale and armament and durability, which says alot about its size and protection. It also probably has substantial escort, meaning the League of Blackships fleets are probably many times grater than the 'thousands' of Black Ships in the galaxy.
It's interesting they still make use of pariahs (in a more general sense, rather than Sisters of Silence) onboard, although it make sense. As does the use of Gellar fields.
It is most common for them to travel in relative obscurity, relying on little more than the services of a Rogue Trader or passage aboard a passing merchantman to ferry them between worlds. However, when addressing issues of particular urgency, an Inquisitor has the ability to call upon any warship of the Imperial Navy or the Adeptus Astartes, or even the might of an entire fleet or Space Marines Chapter if necessary.
How Inquistors get around.
On occasion Inquisitors will utilize one of their own organization’s specially-constructed warships. The Inquisition can summon vast resources, and its seat on Terra enables the relatively few vessels they actually possess to call upon all the technological advances and fabrication methods available to the shipwrights and fleets of Mars itself. While a few standard patterns are used by the Inquisition, they are just as often purpose-constructed and optimized for a particular requirement. Inquisitors and their retinues must be prepared for any contingency, and these ships are faster, better armed and better protected than warships typically utilized by the Imperial Navy. While not specifically Blackships per se, Inquisitors are not above referring to them as such precisely because of the awe and fear the mere mention of such vessels incur.
The old 'Black ships' from BFG.. now they're Inquisitorial cruisers.. like with the Storm Troopers the Inquisition has its own naval elements purpose built (or as we know from the GK novels, permanantly requisitioned from the Navy. Note that there seem to be the 'general purpose' ones available for any Inquisitor to use (not unlike the Chamber militants of the respective Ordos, or the Storm tRooper contingents that act as their troops.) but also the specialized ones, meaning that there can be a literal fuckton of Inquisitiroail starships in the galaxy.
the ship does not have to be modified to serve as an Exterminatus vessel in the same manner as Space Marine battle barges, as they are always equipped with virus bombs and cyclotronic warheads as standard.
Inquisitorial vessels always come prepared.
..Grey Knights' starships are specially modified in several ways. One is the hexagrammic and anti- daemonic wards that are built into the entire ship from bridge to landing struts and every bulkhead in between, similar to those that are placed under the skin of the Grey Knights themselves. These wards lend the ship added protection from the forces of Chaos. Also, the Grey Knights' strike cruisers are constructed with significantly more advanced allow them to close with more powerful foes and reach their destination safely, since the Grey Knights must fight more powerful enemies than the standard Adeptus Astartes Chapters. Finally, the landing and drop pod bays are enlarged to be able to deploy larger numbers of Marines faster. The crew of Grey Knights strike cruisers are all strictly mind-wiped to prevent the possible taint of Chaos corruption, and are given a key word which will kill all the crew members on a Grey Knights strike cruiser and destroy the ship should it fall into the hands of the forces of Chaos.
Special traits and the construction of Grey Knights starships. I suspect this was influenced by Counter's GK novels (like the durability and the mind wiped crews.)
The modifications to the Grey Knights' ships are made possible by two factors. The first is their fortress monastery’s location on Titan, a moon of Saturn and in close proximity to Mars, the greatest Forge World in the Imperium of Man. This provides access to technology, materials refinement and fabrication techniques that were forgotten or are impossible to replicate anywhere else in the Imperium, which also explains the high quality of all Grey Knights equipment. Secondly, these efforts are made possible by the prodigious resources the Ordo Malleus provides the Grey Knights due to their position as its Chamber Militant.
Grey Knights are speshul, big shock. In other news: combine this with the fluff from the 'Inquisition cruiser' and Black ships entry and you get strong evidence that the Segmentum Solar battlefleets, and Battlefleet solar in particular, are some of the most advanced and powerful warships in the Navy (although of course the GK and Inquisition ships, and the ADMech ones, are better.)
Strike Cruisers of the Adepus Astartes represent the apex of Imperial warship design and construction, and in no case is this more apparent than the vessels fabricated by Mars itself for the exclusive use by the Grey Knights.
Again, as I said before, between this and the other relevant entries, Battlefleet Solar must be pretty badass. Also Space Marines are badass and their ships are the best and toughest, etc. etc.
Additionally, the vessel upon which the Inquisitor Lord is embarked...
..

..apply it to the ship, or the refit may be selected for..
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1. Long Range Sensors:
...
2. Targeting Matrix:
...
3. Advanced Shielding:
...
4. Ship Defense Grid:
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5. Advanced Drive Technology:
...
6. Gravitic Thrusters: The vessel doubles the maximum rate of its normal turn.
Ordo Xenos ships hosting na Inquisitor Lord get some nice advantages.
Xenos tech upgrades, perhaps? Seems to be applicable as a temporary upgrade to even Navy ships.

An Ordo Xenos Inquisitor will only be called when an alien threat significantly exceeds a given Sector Stabilis mandate.
Sector STabilis mentioned. Will get explained later WRT piracy, but its nice to know it can apply to Xenos and other activity.
Throughout its long and shrouded history, the Inquisition has used its authority to requisition the construction of various cruisers from the Adeptus Mechanicus. The purposes of some are clearly evident, such as special-designed warships to fulfill the needs of the Ordo Xenos, while others were constructed for missions and purposes more obscure in nature. An inquisitor may be content to use such vessels to merely accompany a fleet under the command of another authority, or they may even travel in obscurity aboard a Rogue Trader vessel or merchant transport.
Again, Eisenhorn/Ravenor reference there I suspect. I wonder if the 'special designed' Ordo Xenos ships are Deathwatch kill ships?
While Inquisitors of this Ordo know they must be fully cognizant of Xenos races in order to defeat them, radical Inquisitors of this Ordo that follow the philosophies of the Istvaanists and Xeno Hybrists actively cultivate accommodation with aliens and seek their technology for the Imperium’s benefit.
Not unlike that one short story I remember where the Inquisitor was playing the role of a Genestealer Magus to fuck things up on a planet and bring the Imperium down on them. A less extreme version are the Inquistiors who deal with Aliens. Again note the use of alien technology.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Another update for BFG update:

Unlike the vessels of the Imperial Navy, a Space marine ship has a relatively small crew. A Space Marine is far too valuable to waste on manning a gun or watching a surveyor screen, and so only the officers aboard a vessel are likely to be Space M arines, as well as the few Techmarines who oversee the engines and perform other mechanical duties. Almost all the ship’s systems are run and monitored by servitors, half-human cyborgs who are wired into the vessel’s weapons, engines and communications apparatus. There are also a few hundred of the Chapter’s serfs to attend to other duties, such as routine cleaning and maintenance, serving the Space Marines during meal times and other such honored tasks.
Space marine ship design. apparently now they're almost completely run by servitors, with the serfs mostlye xisting to attend to their Spce Marine lords.
These serfs are fanatically loyal to their superhuman masters and are indoctrinated into many of the lesser orders of the Chapter’s Cult. Although human, they still benefit from remarkable training and access to weaponry superior to that usually found aboard a naval vessel, making them a fearsome prospect in a boarding action
Serfs also act as backup troops.

Usually, one of the Chapter’s Captains will be appointed M aster of the Fleet with overall responsibility for the Chapter’s entire fleet. This will place at his disposal all the pilots, gunnery officers, command crews and navigators in the Chapter.
..
While these serfs make up the vast bulk of crews aboard Space Marine vessels, the Master of the Fleet also has a number of Space Marines under his command, who act as high- ranking officers aboard the fleet’s capital ships, providing captains for individual vessels, leading specialized boarding parties, or otherwise overseeing the dedicated serfs who provide the bulk of a vessel’s manpower.
...

The exact organization of those Space Marines tasked with crewing the fleet varies from Chapter to Chapter. In some cases, it will be the Master of the Fleet’s own company that provides these M arines, with each of his veteran captains acting as captain to a different vessel within the fleet while their own squad members each man a different vital area within that same vessel. In other cases, squads from different companies within the Chapter may be charged with manning the fleet, serving under the command of the Master of the Fleet in the same way that a Space Marine battleforce may be made up of squads drawn from several companies across the Chapter under the command of a single, nominated force commander. At an absolute minimum, a M aster of the Fleet typically needs eighty to a....
Got cut off.. but I'm betting its eighty to a hundred. Anyhow, the Space Based component of the Astarters Chapters forces. With eighty to a hundred and several marines per ship at least, you can easily get dozens of ships per Chapter.

The Thunderhawk Annihilator is a specialized gunship employed only by crusading Chapters. Forsaking its transport capability in favor of a powerful Annihilator cannon, it provides crusading Chapters with the kind of thunderous firepower normally provided by the bombers of the Imperial Navy or the Battle Titans of the Adeptus Mechanicus.
Thunderhawk designed as a bomber, basically. Cannon gives it Titan/bomber grade firepower, which might tell us something about starship firepower (then again its in the guns, and even bombers don't go after starships with guns typically, but rather bombs and missiles.)

Some Chapters possess no homeworld at all, and instead operate from mobile space fortresses. These gigantic craft contain sufficient accommodation, workshops, hangars, training areas and dock facilities for the entire Chapter and operate as a semi-mobile base for Chapter operations. While they may take any number of forms, fortress-monasteries are immensely powerful, with firepower equivalent to that of the mighty Ramilies Star Fortress in many respects. Additionally, they are not only mobile but warp-capable, and it is not unknown for some Space M arine Chapters to actually utilize a suitably modified Ramilies Star Fortress allocated to them for this express purpose. No Chapter possesses more than a single fortress, and as the base of operations for the entire Chapter they are guarded just as ferociously as a homeworld would be.
The Space based fortress monasteries. Implies they aren't qiute as rare as some suggest, although the truly impresisve ones liek PHalanx are obviously unique (most others just seem tob e modified star forts.)
Fortress-monasteries contain numerous teleport chambers, both for dispatching troops to other vessels in the fleet and delivering them into combat, be it on a nearby planet or as a devastating hit and run attack against enemy vessels.
Monastery Teleporters.

At times, an entire Space Marine Chapter may be found aboard a fortress-monastery, along with an untold number of their highly-trained serfs and retainers. Attempting to board one of them would be equivalent to trying to capture an entire city or even a small planet – tens of thousands of troops would be needed.
Difficulties in attacking a Fortress Monastery.

A battle barge is not a class of vessel, but rather it is the name given to any vessel configured to fulfill the role of battle barge. Because of this, it is theoretically possible for any large capital ship to fulfill this role, although the battle barges specially designed for the Space Marines by the Adeptus Mechanicus are the most common examp le.

However, some older Chapters, particularly those dating back to the First Founding, maintain much more ancient and revered vessels dating back to a time when the Adeptus Astartes and the Imperial Navy were more closely united than they now are and commonly employed reconfigured Navy vessels as battle barges. Such vessels are completely unique; indeed, some of them were later used as the basis for new Imperial Navy ship classes, and as such are greatly venerated by the Space Marines.

Some Chapters rely on truly unique vessels imparted upon them for a specific role or to meet some dire threat. Others simply retain vessels they received millennia ago or gained through other means.
Definition and design of battle barges. It seems many post-HEresy naval vessels have their origins in Pre-Heresy Battle barges and such. Some Chapters still have such ships.

The Space Wolves, a traditionally minded Chapter, is more immersed in the customs of its homeworld of Fenris than most Chapters and has access to only the most rudimentary of shipyards..
Rather interesting, given the abilities most often ascribed to the Fang and its construction/fabrication capabilities.

...Hive Fleet Behemoth ravaged the Imperial worlds of Ultima Segmentum until it began encroaching upon the Ultramar sub-sector, dominion of the Ultramarines Chapter. The Seditio Opprimere was reduced to a near hulk at the Battle of Prandium...
..
...the Ultramarines faced little resistance when the M echanicus Adepts of Calth rebuilt it as a powerful gunship with the weapons fit and defenses to burn through the miasma of spore clouds when fighting the Tyranids. Designing such improvements into the vessel proved difficult, and some launch bay capacity had to be sacrificed for the additional magma bomb magazines and energy conduits for its upgraded defenses.
It originally had plasma lances.. but it just has more bombardment cannon now :P

Like battle barges of the Adeptus Astartes, strike cruisers do not represent a single class of vessel but instead consist of a broad range of types with differing weapons and systems designed primarily for rapid response, able to quickly fight their way into a contested system and rapidly deliver Space Marines and their wargear to the front. To this end strike cruisers can and do take a variety of forms.
Like venerable battle barges of old, a number of strike cruiser designs date far back to the centuries immediately following the development of the Codex Astartes. While most Chapters with limited resources will typically operate a single type of strike cruiser, it is not uncommon for some to operate two or more distinct types and configurations of strike cruisers with slightly differing capabilities and weapon arrangements, especially among the older Chapters with histories dating back several millennia.
Modifications can include replacing the launch bays with torpedo tubes or a second bobmardment cannon, or replace its single bombardment cannon with a prow lance. IIRC one strike cruiser variant was more a recon or scouting platform. It does imply a Chapter might retain a 'reserve' of starships larger than their 'active-use' fleet, much in the same way they have a vehcile pool that they allocate to specific forces on an at-need basis.

The effectiveness of strike cruisers has not gone unnoticed by the Imperial Navy. In the intervening millennia, they inspired not only the creation and implementation of light cruisers by the Imp erial Navy, but various weapon configurations lent themselves to a number of light cruiser classes used throughout the Imperium.
Light cruisers, I guess, have their origins in Strike cruisers, and may suggest similarities in capability (or at least potentially such.)

The Master of each Space Marine Chapter is its leader and spiritual head. He leads his troops in battle and acts as the figurehead for the entire Chapter. As some Chapters rule entire planets or even sub-sectors of space, a Chapter Master may well act as the head of government as well, effectively as the Imperial Commander of a whole planet or system.
...
Where this is the case, other local military assets, though not strictly subservient to the Chapter and with their own command structures in place, will nonetheless find themselves more often under the sway of their superhuman neighbors than might other independent regiments and fleets from regions not ruled by Space M arines. Any contact with Space Marines strikes a mixture of fear and awe in the hearts of mortal men, and such preeminence occurs naturally wherever man and M arine stand side by side. In such circumstances Space Marine commanders will assume overall control for the defense of a region, though they are inevitably too few in number to enact such plans themselves.

Where a Chapter holds sway over such a dominion, Space M arine fleets and vessels of the Imperial Navy will often be found acting in concert.
..
A Space Marine Dominion Fleet has close ties with nearby Imperial Navy forces.
Dominion Fleets defined, basically a cooperative effort between local Navy and Astartes forces in a given region of space. You may remember earlier that a Bakka Battlefleet battlecruiser was part of the Ultramar dominion fleet. Well this is what a Dominion fleet is. The interesting thing is how close to violating the division between the various branches of the Military post-heresy this comes, and its the Smurfs who are one such a Dominion fleet. Spiritual liege, and all that. But it does suggest that this is a semi-tolerated practice.
Also comment son the role of Chapter Masters as Peers of the Imperium and the territory they can operate over.

The Cult Mechanicus believes knowledge to be the manifestation of divinity, and holds that anything embodying or containing knowledge is holy because of it. The supreme object of devotion is therefore the omniscient Machine God (also known as the Deus Mechanicus or Omnissiah), an eminent and omnipotent spirit governing all machinery and knowledge. Generally, this deity is held to be either subordinate to or an aspect of the God-Emperor (or, most commonly within the Cult itself, both are held to be aspects or faces of the same divine being). The Omnissiah is believed to be friendly to humanity, and to be the originator of all human technological and scientific knowledge.
The Omnissiah to the AdMech.

Subservient to the Omnissiah are the pantheistic Machine Spirits, minute fragments of the Machine God that are believed to inhabit all machinery and which must be appeased before a piece of technology is used or repaired, lest the machinery fail.
Machine Spirits are thus technically a sort of 'angelic' type being... or the AdMech version of daemons/saints/etc. in a fashion . The interesting thing is.. this could actually manifest with suffiicent belief becuase of the way the Warp works. Indeed, if each Machine Spirit is a fragment of the God (an aspect of it, akin to the way daemons are an aspect of the Chaos God they may be bound to) this could have some interetsing implications for the connectivity of technology throughout the Imperium and the manner in which it gains knowledge (again Consider daemons vs chaos Gods, or Soul Binding and Astropaths. Or, consider the Tyranids, Orks, and other beings with close connections to their deities.) The possibilities are rather fascinating.

The Cult Mechanicus holds a virtual monopoly on technology, its own tenets and beliefs permeating through their rituals into the common superstition of Imperial citizens. The Adeptus Mechanicus is vitally important to humanity because the Imperium, despite its technologically advanced state, has a very limited scientific knowledge of how its technology actually functions. This has only reinforced the prevailing Imperial view that the building and use of advanced machinery is almost a magical or religious act, fraught with ritual and inviolable instructions. The Adeptus Mechanicus, with its inherent understanding of the Machine Spirit and the Machine God, has a near-monopoly on Standard Template Construct (STC) designs and other advanced Imperial technological knowledge, and consequently wields a tremendous amount of power in the Imperium. The vast foundries of the Adeptus Mechanicus are solely responsible for providing to the Imperium of Man all technical devices and machinery from mundane farm equipment to vast interstellar warships.
One might expect that the Admech has a vested interest in encouraging the superstition and ignorance of the Imperial populace at large, because that gives them greater power/authority in the Imperium through that control of technology and knowledge. And what bettery way to maintain that control through control of knowledge, fear and superstiiton?

Although often held to be planet-spanning factories, as much as half of a forge world owned by the Adeptus Mechanicus is primarily given over to huge repositories of technical knowledge. These immense libraries and databanks of information are highly eclectic and disorganized, so that one may find a crystal storage device containing information on biogenetic engineering next to a scroll covered with designs for steam locomotives.
Forge worlds are both giant industrial bases as well as research/knowledge repositories.

They jealously guard their independence, and even the Inquisition will not lightly interfere with or recklessly investigate the Mechanicus on one of their own forge worlds. It is ordered in a strong hierarchy, but details on what form this takes are not made widely available to those who have not been so indoctrinated. Generally, more highly positioned techpriests are expected to have more seniority and knowledge than lower ones, and are consequently more important as greater repositories of knowledge.
This jealousy and secrecy extends to the organization itself, as many Forge worlds compeete with one another for knowledge (only MArs being supreme in all regards, which makes it sound like a giant pyramid scheme.) That's why some worlds are so specialized (EG Tigrus making Vanquishers, Ryza and its plasm atech).

It [their bodies] must be sustained artificially beyond a certain point and, if one is to make most use of it, much of it needs replacing by newly grown parts or, more preferably, manufactured limbs, organs and systems. Their brains incorporate devices known as memo chips, ingrams or electrografts, which allow their memories to store an incredible amount of information and access it quickly. They are often fitted with a variety of neural plugs which allow them to .jack in. to the network of a terminal or machine, becoming part of its operating or control system. It is not uncommon for the most senior Techpriests to have entire limbs replaced with more functional devices, such as lifting arms, augur arrays and weapons. The most aged of the Adeptus Mechanicus are many, many centuries old, kept alive by horrifically produced anti-agapic elixirs which nourish the few parts of mortal flesh left on their bodies, although the wealth of knowledge and experience crammed into their brains has entirely divorced them from reality and driven them mad.
AdMech augmentations and nehancement. Note the ability to regrow body parts (cloning?) but a preference for the artificial.

1. LIFE IS DIRECTED MOTION.
2. THE SPIRIT IS THE SPARK OF LIFE.
3. SENTIENCE IS THE ABILITY TO LEARN THE VALUE OF KNOWLEDGE.
4. INTELLECT IS THE UNDERSTANDING OF KNOWLEDGE.
5. SENTIENCE IS THE BASEST FORM OF INTELLECT.
6. UNDERSTANDING IS THE TRUE PATH TO COMPREHENSION.
7. COMPREHENSION IS THE KEY TO ALL THINGS.
8. THE OMNISSIAH KNOWS ALL, COMPREHENDS ALL.
AdMech Mysteries. really flies in ehte face of that 'ignorance and superstition' crap, eh? At least so far. Don't worry though, that will change shortly. :P

The lowest ranks of Techpriest have mainly maintenance and construction duties, but as a Tech- adept progresses and acquires greater knowledge, he is relieved from day to day tasks to study ancient texts and learn the greatest mysteries and techniques. Thus, the Adeptus Mechanicus endeavors to maintain this position of absolute knowledge and authority, and a Techpriest who feels that this is threatened will go to any lengths to protect his power, including murder, extortion, kidnapping, sabotage and terrorism.
Techpriests and AdMech politics. Again the lower orders are probably the source of that 'ignorance and superstition' crap, given their knowledge is going to be far more limited compared to the higher echelons (again this is probably deliberate as a control measure - since power and authority clearly matter much to the individuals of this organization, both within and without it.)

After many decades of service, techpriests may be elevated to the rank of Magos, from where they may begin service in one of the many sub-sect Divisios and factions within the Cult.
Magos.

The Cult Mechanicus follow Sixteen Universal Laws, which define their existence. Possibly the most revealing is the Eight Universal Law: The Omnissiah knows all, comprehends all, the Omnissiah is the Supreme Being, the entity able to comprehend all knowledge in the universe. To fully understand the Machine God is the ultimate, overarching goal of the Adeptus Mechanicus, and so they strive to attain enlightenment through their studies and biological/mechanical symbiosis. The communal and personal attempt at this form of enlightenment is known as the Quest for Knowledge.
The Laws of the AdMech and the quest for knowledge (enlightenment.)

The Cult believes that all knowledge already exists in the universe, and it is primarily a matter of time before it can be gathered together to complete the Quest. Much of this lost knowledge is widely believed to reside in the form of the now-lost STC’s, and no effort will be spared to pursue any lead that may reveal the existence of an even partially-functioning STC system.
The Cult is therefore disinclined to perform much basic research and development. Despite this, some original scientific research does continue on Mars and the other Forge Worlds of the Imperium, enough to keep Imperial technology advancing steadily, if extremely slowly.
The Quest for Knowledge and its impact on R&D. In a way it.. sort of makes sense. I mean, you have the Orks as a living example, and we know the AdMech has tried that approach for ages (Mechanicum and the experiments with the Akashic Records) so its at least plausible as an idea, even if it is one of the things retarding development.

On the other hand, its quite clear that SOME R&D does occur (probably through Radicals) so its not totally stagnant either.. just very glacial. And yes, there is a difference!

A breed apart from regular techpriests, any Explorator or member of his team will willingly walk into forgotten catacombs, even at risk of death, for snippets of long- forgotten knowledge. Toward this end the Adeptus Mechanicus have at their disposal a large fleet of starships. Because the Quest for Knowledge can involve long, arduous forays into unexplored space, it is important that they be heavily armed and armored. This is not only for their own protection from those who covet their technology but to engage in combat when necessary to secure vital data or artefacts that may prove crucial to the Quest. Though the total number of ships the Adeptus Mechanicus has at its disposal dispersed among its many forge worlds is far outnumbered by that of the Imperial Navy, it goes without saying that those responsible for all starship construction reserve for themselves among the most powerful and best-equipped warships encountered anywhere in the Imperium.
Explorators. In my opinion, the best of the AdMech as a rule. Also reference to the AdMech fleets.

While Mechanicus vessels have companies of Skitarii Troopers embarked aboard in place of Naval armsmen, the vast majority of their crews will be made up of techpriests with little combat experience and servitors hardwired to their posts.
So despite having advainced tech, they might not have the experience/training of the Navy which can offset their technological advantage.

Adeptus Mechanicus vessels represent the very apex of Mankind's technical prowess, and they have access to resources and technology unavailable to the vast majority of the Imperium.
So did Space Marine vessels, or so I thought.

Emergency Energy Reserves: When crippled, the ship only reduces turrets, shielding and weapons by 25% rather than 50%. The vessel still counts as crippled in every other respect.
...
Advanced Engines:
...
Repulsor Shielding: Ignore all negative effects of having a blast marker or gas clouds in contact with the ship's base as it applies to leadership, movement and repairing critical damage.
..
Fleet Defense Turrets: Up to two turrets on the ship are exchanged for fleet defense turrets capable of protecting itself or any one other vessel within 15cm each ordnance phase...
...
Gyro-stabilized Targeting Matrix:
...
Augmented Weapon Relays:
AdMech vessel enhancements.

9. THE ALIEN MECHANISM IS A PERVERSION OF THE TRUE PATH.

10. THE SOUL IS THE CONSCIENCE OF SENTIENCE.

11. A SOUL CAN BE BESTOWED ONLY BY THE OMNISSIAH.

12. THE SOULLESS SENTIENCE IS THE ENEMY OF ALL.

13. THE KNOWLEDGE OF THE ANCIENTS STANDS BEYOND QUESTION.

14. THE MACHINE SPIRIT GUARDS THE KNOWLEDGE OF THE ANCIENTS.
15. FLESH IS FALLIBLE, BUT RITUAL HONORS THE MACHINE SPIRIT.
16. TO BREAK WITH RITUAL IS TO BREAK WITH FAITH.
The silly side of the AdMech 'sixteen laws'. It's silly because even within this own BFG stuff they break it (The AdMech being repeatedly interested in, recovering, salvaging, or even purchasing alien tech for study, etc..) And they've made use of AI on more than one occasion as well.


Quick to incorporate recently-rediscovered technology before it is approved for widespread use, Adeptus Mechanicus vessels place great reliance on archaeotech that have much higher power requirements and correspondingly smaller overload tolerances and redundancy than those equipping comparable Imperial Navy vessels. Their ships are crewed with a very high proportion of repair servitors and tech adepts intimately familiar with the workings of their vessel.
Again 'advanced' in Imperial terms can come more at tradeoffs in reliability vs power (Again Hellguns or plasma weapons, or like the Apocalype vs Victory battleship.)

..because these ships are commonly relied upon to test untried and sometimes Xenos technology for extended periods of time, Mechanicus vessels will on occasion suffer adverse, unanticipated consequences that in some cases may endanger the entire ship and its crew.
But but but.. Xenos tehc is EVIL!. Unless the AdMech wants it, of course. Remember the 9th law???

Mimic Drive: The Adeptus Mechanicus encounter partial STC plans for a drive capable of imitating the signature of a capital ship. Add a cruiser to the fleet, keeping its identity a secret.
STC or salvaged from Dark Eldar? You decide!

Experimental Ship: Recovered ancient technology or alien artefacts are sometimes retrofitted to a ship to change its performance in one way or another. Sometimes the results are beneficial, but very rarely can such devices be accommodated without significant cost or sacrifice to the vessel.
Again experimentation and design tradeoffs.

..a large number of starships of various sizes, fitting no specific classification, have been seen bearing the insignia of the Adeptus Mechanicus. Many of these ships are incredibly ancient vessels, possibly recovered space hulks, re-commissioned so as to examine their characteristics under normal operation. A notable few of these are the unimaginably vast, almost mythical Ark Mechanicus vessels, said to endlessly ply the stellar main in the Quest for Knowledge.
High end AdMech Battleship analogues, the Ark Mechanicus ships being the best of the best.

These vessels are rarely encountered by others as they perform their missions in the service of those who give life to these behemoths of the stars. One such vessel is the Omnissiah’s Victory, said to predate even the Great Crusade.
...
Some have suggested that aspects of its design were lent to both the Retribution battleship as well as the Victory battleship most commonly encountered in Segmentum Tempestus. While the Adeptus Mechanicus have not been forthcoming regarding the veracity of this information, records exist of the Omnissiah’s Victory spending a considerable amount of time in the vicinity of Bakka and its surrounding forge worlds.
Knowledge does (sometimes) trickle down from the AdMech it seems, although its probably even more glacial than the R&D.

The Omnissiah’s Victory represents only one of several unique Arks Mechanicus that ply the void. Though more common Mechanicus battleships normally reprise the role of
Ark Mechanicus in a fleet, there are a few other unique vessels that do not fit into any normal classification.
The AdMech has its own battleships in addition to the rarer, unique Ark Mechanicus stuff. You really have to wonder at the size of their possible fleets.

As the ability to efficiently produce long-range lance weaponry by Mars was perfected in late M37, the need to reserve these complex and expensive weapons for only a relatively small number of their own hulls no longer existed. To avoid raising the concern of the Imperial Navy, The Adeptus Mechanicus does not utilize any battlecruisers in their own fleets, though they still produce them for the Imperial Navy as required.
Like the extended range lances of the Apocalypse. Again reflection of how the tech the AdMech has is generally 'better', but this 'better-ness' may come at the cost of being more expensive and dififcult to maintain maintenance wise - something the AdMehc and other high end groups can get away with.

The Forge Worlds of the Adeptus Mechanicus have at their disposal weapon fabrication techniques too complex and difficult to maintain for widespread deployment throughout the Imperial Navy, though they are far less restricted from applying these special weapons to their own vessels.
This can include alot of other enhancements for other vessels, like plasma boosted batteries, nova cannon, etc. They also get the refitted/speical torpedoes from ARmada. Again the AdMech 'advnatage' in technology seems to be based more on acceptable tradeoffs than neccesarily being inherently 'better', although there is room for a fair bit of that too (Archaeotech and such.)

Adeptus Mechanicus vessels are far too rare and precious to be carelessly expended in the fires of war. However, those vessels so engaged will always receive priority when requiring repair or rework at shipyards throughout the Imperium.
Obvious benefits of being the guty running the yards.

Even the most junior tech-adepts are typically far more familiar with the workings of their vessel and the capabilities of its weapon and defensive systems than comparable Imperial Navy officers and ratings, though this does not necessarily correlate to how well their vessels are utilized in combat. Because even senior Mechanicus techpriests tend to approach challenges in terms of engineers rather than tacticians, it is sometimes difficult for them to appreciate the finer aspects of tactical discipline in the heat of battle. However, the resources they are able to call upon when repairing and refitting their vessels are the envy of even the most senior Imperial Navy commanders.
Navy vs Coggies, again the advanced tech gets balanced by the greater experience.

Strike the first rune upon the engine's casing employing the chosen wrench. Its tip should be anointed with the oil of engineering using the proper incantation when the auspices are correct. Strike the second rune upon the engine's casing employing the arc-tip of the power-driver. If the second rune is not good, a third rune may be struck in like manner to the first. This is done according to the true ritual laid down by Scotti the Enginseer. A libation should be offered. If this sequence is properly observed the engines may be brought to full activation by depressing the large panel marked "ON".
- Imperial Navy Flight Manual W110E
Hilarious, but it basically comes down to a form of rote learning really, and not neccesarily unique.

It is a given fact that through the might and valour of the Imperial Navy, the raging tides of foul aliens and vile heretics that infest the galaxy have been stayed from overrunning the millions of worlds that over the millennia have come under the Emperor‟s beneficent rule.
'millions of worlds' in the Imperium.

While these hulking, powerful warships are the most notable representation of mankind‟s command of the stars, it is actually through the millions of humble merchant freighters, lumbering heavy transports and sleek fast clippers making up nearly 90% of M ankind‟s interstellar spacecraft that its vast domain is held together.
'millions of freighters' make up nearly 90% of the ships in the Impeirum, which is probably a reference to the old Space Fleet fluff. the other 10% - hundreds of thousands, or even millions, of ships are other things, the majority are probably navy warships however (since privately owned ships are rather rare.)

Only a very small fraction of the incalculable worlds upon which the children of Man tread can truly be called self-sufficient. M ost rely on a brisk interstellar trade for a steady stream of foodstuffs and raw materials to maintain their productivity and way of life. A vast majority of Imperial worlds may go decades or even centuries without a single visit from an Imperial warship. On the other hand, the sight of ordinary passenger liners and cargo transports in an infinite variety of types and patterns are a common occurrence in even the most remote frontier worlds.
I'd say the 'lack of self sufficiency' reflects the inter-dependence that crops up at the subsector and sector level with various worlds. You get a fair bit of specialization in some worlds - agri worlds provide food, mining worlds raw materials, and your hive and forge worlds and industrial worlds make all the shit. When you have specialization like that, you need to be able to maintain your supplies of the stuff you cant' make or otherwise acquire or you suffer (no raw materials for forge and industrial worlds means production grinds to a halt. As for the human populations,

With the Navy constantly stretched thin defending its vast domain from grave threats from within, without and beyond, it falls to the slow, ill-equipped and poorly-armed merchant vessels to keep the lines of commerce and communication open...
The 'rare to see ships' bit seems to apply more to Navy vessels sa a rule, and warships in particular. Merchant ships and other privately run (but not necesariyl owned) vessels seem to be comparatively more common.

All merchant vessels are operated solely under the auspices and at the pleasure of the Imperial Navy, as it is rare indeed that the Navy lightly countenances private ownership of interstellar vessels. However, the Navy is far too busy to relegate its trained officers and crews to operating such craft. While the Navy does maintain a number of transports for its exclusive use, the vast majority of transport vessels that ply the stellar main are civilian-operated.
Again the Navy owns the vast majority of starships in the Imperium, but those ships may be civilian operated.

This is expressed in the form of Charters, which grant varying rights and freedoms to the trade guilds, syndicates and merchant families that own and operate merchant vessels and fleets. These hereditary Charters are granted by the Administratum and registered through the Sgementum Fortress that holds authority over the vessel‟s intended operating area. Though they can be revoked at any time by Imperial authority, they are hereditary in nature and in some cases date back hundreds or even thousands of years. Nearly all of the more lucrative trade routes are also managed through route licenses, purchased by merchant vessel operators for unrestricted or even exclusive rights to handle shipping to a particular world, system or small group of systems.
various charters and licenses governing trade in the Imperium. Also probably represents a sort of tax to skim money off (Tithes).

The most valuable (and expensive) of these govern operation over long-established and highly profitable routes between primary worlds, and it is not uncommon for several competing consortia to operate simultaneously on the busiest routes.
Route traffic and trade. Note again that interestellar commerce seems to thrive pretty well despite this all being 40K and shit.

Route Licenses and their attendant fees, while usually effective for a hundred years but in some cases for far longer and even in perpetuity , can be wildly exorbitant and firmly out of reach for many smaller operators. M ost are fortunate enough to acquire less profitable licenses to operate as Chartist Captains between the more sparsely populated secondary worlds of the many thousands of sub-sectors scattered throughout the stellar main.
Route licenses and Charitst captains. Note the refernece to thousands of subsectors and 'sparsely populated' seconday worlds.

Still other small corporations, mercantile families and individual Free Traders operate under charter but without a route license at all, forced to eke out a livelihood operating one, or at most a very small number of vessels for cargo manifests that come what may, heading to dangerous or remote locations in the hopes of generating enough income to recover the heady expenses of operating interstellar craft.
charters and licenses are two different things, and having one doesn't guarantee the other.

...Chartist Captains at any time may find their ship and its cargo conscripted by an Imperial Navy task force needing logistic support or an Inquisitor or other such notable needing conveyance..
Chartist captain dangers from within the Imperium's structure.

By a vast percentage, most merchant captains rarely veer far from their established transport routes plied over generations, reluctant to take on assignments chartist masters elect to remain where profits may be slim, but the course is well travelled and at least as relatively free of danger as can be expected from the stellar void.
Chartist captains again. I doubt that their 'profits' are really as bad as implied, or else they wouldn't stick with the routes.

choosing instead to embark on grand quests through wilderness space to seek out new worlds ripe for colonization, to boldly go where no human has gone before. While many of these intrepid adventurers are never heard from again, the annals of the Imperium‟s long history is replete with stories of merchant captains and their crews coming across worlds teeming with indescribable riches beyond compare, lush virgin prairie worlds suitable for agricultural harvest, or worlds inhabited by man lost to the Imperium for millennia, ripe for re-indoctrination into the Imperial Creed as a ready workforce of willing servants of the Emperor. Still others bring back tales of encounters with alien races and strange new technology, rare and precious artefacts presented to the Adeptus Mechanicus for bountiful reward. These brave souls with the courage and wherewithal to undertake such adventures and live to tell the tale are known as Rogue Traders.
Rogue Traders... note the 'presenting AdMech with alien artifacts' again.

To limit the moral pollution caused by contact with alien and non- Imperial human cultures in millennia past, the Adeptus Terra outlawed trade and dealings beyond the Imperium. Only those individuals with Warrants of Trade or similar documents are allowed to explore planets not yet under Imperial control, encounter alien civilizations and regressed human societies, and claim barren worlds rich in minerals or other resources. Typically these are awarded to retired Naval officers, scions of noble families and the like, sometimes on the condition that a mission of particular import be undertaken with the Warrant as its reward. Operating beyond Imperial control, they are a law unto themselves.
Purposes of Rogue Traders. Note that one of them is 'sanctioned' contact with aliens, which runs a bit contrary to the whole 'RAR KILL THE FILTHY ALIEN' mentality they tend to engender for the bulk of the Imperium.

..many Warrants of Trade are centuries old – handed down through family generations, exchanged in high-stakes gambling dens, stolen from rightful owners or have otherwise fallen into the hands of those who might abuse the power they bestow.
...
...Rogue Traders as a whole have done much to advance the influence of the Imperium.
Probably one of the few viable extensions of the Great Crusade mentality still existing in the Imperium. also one of the few that emphasizes the 'exploration and wonder' aspect - or at least what little of it that 40K may still have. Sorta like HAN SOLO, PRIVATEER.

Many Rogue Traders have highly unstable personalities; some have been known to destroy worlds on a whim or experiment with alien species out of macabre curiosity.
Some Rogue Traders have the capacity to wipe out planets. Probably not via Exterminatus devices like Cyclonics (and possibly Virus bombs) given their limited access (at least by some sources) nukes maybe.

Rogue Traders travel by a variety of means – as passengers aboard military vessels or as the guests of distant, non-Imperial cultures, but most of all they enjoy the freedom to travel of their own free will. They must journey vast distances, and hence they are granted the right to maintain their own vessels, and on occasion entire fleets numbering up to several dozen or more starships.
Methods of travel available to Rogue Traders and sizes of potential Rogue Trader fleets. Note that given the implied numbers of Rogue Traders available in the FFG RPG per sector (nevermind throughout the Imperium) this can imply a true buttload of ships (tens or hundreds of thousands easily, although not all fo those are gonna warships, and even those that are are more prone to be escorts.) Note that the actual 'rights' of a Rogue Trader depend on their Warrant of Trade

..Rogue Traders employ an incredible variety of vessels. Rights of Requisition allow Imperial Navy ships, while others use their vast wealth and power, and other dubious means, to acquire vessels from a variety of sources – custom-built ships, refitted merchant vessels, captured ships or even craft acquired from non-Imperial worlds.
Sources of Rogue Trader vessels.

..from time to time a Rogue Trader may be accompanied by, or even granted command of, an entire fleet at the behest of the Priesthood. On such missions a Rogue Trader‟s authority is all, beyond the bounds of the Imperium where any could bring censure to them and in places so alien...
...
...though a Rogue Trader himself maintains no army, he may well be granted Imperial Guard or even Space Marine forces, if it is felt that his mission warrants it..
...
..bringing war to the enemies of Mankind, even beyond the reach of the Imperium itself.
Note that the actual 'freedoms' of a Rogue Trader depend what is written into the Warrant of Trade, and its actual age. Ones given out by the Emperor in the Heresy era, for example, carry more power and authority than ones handed out by the Adminstratum in the 40 or 41st millenium, for example.

Sometimes a consortium of several especially wealthy Rogue Traders will organize an expedition into wilderness space with Imperial sanction, usually with the support of the Adeptus Mechanicus. More often than not these run into trouble that is far above and beyond its worth, and little (if any) profit is made from the venture. Occasionally though such expeditions encounter unimaginably vast riches and opportunity for wealth, and even after the Navy and Mechanicus assess exorbitant fees and charges for their support, a tidy sum still remains to be had.
Rogue trader ventures (at least in the exploratory vein) are something of a gamble, but the payoff is high.

While leading a fleet of eleven ships, the heavy transport Santissima Terra..
Size of a Rogue Trader flotilla.

Over the course of four months, Portfell flew his cargo shuttles to destruction to fill his ship to capacity with gems and precious metals, resorting to cladding the exterior of his ship with gold and platinum when the holds were full. So in excess was the mass of this vast treasure that the ship required a week of successively higher orbital swings just to break free from the planet‟s gravity.
That must be alot of mass.. but it also shows that Imperial starship accel can vary depending on the ship's mass (what its carrying, equipped with, etc.)

Also some starships can land on planets (must be escort sized or so)

..Portfell became separated in the warp and re-entered real space in an uncharted system on the Eastern Fringe.
..
..Lukurius Vanlessa led a valiant struggle over the course of four years to lead his ragtag, harried and always under-gunned fleet,...
..
When the flotilla finally broke through to Terra, this time under heavy guard from every vessel that could be purchased or contracted by their guild house...
Mercenary starships hired. So other groups in the Imperium (at least) Have starships that can be hired. Perhaps they fill that middle gap between Naval vessels (Navigator piloted) and sub-light warships (EG short range starships) We know that the Munitorum can conscript virtually any ground force that may exist in a given region (including private and mercenary forces) so it would make sense that the Navy could do the same (they can do it with merchant ships, anyhow.)

Also 4 years between the Eastern Fringe and Terra.. 60-70K LY in 4 years, and not neccesarily a linear course.

..he landed the heavy transport on the hereditary lands of the guild, nearly destroying part of a city despite effecting a soft landing that left most of the vessel intact.
The big 'heavy' transport' lands on Terra, although not without damage. If its like the other heavy transports its a pretty big vessel.

Even after all fines, fees and other recompense was made, the guild house was so enriched by the vast hoard recovered that its stature and wealth was elevated to that of even the greatest conglomerates in the entire Imperium, ranking even among those of the vital Corporate Sector.
Imperial taxes.. also an Imperial Corporate sector. Is it a sector on Terra.. or an actual sector in the Imperium somewhere? The fact its one of hte 'greatest conglomerates' in the Imperium suggests its fairly sizable and far reaching.

With the Navy stretched as thin at it is, it is not uncommon for more reputable Rogue Traders to be taken under contract to escort transport convoys through wilderness space, taking an escort squadron in tow detailed from regional fleet authority while freeing capital ships for more pressing duties. Others may function as privateers, operating with a Letter of M arquee to harass enemy shipping behind the lines, once again freeing regular Navy units for active combat operations.
Again Navy use of basically mercs (Rogue Traders or privat eforces) to augment their own militaries in some ways. also privateering.
Roguish privateers may well and often do engage in sanctioned, lawful activity as the mood takes them, only to use the freedom of movement this gives them to expand their raiding activities. The Tau in particular are masters of such duplicity, and many a human Rogue Trader has heeded well this lesson and taken it onboard for his or her own after furtive dealings with this mendacious Xenos race, taking on letters of marquee from them to attack, cripple and claim bounty from any vessel they can find for reward and protection from their so-called “commerce protection fleets.”

However, many Imperial agents with little contact with the Tau behave little better, and outright piracy visited upon each other between merchant families and trade guilds is certainly no rare thing. These activities can also be good for business; a carefully -orchestrated “attack” on merchant shipping interrupted by the timely arrival by a Rogue Trader cruiser with its guns blazing can do much to generate contracts for escort and protection by grateful transport guilds and vessel owners.
Tau are, unsurprisingly, sneaky bastards. As are Rogue Traders. Small wonder they might get along.

Also Tau 'commerce protection fleets' and the use of privateers. For the Greater Good naturally.

Despite this, they have made themselves known to the Imperium of Man, and it is only by subtlety, their relatively unimpressive level of technology and the limited threat they represent that they have managed to escape close Imperial scrutiny.
Allien race known to the Imperium and not exterminated for simply existing. They have to represent threat or competition in some way to earn military retribution. (although that probably means they'll be exploited ruthlessly by the Imperium somehow. and it doesn't prevent any Xenos hatign Imperial from simply waging war just becuase, it would just be unofficial.)

Ships translating from warp must do so in deep space, for to do so within the confines of a system is unimaginably hazardous for all but the most skilled pilots and navigators. From these far reaches they must follow a long journey fraught with risk to the destination planet or outpost, the entire time at sub-light speed, and it is during this time that wolfpacks frequently strike. The vagaries of the warp can lead to a merchant convoy and its armed escort (if any) emerging form the warp some time apart. Indeed ships within the same convoy may re-enter real space anywhere from minutes to hours apart in normal space-time, and if caught undefended in this manner, merchant vessels will prove easy pickings for roving pirates.
How the mechanics of warp travel influences piracy as far as entering the warp goes. The exiting the warp issue isn't much different, but it explains one of the other reasons you want sublight warships partrolling systems.
Also another of the inaccuracies of warp translations we sometimes see (GAv Thorpe's Dark Angel writings, Execution Hour, etc.) - ships can exit the warp at different times or even locations even when they are within the same flotilla/squadron/convoy. That can make coordination problematic, although it's not ALWAYS a problem, either.

Likewise, ships are only able to enter the warp with any degree of safety some distance outside systems, and routes leading from manufacturing worlds, mining colonies and other sources of great wealth to the nearest warp gate are tempting targets to most pirates. Commensurate with that, such routes are usually heavily defended, but as with all resources, the protection of the Imperial Navy is an expensive luxury which the badly overstretched Imperium cannot afford to offer all. Many places of mineral or other material wealth lie in the loneliest and most desolate regions of the galaxy, and without nearby colonies to supply men or provide a genuine need for security, many of these distant mines, colonies and outposts must fend for themselves. Here too privateers profit, and pirate may well turn protector if the merchant families operating the shipping lanes or the guilds operating the mining worlds, manufactorums and refineries decide it is in their interest to employ the would-be raiders rather than face them.
The Navy will patrol what it can, but it can't always do it. I suspect this may help explain why the Navy sometimes crews sublight ships - a warp capable vessel is (usually) too rare and precious to devote to such things (or at least the navigator piloted types are), so a sublight warship (without warp drive) is a better option for a more static defense.
Also the nature of the resource-based locales in the Imperium - isolated for the most part. Which again fees the privateering industry in the Imperium, and again its that 'private military force' aspect which probably include short-ranged warp capable vessels.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Another BIIIIG update for the 2010 BFG update. After a long delay.
Locating other starships within the warp is exceptionally difficult, and few pirates would attempt to unleash their ambushes amidst the hideous, roiling confusion of the immaterium, but few ships are able travel directly to their destination via the warp. In many cases a viable warp route simply will not exist, and ships must translate to real space and travel some distance through connecting regions of space, perhaps many hundreds of light years from their destination in order to avoid some of the greater vagaries of warp travel.
We do know Chaos ships have a better time of tracking shit in the warp (due to daemon), but it takes really dedicated Chaos minions to do that.

Also, the indirect and unreliable aspect of Warp travel - there is very rarely such a thing as a 'straight line' course, and an actual warp travel may encompass many separate, smaller warp jumps, which may take it some distance off course to travel around possible 'obstacles' or just to find a way connecting between one path and another. This is relevant consideirng how often I assume a 'straight line' course for warp calcs, whichis (sufficed to say) a very conservative assumption to make.
..they must lurk close by the haunts of their targets and wait there ready to strike. What is means is that pirates must, for the most part, linger in a region for many months or years, and once pirate activity is noted in an area, the Administratum can be almost certain the threat will remain for quite some time to come.

Which gives time for a force to be dispatched to eliminate the pirates, barring some other more serious problem (EG war) sapping vital resources away. It's sort of a gamble in that regard really - the pirates must gamble on sticking around long enough to pilfer as much as possible vs the risk that the Navy may show up and smash them. It's as unpredictable for the pirates as it is for anyone else.

Still, the Adminsitratum may notice, evnetually if the problem gets big enough. So they're not completely useless (just mostly so)
At first these pirate scum limited their predations to the occasional single transport or remote monitoring station, but as the war dragged on, even the most heavily trafficked trade routes went without military patrols for longer and longer periods of time.
targets of pirates and the reasons why the Navy makes an effort ot suppress it.
...threats are monitored by a series of Sector Stabilis Mandates which define at what point a threat becomes so great it must be dealt with. When used effectively, these mandates become a trigger mechanism by which the most prominent and dangerous of pirates are dealt with, both eliminating the problem and serving as warning to aspiring troublemakers in a region. Under the Sector Stabilis Mandates, separate attacks from different sources increase the sector‟s threat level only minimally, since a sector may well be assailed by a variety of smaller enemies, such as a cluster of alien races around its borders, without its stability really suffering (as long as those enemies themselves do not unite, that is). Repeated or coordinated attacks thought to be the work of a single group or alliance are used as a factor of multiplication when calculating threat levels, and so pirates responsible for multiple attacks are far more likely to find themselves brought to the attention of the a authorities than those whose strike only irregularly or without a coordinated plan.

Threat levels are measured in both degree and urgency, so certain factors may mean a relatively minor threat has to be dealt with immediately, while the tackling of other, seemingly much greater, treats maybe safely be delayed until proper preparation is made. When a threat exceeds the maximum level of tolerance prescribed by that own Sector‟s Stabilis Mandate, action must be taken. Of course, individual commanders, planetary governors or other officials can act within their power well before this point, but are certainly not obliged to do so. Once the maximum threat level is exceeded, however, there are few servants of the Imperium who can ignore the call. Indeed, only the Adeptus Astartes and the Inquisition are entirely free of standing obligations in the M andate.
The Sector Stabilis mandate clarified. Basically its just effectively a tripwire that requires the Imperium to respond to a given threat. I suppose its pretty much the best they can usually manage given conditions and the nature of the Imperium, but its pretty inflexible. Precisely the sort of thing you'd expect a bureaucratic mindset to come up with.
While the allure of Chaos is as varied as the many men and women who fall under its shadow, the typical pirate turns to Chaos for the same incentives that motivate all such immoral villains: greed. Even the most casual alliance with a Chaos Lord brings with it relatively quick access to replacement escort raiders, reinforcements and supplies. Such wolf packs quickly find the Swords and Cobras among their number quickly supplanted by escorts more typical of Hereticus fleets, along with advantages in speed and weaponry that only come by dabbling with warp-tainted, forbidden technology.
Much as cultists can form the bulk of of non-Astartes military forces for the CSM, this probably represents the same for their space based assets. Again some quality is there, but ultimately they are expendable like any minion of chaos.
...along the remote systems of the Eastern Fringe and Northern Rim where the distances involved make it extremely difficult to detail warships of the Imperial Navy in any significant numbers from much more pressing concerns.
Basically the fringes of the Imperium (at least when it comes to Ultima segmentum, which is more massive than the other segmentums by a considerable factor) are less heavily patrolled (and less secure) than the inner regions of the Imperium. Which is of certain benefit to races like the tau, as this provides considerable protection from significant Imperial military retaliation. Coupled with the astronomican-related problmes being so far out (and the problems of traveling the Damocles Gulf in particular), as well as the fact the Tau are, comparatively speaking, a minor threat relative to everything else the Imperium faces its small wonder they haven't been wiped out yet. (another way to look at it is all the ways luck and authorial fiat benefit the tau.)
..concerns. Certain intelligentsia of the Explorator Biologis has postulated that not all sentient Xenos species encountered by the Imperium represent a threat, but prudence dictates based on long, grim history that no chance can be taken, nor any quarter given.
It is true that some encounters with alien races have resulted in mutual gain to a limited extent. However, whenever possible, every single one of these instances have been carefully examined by the Ordo Xenos to ensure there is no contact with forbidden technology, nor is any of humanity‟s blessed technology transferred to those who may one day use it against them. This becomes particularly important where contact with alien races is sanctioned by the Inquisition on a limited, conditional basis. In the region of space referred to as the Cradle, contact with the reticent Demiurg is almost unavoidable, but they have shown an unusual pacifism around Imperial ships and have even allowed themselves to be contracted against the enemies of humanity on occasion, particularly against the foul Orks, against which they show particular utility. This is tolerated merely because the Adeptus Mechanicus dearly seeks to obtain an example of their vessels, an opportunity that so far has not availed itself. Even in this case contact must be maintained only with careful awareness; long experience with the major alien races that occupy Imperial space have demonstrated that they can only be met with vigilance and hostility.
Imperium vs aliens. I'd say that there's a hefty dose of paranoia and propoganda in this as well as truth. We know there are races predatory and/or hostile towards humanity (some with good reason), and there are others (like the tau) who are competitors with humans for real estate, so humanity's attitude is - to an extent - justified. But the Imperium is wont to deal in absolutes when it comes to the broadest parts of it (or those with e religious bent, like the Ecclesairchy) so we get the 'FUCKIN XENOS' propoganda (after all having a broad, vague threat is a great unifying factor, isnt it?)

On the other side of the coin, the higher echelons - rogue traders, Inquisitors, the military, AdMech, etc. can have dealings and even the alliances with aliens (Eldar and tau, for example.) And humanitiy's inherent contrariness means that some worlds simply reject the 'FUCKING XEENOOOS' propoganda at least to some extent, and thus trade and such can happen (at least on the frontiers far from centres of Imperial power. Again, the tau come to mind.) And there are those occasional 'ambassadors' to and from alien races (again Eldar and tau come to mind.)
So we have this seemingly contradictory situation- the Imperium (publicly) abhors the alien, and calls for its extermination, and yet on a broader scope (and in more private, 'out of view' ways) they'll trade, deal, and ally with aliens, which can benefit the Imperium. Noone ever accused them of being consistent or logical, but it shows that the way the Imperium goes about doing things is certainly not full of absolutes, even though they tend to seem on the surface to be absolutes (because absolutes make people easier to deal with and control. Simplifying matters always makes them easier to handle, whether or not the simplification is accurate or not.)

Also we get yet another glimpse of the AdMech craving XENOS technology despite the fact the AdMech purportedly has no truck with the filthy alien shit. Again seeming contradiction and complexity behind a supposedly ABSOLUTE facade.
The Cradle is a gargantuan, seething nebula deep within the galactic core. It is so known for the prolific rate at which the nebula births new stars, making the region one of the most densely- populated with stars in the entire galaxy. The astronomical energies and gravity fields at play here make the Cradle one of the richest sources of precious metals, ores and forms of energy anywhere in the galaxy. Because of this, it is certainly no coincidence the Cradle is virtually the only area of human-controlled space from which the Demiurg are frequently reported, that race being expert and insatiable miners and harvesters of the universe‟s resources.

For other races, not least the Imperium itself, the Cradle is a vital resource, and many of the galaxy‟s most lucrative trade routes are found in this region. Though heavily defended and patrolled, it is not without risk, however. The vast quantities of matter present there mean the call of the warp is weak, even to the most sensitive Astropaths.

Vessels may become becalmed for weeks or even months while their Navigators search for the faintest of warp tides on which to set sail. A ship is in great danger when this happens, for it is forced to spend a great length of time in normal space traveling at only sub-light speeds. All manner of pirates lurk around the Cradle‟s most lucrative mining and fuel production sy stems, ready to pounce upon becalmed vessels forced to travel in normal space before taking their booty and withdrawing to the depths of the nebula, where rampant energies make sensory detection unlikely.
The chief thing I find interesting about this passage over the CRadle aside from the deep space mining and resource extraction, is that they treat 'energy' sources as some sort of resource. Probably stars at least, but for all we know may include any other sort of energetic phenomena. How or why they harvest these resources are up for debate - it could range from hydrogen farming (for fusion reactors) to setting up solar collectors around star to tap and store the energy (or to power the orbital industry in question) - similar processes may be done around other psosible sources of energy if any. The harvested energy may be relayed via beamed power, or it may be used to fabricate fuel (antimatter, and/or plasma fuels. The latter is possible as we know from Goliath factory ships that stars can be part of the creation process) and so on. The 'fuel production' would be consistent with that latter bit, at least. It isn't even mutually exclusive with the idea of harvesting hydrogen either, they can certainly do both.

The 'gravity fields' are also a bit peculiar. I wonder if they have some means of tapping gravitational energy (sort of like windmill, or something.) - although if so we still don't know how they do it or what they put that energy towards.
Also use of 'warp tides' to sail, again furthering the nautical analogy.

The galaxy is strewn with minor alien races that at one time or another have lured the occasional Rogue Trader into dealing with them for mutual gain or profit without proper guidance from the Ordo Xenos. M ore often than not these arrangements are ignored, for it is few and far between when a previously - unknown Xenos reveals itself to be of any significant threat to the Imperium.
Again, despite all the FUCKING XENOS propoganda fed to the bulk of humanity, the reality is somewhat different at the higher levels. Of course there is a difference between 'minor' and 'major', and it could be tha tthe bulk of minor alien races simply aren't a threat or aren't important enough to warrant Imperial attnetion (unless there's something the Imperium wants), while the major threats could be significant problems or threats to the Imperium. All this is really saying is that 'unknown alien threats' cropping up is rare. That means the bulk of alien threats that exist that are a problem (evne locally) to the Imperium, are probably all known and have been known for a long time.

Alternately, its drawing a distinction between threats at a local level and threats that can be a problem to the Imperium at large (EG the Tyranids are one such possible threat, but the tau aren't, except maybe in some vague, long term possibility.)
Even their largest starships bear no symmetry along any axis, constructed utilizing a bizarre series of intricate patterns maddening to behold by even the most stoic of veteran starship crews. It has been speculated that these unusual shapes are somehow attuned to the warp, which has been postulated as an explanation for how they can so easily slip away from pursuers even in the midst of a heated engagement. This foul Xenos has been declared Horrificus Abomini by the Ordo Xenos, and it is only a matter of time before it meets its end like the Yu‟vath, righteously exterminated during the Angevin Crusade in M 39.
Fra'al. Mainly interesting/important in how symbolism and geometry have their influence in the warp (like pentegrams and shit. you know, MAGIC!)
While a small number of minor races encountered by the Emperor's subjects have like the Yu'vath shown unrelenting hostility and required righteous purgation, many more recognize the futility of such a course against the immeasurable might and majesty of the Imperium of Man and like the Demiurg and Nekulli have sought accommodation. The Tau however are another matter entirely. Never before has a single race managed to entice so many Imperial servants to set aside their concern for humanity for the raw profit that comes from dealing in alien artifacts, and examples of Tau technology actually made their way to Holy Terra itself before the Ordo Xenos and the Priesthood began to investigate the matter in earnest.
There are races that have sought 'accomodation' with the Imperium, which more than likely means that the Imperium ignores them (for the time being, or unless there's something the Imperium wnats.) because it has bigger fish to fry. The Imperium can't wage war on every xenos it runs across, after all. It can only focus on the most serious or immediate threats (which is another reason why the tau continue to elude purging.)

Then again we get bits like this which seem to hint the tau are some GRAND MAJOR THREAT to the Imperium as a whole simply by existng. Which again seems more like propoganda rather than a tangible threat. The Tau still don't even have warp drive, for crying out loud (and this despite the fact the Kroot and Demiurg clearly do.)

Note that tau tech reaching terra or across the galaxy does not neccesarily reflect the reach of the tau themselves. Given how trade (and Rogue Traders) work in the Imperium, and how stupidly rich, greedy, and idle the Imperium's aristocracy could be, it's likely tau tech is considered an oddity in other segmentae for one reason or another. REmebmer in the Inquisitor Conspiracies how odd it was for a Water Caste merchant to reach so far into Imperial space from his home.

Additionally, given that this document already mentioned how hard it is fro the Imperium to station starships on the fringes of the Imperium's EAstern and Northern fringes, its probably small wonder that the Tau can 'entice' any number of 'Imperials' into their Empire. Compounding that is the fact that the sheer distance of such 'Imperial' settlements from the more populated/settled parts of the Imperium, the nature of warp travel and communications (EG that whole 'going decades without seeing a Navy vessel or Imperial ship, Imperium being a distant and even mythical governing body, etc.) ensure that rebellion is not all that difficult in some parts of the Imperium (rebellion being an endemic part of its makeup, and many so called 'Imperial Citizens' resent that same government.) so this 'extraordinary' ability is a bit exagerrated.
Battlefleet Artemis was dispatched to the regions, and swiftly severed the trade links which had for so long been the source of Poralius‟ wealth. With orbital supremacy secured they deployed three dozen Imperial guard regiments to the planet‟s surface and Poralius‟ fate was sealed. Or so it would have appeared, but Poralius had escaped..
Imperium (offensive/invasion) doctrine - at least in broad strokes - when you have Navy and IG working in conjunction. Orbital supremacy is, understandably, a huge advantage.
..to this day an embittered and vengeful Memet Poralius labors faithfully in the service of the Tau empire, commander of the Tau‟s most notorious commerce protection fleet, the Akunavash (a crude title, taken from one of the less eloquent races of the empire, many of whom serve alongside Poralius‟ fellow human exiles in his fleet).
While it's amusing to again note that 'commerce protection fleets' seem to be more of a propogandized euphemism to hide the Imperialist agendas of the tau, it's actually interesting to note they seem to extend this to their 'auxiliaries' in space - eg TAU-built fleets might make up the core of such forces (both their pure military and their 'hybrid' or purely merchant forces) but there is a significant non-tau portion (which we also know from their BFG lists.) that can also include human ships.
Wealthy and renowned in star systems throughout the Ultima and Obscurus Segmentae, Durandal Grohe over a number of decades amassed a vast fortune that included continent-sized tracts of land and mineral rights on worlds in several different systems.
Scale of a reputable (Pan-Segemntum?) rogue Trader's wealth.

After coming across a large trove of Xenos artefacts which he gladly turned over to the Adeptus M echanicus for a tidy sum, he arose the suspicion of the Inquisition, but Techmagos Brunt Carnivrir personally vouched for his integrity, and through subtle machinations a possible inquest was set aside. Grohe later brought several other artefacts from an undisclosed location to Techmagos Carnivrir, but never revealed from where he received them except to say it was from a dead world located deep in the Obscurus Segmentum near the Tamahl Sector.
Non Heretic Magos interested in alien tech (acquired from Rogue Trader), and very same non-heretic Magos protecting Rogue Trader from Inquisition. Again amazing how politics can muddy those 'absolute' powers that even Inquisitors have, isn't it?
...he was one of dozens of Rogue Traders that began to encounter the expanding race the Imperium now widely knew as the Tau, but few repeated the months-long perilous voyage as often as he did, first in his fast clipper accompanied by armed escort vessels he appropriated by special dispensation through his many contacts, and later on in a re-commissioned cruiser he acquired for this express purpose.
'dozens' of Rogue Traders had initial contacts with the tau, nad months long voyage across Damocles Gulf.
also escorts appropriated by 'special dispensation' - eg politics. And also a recomissioned cruiser (meaning it was decomissioned at some point. IRREPLACABLE, RARE, PRECIOUS STARSHIPS do not get decomissioned.)
As word reached fleet headquarters at Kar Durniash in the years following the Damocles Gulf Crusade that the Tau were seen to be fielding new vessels with a rapidly-evolving level of technology that steadily approached levels of Imperium warships, fleetlords dispatched Inquisitor Ibrahim Matthias to investigate the probable cause. A cursory investigation led Matthias to believe that Durandal Grohe was somehow responsible, and invoked a formal inquest to have the Rogue Trader explain his dealings with the upstart race.
Tau 'technology' at the time of DCG was inferior ot the Imperium, but they quickly managed to close that gap - quite significantly, but they don't seem to have quite absolute parity yet. Of greater interest is how and why Grohe was a factor in that rapid advancement - he probably provided technology of some kind to the tau, but the question of whose (and why it aroused the ire of the Imperium's officials) is worthwhile. Does this mean he provided them human tech (a big no no?) that the tau studied, or did he sell them some high tech crap from some other Xenos race, and he got in trouble because of the leg up it gave the Tau over the Imperium?

I would also guess that this ties into the development of the new 'Tau' fleets we saw in Taros and such, which again begs the question of the source of those improvements.

Grohe disappeared soon afterward, and for many years not a trace of any one of the nearly dozen vessels under his ownership were discovered save the considerably modified armed freighter Corrigan..
size of Grohe's Rogue Trader flotilla.
Imperial cruisers are gigantic constructions, most of them centuries or even millennia old. Those few that are constructed anew are often the result of years of toil by the population of an entire world – enormous shipyards that might produce a single vessel every few decades. Even the mighty Forgeworlds with their unimaginably vast, serried ranks of orbital docks and laying yards may only complete one of these behemoths every year or so despite easily having a dozen or more of them in varying stages of construction at any one time. Such gargantuan efforts are beyond the ken of even Rogue Traders.
Somewhat less optimistic view of starship construction times than was presented earlier, although not exactly contradictory (it was mentione dthat a whole world could produce a cruiser in decades in the prior quote too, it just didn't treat that as the upper limit.)
The Forge World comparison seems more contradictory, although not absolutely so. 'several' in a year is not far off from 'one in a year or so' since 'or so' could mean 'a bit more, or a bit less' than a year, and given that even Forge worlds can vary in quality (and thus speed of construction) its possible some build them faster than others. Overall we might take both as saying 'Most Imperial shipyards build cruisers in a decade to several decades, but forge worlds can build at least one per year.' Given thousands of Forge Worlds in the Imperium, this means that annually they get thousands of new cruisers introduced into the fleet. WE can't say whether this represents an increase in fleet size, though, without knowing loss rates as well, however.

It's possible that the Forge world timeframe reflects they only 'finish' one starship yearly because they have so many building simultaneously, but that doesn't quite mesh up with the context of this or previous quotes (EG ships building a single one in a decade or decades.)
..most Rogue Traders rely on vessels built (and often owned) by others. M any cruisers are in fact part of the warrant of trade itself, an undeniably powerful aid gifted to the Rogue Trader by the Administratum as a bequest to their agent abroad.
Other vessels are loaned to Rogue Traders more temporarily, perhaps being themselves Navy vessels given over to a Rogue Trader for a time where Imperial command thinks it beneficial.
I take this to mean non-military (or at least non Navy) vessels of capital ship grade, and possibly escort-scale vessels of nonmilitary or military nature. The former can mean armed merchant cruisers, or freighters or suchlike, or maybe some sort of 'civilian-built' cruiser that simply doesn't match up to full Navy standards (like the Ambition class cruiser design from Battlefleet Koronus.) As I noted before, Navy 'cruisers' seem to be the result of far greater care and attention (and thus are tougher/stronger, and harder to build) than most escorts are, and rogue trader 'cruisers' could be seen as simply as a cruiser-sized escort.
...the Imperial Navy has been stretched thin simply trying to maintain lines of communication as well as the countless patrols and show of presence required in a galaxy beset by treachery and conflict form within and without. To do this, the Imperium has relied on a countless number of light cruisers to conduct these lonely patrols. As capital ships, such vessels tend to be lighter and more agile than their larger cousins, and they are easier and cheaper to construct as well.
The context of this quote would imply that it's not simply the Navy struggling to protect the Imperium in terms of absolute numbers of hulls, but rather 'stretched' in the sense it tries to keep everything together and protected and watched over, which speaks more to limitations in the mobility of its assets. Again, given that Navigators provide the fastest and most reliable means of warp travel, but are also the rarest quantity, it's the navigator-piloted warp capable ships being referred to in the context of this quote. given that its likely the oldest, most powerful (and likely hardest to replace) ships will get navigators, this would play into that long time 40K theme (and the 'thinly stretched' bit here) despite the fact we know they decomission and retire and sell off ships on a fairly consistent basis (which you wouldn't do if you were hurting for hulls in an absolute sense.)

This doesn't mean that the Imperium has enough ships to garrison every system, though (because it doesn't). Rather we just have different 'tiers' of starship quality. You have a relatively small number of the fastest, most effective ships who zip around the galaxy doing what is needed (and may form the nucleus of a battlefleet, and probably reprenset most if not nearly all of the battleships the Imperium has or makes.) and then a larger 'lesser' fleet which may or may not have navigators, but reflect 'newly built' designs that just aren't as good or long ranged but are more numerous. And at the bottom, all the sub-stellar ships which are purely defensive.

In this case, light cruisers are good in that they provide a cost-effective means to provide the range and mobility (and endurance) to cover the Imperium with patrols, keep the lines fo communication and supply open, etc. without overworking the ships that are VERY important.
..while there are only several dozen different approved patterns throughout the Imperium from which all the various cruiser and battlecruiser classes utilized by the Imperial Navy are derived, there are literally hundreds of different Imperial light cruiser patterns constructed throughout the galaxy.
Probably even more true of escorts, again this may be a reflection of how 'capital ship' vessels - cruisers and battleships at least - are in a different class than escorts and 'light' cruisers when it comes to how they are viewed, how important they are, and thus how they are built and employed (and how capable they are.) In a sense you could view light cruisers as also being a 'escort writ large' in that sense.

It would be interesting to speculate whether the Imperium could build a 'capital' escort - one built to the exacting standards of 'true' cruisers and battleships (And hence, being more durable for their class, at the cost of taking longer ot build nad probably costing more.) and if they have any in service. Perhaps the 'strike' frigate designatiosn (or any escort or light cruiser designed for a dedicated combat role like the Silura or Voss patterns) reflect this?
..operating expenses they can absorb. The Endeavor is one of the oldest and most common of the many light cruiser classes operating throughout Imperial space. As such, there is a great surplus of decommissioned Endeavor light cruisers in a large variety of patterns available throughout the Imperium, and it is not unusual for many of these to find their way into the hands of Rogue Traders or the merchant families that fund their exploits.
Again the Impeirum is stretched thin, and vessels are rare and precious, yet they apparently can throw around escorts and ligth cruisers like popcorn (decomissioning them, allowing private ownership, etc.)
It is also commonplace for the Imperial Navy or even the Adeptus Mechanicus to lend one or a small number of these vessels to a Rogue Trader expedition. The Adeptus Mechanicus in particular operates a large number of these vessels, modified in various ways with all manner of advanced technology they have at their disposal, and they are quick to detail
Again RARE AND PRECIOUS STARSHIPS being given out.. well not like candy, but not exactly treated as RARE AND PRECIOUS either. 40K space stuff has come a long long way from the thematic crap of its 'Space Fleet' roots, clearly (Where segemntum fleets were the highest 'static' formation for fleets, and ships were spread thruoghout that region to patrol and do as needed and only amassed in temporary, ad-hoc formations at need. EG the warfleets and batltefleets, etc.)
Across the millions of worlds of the Imperium of Man, there are far more merchant vessels and heavy transports than there ever will be warships of the Imperial Navy. Heavy transports in particular are of almost every size and shape, and they are typically constructed so that form follows function. For example, transports designed to carry bulk ores or foodstuffs will appear noticeably different from those designed to carry compartmentalized, containerized cargo, ammunition or spare attack craft for fleets operating near war zones. Even tankers need not necessarily wield dangerous or flammable cargoes; on desert worlds, water is as precious and valuable a commodity as any rare gems.
Millions of of worlds, merchant ships and transports outnumbering warships.. nothing new here. The really interesting thing is that its implied that if you know the form of the ship, you also know its function, up to a point (the tanker analogy. Extenrally a tanker will show a ship carrying a liquid cargo of some kind, but the kind of liquid cargo may not be obvious from external observation.)
Across the Imperium there are a vast array of different space faring vessels, any of which can be pressed into service of the Imperial Navy at need. Typically, heavy transports are used as bulk ore, fuel or grain carriers, and damaged vessels have been converted into supply bases, hospital vessels and forward repair facilities for fleets operating in isolated or primitive systems.
This again speaks to the ability of the Navy to 'conscript' vessels - freighters and transports at least, but it stands to reason they could do so for 'pritave' military vessels if the situation demanded it. Not unlike the Imperial Guard being higher up on the food chain than planetary commanders or PDFs, and thus able to take command of (and requisition from or conscript) at need.
Every Imperial fleet is supported by hundreds of chartered or commandeered merchant vessels used to transport supplies between embattled systems.
I assume this largely reflects their 'standard' transport capacity available to the Navy. Not neccesairly its organic one, but the ships they typically have access to.
While heavy transports not normally used in this role, each heavy transport is capable of carrying tens of thousands of men and thousands of vehicles. They are also used by Adeptus Mechanicus Titan Legions for moving their huge war machines or enough munitions to supply an entire army.
Transport capability of heavy transports. Note that these are NOT dedicated troop transports, so dedicated troop transports of that size would probably have even bigger capacity (tens or hundreds of thousands of troops, since IIRC Heavy transports are large-cruiser sized.)
Most fleet commanders assign dedicated escort vessels to a squadron of heavy transports..
This suggests escorts are common to 'heavy transports' , so they at least have enough escort (meaning either escort class vessels, or just convoy escorts which can include escrots or cruisers of some kind.
Repair Tender...
...
Augmented by personnel and servitors of the Adeptus M echanicus, these ships are vital for quickly repairing and refitting warships close to the battlezone.
Probably something similar to 'forge ships' and other space based manufacturing/fabricating capability.
Super-Heavy Transport..
...
Some heavy transports are extraordinarily vast behemoths of the stars, serving the core worlds of the Imperium as supertankers or as bulk ore carriers bound for the foundries of Mechanicus worlds.
..
...count as three normal transports (two if crippled). However, they turn likebattleships....
Superheavies are probably the biggest ships, given their implied battleship scale. Mass Conveyors and similar, in other words.
Rogue Traders typically favor hiring races that have vessels that make use of advanced energy technology, since the huge power supplies and impossibly difficult upkeep needed for the Imperium‟s own lance weaponry generally makes them unsuitable by Rogue Traders, isolated as they often are for years at a time, far from Imperial docks or repair facilities.
Lance weaponry seems like its generally unsuited to vessels used in long range, independent deployments, given this implies they have significant maintenance and fuel requirements to operate them (which would require significant logistical support to maintain.) This could also reflect an 'inefficiency' in lance weaponry alluded to elsewhere (EG with tau ion cannon.)

...they will commonly upgun their cargo ships where capacity permits. Such alterations are rarely permanent, and Rogue Traders will often abandon some of their escort‟s weaponry or additional power generating systems to make space for more lucrative cargoes as and when they chance upon it or the need arises. However, where a Rogue Trader‟s business calls for him to actively engage in combat, armed cargo ships are likely to be a common feature of his personal escort.
Rogue trader vessels - even the military ones - seem to have a certain degree of modularity even when it comes to their combat capabilities. At the very least they're heavily modifi-able.

this also echoes some eearly WD stuff regarding the use of Navy crews in ground wars (using naval guns dismounted off the starship.)
..it is not uncommon for Rogue Traders to 'acquire' decommissioned Navy vessels or those relegated to a Segmentum‟s reserve fleet. Despite typically being in poor condition, it is well within most Rogue Trader‟s means to refit and restore such a vessel..
Blah blah 'RARE AND PRECIOUS, IRREPLACABLE' blah blah blh... also of the Segmentum 'reserve' fleet and the fact it can include the shitty, poorly maintained vessels (which makes sense to sell off.) given the Rogue Trader can restore them, the poor quality (and the nature of the Segmentum reserve as a whole) reflect the logistical/resource limitations that the Navy as a whole operates under (EG they operate as many ships as they can support/maintain, unless circumstances demand more or force them to support more.)

This class is a ubiquitous, easily reproducible design encountered in many patterns and long since superseded by more advanced escort types by the Imperial Navy. The same characteristics that make it favorable to Chaos and pirate fleets make it a mainstay for even the most loyal Rogue Traders in that it is simple to maintain and can be crewed by personnel with only minimal training.
Iconoclast destroyer. IIRC BFG indicated that its not just a chaos vessel but any pirate or raider or 'non-Navy' type would use it, but this is the first time I've seen any hints that the navy may have used it ever. It also reflects that the Navy doesn't use the cheapest warships around either (at least by escort standards.) Again the parallels to a 'private' market or tier of military ships is unavoidable.
History is replete with stories of varying authenticity of daemon ships, void-swimming leviathans and other such malevolent denizens of the warp. M uch of it is likely a consequence of the Tyranids‟ continuing expansion into the galaxy, as evidence indicates their cruisers will continue to subsist when disconnected from the hive mind. However, a number of sobering reports describe events and circumstances that defy explanation. Some regions of space over the centuries have gained a reputation of being haunted by warp beasts and other my sterious threats,
Except that we know daemon ships do exist... but I guess the Imperium chooses to blame them on Tyranids. Rather amusing when you think about it. 'There is no such thing as daemons. It's just UFOs, so stop being a hysterical conspiracy-monger.'
The Adeptus Mechanicus will pay handsomely for such a prize, particularly if it should be Xenos in origin or possess some manner of archaeotech.
Again despite the fact FILTHY XENOS TECH is supposedly prohibited by the AdMech, the Admech will quite willingly pay for it and mess around with it.
Rogue Traders rarely if ever are graced with a Warrant of Trade with the power and authority it bestows based solely on their wealth or social station. More often than not, a Warrant is granted on condition that a critical task or mission be performed, such as escorting a vital convoy through pirate-infested space or cleansing a given system or group of systems of some minor alien menace. However, ancient evils stalk the abyss, against whom all they encounter are little more than prey to be consumed or foes to b e destroyed.
Warrants of Trade cannot simply be bought through money and influence. At leats in theory. If you use that wealth and power to create a situation where its needed (and then bribe your way into getting someone to grant it to you) you probably can do it. It just means that the bribery is alot more difficult than it would otherwise be.

Also again rogue Traders and Warrants represents ome sort of 'troubleshooting' solution to circumvent the otherwise bloated, sluggish, and inefficient bureacratically-driven Imperium.
The vast majority of the minor alien races encountered by the Emperor’s servants have not progressed to a level of starship technology possessing a y hope of challenging the supremacy of the Imperium of Man. Some however have nonetheless developed quite capable capital ships, such as the reclusive Demiurg, which fortunately demonstrate little evident animosity toward Imperial interests. There are other minor races however that also possess a small number of capital ships that, while inferior to Imperial designs, nonetheless present a clear and present danger in the hands of those who wish only harm to mankind.
again 'vast majority' of minor alien races aren't really a threat to the Imperium and thus don't warrant attention or destruction (at least, not while other threats are around.) This doesn't neccesarily reflect 'major' races, which may be smaller in absolute numbers compared with 'minor' races, but may also represent a bigger percentage of alien threats to the Imperium.
The Fra‟al are an enigmatic race, one of a very few of the minor alien races that have managed to maintain a near-constant state of hostilities against the Imperium yet persistently manage to avoid complete extermination under the weight of superior technology and vastly greater numbers.
..
..at one point their predations were severe enough to surpass Stabilis Mandates and warrant Imperial sanction, culminating in the Battle of Fraga‟Tral in 312.M 39 that saw the destruction of a number of their vessels.
...
..the Fra‟al dispersed over an ever- widening area of space approaching the Northern Rim and Eastern Fringe in small flotillas, led by at most one or two of their battleships serving as pirate mother ships of a sort. Dispersed in this way they have become difficult to pin down and have never again exceeded Stabilis M andates in any one sector.
Again the drawbacks of the Stabilis Mandate and its probably origins as Bureaucratic BS. If the alien threat is so dispersed as to encompass multiple sectors over a large area, it can avoid 'triggering' the threat. In such a case only another agency (such as the Space Marines, or Inquisition) might take notice or act to halt them.

...Khorne, Nurgle, Slaanesh and Tzeentch, each a component fragment of Chaos and a route to Mankind‟s ultimate damnation.
Probably not the only ones, but its interesitng in that the Chaos Gods are treated as components in the same pyramid scheme that daemons are each part of a single Chaos God.
Just as the powers of Chaos visit their warped and twisted blessings upon those followers who prove themselves worthy, so too do their gifts fall upon the great and aged machines devoted to them. A ship's form, its very materials, may be warped by the touch of Chaos to take on a form ever more pleasing to its patron. So it is that a ship might come to truly bear the mark of its god. It is not merely the will of a god that can alter a ship, though. A dedicated and worshipful crew will lavish much time on their vessel, reshaping it in their god‟s image, branding great runes all across it, covering it in colours, symbols, substances or geometries favoured by their god as testament to their fervoured devotion. By weird enchantments and dark rituals, daemons, spirits and other entities likewise in their service of their patron may be summoned up or even gifted whole areas of the ship, invited to dwell within its engines and sustained in the material realm by the same bound psykers and warp engines that once allowed the ship safe passage through the Immaterium. Alone amongst the material creations of man, his magnificent starships are designed to travel both the material and the immaterial, and so offer a sanctuary to daemons which cannot be found elsewhere. These beings of Chaos might slumber within a ship's guns, launching fire from them with an unnatural fury; sweep formlessly throughout the ship's decks like a wailing ghost, driving off would- be boarders; or even lurk deep within the hull of the vessel itself, binding their own ancient malice with the intangible, yet no less resolute, will of the aged machine, birthing a vessel with a true heart of Chaos.
Chaos starships. By and large it sounds alot like the way they fabricate any other daemon-infused (or possessed) inorganic object - a Daemon sword writ large. There are some obvious advantages to having daemons in your ship - helping to aim and fire guns, navigate the warp, etc.

This can also contribute to the 'advanced' nature of Chaos ships relative to Imperial. Part of that is just the 'older is better' schtick, but making your starship a 'magic' starship can certainly confer benefits that enhance the capabilities of your ship (regardless of whether you have 'Imperial equivalent', or 'better than Imperial equivlaent' tech in your ship) - not only are you improving performance, but you may also be able ot ignore other issues (maintenance and logistical concerns may not be as big a problem, for example. Maintenace is one of the issues we know of that leads to Imperial 'losing' certain abilities, or at least having them become limited. The aforementioned 'Apocalypse' battleship for example.)


Khorne is generally the dominant Chaos god, for he draws on the rawest, most elemental forces of human nature. His armies heave with those ensnared by notions of courage, honour, martial pride and revenge: all such concepts lead ultimately to the base of the Blood God‟s throne.
Khorne's power base. And the usual problem- 'how do you defeat war and violence'?
On every one of the million and more worlds that make up the Imperium there exist bodies of armed men. From the smallest garrison to the most populous fortress-world guarding an entire sector, warriors gather and train. Amidst these groups grow elite cadres, warrior-cults for whom martial pride and honour is all. Honour may give these men strength on the field of battle, but against Khorne it will prove their undoing, for pride becomes conceit in the Realm of Chaos, and from conceit it is but a short step to tyranny. The Imperium of Man is driven by war. Upon thousands of worlds, a billion warriors strive for nothing more than slaughter. Amidst bloodshed on such a scale Khorne finds his followers, for when war has stripped a man of all decency, compassion and humanity, then his soul is open wide to the howling, hate-driven oaths of the Blood God.
Mililon and more worlds, and the problem of Khorne - the Imperium (and humanity) by the very nature of engaging in conflict can empower and sustain the Chaos God. So ultimately it comes down to 'degree' and 'intention' - waging war benefits khorne, but waging war for the greater glory of the Emperor mitigates that, because the choice matters - choosing to treat the action as a form of worship is a stronger 'benefit' than simply doing it is. Which is also probably why both the Orks and the Imperium have not ben overrun by Khorne yet.
To Khorne‟s followers, such vessels are little more than steeds, chariots even, to take them to slaughter.
..
Khorne cares little for the beasts of steel, and it is instead upon the deranged and bloodthirsty warriors that slay in his name that Khorne‟s blessing falls. Khorne‟s lust for blood eschews as cowardly and unworthy long-ranged guns of many traitor vessels. Even a perfectly well- armed and equipped warship of Khorne may forgo all firing as its frenzied crew instead plough furiously forwards, impatient to fall upon their enemy hand-to-hand.
..
..followers of Khorne are often equally loathe to rely upon such tricks as teleportation and instead enact the will of their god with their frenzied boarding actions. So insanely devoured by the lust for blood are some that they forsake any form of shooting entirely, and instead populate drifting hulks, from where they can fall upon enemy fleets, or even worlds, in an unstoppable tide of boarding actions. Khorne is not blind to the need for firepower, though he gives no favor to it, and his fleets remain rigidly utilitarian in this regard, willing only to utilize those weapons and those tactics which will ultimately bring them closer to their target, closer to the slaughter.
Khorne's view on starships. Rather interesting and somewhat confusing even, since we know Khorne is not against technology or even the use of ranged wepaonry as a rule, yet this seemst o make it seem like they only use it because they have no choice, rather than being regarded an acceptable (if less than khornate ideal) approach to conflict.
The Prince of Chaos does not have the resources to seriously challenge the Blood God; the very nature of his power is such that it will ultimately expend itself long before Khorne‟s hordes have satisfied their bloodlust.
Slaanesh can't face Khorne directly, in other words. Which makes him more subtle, not unlike Tzeentch I suppose.
Vessels nearing them might find their comm- links bombarded not by the expected hails of identification, allegiance and intent, but rather by a cacophony of giggles, screams, moans and gasps, both disorienting and enchanting, broadcast by the fickle followers of Slaanesh,...
...
For those whose inadvertent frequency scanning or attempts at communication open up such a channel, it is a voyeuristic gaze at pleasure beyond comprehension and an aural enticement that would bring the weak to their knees.
..
..To turn their guns upon the entranced crews of nearby ships is as much ecstacy to the followers of Slaanesh as it is agony to their victims. To board their vessels and take what captives may be found..
Boarding a slaaneshi vessel is, obviously, a bad idea.
The truth is that Tzeentch‟s every action is planned with its ultimate goal as his own establishment as the pre- eminent power in the Warp. Of course, the very nature of the Lord of Entropy is such that, were he to attain this goal, he would still strive for turmoil and change. Tzeentch exerts his influence in the mortal realm through subtle manipulations and devious ploys.
Tzeentchian memes belong here.
The main rival of the Lord of Sorcery is Nurgle. Where Tzeentch seeks to build and evolve, the Lord of Decay desires only to break down and dissolve.
..
Despite Tzeentch‟s rivalry with Grandfather Nurgle, he is nonetheless the god with the most influence over the others. At times, the Chaos gods must unite and act in concert if their individual plans are to reach fruition, and it is always Tzeentch who brokers these alliances. However, Tzeentch never acts out of altruism, and it can be guaranteed that every time he moves to unite the powers of Chaos he does so ultimately with his own unfathomable goals in mind.
Influence rather than power. As we know with most things with the warp, raw power is not neccesarily the most decisive factor, although it can be the most direct and simplest approach (hence Khorne.) but greater influence, skill, knowledge can certainly compensate, which is why someone who is deft or sneaky can conquer someone who is physically more powerful, in a psychic sense. (wearing them away gradually, finding weak points or gaps to exploit)

Alone amongst the Dark Gods, Tzeentch cares little to bring the vessels of Man under his service. The Warp is as much home to these vessels as the material universe..
..
Within the Warp exist countless writhing entities, beasts of the Warp, born there or forged there by powers unspeakable. It is Tzeentch‟s great gambit that in his service these beasts are changed into the forms by which men might know them and fear them most – great, hungry leviathans and all-consuming serpents are the pets of Tzeentch..
Tzeentch probably has fewer ships than the other Gods, but he has more space beasts.
Nurgle‟s power within the pantheon of the Chaos gods is inextricably linked to his workings in the mortal realm. When disease and pestilence are rife, then the Lord of Decay‟s influence is at its height. The very nature of Nurgle‟s power is such that it will inevitably consume all of its victims and leave few survivors to perpetuate the contagion. At this point the Plague God‟s might wanes and his plans falter. But one thing is certain: the plague is never truly eradicated, and its spores are often spread far and wide before exploding into yet another epidemic, when once again Nurgle‟s legions are swelled with the grotesque living dead.

The only power that can oppose deterioration and decay are those represented by Tzeentch: change and evolution.
Nurgle.
Ships who met their end through disease and decay are the most pleasing sacrifices to Nurgle. Ships are cramped, claustrophobic places at the best of times, and the air which feeds their living crews is a commodity that must be endlessly recycled and filtered back into the vessel. Such lifeless air as this often becomes stale, and the stench of sweat and grime hangs heavy in it.
..
Nurgle and his dedicated followers find little difficulty in spreading something rather more virulent throughout a vessel. Such plagues aboard ships are not uncommon and Nurgle laughs gleefully at such works. A ship‟s entire crew may ail and weaken beneath this malady, and in such desperation they will turn to Nurgle for protection – and so a plagueship is born,
Imperial ships are shitholes, basically. GRIMDARK.

The most virulent of his ills do not only strike at flesh, but also bring with them a noxious, stinging acidic feel to the air which can sicken even the metal of a warship. Like the bloated and pocked carcasses of his human followers, Nurgle plagueships bear these scars of disease like a badge of worship – liquified rust running like blood across the hull of his plagueships, cankered and broken power supplies, plasma coils and radiation conduits seeping their magmas like puss while cracked, broken and pulped metals so utterly robbed of their shape as to appear masses of contorted, strangled flesh rise like sores from the once sturdy hull...
Nurgle plagueships. I wonder if they share nurglite resilience?
..the resource-poor world of Chemos. Dependent on interstellar trade for food and cut off from the rest of the galaxy by ferocious warp storms, strict rationing and improvisation could not prevent the slow death of its people..
...
...teams of engineers travelled far from their factory-fortress, reclaiming and repairing many of the far-flung mining outposts. As recycling efficiency grew to the point where Chemos was producing a surplus for the first time in years,
Chemos. It owuld stand perhaps as a testament to Imperial recycling efforts if it weren't the fact it was pre-Heresy. :P
..Commander Eidolon in particular still maintains a large retinue of Noise Marines by force of will alone aboard his surviving battlebarge. Codified Wage of Sin,..
I wonder if this means Eidolon was resurrected (or someone else took his name) given what happened to him in the Primarchs.
..to create the Despoiler class. As might be expected the older vessel was considerably more powerful than the later copy. Nothing definite is known of the pre-Heresy configuration of Terminus Est. References exist that suggest it was primarily employed as a planetary assault ship.
..
..it conforms with the role assigned to the vessels of the Space Marine Legions. Many of the vessels used in the Great Crusade were, however, handicapped by system failures that the Imperium lacked the ability to repair. Often this would result in many systems being replaced with less efficient but more easily maintained alternatives.
Terminus est and its origins. Also a reflection of how Imperium's 'advanced tech' works - again largely a maintenance and supply issue like all things. The lack of use could reflect that they simply no longer have the ability to build or maintain the parts, or it may simply not be cost effective to do so.. or they may just not be willing ot pay to achieve the performance. Not unlike many things of the Guard.

This tends to suggest that the Great Crusade era tended to have better (or more reliable) logistics than the post-Heresy Imperium, probably due to Emperor/Primarch intervention.
The success of the Terminus Est in defeating the battlegroups sent against it had a major effect on the thinking of the Imperial Navy. In M36 an Adeptus Mechanicus expeditionary force succeeded in finding schematics of its design on the perdita world of Barabus and began building the Despoiler class. Little were they to now that the core architecture and design of the class‟ warp shields hid a fundamental flaw. Only when in the following centuries the vessels of this class were either lost in the Warp or turned renegade did the realization strike home.
Terminus est being the basis for the Despoiler (which again reflects how geometry and symbolism can influence the warp.) Apparnetly also the Death Guard homeworld is still around in some form or another, although still restricted (except ot the AdMech who are sifting it for data..)
Horus was found on the planet of Cthonia, a world close enough to Holy Terra that it was within reasonable reach of non-FTL spacecraft.
I wonder if Cthonia is still around. Its apparently close enough to Terra, and we know of at least one regiment from there.
...many wondrous and terrible creations did the Adeptus Mechanicus construct to carry forth his edict. Among these vessels was a new kind of warship, one of unbelievably vast dimensions equipped with all the firepower of a battleship but capable of transporting and delivering vast numbers of men and materiel directly to the battlefield. This new type of ship served as the chariots that carried forth the Emperor and his Primarchs to conquer the galaxy. Designated a Battle Barge, no other ship type came to be as feared and respected as these, and just their arrival would often result in the quick surrender of a contested system.
origins of Battle Barges. Supposedly a hybrid 'everything' ship, which may kind of explain why sometimes Battle Barges and battleships are treated as separate things. 40K version of Vader's Star Destroyer Executor.
Horus relished this position as head of his legion and its attendant 63rd Expeditionary Fleet consisting of several battle barges making up the speartip of many hundreds of warships and attendant vessels.
Size of the 63rd Expeditionary fleet. If this was roughly 'standard' for Crusade era primary fleets (of which there were some 4,600 IIRC) we're talking at least 920,000 vessels (combined warships and transport/support vessels, like troop ships.) Again hundreds of thousands, which fits evidence from the HH novels in general (million ships mentioned in First Heretic, hundreds of thousands built by Mars during preparations for Great Crusade, etc.)
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Last pair of updates for BFG and I'm done! Basically its a ton of 'tying up loose ends' threads, plus a 'one step closer to finishing 5th edition.
It was in the all-consuming fires of the Horus Heresy that battle barges proved themselves as both the bane and savior of Mankind. Countless worlds were reduced to rubble and seas of radioactive glass under the withering fire of its many rows of weapon batteries, and countless of these vessels were lost defending loyal worlds against the vile host of the Betrayer's warfleets.
Battle barges could use weapons fire to reduce planets to 'rubble and seas of radioactive glass' - hich probably qualifies as 'destroyed'. Duration and numbers (EG single or multiple ships, although the context hints at single) unspecified. I wonder if 'seas of radioactive glass' might imply that oceans were boiled away? Possible.
Nearly all of these titanic ships were lost or destroyed during and immediately after the Horus Heresy and subsequent reorganization of the remaining loyal Space Marine legions into the many Chapters that have thereafter existed for millennia. Few of these vessels are still confirmed to exist, such as the Harbinger of Doom of the Black Legion andthe Stonebreaker of the Iron Warriors, though others may still ply the unassailable reaches of the Maelstrom and Eye of Terror. Though exceedingly rare, these vessels still rightfully command deep respect and fear.
Unsurpirsingly, such super ships are treated as RARE AND PRECIOUS.
As the flagship battlebarge of Warmaster Horus, the Vengeful Spirit was effectively the capital ship of the entire Great Crusade, and its design was widely emulated in several variants by the Mechanicus Adepts of Mars before the Heresy. What remain of these rare vessels may have changed hands and crews in the intervening millennia
..
While the Vengeful Spirit was representative of the battlebarges used by nearly all of the Space Marine Legions at the time of the Horus Heresy, a number of Primarchs, and even renowned Battle-Captains ordered subtle modifications to their ships under their command during extended stays in port between times at the speartip of the Great Crusade.
Vengeful spirit formed a basis for a great many 'battle barge' types from the Crusade era.
Venerable Battlebarge: Most of the Space Marine battlebarges dating from the Great Crusade were destroyed during the Horus Heresy or in the intervening millennia. However, a small number of the battle barges and other truly ancient vessels from that distant age still remain as venerated icons harking to a time when the Emperor himself still walked among his subjects, particularly among Chapters dating form the First and Second Founding. A loyalist Space Marine Chapter
A few loyalist 'RARE AND PRECIOUS' supership battle barges remain from that era. I wonder if these might qualify as those 'super ships' from that Blood Quest comimc that fought to pursue that one similarily super ship.
The shipyards at his disposal did not hesitate to incorporate refits that optimized warships for the combat doctrine and fighting style of his Legion, favoring high speed and serrated ranks of close-ranged batteries that encouraged close-quarters battles over the speartip formations and ranged combat doctrines developed over the course of the Great Crusade.
Angron had shipyards under his personal command, also more Khorne-friendly space battle doctrines.
As the Styx began to fall out of favor late in M33, the Hecate was seen as a more fitting and well- rounded replacement for fleet engagements and solitary patrols. The shipyards at Cypra Mundi were only beginning to construct these in any quantity when newer hull designs by the shipyards of Mars were deemed more suitable for the Imperial Navy. Most were decommissioned by late M35, though the Blade of Fury was used in fleet exercises as part of the Gaerox Prerogative as late as M36.
..
...fearing some inherent design flaw that made these ships susceptible to corruption, the Imperial Navy fleetlords at Cypra Mundi acted swiftly to decommission the remainder of these ships in favor of the new Mars-type hull design.
Heavy cruisers seemed to be in service still in 36th millenia in limited degrees, so by 40k standards their disappearnece was a 'recent' thing.
"..shadow to this time, to this place, and it is clear that the final battle awaits me at the ancient Crone Worlds. A conflict the likes of which has not been seen since the Mon-Keigh warred amongst themselves, when their corpse of a seer fell to his traitorous son, is coming and all my steps lead towards it, no matter that I walk other paths."
the Emperor is considered a 'seer' by Eldrad, which is a somewhat appropriate title for him. Also implication that the 13th Black Crusade is perhaps the biggest conflict in Imperial history (from Eldar view) since the Horus Heresy.
Now believed to be millions of years old, they were originally known by the ancient Eldar as the Talismans of Vaul. The Fortresses were equipped with a warp-cannon that could create a devastating rip in space and an eruption of energy out of the Immaterium.
Blackstone fortresses armament.
Once awake they were able to shed their grafted-on Imperial equipment and glide slowly through space under their own power, using their original warp-cannon in place of the turrets and fighter bays the Navy had built onto them. Each was capable of destroying worlds, and the three together proved capable of destroying an entire star system, cauing the star Tarantis to go nova.
Capabilities of Blackstone fortresses.
The Blackstone Fortress is capable of channeling its energy into a single shot of extraordinary magnitude if not crippled. To do so, it must build up its energy by not moving or firing its weapons for two turns.
..
Any ship, friend or foe, that touches the template with its stem (not its base!) takes 8 lance shots, ignoring shields or any similar mechanism (spores, holofields, etc.). Any ship that touches the center of the template with its stem is immediately destroyed! This same shot can also be used in Exterminatus if the Blackstone Fortress reaches the low orbit table, in which case the planet is destroyed on a roll of 2+.
This is clearly game mechanics, but it would also indicate that exterminatus-grade firepower (at least as defined by the BFG blue book - the 'kill off life on a planet in a matter of hours') can decimate an unshielded starship of any kind in a single hit.
Bands of Chaos renegades and traitor Space Marines have been known to make Space Hulks their base of operations, as they serve a convenient mobile headquarters as well as a source of salvageable technology to repair or refit their ancient starships. The World Eaters in particular are known for using Space Hulks not merely as a hidden pirate base but as a jumping-off point for dark crusades in their own right.
Chaos use of Space Hulks, bases, battleship analogues, infiltration methods.
Although Eldar Corsairs are a constant threat to merchant shipping, they very rarely pose a major threat to Imperial battlefleets. The same cannot be said of the dozens of fleets of Eldar ships that protect each Eldar Craftworld. Each of these Craftworld warfleets is a deadly and highly potent force that is capable of laying waste to an entire sub-sector.
Eldar Craftworld fleets are more of a problem to a battlefleet than corsair fleets are. Lay waste to 'entire sub sector' although in what context is not specified. Each craftworld suppposedly has 'dozens' of fleets, but whether this is 'fleet' or 'battlefleet' we don't know.
They are not even akin to vast cities, as some of the largest star forts of the Imperium might be considered, but rather are immense spacefaring worlds accompanied by vast armadas, the likes of which might otherwise be set aside to defend an entire system or even sub- sector. Whole battlefleets cluster around key points and stations all across the thousands of miles of the Craftworld‟s exterior as smaller, nimbler craft rush and surge across its surface in a constant shimmering patrol.
Size of Craftworlds. Multiple battlefleets. Craftworld fleets compared to system/subsector level naval forces (either sublight ships, or Battlefleet detachments.) We're talking scores or even hundreds of ships depending on intereptation.
On occasion however, the Eldar‟s destiny will draw them to fight on a world disconnected from the Webway by the millenia of tragedy which have befallen the Eldar. The Eldar warhosts may be dispatched aboard vast wings of Eldar attack craft – Vampire Raiders and the like – which are able to ferry susbstantial forces rapidly via the Webway. At other times, a force so vast may be required that the aircraft and skimmers of the Eldar army itself are insufficient. It is at such times that the Eldar battlefleets will be readied. The warhosts of the Eldar will assemble aboard the fleet, which will then depart the Craftworld, itself using the webway.
Eldar means of transporting its military forces.

As such, a Craftworld‟s docks are not really simple holding areas for its fleet, but rather they are immense wraithgates attached to the Craftworld itself from where the fleet may enter the Webway. Such a fleet is then able to exit the Webway by another point elsewhere in the depths of space using are the largest of the Eldar‟s wraithgates - portals so sizeable that whole fleets may emerge from them when activated.
Craftworld shipyard docks.
The largest craft in an Eldar warfleet possess internal wraithgates, through which they can swiftly deploy their armies to the ground while at the same time providing orbital support and further landings from their notoriously fast attack craft. If the world to be attacked no longer possesses any viable warp portals, the Eldar will instead descend upon it in a howling flock of Vampire Raiders, Phoenix bombers and Nightwing fighters..
Eldar have their own version of teleporters for orbital deployment.

The sheer size of a Craftworld means that each individual vessel possesses several full battlefleets, stationed at convenient points along the Craftworld..
..
Each fleet might typically number from ten to twenty warships and is commanded by an Eldar Admiral,..
'several' battlefleets or 'fleets', That means at least 20-40 ships. If we assume 'several full battlefleet's was consistent with the 'dozens of fleet's earlier, we're getting hundreds of warships easily. For a 'thousands of miles' long craftworld (continent size) hundreds is probably closer to what constitutes defense. Wich again reinforces the purported idea of the scale of system/subsector fleet defenses (for the Imperium.)
The vessels themselves are crewed by those Eldar who have chosen the Path of the Mariner..
...
Helmsmen and Wayfarers, dedicated specialists within this path, each provide their own valuable skills as part of a vessel‟s crew..
Path of the mariner and eldar starship crews.
The Shadowhunter patrols usually remain independent of these battlefleets, moving to and fro about the Craftworld as they please. These smaller vessels lack the dedicated crews of the larger capital ships and are often crewed by those Guardians who were once embarked upon the Path of the M ariner. The compact size and customary agility of these sleek escorts allows them to approach much closer to the Craftworld than would be expected for true spacecraft. Shadowhunters put these unique traits to good use as they defend the Craftworld‟s delicate wraithbone exterior from encroaching asteroids or space junk which might be attracted by the force of gravity, blasting such interlopers into pieces small enough to rain harmlessly down on the Craftworld below.
Agility of Eldar shadowhunters.. part fighter and part escort.

At other times the Shadowhunters can be seen playfully stalking the Eldar fighters which patrol the Craftworld‟s lower atmosphere, tracking and chasing the smaller vessels with a precision unthinkable for escort sized vessels.
Again scale of Eldar shadowhunter agility.
The more conservative elements of the Craftworld argued for a policy of isolation, shielding the Craftworld behind a powerful psychic shield in an attempt to avoid all contact with the Tyranids.
Eldar stealth measures.
Already the ability of the Craftworld‟s forges to rep lace destroyed Eldar spacecraft was being outstripped by the casualties being suffered in the deep space battles that raged around the Craftworld.
Eldar ship construction.
Dragonship is the collective name given to the larger classes of Eldar vessel. The term Dragonship does not refer to any particular armament or configuration, but rather to a variety of vessels adhering to the same basic principles, designed for the same basic roles. Within this larger grouping, individual configurations or combinations of weapons give individual classes their proper name – always a variation on the phrase "Dragon‟, representing different aspects of the creature of the same name from Eldar myth. 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.
Dragonships.

Like all the starships of the Eldar, Waithships are made from wraithbone, a material drawn as raw energy from the Warp and shaped into matter by psychic craftsmen known as Bonesingers. The Wwraithbone 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 psychomorphic 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. M ost 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.
Eldar ship construction. Wraithbone is a massive advantage here internally speaking, for its self-repair capability, its ability to act as hull, power transmission and communication medium, etc. That can allow for certain advantages (more internal volume to devote to other things, for example, greater resiliencey, redundancy.) If the Eldar were ever prone to building ships in the Imperial style, thye would be without a doubt vastly tougher and more powreful on a ton for otn basis even without the generally greater tech level the Eldar possess.
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 birdlike 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..
Wraithbone again, and Eldar propulsion. Again unless they use mass lightening its unlikely they are really being pushed by 'solar winds' - unless thats a term meaning 'weird Warp shit'.
Shadowhunters are the smallest type of vessel employed by Iyanden..
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These Shadowhunter packs function as a constant patrol, guarding the approach of friendly vesselscoming into dock, or spinning and bobbing around the craftworld with horrifying speed to drive off would-be attackers at a proximity where larger vessels would find it difficult to function effectively.
Because of this defensive role, Shadowhunters have a very limited range, designed as they are to repel attackers which manage to actually approach the c raftworld itself. Weapons and power systems on the Shadowhunters are correspondingly compact, making the Shadowhunter one of the nimblest and most agile of vessels, even by Eldar standards. Shadowhunters are so nimble, in fact, that they are capable of pursuing their enemy so closely that even enemy attack craft find it hard to evade them.
Shadowhunters again. Eldar Craftworld equivalent of sublight system defense ships.
Ghostships are those vessels which, through the long slow dying-years of the Eldar race, have reached the point of near-abandonment through loss of crew. Into these vessels the Seers of Iyanden incorporate spirit stones – sacred reliquaries bearing the souls of those Eldar already lost in the struggle for survival. Sometimes Ghostships will be entirely without living crew, perhaps even embued with the spirit stones of their original pilots, gunners and navigators, continuing to guide their race through the stars even beyond death.
Starship version of Wraithguard/Wraithlords.
These spirit stones bring sentience to the living, but otherwise unthinking, wraithbone from which all Eldar vessels are constructed – a curious amalgam of the living, the inaminate and the undying. The spirit stones allow the Ghostships to function with an impossibly tiny number of crew and, when combined with the living wraithbone of their vessels, make Ghostships exceptionally resilient. Their formless thoughts are far harder to destroy than the frail bodies of living pilots, able to simply flit from one transient vein to another. They are at complete freedom within these wraithbone skeletons, diverting both reliance and function to almost any location on the ship should any given system become damaged.
Spirit stones as Automation/AI on ships. In fluff terms the spirit stones on ships have their own, small infinity circuits. Again they also provide some measure of redundancy in such systems, due to wriathbone.
The few who survived were scattered across the stars in their vast Craftworlds - vessels as large as worlds which now stand as the Eldar race's last remaining havens. 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.
Craftworlds and the Eldar lack of 'government' or empire such as we know it to be.
Both these fortresses are designed to repel invaders from Iyanden, utilizing powerful but indirect plasma shots to disrupt and scatter any enemy which manage to evade the craftworld‟s cruiser patrols. At full effect the fortresses are designed to act as the defenses for the entire eastern and western halves of the craftworld respectively.
..
The fortresses also allow the craftworld to repel ships in low orbit.
two major 'fortresses' on Iyanden also seem to operate as planetary defense weapons platforms.
While the Spear of Light is essentially another heavily armed redoubt constructed for the defense of the entire Craftworld, it is most renowned for the Spear of Light, a titanic linear accelerator bearing its name and capable of hurling plasma charges at nearly the speed of light. Its primary purpose is to eliminate dangerous objects in its path, such as recalcitrant. moonlets! However, when the defense of the Craftworld is at stake, it can be re-purposed as a weapon with poor accuracy by Eldar standards but horrifying destructive power. The Spear of Light functions as a single Nova Cannon in all respects.
Planet-sized nova cannon railgun. Note the 'nearly the speed of light' reference and it functioning as a 'nova cannon in all respects' :P
A craftworld‟s Bonesingers have at their disposal the means to construct and service an entire Battlefleet of Eldar vessels. Indeed, their construction and fabrication techniques are so efficient, they can quite literally have at their disposal more starships than there are Eldar crew to man them. While even this prodigious capacity serves little utility in the heat of battle, it can in an emergency aid a vessel in dire straits.
Basically a reload/repair function if the ship docks with the craftworld. Again advantages of Eldar psychic engineering and wriathbone.
Like virtually all craftworlds, Iyanden has a series of webway portals scattered throughout its structure. The two largest of these are the Gate of Dreams and the Gate of Nightmares. Each one of these is capable of opening vast portals sizable enough for even the largest of the Eldar‟s war machines. Together, they create a single portal at the rear of the Craftworld large enough for traversing starships.
Webway portals on the craftworld.

As the Warp tore into real space and much of the Webway was shattered, only the vast Craftworlds that fled before the Fall and the many Eldar Havens that served as island harbors among the vast sea of stars survived the ensuing holocaust.
...
Scattered across the galaxy, Havens were only designed to be way stations serving as frontier ports for repair and re-supply as the Eldar traveled through the Webway across their unimaginably vast domain. Though heavily armed and stoutly constructed in memory of the titanic wars that gripped the galaxy in the Eldar race‟s youth, their best defense was their stealth, and jealously guarded were the secrets of their locations. A vast number of these were left cut off and isolated with nothing but the meager fleets that happened to be nearby during that great cataclysm, and many of these stations resorted to piracy to maintain their existence. M ost faded away in an unforgiving universe as they were systematically discovered and destroyed by other races...
...
A precious few however still remain the island havens they always were, situated near a Webway portal in deep space or near an Exodite World as a remote outpost for one of the few vast Craftworlds that still ply the stellar main.
..
Other Havens survive as undiscovered pirate bases populated by corsair bands and outcasts,
eldar Space stations for all intents and purposes and their uses. Probably their 'orbital' populations, such as those that remain, in contrast to exodite and other plante bound populations not on a craftworld, in a pirate band, or Dark Eldar.

Of far greater danger to the galaxy at large are those perverted citadels of the Dark Eldar, the Eldar‟s druchii kin,...
a term originating form Rennie's BFG novels as I recall. Also Dark Eldar have their own non-Cormorragh space stations
An Eldar Haven, even more so than other clandestine redoubts, relies more on its ability to remain hidden than any capacity to repulse a sustained assault. To this end these way -stations are normally situated in the outer dark, and they will never be anywhere closer in-system than the Primary Biosphere. These ancient keeps are fitted with the very pinnacle of Eldar technology, systems only rarely made available to the already wraithlike vessels of this enigmatic race.
...
Netherfield: A refined holofield design coupled with an absorptive masking layer make the Haven nearly impossible to target.
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Polarization Field: A low-level energy bubble surrounds the Haven, channeling the debris of spacearound the station. While not a propulsion system, it allows the Haven to maintain its position in the vicinity of celestial phenomena to a fine degree.
Technology and defenses of the Eldar space stations. Improved holofields and what amount to 'navigation shields'.
As often as not, Eldar Haven Spires will have a small contingent of warships detached to it. It is believed that the An-Iolsus and Ulthwé Craftworlds in particular have several of these stations scattered throughout the sectors surrounding the Eye Of Terror, and these stations may also explain how the Dark Eldar have managed to conduct their piratical raids throughout much of the known galaxy.
Even their space stations have ships attached for defense.
Eldar Craftworlds are largely self-sufficient, and travel through the Webway obviates the need for a large fleet of dedicated transport vessels. However, such conveyance is nonetheless required for quickly transiting supplies and personnel to Eldar Haven Spires, and occasionally to contested worlds without ready access to a webway portal of sufficient size.

While it is exceedingly rare that the Eldar would stoop toward open trade with the mon-keigh besides the occasional Rogue Trader, it is not too uncommon for them to use these vessels to effect trade with other, more august races, or with those they determine would be advantageous to their own mysterious ends.
Logistical issues of Craftworlds, and trade, and the like. Note there are apparnetly other races of similar standing to them that exist who they WILL trade with, although they probably aren't as extensive as the Eldar were, or else they might have taken over instead of the Imperium. Trade will also be used to manipulate races if need be.
Polarization Field. A low-level energy bubble surrounds the ship, channeling the debris of space around the vessel.
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Drunken Weave. An intricate system of particle flow rudders and graviton impellers are fitted to the vessel, allowing for drastic evasive maneuvers.
engine refits. Note the use of 'particle flow' and 'graviton' crap. I don't know how to imply that with their solar sail crap.
Crystal Web. A sizable colony of crystal spiders have been introduced to the hull, greatly enhancing the ship‟s chances of survival.
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Mask of the Laughing God. Special psychic dampers and cross-spectrum jammers hide the intentions of the crew.
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Netherfield. A refined holofield design coupled with an absorptive masking layer make this ship nearly impossible to target.

S tructural Purity. The cores of the ship‟s wraithbone supports are partially replaced by a fluidic medium that dissipates damage throughout the hull.
Hull refits. The Mask of the Laughing God is interesting, as it implies some races may psychically scan or try to divine the intentions of eldar crew to gain advantage (precognitive or psychic sensor/scanning, perhaps?) So this is sort of a psychic cloaking device.
Crystal spiders as a repair mechanism. And fluidiic cores in Wraithbone give it better damage-handling characteristics (making it tougher, basically.)
Talons. Both the outer hull and the ship‟s airlocks are lined with psychically charged scatter-shard point defenses.
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Distortion Charges. The vessel has been fitted with a weapon system which ejects a Warp Distortion charge into its wake..
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Gravitic Accelerators. An extra boost is provided to torpedoes and attack craft.
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Anomaly Clarification S tones. The ship‟s scanners are able to compensate for local spatial distortions.
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Enhanced Crystal Focusing. Rare ultra-pure crystals and a delicate realignment of the firing mechanisms raise the power transfer ratio of the ship‟s weapons, significantly increasing their range.
Weapons enhancements. Automated intenral defneses, D-cannons in mine form, and the ability to scan spatial distortions. Also energy weaps runing on magic crystals.
Orks gather into various levels of organization. The first is the mob, a squad-level unit of Orks with similar ideas of how to act on the battlefield, generally led by a nob (short for "noble," but pronounced "knob"). A number of mobs will gather together into a warband, which is roughly equivalent to an Imperial Guard company (although with a greater variation in size and strength), led by a warboss.

The largest Ork organizational unit is the tribe, a group of numerous warbands all under the command of a warboss.
Ork organization, such as it is. Closest analogues I imagine.
Standard Ork weapons batteries are mostly limited to fairly crude but efficient slug-throwers and missiles, mixed with other captured weaponry salvaged from hulks and defeated ships. The effectiveness in battle of Ork firing varies wildly from moment to moment as different weapons break down or are repaired, or even improved during combat.
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In addition to more standard weapons batteries, the Orks commonly mount massed batteries of very powerful but short ranged weapons on their ships.
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Each hit scored by heavy gunz causes double damage, meaning two hits instead of one.
Ork weapons batteries. Note implication that heavy guns are 2x the power of regular guns.
..Ork torpedo salvoes can vary wildly in their effectiveness as launchers malfunction, externally-mounted stores are discharged with wild abandon, etc.
Orks use extenral torpedo racks.
Orks will sometimes strip out all point-defense weapons from their fighta-bommas to sling gigantic, ship killing weapons underneath their attack craft, all in the effort to make them more shooty. Such converted attack craft are torpedo-bommas, which lose all their maneuverability and are slowed down considerably to carry such enormous weapons.
Ork version of torpedo bombers. Clearly the torpedo's mass is comparable to the bommer itself. (hundreds of tonns at least?)
Though a protracted war still rages across the surface, careful analysis of the ships encountered in the years since the fleets of Ghazghkull Thraka were dispersed indicate that while there was a great deal of differences between individual capital ships, they still fit into a small number of broad categories in a similar manner to Imperial ship classes.
years after Ghazzie leaves Armageddon, the ground war is still ongoing. Between this, the Black Crusade, and the Hive Fleet Leviathan, Segmentum Solar is in for a rough time.
This actually comes as little surprise to Imperial Navy tacticians, as all Ork capital ships are merely refitted cruiser hulks in any case, and it is quite common to find these vessels customized by their crews to at least some extent.
Origins of Ork ships (at least cruisers.)
..general consensus among tacticians is that like everything else about Orks, bigger is always better. Orks will rarely stop at improving or adding to their vessels until it reaches a point where it is beyond the resources of technical abilities of most Ork warbosses to make them any larger.
In this respect the Lite Kroozers encountered may quite often be works in progress, vessels ramshackle even by Ork standards and rushed into battle by their reckless Kaptains...
Origins of ork 'light' cruisers.
Nonetheless, Ravagers mount a vast number of torpedo racks and when they succeed in launching salvoes of torpedoes, they can be worryingly large.
Again (external) torpedo racks.
Easily mistaken for the Brute ramship visually, it is in fact fitted with a huge tractor field generator, giving it the graviometric imprint of a battleship class vessel.
Imperial starships have gravitic signatures of some kind. Again gravitic sensors seem to be ab ig part of BFG sensor systems.
Because their own interstellar drive systems were derived in part from alien technology discovered on one of the moons in their home system, they were from the outset very open-minded to this possibility and were quick to form trade agreements and colonization pacts with all they encountered.
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.. the inevitable conflict arising from misunderstanding proved to be relatively short. Extremely poor warriors and completely unsuitable for a military role in the Greater Good, the Nicassar lent their natural skill in space to building vessels for the Empire..
The Nicassar also scout for the tau. We also get origins into the insight of Tau 'mercantile' imperialism.
Nicassar also build ships for the tau.
..the Tau earnestly believed that no race they encountered could turn from the unsullied logic of “greater good” as well as the superior technology they had at their disposal. When they once again encountered another spacefaring race, they quickly rushed to establish contact. Their naïve suppositions were cruelly shattered. What they encountered were Ork raiders..
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Referred to as the O‟res‟la, it took little time before first contact with the Orks turned to open war.
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At first the Tau took it to be a war of ideologies, as the O‟res‟la expansion directly interfered with the Tau‟s plans at colonizing and expansion of their sphere of influence. It was not long before the realization set in that this was indeed a battle for survival, as the O‟res‟la with their technologically superior vessels quickly cut lines of communication between worlds and threatened to come within range of the Phase One Septs themselves.
Tau meet orks. Again naitvety and idealism, although in the Tau's defense they learn quick from those mistakes. Not their fault they're relegated to such a tiny corner of the galaxy they don't know grimdark rules.
Note that 'early' Tau ships were inferior to the Orks, so they had to take time to improve them.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Final update for BFG. and with luck this means I won't actually be visiting this again, because I keep making this promis way too fucking often for my taste and end up having to break it. Fucking zombie threads and fucking me and my obsessive/compulsive completionist nature. :mrgreen:
..an otherwise unassuming merchant expedition to newly discovered Pech, the homeworld of the Kroot.
..
..an invading O‟res‟la war-host. During this battle, the Kroot proved themselves to be quite able defenders as well as frightfully brutal and efficient close-quarter fighters. The Ethereals, recognizing an unparalleled opportunity to gain an ally as well as a new source of information vital for their cause, quickly interceded to negotiate a lasting peace and alliance between the two races. races. The Kroot took advantage of an opportunity to expand their access to technology and resources, willingly allowing themselves to become subjects in a sense and forming an alliance that quickly became a cornerstone of the emerging Tau Empire. In return, they lent their expertise in hand-to-hand fighting and natural warrior skill to benefit the Tau, using this opportunity to expand their travels and pursue the hunt, constantly shaping and improving their genetic bloodline by sampling the gene pools of alien creatures and races they encounter.
You know, it sounds like the Kroot gained more out of alliance with the tau than the tau gained, given that we know the Kroot have warp drive, and have yet to share this little fact with the tau. Fuck the Demiurg have warp and don't let on about that either.
..the Tau encountered the Demiurg, another spacefaring race with which the Kroot had long experience as hired mercenaries. Plying the stellar void in ponderous, stately factory ships and powerfully armed commerce vessels, this ancient race saw an unusually strong kinship between themselves and the Tau. Referred to by the Tau as the Bentus‟la (Lit: wise-gifted ones), they declined an invitation to join their Empire. They did however realize that together they could be potent allies against continuing predations against the Orks, as the Demiurg‟s history with them in particular was an exceedingly long one brimming with hatred, loathing and bitterness. In particular, Brotherhoods referring to themselves as Thrum and SrryTok in their unusual, clicking, consonant-heavy language formed strong economic partnerships with the Tau.
The Tau meet the Demiurg. Sounds like a mix of the Bentusi and Space Dwarf. I don't blame them for not wanting to join the tau. One can speculate why the tau haven't brought them into their empire yet (either they can't fully conquer them, like the humans, or if you are an optimist they are simply too nice and want to befriend everyone.)
Technological advancements gained through this relationship completely revolutionized Tau weapon development as well as the very structure of the Shas (Fire) caste and its role in the Tau's interstellar exploration. Now the Tau were capable of building vessels that could fight the Orks on equal terms, and they wasted no time applying these technologies to new starship designs.
More of the tau 'dynamic' in effect. Fighting orks lead to them creating ships that couhg fight the Orks equally.
Both Gal‟Leath explorers and the ubiquitous Il'fannor heavy transport maintained the ability to tow with them large cargo lighters capable of quickly transporting large quantities of materiel between orbit and a planetary surface.
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..it was found that by replacing the cargo capacity of these lighters with modularly mounted ion cannons, they could quickly be transformed into extremely capable escort gunships in their own right.
So the earliest Tau vessels that could match an Ork ship were... modified freighters and cargo ships. Actually they seem to share the same 'multi-purpose' approach to ship design that the Federtaion does. Tau technology is modular in that respect, permitting that adaptability.
Despite the Tau‟s technological advances, it was likely that they would not have prevailed against the amassed might of Waagh! Scraghurtz.

Unknown to the Tau however, the Demiurg cultivated relations with races even far more ancient than themselves, and in less than a kai‟rotaa the grim pressure this mighty Ork-mada applied to the fledgling race vanished as suddenly as it came.
I'd like to say its luck on the tau's part, and it sort of is, but they didnt even know or expect this, so that is not as bad I think.
The well-documented Damocles Gulf Crusade and their war with whom they called the Gue‟la was the nearly inevitable result. As fortune would have it, the Tau already had established relations and trade agreements with a number of Rogue Traders. This served them well, as they to an extent has a measure of preparedness for what to expect. The human invasion fleet was nonetheless brutally efficient, and the Tau suffered mightily in this war. The outcome at Hydrass in particular was widely considered to be a disaster by the Tau. Lessons learned were rapidly applied however, and they developed their first true interstellar warships in the form of the Kir'Qath escort as analogues to those they faced, serving alongside exploration carracks and heavy transports refitted as combat vessels using up-rated weapon and defensive systems.
Damocles Gulf. This is a more pessimistic outcome than other sources have hinted (Savage Scars, for example, or 6th edition where the Imperium took 'millions' of casualties ifghting the Tau.) Again 'dynamic' comes to the rescue. Ships seem to become more multi-purpose, although they're moving away from simply refitting their hmerchant ships for combat, so its a definite improvement.
Still, Imperial Navy ships (and/or crews) were still better than the tau at this time.
Though constructing dedicated warships was against the philosophy of a culture that strived to solve every challenge with diplomacy, trade, ingenuity and not a little cunning, it was recognized that it was necessary against such an intractable foe as the Orks. Despite this, warships were initially produced very sparingly, as many of the Ethereal Caste believed that the bulk of the Kor‟vattra‟s resources needed to focus on its primary goal: commerce and exploration to unite the stars in support of the Greater Good.
The rationale as to why the tau didn't build warships - its not that they couldn't, its that they didn't want to, preferring other (sneakier) approaches.
Also a reflection of the allocation of resources in Eldar society. It's quite likely that the Eldar (at least up til latter times, like Taros) simply wasn't as militarized as other races in the galaxy, which makes the fact they survived up to this point even more miraculous (or absurd, depending on how you view it.)
Once again the fickle hand of fate played in favor of the Tau, and the Gue‟la were forced to commit to a cessation of hostilities, beset on multiple fronts by a burgeoning assault by what they called Hive Fleet Behemoth as well as continuing raids by the O‟res‟la.
Luck (fate) comes in again as the Tyranids become an issue and the Orks provide extra distraction.
The lessons of the Lithesh War were not lost on the Tau, and within twenty tau‟cyr of the Armistice, the Lar‟shi cruiser took to space, the Tau's first purpose-built warship and the vessel with which they would re-take the stars.
Implies around a 16 year or so timeframe to build (and design?) the ship, which gives a broad idea on Tau construction rates. This is the 'Hero' class cruiser, from BFG.
While the Lar‟shi was a formidable warship in its own right, it was still based on the modular transport concept the Tau relied on for generations, a concept favored by the Kor caste that was simple to construct and maintain but suffered the same efficiency and interstellar warp dive shortcomings as other Tau vessels.
Tau construction techniques for what we might call its 'first generation' warships, the ones we saw in BFG. Again note the modular construction tech.
Note here they're said to have warp drives rather than ether drives.
As Tau technology evolved to match that of the Gue‟la, it began to easily surpass that of the Orks, and a modernized fleet defending the D'yanoi system handily defeated a comparable fleet of Ork vessels.
By the time of BFG, the tau's space tech is better than the Orks and can compete on a one for one basis.
.., a whole new foe revealed itself in what the Gue‟la called the Tyranids. Outriders of which were first encountered in the outlying worlds near the Fal‟shia Sept, they proved to be an intractable foe, unable to reason, devouring all before them in an insatiable tide of annihilation that consumed worlds as surely as fire does dry brush. Once again the Kor'vattra's performance and tactics against a new enemy were called into question.
Tau meet the Tyranids and lose a bit more naivety. Interesting that tau 'tactics' seem to be under constant criticism and revision. Dynamic at work, I imagine.

..the Ethereals, Air Caste and Earth Caste urgently re-thought their policies for the future development of the Kor'vattra. The Tau finally realized that the status quo was no longer adequate.They would have to bend the full ability, resources and technological prowess at the Empire‟s disposal to the task of creating a completely new range of vessels designed from the outset as warships with a level of redundancy, efficiency and dive range that were beyond the limits of current starship construction techniques.
Engineers and artificers long familiar with the needs and requirements of the Shas caste were invited into the design process. No effort was to be spared. The project as a whole was soon referred to as the Kor‟or‟vesh, and it incorporated the single largest re-allocation of resources in the history of the Tau Empire. The result was a new, 'experimental' fleet, a number of radically different starship concepts that bore strong resemblance to the Tau machines of war rather than the modular hulls and platforms familiar to the Kor. For the first time, purpose-built warships were designed to fully integrate the Fire Warrior command structure into the crew, and they represented the very apex of technological advancement of the Tau race. However, these vessels proved to be especially difficult and expensive to produce, and extensive assistance was required by both the Nicassar and the Demiurg to bring them to fruition.
Preparations for Tyranid attack. Perhaps the first time the tau devoted any serious effort to military purposes rather than their 'mercantile/exploration' efforts. With the help of the Demiurg and Nicassar (again) they create what we can call their 'second generation' warships, the ones that were seen at TAros.
The downside of course being that they're harder and costlier to build in order to achieve that greater performance, so their numbers are more limited compared to their other ships (their converted freighters, their first generation warships, etc.) So the tau 'fleet' such as it is is a mix of at least three 'style' of combat vessels along with whatever their auxiliaries bring to the table.
The first vessel created by the new initiative was the Il‟Porrui, and it proved to be a revolutionary advance indeed. Able to make interstellar dives nearly five times farther than conventional designs, this vessel was promptly taken up by the Por caste as a means to rapidly traverse the breadth of the Empire as well as quickly and efficiently explore beyond their realm. In their first contact, a pair of these vessels quickly bested a small pack of Or'es'la raiders encountered near D‟yanoi..
The sceond generation warships have 5x the range of the former ships. Either they stay in the 'dive' longer or they move faster. Also their tech is vastly better than Ork tech on a ship per ship basis, if I interpret this right.
The threat represented by the Gue‟la subsided but was not removed. Once again they attempted to press their will against the Tau during the Taros Campaign. Fortunately by this time the Tau had finally fielded significant numbers of their new warships, and a number of Septs deployed these vessels in significant numbers only a few tau‟cyr before they would be tested in the fires of battle against an Imperial fleet.
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..these vessels became the core of a newly created fleet command to meet the invasion fleet head-on. The first of these new ships to be encountered by the Imperial fleet was the II'Porrui during fighting in the Dolumar system.
Well thats a nice bit of historical revision isn't it? The tau invade and claim an Imperial world for their own, and then dare to claim its an 'invasion?' Double standard ahoy!
Also Dolumar, refernece to the Fire Warrior game/novel. Oddly it's implied that this takes place sometime during the Taros campaign, as Taros is mentioned both before and after this reference. I suspect Dolumar (in the Fire Warrior novel) may reflect in part the introduction of some of those 'second generation' warships (which may explain why in that novel why the numerically superior tau fleet simpyl could not overpower the Imperials, and yet a tau flagship could slug it out on seemingly equal terms with an Imperial battleship.)
The Tau took advantage of their new capabilities to stretch the hand of their Por-caste diplomats far and wide, encountering a number of new, minor Xenos races such as the Vespids and inviting them to join their empire as part of the Greater Good.
...
Up to this time they had been nothing more than anomalies, encountered only occasionally as the Imperial fleet progressed into Tau space. The arrival of these new ships in substantial numbers took Fleet Admiral Kotto by surprise. Given the Tau fleet's performance, their numbers may increase as the Kor'vattra of other Septs seek to adopt the new classes, integrating them into their fleet structure as these ships redefine the Kor‟s role in defending and advancing the Greater Good.
The Imperium apparently invaded Tau space sometime during (or after) the Taros campaign, unless again we're defining Taros itself as 'tau' space, even though it was originally Imperial space. Also its likely that the tau expansion against Imperial worlds (TOTALLY in defense of Imperial aggression, mind) had as much to due with tau 'advancement' of ship design as it did with the Imperium being occupied elsewhere (like with Abbadon and the 13th Black Crusade.)
These dedicated warships are far too precious to be used merely as convoy escorts or deep-space patrol vessels, as these roles are already suitably engaged by other starship designs.
Again the 'dynamic' race has limitations on its ability ot build and maintain all those fancy high tech designs and shit. So it seems likely that the 'earlier' designs (first generation warships) still make up a fair bit of the Tau fleets.
However, the Tau depends on the Kor'or'vesh to defend their vital Phase One Septs, and will also unhesitatingly deploy them in force to support a particularly vital commerce and exploration fleet. They are also called upon to perform punitive expeditions against pirate raiders or as an invasion fleet for a hotly contested system. Finally, a race so keenly attuned to the importance of commerce and exploration is quick to grasp the impact of interrupting the lines of communication and provisions of an enemy. It is not uncommon to see these ships used as commerce raiders, as the older designs were used on occasion for many hundreds of tau'cyr.
Use of their second generation warships.
"…it has been concluded that, after careful analysis of data gathered during the Damocles Gulf crusade, that this new race identified as the Tau (ref AdMech 5432/XEN583) poses a threat to the Imperium unlike any other yet encountered. Interrogation of prisoners known to have colluded with these xenos describe them in various different ways, but the same basic trends appear pointing to a common theme, describing this race in glowing expressions like “dynamic,” “open-minded,” “compassionate,” and other terms expressing ideals that are markedly out of keeping with willful obedience, service and discipline, as well as representing a direct threat to order that has maintained our blessed Imperium for uncounted centuries. Furthermore, their evolutionary traits represent a rate of development orders of magnitude more accelerated than any sentient life form previously encountered (possible Chaos influence?), at a level that cannot even be explained by Zachary‟s Theorem of Adaptive Divergence (ref AdMech 32/XEN583).
Evidence exists that even as contact with Imperial units increase, the level of development evident in the vessels they array against us continues to increase in complexity and technological development."
Imperial evaluation of tau capabilities. Note the amusing and alarmist way they're a THREAT simply because they're non grimdark. Also their 'dynamic' is given an evolutionary/genetic origin (attributed to chaos influence, which is unlikely given Fire Warrior.)
Note as well that the 'gap' between Imperial and tau tech in space seems to have closed considerably, but not quite achieved parity.
..xenos vessels encountered during the Taros Campaign show extremely marked advances in both weaponry and design theory compared to those encountered during the Damocles Crusade (ref AdMech 8748821/XEN583, notes on new classes “Emissary,” “Warden,” etc.) Recommend directive be made to all Imperial units that great care should be taken to prevent our blessed technology from falling into the hands of these aliens, especially our venerable starships and weapons of the Legio Titanicus. If necessary, steps should be taken to destroy what cannot be recovered..
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..Emperor forbid what circumstance may come to pass should these aliens ever develop the ability to construct a Titan, or warships that approach a level of capability comparable to ours...
Post Taros assessment of tau starships. Again in terms of space tech the tau aren't *quite* on the Imperium's level with starship design (or high end ground vehicles, if we want to consider a Titan that...)
Of course it's a Genetor making these recommendations, so what do they know about Imperial ship capability? They're biologists. I also doubt they'd mess around with Titans (who would normally?)
Ion cannon shots vaporize the object struck magnifying the energy discharge. They function as lances in all respects.
I assume this means it relies on inflicting significant mechanical (blast/explosive) damage rather than just thermal damage. Possibly indications that they ar emore efficient than regular lance weaponry.
Railguns of the size mounted on warships require massive amounts of energy to fire. Power is routed to a single barrel at a time, sequenced to ensure the first barrel is reloaded before it is charged again. Railguns function as standard weapons batteries.
TAu railguns. Note the mental image of cannons and fuses and a rolling broadside.
Gravitic launchers are massive railguns where mass drivers trigger the initial acceleration before the ship‟s gravitic field is pulsed to squeeze the drone-controlled missiles toward the enemy at enormous speed. Though smaller and more numerous than torpedoes in the regular sense, they count as torpedoes for the strength listed in a given ship‟s profile.
IIRC 10 missiles equaled one torpedo from BFG magazine, meaning they toss off scores of missiles at the enemy.
Barracuda superiority fighters behave as fighters in all respects but due to their inferior technology only
Inferior tech? relative to who? Perhaps they acutally meant 'superior' (dYNAMIC!)
Manta Missile Destroyers are enormous and well-defended individual vessels more akin to proper starships than attack craft.
This is true.. unless you're in Imperial Armour in which case they're landing craft and scaled down to be a huge, expensive model that can blast down Titans. Oh and they get FTL capability despite being smaller htan proper warships.
In BFG terms though this represents an example of how some attack craft can overlap into small warships in terms of size (much as they did in Space Fleet and some other cases.)
The deflector is a specialized shield mounted on the prow of the latest Tau ships. It turns the gravitic sheath around the vessel into a wedge, increasing its defensive capability. If fired at from the front, the deflector augments the passive armor.
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Deflectors are NOT shields and do not count as such for the purposes of boarding, blast markers..
The last bit is a bit silly given that they actually call them a specialized sort of shield moutn and it sgenerating a fuckoff huge gravity field to deflect shit (gravitic wedges. ha ha) or that it wouldn't stop teleporting or boarding attacks of any kind.
Gravitic Hooks are large, suspensory arms which create a gravitic sheath in which a small vessel can be transported by a larger one.
Glorified tractor beams.
Kor'or'vesh vessels incorporate the very highest level of technology available to the Tau. They have a distinctly different appearance to ships of the Kor‟vattra.
The Taros vessels represent the high end of tau technology, in other words.
However, even these vessels do not have the ability to conduct teleport Hit and Run attacks, as the Tau have not yet mastered this technology to an acceptable degree.
The Tau don't have teleport tech workable yet.
Some Tau starships and orbital platforms boast highly advanced data storage and processing facilities to cope with the vast amounts of information they carry. When linked to ship sensors, this processing power can be used to provide a direct feed to the ships turrets.
Tau computer, fire control and sensor systems. They seem to be as modular as their ship design, actually.
As the Kor‟or‟vesh initiative bore fruit with a progressively larger series of completely new and successful hull designs, it was only logical that the next step would be to produce a true battleship-class vessel.

An enormous carrier, it is capable of bringing three gunships as well as a large number of attack craft squadrons into combat to support the rest of the fleet. Early operational tests proved that like the other designs resulting from the Kor'or'vesh initiative, it met or exceeded all objectives required for the new ship. Despite the horrendous costs and resource expenditure involved in building these vessels, a number of Septs adopted the design and produced them in small numbers. For many tau‟cyr these ships were held in reserve, and it was quite some time before knowledge of this vessel‟s existence became widespread.
Tau 'battleship' - a carrier vessel. Note that they are rare and precious and hard to maintain even for the 'DYNAMIC' tau.
The Kir‟la “Warden” is a radical departure in gunship design for the Kor‟vattra in that while it still requires towing via gravitic sheath by larger vessels, it is designed for and crewed primarily as a combat vessel as opposed to being a re-configured cargo lighter as is the Kess‟l.
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Because of this, it can seamlessly integrate itself into Kor‟or‟vesh flotillas, though it will still operate independently as an escort squadron when assigned to escort Gal‟Leath or Il‟fannor vessels of the Kor‟vattra. Because of the high experience levels of its crews and its superior maneuvering qualities when compared to the K‟essl, it has proven to be a formidable adversary to attacking raiders. However, its numbers will not be sufficient to replace the Kess‟l in active service for quite some time because of its complexity, and only rarely is it used in this manner.
Again new tau warships have not completely replaced their old ones due to cost and complexity.
Despite technological advances in etherdrive technology, the Kir‟la‟s small size makes it extremely difficult to put an efficient interstellar drive system into its hull. Thus it must always be towed into combat and launched after its mother ship enters a system.
This is funny given Taros mentioend that the Manta AND Wardens both had limited etherdrive. And if it has ineffective ether drive that it makes more sense to carry it into combat like a sublight warship, why bother at all?
Like many other Kor'or'vesh vessels, this class was first encountered during the Taros campaign. While it does not have the same bulk and durability as comparable Imperial vessels, it is the first Tau design capable of meeting Imperial cruisers on nearly equal terms.
Tau cruiser analgoue can 'nearly' meet Imperial cruisers on equal terms, but does not have the same mass and/or durability. reduced mass is not neccesarily a bad thing, given it can provide other trade offs (manuverability, less resources needed to build) to the implied loss of duraiblity.
The best inference I draw from this is that the tau ships can 'nearly' match the Imperium on a ship to ship basis if they don't fight the Imperium in the way the Imperium fights or on their terms (EG slugging matches, since they lack the durability). Likely tau ships are long range 'snipers' the same way their ground forces are (lots of range, lots of firepower, lots of mobility.) and this gives them parity agianst the bigger, tougher Imperial ships. Imperial tech is still likely a bit better, at least in some ways.
In subsequent decades, this vessel has been encountered in ever-increasing frequency, not only in defense of Tau home worlds but abroad outside of Tau-controlled space, operating in pairs while accompanying colonization fleets or as deep space patrols reminiscent of the operations common to the Imperial Navy. They have wasted little time capitalizing on the Imperium‟s heavy commitments in the sectors near the Eye of Terror, and this class has played a pivotal role in the Tau‟s recent explosive advance into Imperial space
first off.. decades since Taros? Since when? Also, LOL at Tau for 'invading' Imperial space yet again.. hypocrisy is so typical.
As I scry far across the skein of time to where the mists of the distant future cloud any certainty, the one revelation that over and again asserts itself is the eventuality of conflict between our two races. However, the journey toward that distant end is one replete with the gossamer caress of hope and promise, a faint glimmer in an otherwise frigidly dark and unforgiving universe the likes of which has not been glimpsed since the Fall…
- Glébriwyn Tithrändil,
Farseer of the Alaitoc Eldar
eldar Farseer fapping off about the Tau.
Unlike the other hull designs resulting from the Kor‟or‟vesh initiative, the Il‟Porrui “Emissary” cruiser is primarily intended as a diplomatic vessel. This provides it the necessary mix of firepower and maneuverability to make it a suitable conveyance to transport Por Caste dignitaries, Tau commanders and Ethereals in relative safety. By design, it is also capable of seeing off all but the most powerful adversaries of a similar class it may encounter.
more of a 'traditional' tau design, I suppose.
As the first capital ship to be produced under the Kor‟or‟vesh, there are significant numbers of these vessels operating throughout Tau space in a variety of tasks. As befits its nature, it is the vessel with which the Tau perform long range exploration and “first contact” missions.
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While it may not be a front-line combat vessel, it is well suited to the fires of war, and during the latter stages of the Taros Campaign, a squadron of these vessels successfully boarded an Imperial battleship.
REALLY? Taros didn't have any battleships that I recall.
The world or system from which a Tau hails from forms a large part of his or her identity. The culture of each of these many colonies or so-called sept worlds is subtly unique. This is due in part to the age of the colony – it may be one of the First Phase colonies established during the early stages of the Tau expansion into space, or it may be a much younger society.
Septs.
Vior'la: A First-Phase colony, Vior‟la orbits a binary star, and its name translates as „hot-blooded.‟ A notorious Fire Caste world, its warriors are especially aggressive and skilled in the arts of death. The oldest and most respected of the Fire caste academies was founded here many centuries ago.

T'olku: Known for the sage counsel, debating and diplomatic skills of its Ethereal caste members, many of those Tau who have had successful dealings with alien species originate from this Second-Phase world.

Dal'yth: A very cosmopolitan First-Phase world where trade is valued as much as conquest, Tau from here welcome offworlders. As such, it has seen the most contact with alien species. Many Water-caste merchants and traders come from this sept.

Bork'an: A center of learning and academia, it has many universities and research facilities. A high percentage of the Fio, or Earth caste come from this First-Phase world.
First 'phase' worlds.. one for each of the Castes, it seems, and each highly specialised.
Vash'ya: Known as the “world between spheres,” members of the Kor caste have a long tradition on this Second-Phase sept, providing a majority of the pilots and ship crews for the Tau‟s early expansion into the greater galaxy.
Majority of Tau space force crews come from a single world. Interesting implications for their fleet, isnt it? :P Although givne the scope of their race and their technology (including drones) it makes some sense.
Ksi‟m‟yen: One of the first Third-Phase septs, it has yet to emerge as a distinct society. Conquered largely by stealth, a combination of Second-Phase fleets and hunter cadres wrested this from the Imperium when it was stripped of its defenders due to pressing needs elsewhere.
Remember. IMPERIAL AGGRESSION. The tau are peaceful and humble and nicey nice and full of stars and ponies and candy.
Operations by the Kir‟Qath “Defender” starship revealed that while it was a capable escort, continuing shortcomings in its engineering plant required a new vessel design that could make much deeper and longer dives as well as a larger number of dives before requiring to recharge its primary drives. Like the other vessels designed during the Kor‟or‟vesh initiative, its unique hull design allows for considerably longer- range operations compared to its predecessor. Deployed in the role of traditional escort vessel, it has proven directly comparable to commonly encountered
Apparently Ether Drives run on some sort of battery or capacitor. something about the technology must interefere with or otherwise mean they cannot link the drive to reactors or something for a constant power draw.
Continuing raids decimated the fleets of these small ships, requiring a whole and much larger class of heavily armed transport in the form of the Il‟Fannor. As time progressed, smaller transport classes almost disappeared entirely, though many various types still found use among and between the major Septs of Tau space.
Changes in tau shipbuilding doctrine.
Due to the nature of the Tau Kor‟vattra, there are a large proportion of heavy transports in the fleet.
Again tau ship doctrine.
However, as the Kor‟or‟vesh began operating throughout Tau space and beyond, a new kind of fast transport was required that could make long, deep dives in support of the fleet and quickly replenish forward-deployed flotillas. While this vessel was originally designed to support the Kor‟or‟vesh, the obvious utility of these vessels was expanded to the Greater Empire, and now these easily produced starships are common sights throughout Tau space and beyond.
DYNAMIC!
The Tau Kor Caste live much of their lives in zero-gravity, either as spacecraft or waystation crew, or as a resident in one of many of the Caste‟s own large orbital habitats. Unlike the modular deep-space way-stations used throughout Tau space, orbital habitats and cities are massive constructs usually assembled in place as permanent or semi- permanent installations in high orbit. By their very nature they are sturdier and more heavily populated than the modular way-stations designed for rapid deployment and assembly. However, as they are primarily designed for habitation, they tend to be not nearly as well defended as other orbital constructs, as demonstrated by the relatively quick destruction of the orbital facilities of Viss‟el during the Damocles Gulf Crusade. As such, they tend to become important rallying points when defending against an invasion force.
Tau space stations.
Like many deep-space way-stations, Tau Orbital Cities and Security Orbitals are equipped with comprehensive sensor and communication suites with a high degree of automation.
More Tau space stations.
While most Second and Third-Phase Septs in the Tau Empire rely on quickly deployed modular way stations and Orbitals for their defensive and operational requirements, most primary Septs and a small number of firmly established secondary systems have a quantity of permanently situated orbital defenses. These security orbitals tend to be somewhat stouter than other single-point defenses without the complexity or size of full stations.
Even more space stations.
Hidden among the more closely-guarded systems frequented by the Demiurg are vessels specialized for mining and resource harvesting. These vessels outwardly resemble Bastion vessels in all respects but vary in critical details. The volume in Bastion vessels dedicated to attack craft and broadside lances is entirely turned over to specialized resource harvesting equipment. Outwardly they resemble the more familiar but still rare Bastion commerce vessels in all respects, and only through their interaction with the Tau did some Rogue Traders become aware there was a distinction between ship types.
Demiurg mining ship.
Though they have very little combat utility, Nicassar have powerful minds and rely on their telekinetic talents in particular to make up for their own limited mobility.
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Trading caravans are the large networks of conjoined Dhows which the Nicassar employ when travelling over long distances at their natural leisurely pace, sometimes over the course of centuries.
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As they are most content when travelling and can survive for long periods in virtual hibernation, they are uniquely suited for their service to the Tau, exploring systems on the fringes of the Tau Empire.
Nicassar again. I wonder if their super TK powers come about from collective psychic 'gestalt' effects?
The Kroot approach spacefaring with an innate sense bereft of the technological advances so keenly sought by other races. When the Damocles Crusade revealed shortcomings in the Warsphere compared to Imperial starships, the Kroot adapted simply by constructing larger Warspheres.
Kroot ship design doctrine.
The Demiurg will typically shy away from combat, though occasionally they will respond to threats with surprising ferocity. The Demiurg have plied the stellar void millennia before encountering the Tau, and on exceedingly rare occasion will muster their ships for war for reasons entirely unrelated to their relationship to the Tau.
Demiurg again are allies rather than subjects of the tau, although I wonder if the tau see it this way.
Demiurg fleets are composed of a loosely-defined but tightly knit affiliation of “Brotherhoods” that rely on an exceedingly high level of automation and are not organized in the manner of typical fleet organizations.
An allusion to the'meant to replace Space Dwarfs' origins of the Demiurg, I think.
Demiurg ships utilize highly automated versions of torpedoes, fighters, bombers and assault boats.
Demiurg robotic ordnance.
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