Only War analysis/discussion thread

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Connor MacLeod
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Only War analysis/discussion thread

Post by Connor MacLeod »

Well I decided I waited long enough (or rather I was too impatient to wait any more) to cover Only War, the 'last' (so far) in the quintet of 40K RPGs (well before Dark Heresy went into 2nd edition beta that is... although whether that qualifies as 'new' or not is up for debate I suppose.) Only War covers the only real 'big' conflict-oriented faction that you could write an RPG about (barring the Administratum or an AdMech-focused RPG of course.) well yeah there are the Sisters, but they tend to get shafted so much I don't think they'd get an RPG (they don't even get a decent codex anymore..)

Like most of the other RPGs, Only War takes place in and around the same time and place (roughly) as the others - Calixis sector or its nearby environs. Indeed, it takes place concurrently with the Deathwatch's Jericho Reach stuff, and the consequences of that major (but secret) Crusade drive alot of what happens in Only War. Namely some dude decides to rebel, Calixis doesn't have enough native military manpower to curb him, and so has to pull in strategic reserves from out-sector to bolster its forces. Out of universe this is more of an excuse to feature 'known' regiments like the Cadians, Catachans, valhallans, etc., but it is interesting for other ways in how the relationships between sector and segmentum authorities operate.

Since this is also Imperial Guard and I am, for all intents and purposes,a Guard fanboy, this will probably be my LARGEST ever FFG style update (and quite possibly my largest infodump ever.) coming in at nearly 500kb of quotes and analysis. Fortunately I am going to resist the urge to infodump it all at once and subsequent books coveered aren't even comparably larger than others (although Hammer of the Emperor is comparatively hefty - again IG fanboyism striking probably.) and it probably means I'll be at this for some time. I tenatively plan around ten or so updates (slightly under 50k apiece) to cover the main book, and then we'll see from there. Apart from the Ghosts and starting the other AdMech boko, I have one IG novel to cover (which won't take long) and IA12 (which I am not sure on because I dont know how I'll post it. Lump it into several like with the last one or what.) And of course 6th edition stuff but I still refuse to get into that.

Anyhow, on to Only War. Let us see how this goes.

Page 8
On a million, million worlds across thousands of light years of space, man fights endlessly for his survival agianst aliens, heretics and Daemons..
Implying perhpas at least 2 million worlds, since its unlikely this means 'a trillion'. But then again with the 'billions of hive worlds' who knows :P Although if that were the case there'd have to be far more than the hundreds of billions of worlds in the galaxy (way more, since humanity is supposed to own only a fraction of those stars.) Then agan maybe 'world' also counts various colonies, moonlets, orbital stations and whatnot. It could be including populations of a few thousand for all we know.



Page 8
Numbering untold billions upon billions of souls, the Imperium of Man sprawls across the stars under the watchful eye of its God-Emperor, its worlds unstable and its glory days long gone. It has sunken into a long twilight from which it may never emerge. Powerful alien empires strike at the Imperium from all sides..
'billions upon billions' could again be interpreted in one of two ways "billions plus billions' or 'billions times billions' and googling doesn't reveal much help unless you ilke getting into biblical literary analysis. This is easier to swallow (for some at least) than the idea there are a trillion worlds in the Imperium, but its still not exact. :P
Also the Imperium is in decline blah blah.. I just know the 'alien empires' includes the Tau, because 'dynamic' will be the Imperium's downfall!


Page 8
within the Imperium, man turns upon man and thousands of civil wars rage constantly..
Thousands of internal fights at least, of unknown scale.


Page 8
Never in its existence has the Imperium known peace..
...
While individual worlds and systems may often know times of relative safety and stability, this is only at the cost of thousands more teetering on the brink of oblivion...
Not wholly, but parts of it have known periods of prolonged peace for centuries or even millenia. The funny thing is this sounds pretty grimdark, but if one considers that our own world has hardly ever known total, universal peace in any way shape or form (only a form of 'mostly' peaceful in the sense there's no large scale world wars anymore.) its not quite that grimdark.
IT is kind of amusing that the implication sit aht hundreds or thousands more worlds know war than peace, evne though that most cases its implied that the vast majority of worlds are at peace (100,000 worlds out of 1 million in conflict, etc.)


Page 8-9
Only its size and ancient power prevent the Imperium's complete destruction; that it may lose a hundred systems or a world of a billion faithful citizens and continue to fight on. Even so, it is slowly dying - the God Emperor's armies clinging desperately to what is left, as systems crumble from around its edges and the slow rot of sedition and heresy eat away at it from inside. Though it may be ten thousands more years before its death, the Imperium is in decline and every battle its armies win, every enemy it vanquishes or wipes from existence is but a single sandbag placed in front of a rising flood of death and decay.
I'm starting to think someone waxes poetic here. Yes there are cases of horrible loss and ignorance. When long-held worlds full of irreplacable tech and knowledge are lost or destroyed, things may chanve irrevocably, and it does happen. But its not as if the Imperium isn't going out and colonizing new worlds, expanding its borders, or rediscovering/reclaiming lost worlds either. Indeed it seems more like it goes through periods of expansion and contraction as depicted in 5th and 6th editions.
There is a point about it being 'too big to easily topple' although this doesn' t account for the Imperium's lack of cohesion or coordination either.


Page 9
Either through choice or chance, these men and women are inducted into the God-Emperor's armies, trained to fight and sent off to far-flung stars and systems to hold the line against the coming night. Though they come from a million different worlds, each with its own unique superstitions, beliefs, and cultures, they are united against the enemies of Mankind by the God-Emperor..
Devotion to big E is perhaps the ONLY thing they have standard, and even that isn't guaranteed given the whole 'million worlds' thing. Hell you even have to take the 'training' thing with a grain of salt.
On the other hand they note that joining the Guard is not ALWAYS conscription.


Page 9
It is the duty of every world in the Imperium to provide men and women for the Imperial Guard...
..
'Lucky' Guardmsen may have the chance to fight on their own worlds or in their own star systems..
..
More often, a Guardsman will leave his world behind, never to set eyes upon it again...
It is possible to be raised (or recalled in the case of Armageddon and Cadia) and fight on yuor home world as the Guard, although it probably is only on important worlds. Also the usual 'every world provides troops' bit.


Page 9
The Imperial Guard is a vast bureaucratic and logistical machine with Guardsmen endlessly being raised on practically every world within the Imperium and funneled into warzones, some near, some far..
Yes and no. We know of plenty of examples where worlds go long periods (Decades, even centuries) without raising a founding. SEems to depend largely on location, bureaucracy, situation and other factors (Hive worlds and modern ones seem more likely to be tapped in regular cases, whereas agri and feral/feudal might be less often due to lower populations and capabilities.)


PAge 10
Across thousands of light yeras, the Imperium maintains a tenuous hold over millions of worlds and counts every domain of men as it sown, whether they bow to the God Emperor on far away Terra or not.
...
..as the centuries have slipped by, the Imperium's borders have continued to crumble - many of its worlds have broken away or been destroyed, and potent alien empires have begun to gnaw away at its insides.
...
Even in its faded glory, the Imperium still covers the majority of the galaxy, comprising millions of worlds and countless billions of humans.
Again millions of worlds in the Imperium mentioned twice on the same page. And more alarmist shit. Recall again that the Imperium goes through periods of expansion and contractio, gaining and losing territories (Such as the Sabbat Worlds crusade and Macharius' ventures. And losing worlds due to warp storm, sedition, alien invasion is not unusual now or earlier.

PAge 10
Its ponderous size is both the source of its greatest strength and its greatest weakness: its size means it can suffer the loss of worlds and lives with little immediate effect on the greater Imperium, but it also makes it extremely difficult to defend. The logistics of an army which must cover the entire galaxy and protect an empire without distinct borders agianst dozens of foes at once is barely comprehensible to the mind of man.
YEs, its size is an advantage and a disadvantage, but I think they overstate the problem. Certainly any large scale (galactic or Segmentum) coordination is nigh impossible given the uncertain means of communcation and travel, but at sector level and lower they seem to do a reasonable job of handling things, and the sector level (or lower) conflict stend to represent the vast majority - major stuff like the Tyranid hive fleets or 13th Black crusade are relatively rare.
That said its true losing worlds only is ignored in the short term, as different things (loss of industry, technology, trade) can have more serious, long term impacts for the greater Imperium (such as the loss of a Hive or Forge world.)


Page 10-11
Even the Administratum, the Imperium's vast bureaucratic network tasked with recording and keeping a tally of the armies of the God Emperor, has no real idea of the exact numbers of men and women serving in the Imperial Guard at any one time.
They really don't have exact figures for most things, and given the nature of Warp travel and communication, as well as record keeping as a rule, keeping up with it would be an insane task. At best we can make approximations.

Page 11
Nearly every world within the Imperium maintains its own standing planetary defence forces, though against a determined invasion or uprising, these limited forces often prove inadequate. It then falls to nearby regiments of the Imperial Guard, made up of soldiers raised from dozens of worlds, either near or far, to respond.
PDfs basically serve two purposes: As a early bulwark to slow down invasion attempts and give the Imperium time to respond, and as a ready pool of recruits that can be inducted directly into the Guard. Plus, of course, a means of saving the Administratum the effort of having to train and standardize any sort of actual military.

Page 11
Finding such regiments and then moving them to a warzone can take many months or even years to execute..
Much of the 'response time' depends on the size of the force amassed, how far away its amassed from, whether they concentrate it on one location and then launch the assault or if they simply dispatch them to the trouble zone directly, etc. The nature of the raisings of regiments can also impact this - a regiment already raised and garrisoning nearby worlds is quicker to deploy than one that has to be raised from PDF forces (or even conscripted) - at least if they want more than warm bodies anyhow.

Page 11
..the regiments of the Imperial Guard are constantly fighting or in transit to warzones..
..
It is the only way the Imperial Guard can exist; always mobilised for war, always ready for action.
Having them mobilized in holds is another way (Aside from Garrison duty) of keeping a ready reserve of forces on hand should a crisis arise (and thereby shorten response time.) Hell, the nature of the warp's time dilation (less time passing onboard than in realspace) coudl be considered an advantage in this regard.

Page 11
Long ago, mankind realised there was to be no solace for him among the stars and no peace with those that shared his galaxy. All alien life is considered hostile to humanity and every race, no matter how vast or simple, is viewed as a threat to the stability and continued dominance of the Imperium.
This is a statement with a great many qualifiers. For one thing, many of those races have hostility towards humanity because humanity were utter dicks to them, either through its own xenophobia or as a result of past actions (EG the Great Crusade.) That isn't to say there aren't plenty of alien races who are dicks as well, and either see humanity as something ot be conquered, destroyed, enslaved, or eaten, but its not just one street. Indeed, the xenophobia which drives humanity is more often than not a useful tool for those in charge, as it gives them an excuse to act as they do and provides a nice convenient threat to unify against. Because as far as the Imperium goes, its the perfect thing in the galaxy.

Page 11
Orks are everywhere: brutish, green-skinned aliens with tribes on a million worlds and a collective galactic population which may approach (or even exceed) that of humanity itself.
The 'equal or exceed Imperium's population' is not exactly new, but the specific number of worlds they are supposed to hold is, although I suspect they would hold far more than a mere million.

Page 11
AAs the endless advances of the Tyranids pour into the galaxy from the eastern fringe, the Imperial Guard must form a break wall against the alien tide.
..
The result is a horrific and bloody war of attrition...
..
Yet there is no choice for the Imperial Guard, lest the Tyranids overrun their defences and plunge even deeper into the Imperium; and so more and more reigments are fed into the alien meat-grinder.
Tyranids fights are (unsurprisingly) wars of attrition. Considering that one of the few known ways to defeat them is to deprive them of resources, this isn't surprising.

Page 11
As dangerous as their advanced weapons and void ships are, their philosophies of unity and collective endeavour with other races are even more so. Centered upon a belief in the 'Greater Good' and a common goal of balance and equality, many humans have been seduced by these alien lies. As the Tau empire continues to encroach on Imperial space, they have placed an increasing drain on the Imperium's already dwindling resources and become an increasing threat.
I'm not sure which is sillier, the idea that the Tau's 'true' threat is a philosophical one, ro that they're actually putting a noticable drain on the Imperium's resources. Yes, the Imperium's oppressive and exploitative approach to things tends to make such philosophies attractive, but its not like the tau are unique in fomenting dissent (Chaos does it much better, but virtually anyone rebelling will tend to embrace such beliefs, making the tau hardly unique in this regard as a threat.) And the tau are, territory wise, little better than an Imperial SEctor in terms of size and resources, which makes it hard for them to be a serious impediment on any truly galactic scale. RAther, they're representative of all those small threats biting at the Imperium's heels.. those minor xenos races that plague individual worlds and sectors like the Yu'Vath or Rak'Gol or Fra'al. With so many minor threats distracting the Imperium, it can be hard for them to concenterate on one and decisively crush it, which means that the Imperium's efforts are bled out literally by the death of a thousand cuts.

Page 12
Many times this has been the fate of regiments; winning great victories against the powers of the Warp and their thralls, only to be put to death themselves for fear that they have now been tainted and if left alive would themselves turn against the Imperium they once swore to protect.
It could be worse. Back in the old days contact with chaos was an instant death sentence. Nowadays its only a death sentence if the Inquisitor is a diehard puritan (or just paranoid) or if there are actual signs of corruption


Page 12
Guardsmen have been laying down their lives to protect the Imperium for thousands of years in millions of conflicts across the galaxy.
Scope of the IG's travails.


Page 12
..conflicts like the Sabbat Worlds Crusade to cleanse an entire sector from the clutches of heretics and Chaos worshipers, which lasted decades and consumed whole regiments in its many bloody battles.
Suggesting the Sabbat Worlds region was in deed a sector.

Page 13
..the Armies of the Imperium have been pressing back its boundaries and expanding its borders. As vital to the continued existence of humanity as protecting what has already been won is the task of winning more worlds in the name of the God-Emperor. This continuing war of expansion falls largely to the Imperial Guard...
..
Periodically, the High Lords of Terra and the Segmentum Lords of the Imperial Guard will set their sights upon a new sector of space or a lawless boundary within the Imperium, either one which has fallen under the influence of xenos or Chaos and has been cut off, or one which has recently been revealed by shifting warp storms.
..
..these regions are rich with resources and civilisations for the Imperium to absorb and add to its strength. Once such a sector has been identified, the High Lords will sanction a crusade to claim it, sometimes raising reigments from bordering worlds for the sole purpose of the endeavour.
Wait, didnt they just get done telling us the Imperium was a crumbling, tottering edifice on its last legs, myriad enemies whittling away at its edges and taking away its precious worlds? Ah well, the Imperial Guard is key in pushing the 'Great Crusade' apparently, although we've heard the same of Rogue traders and Space Marines too.


Page 13
Crusades are massive undertakings comprising huge numbers of Imperial Guard regiments supported by Imperial Navy vessels, all manner of auxiliary support devisions, and even Space Marine Chapters. A crusade can last for years, decades, or even centuries.
Most of the Imperium has been forged from such crusades, new and old regions of space carved out from the dark..
So much for Astelan's belief that the Great crusade has guttered out.. Its going on, just under new (and much less coherent) management. Anyhow, Crusades described.

Page 13
...the Calixis Sector has long been a very dangeorus place. Due to its position on the very edge of the Imperium...
..
..it has struggled for surivval at every step of its existence. It is a testament to the stoic strength of the Imperium and the endless efforts of the Imperial Guard that the sector exists at all, so far from the light of Terra and the bulk of the God-Emperor's resources and might.
..
In addition to these internal and extenral threats to his own sector, the Lord of Calixis must keep keen eyes turned outward to neighbouring sectors and regions, lest the fires of war and rebellion spill over into his own domain or the slow rot of sedition and heresy infect his far flung planets.
Amusingly, I remember the Calixis sector being a rather stable and peaceful part of the Imperium, and this suggests otherwise. It actually suggests the efforts Calixis are involved in pale in ocmparison to the 'might and resources' of the Imperium proper, as it is a world off on the edge. Considering what's going off into the Jericho REach crusade, that's saying something.
The internal and external threats are th usual suspects: eldar, orks, and other aliens, chaos and heretics and rebels and pirates, as well as political threats (rebellious Imperial commanders, nobles, the Inquisiton and other factions of the Imperium.,e tc.)

Page 14
"Most of you will probably not live to see your second year in the Imperial Guard and most of you will probably never see your home worlds again.."
Living a year (or even close to one) and only having a chance of not seeing home again is far better than you usually hear about the Guard.


Page 14
Imagine an army so vast that at any one time there is no exact record of its size, an army of such size that the resources of millions of worlds must constantly feed it with fresh recruits and new weapons..
The IG basically.. millions of worlds


Page 14
Whole planets are also given over to the constant production of weapons and materiel for the Imperial Guard; forge worlds endlessly pumping out tanks and guns, while agri-worlds grow continent wide orchards to feed its troops. Such is the scale of the Imperial Guard that every world of the Imperium contributes to it in some way or another, no matter how remote or small, be they lonely penal worlds offering up condemned criminals, asteroid mining colonies tithing ore to make shells, or primitive feral worlds where savage tribesmen fight for the chance to join the sky men.
The industrial side of the Guard.


Page 14
Given the ponderous size of the Imperial Guard and the nature of its perpetual state of war, it is constantly straining under the weight of logistical problems. Even for relatively close engagements, where a cluster of worlds are threatened and the Imperial Guard has regiments on hand to respond to the threat, moving the millions of men and the materiel needed to wage war from one world to another is a massive undertaking.
I'd actually say that the bigger threats to Imperial logistics are the Munitorum/Adminsitratum itself (bureacuracy), general greed and politics (the leadership), and the usual travle and communications difficulties. In that order. Also even local conflicts can involve millions of men, which gives you an idea of the scale of 'small' conflicts.


Page 14
While the Imperial Navy provides ships for the Imperial Guard regiments to reach their destination, the Imperium cannot always provide them with everything they need or with the manpower required to complete the often daunting task they are assigned..
...
In these cases, the true ingenuity of the Imperial Guard comes to the fore and the nature of its military make up is tested as resources must be gathered from local worlds and systems. Because of the vast distances within the Imperium, often hundreds or thousands of light years separate conflicts from reinforcements, and the fickle nature of Warp travel, where ships may be lost or arrive years after setting out, the Imperial Guard will sequester whatever it can, whenever it can, to fight its wars. This means all the worlds within range of a warzone are often called upon to fight, offering up additional men and materials or whatever they can, lest their own worlds suffer the fate of their beleagured neighbours. It also means the quality and type of Imperial Guard regiments and equipment will vary hugely even within a single threatre of operation.
Supposeldy the lasgun is the only constant, (evne flak armor isn't I guess?) but as a rule not evne lasguns are constant. In any case this is an interesting quote as it suggests two 'tiers' to the Guard - the forces it deploys from 'long distance' to prosecute its battles, and the 'local' stuff (men and mateiral) raised to bolster those forces. In practice I suspect this is referencing Crusades and their inevitably 'self sustaining' nature (Sabbat Worlds, Jericho Reach, etc.) but it could possibly be applied to defensive wars as well I imagine.

Another interesting aspect of the 'two tier' approach is that it implies that the 'long distance' forces dispatched may be more uniform, better trained, and better equipped/supplied than the locally raised forces - perhaps these reflect the 'famous' or 'named' regiments like Cadians, Tallarns, Vostroyans, etc. who seemingly fight all over the galaxy alongside more local forces.

The so called 'ingenuity' and 'sequestering', as I've noted before, seem to be the way the Guard circumvents its normally idiotic bureaucratic Munitorum and its parsimony - basically it expects local worlds and forces to provide whatever it can't get from the Munitorum assholes (and the Munitorum is happy to let them as long as its not coming out of their stockpiles and messing up their ledgers.) That whole 'theory vs practice' thing again.


Page 14
In a galaxy of over a million inhabited worlds, the Imperial Guard must contend with all kinds of enviroments and battlefield conditions. It must adapt, overcome and triumph no matter the cost...
..
Only through constant pressure, unceasing resistance and the continued action of countless millions of Guardsmen can the Imperium continue to exist, its foes kept in check, and its borders protected.
'adapt' sounds impressive, but I suspect it really means 'we couldnt be bothered to properly equip you, or the supply transport got eaten by the Warp, or some other Commander gobbled up all your supplies, so you'll just have to tackle that Chaos tank Division with your lasguns and bayonets. Good luck fellas!" Remember the Munitorum treats all regiments as if they are broadly equal regardless of their composition and cpabilities.

Page 15
..the Imperial Army was split into different institutions so that no one commander could muster both fleets and armies with the ease which the traitors of the Heresy had. Primary amongst these changes was the division between the Imperial Navy and the Guard...
..

In addition, the regiments of the Imperial Guard were divided, so that no single fighting force would incorporate armoured, infantry and specialised support elements, making it more difficult still to turn an entire army traitor.
The post Heresy breakup.. interesting that its implied that more 'divisions' than just the Guard/Navy may have occured. Also despite the 'additional' divisions, we know of quite a few cases where single regiments are combined arms inherently (fuck Imperial Armour did it all the time) rather than being 'specialized' as some sources say.

Page 15
Riddled with inefficiency and bureaucracy, it is often slow to respond and resistant to change, but it continues to function despite the rules laid down by the Adeptus Administratum to limit its power and use by untrustworthy commanders. That no one man can know the extent of the Imperial Guard's total strength at any time is part of this protection and part of its power, as in this way it is truly an army of unlimited size and resources..
Hahaha no its not unlimited in anything. VAst, yes. Hugely supplied yes, but not unlimited. Its also hilarious how they basically say 'the IG succeeds and functions despite all the bullshit thrown on it by the bureacracy' as if the Imperium somehow doesn't want it surviving. I also like hwo they try to spin the 'no way of knowing its true size' as if this was somehow an advantage and a security measure - as if any one man could actually micromanage the Guard on a galactic scale even if they DID know its true size.


Page 15
Command and control of the Imperial Guard is carried out by a complex and byzantine web of advisors, officers and lords all working both together and against each other to determine the fate of the regiment.
In other words, par for the course of 40K standardization. Hooray!


Page 15-16
Internally, an Imperial Guard regiment will usually have its own cadre of officers from lowly NCOs up to its own personal commander, all hailing from the same world and raised at the same time with direct control over those under their command. It is rare, though, for a regiment to fight alone and, when it is mobilised for war, a regiment will be one of many, sometimes from the same world but often form several worlds all grouped together for a single purpose. Added to this is the various support formations which accompany the Imperial Guard regiments, some from other arms of the Imperial Guard, some from powerful Imperial organisations like the Adeptus Mechanicus or the Ministorum, each with a vested interest in the endeavour. Finally no mobilization of the Imperial Guard could take place without the Imperial Navy and its fleets. Combined, this means that for every engagement the Imperial Guard participates in, there will be dozens of potential commanders either with direct control over its regiments or the influence to change their orders or alter their deployment.
Which is another way of saying 'my god its fucked up'. Maybe I'm exaggerating, a bit, and maybe not. Its all confused as hell and prone to alot of infighting and politics and all those other bad things that can compromise a military's ability to get its job done efficiently, but thats pretty much the nature of the IG as a whole, there isn't anything really 'uniform' about them, and it takes some effort (politics, etc.) to overcome those problems and make things cohesive. It doesn't mean its IMPOSSIBLE, but the fragmented nature outlined above is an obvious drawback for the way the IG is set up, and we've seen this in action before (Hoare's Rogue trader novels and the Damocles Gulf crusade, the Sabbat Worlds Crusade, the Jericho Reach crusade.)

One way around it may be to draw armies/multipel regiments of varying types from the same world (or actually making them combined arms forces despite what is often said about them being 'specialized.) which we know can happen at times. If time is not an issue (or they have long trips to the warzone) time can be spent training them togethre and building that unity. And the right kind of leader ALWAYS helps - a competent and charismatic (or politically savvy) leader can quite often smooth over shortcomings.

Note that alot of that cohesion applies only at 'higher than regiment' level.. regiments tend to be pretty self contained, and given that they can grow ludicrously large (tens or hundreds of thousands or more) it may be possible to circumvent those problems just by making one fuckhuge regiment (it works for the Krieg, after all.)


Page 16
In principle, the armies of the Imperial Guard are under the direct control of the Segmentum Lords, each controlling the deployment and disposition of the Imperial Guard across a vast section of the galaxy and answering only to the High Lords of Terra. When a conflict arises in a Segmentum Lord's domain, he must then consider its overall importance in the overall defence of his region and dictate the Imperial Guard's response accordingly. In practice, though, Segmentum Lords have little time for every single brushfire war plaguing their command and in many cases only learn of the existing conflicts long after they have been resolved one way or another, such are the long and frail lines of communications involved.
The interesting thing about the weird fluff is how we get mention of 'System, Sector and Segmentum' lords, which is an interesting way of describing the characters (very feudal) but also makes me think that they implant Goa'uld symbiotes into Imperial Commanders :P

Anyhow, its basically the 'theoretically the upper echelons have total control, but due to shitty communications and travel and information overload they tend not to involve themselves in minutae and delegate alot of lower-tier responsibility.' We also get hints of two 'tiers' of Imperial Guard response (long distance and local) as far as allocating troops go, which has some interesting things to say about tithing and troop allocations which parallel the 'material' allocation process descrbied in other sources.


Page 16
...while the Segmentum Lords focus on major crusades and lengthy on-going conflicts within their regions, it falls to sector and even system commanders to make frontline decisions about the deployment and mobilisation of the Imperial Guard regiments under their control. A Sector Lord can always call for outside assistance from his Segmentum Lord should the need be great, or he faces a threat too large for his own forces to handle, but the reality the Imperium and much of the Imperial Guard contends with is the fact that while reinforcements are always coming,it may be months or even years before they see the frontlines, ferried across vast stretches of space and only then once the right orders have been signed and the Segmentum Lord is satisfied they are needed.
From the 'top down' perspective of things, we can say that the Segmentum Lords (which probably also is true to an extent for Sector Lords as well) focus on the 'broad' picture - conflicts above a certain level of threat (EG like Black Crusades or the Tyranid incursions) or offensive sto reclaim territory (Sabbat worlds Crusade, Macharian Crusades, etc.) which is where their allocations may come in. Everything else (at sector level or lower, for example) they leave to their subordinate System and Sector Lords. Likewise Sector Lords probably focus on stuff that is more than just the self contained conflicts of planets or planetary systems - stuff that involves multiple systems or subsectors, for example. Although having to deal with only scores or hundreds of worlds (as opposed to thousands or tens of thousands) over much shorter distances also means a Sector Lord can have greater 'situational awareness' of what happens in his domain than a Segmentum Lord is likely to have.

We also get comment that 'beyond a sector' help can often be unreliable, due to the aforementiond comms/transit difficulties. It probably isn't so much that local sectors cannot respond readily, its that requests for more troops require the Segmentum Lord's permission. And if the dude is a long ways off that can mean the request (and response) as well as the mobilization and deployment, take a fucklong time to accomplish. Much of that is probably travel, as we know that segmentum-scale distances can take months to cover.

This is probably mitigated by the independent actions of Sector Lords in surrounding sectors - their responsibilities may dictate actions to contain or mitigate the possible threats (so that they themselves do not get in trouble) and may even involve deployment of troops into the trouble sector spontaneously. I imagine politics and relations between sectors (as well as the inclinations of the various organizations of the Imperium.) plays a huge role here.


Page 16
As a result of the disparate nature of the Imperial Guard's command structure, a great deal of responsibility and weight falls on Planetary Governors and Sector Lords and their local Cadre of Imperial officers. Such men can never be sure that their requests for aid, or their petitions for approval of a course of action, will be answered before it is too late, but they can be sure that should they lose worlds or sacrifice their regiments pointless,y they will be held accountable.
Which, for most conflicts is probably an advantage, as they don't have to worry about the lag and unreliability involved in long-distance micromanaging either from the Segmentum lords (and their politics) and the bureaucratic bullshit. Funny enough the 'local' (sector or system level) Munitorum shits are more likely to be effective, because its their necks on the line (depending on the scope of the involvement.)

On the other hand, that lack of communication can create uncertainty from the 'politicla' side, as there is always the danger that if they do something 'wrong' or unpopular, even if they win, their positions or lives may be forfeit. The political bullshit is always a complication (hinderance)


Page 16-17
Fortunately for such men, while the High Lords of Terra and their Segmentum Lords have the right to intervene personally in the actions of the Imperial Guard, they seldom do, only making their will known when events threaten significnat portions of the Imperium, or are set to spiral beyond the control of a single world or system.
..
..where a sector-wide conflict draws the attentions of the Imperial authorities, the outcome can become unpredictable. Just as a System Lord might find himself sidelined when the hand of the Sector Lord intervenes, so too can whole sectors lose any pretence of independent control by their lords and nobles should armies raised by the Segmentum Lord arrive to 'deal' with a problem.
Again the higher echelons only intervene when situations get out of control or rise to a certain level (probably involving the 'stabilis mandates' mentioned in other sources. and there can always be risks or consequences for such an intervention. Politics is often the biggest hinderance to effective management of the Imperial army (although communcations and travel is a big one too of course.) due to the competing factions involved.

How can politics be a problem here? If a Sector Lord is afraid he will garner displeasure from the Segmentum Lord for 'bothering' them and not being able to effectively contain a threat (especially if they were incompetent at doing so) they may delay or refrain from taking that step (evne if it would solve the problem, it would mena losing their position or life. THey are, after all, only human, and such short sightedness is unsurprising. Look at how often it happens in real life.)

Alternately, the agendas of various organizations may create problems in effectively executing their duties depending on how their interests are impacted by a conflict (The Eccleiarchy wanting troops for its Wars of Faith agianst perceived 'heretics' may conflict with attempting to contain a rebellion in another subsector, whilst the Mechanicus may demand troops to help protect their 'vital' forge worlds and domains.) Or if you have people who 'profit' from military situations may want to prolong conflicts for various reasons. Money is always a big factor.


Page 17
All of this amounts to a command structure which is as much about the politics of the Imperium as it is about the military command of the Imperial Guard. On the ground, frontline officers can bemoan the lack of support and orders which demand they dig in when they know they should manoeuvre or which call for a retreat when they know they should attack, but for their superiors, and for the lords and governors above them, waging a successful war means both actually fighting the enemy and being seen to be fighting the enemy, which can at once be the same and different things.
As I said.. politics is what drives so many things in the Imperium (whislt fucking them up at the same time.) That's very much human nature, much as some people may dislike the 'illogic' that implies - we're not all transhuman hive mind cyborgs after all. We've seen how politics can affect things in the Ghosts novels, Damocles Gulf Crusade, Jericho Reach, etc.
They also mention that many officers (at least high ranking ones) are often local nobility for the troops they lead, and this complicates matters when its those nobles they report to.


Page 17
To even reach a high rank in the Imperial Guard, a commander must usually be a savvy political animal, acutely aware of the favour of his Sector Lord and the needs of system and planetary governors. Many of these men and women may also be shrewd tacticians and strategists, well-schooled in the arts of waging war, though to hold onto their posts they must also consider their actions, the orders they give and receive, and how they act upon them.

It is this political climate which is the bane of independence and initiative among many officers of the Imperial Guard. Far form the machinations of System, Sector, and Segmentum Lords, regimental commanders must tread with care, keeping one eye on the men under their command and the success of their campiagns, and one eye on their superiors and the favour their actions garner, lest they find themselves sent to the frontlines or their regiments posted to a remote and dismal world.
Political acumen is the first requirement, competence the second for a high ranking officer. Again due to politics. The funny thing is, a competent commander could rise to high rank on his competence (or perceived competence), yet if he doesn't have the ability to handle the politicla side, all his competence may be useless (bureacrats caring only about their ledgers and logistical demands, officers worrying about their positions or fame, etc.) The truly great commanders are both, and their effectiveness in both arenas tends to be synergistic (a good politican can often obtain better support after all.) In other cases.. then politics is again a hinderance, as you have to worry about the enemy in front of you and the ones behind (those who will question your actions, or try to undercut them or cast blame on you, etc.)


Page 17
Some officers, often young and idealistic ones, will show initiative on the battlefield, taking matters into their own hands to secure victory and acting on the intent on their orders rather than slavishly following them to the letter. Whether or not this is rewarded or punished by those above these young, idealistic officers varies widely throughout the Imperium. In some areas, these kind of actions are quickly shut down, the offending officers getting sent off on suicide missions before they cause too much trouble for those higher in the chain of command. However, in other areas of the Imperium, such brave, unprompted behaviour can be rewarded, the young officer rising in command and perhaps eventually ascending high enough to lead a crusade across the star..
Again this is why politics is considered more important than competence. Someone who is inept but politically competent will probably see you as a threat and use their connections to sideline you (or get you killed). Poliltics = survival in the Imperium.
That said, we get that variability butting its head, and it can actually be an advantage here. In sectors where competence and iniative is rewarded the above may not be true. I suspect it depends on the conditions and climate of the region. A place where there are lots of threats or dangers may dictate that competence outweighs politics (you can't politick if you're dead or eaten or sacrificed to Chaos.) whilst the more 'peaceful' regions of the Imperium are prone to forget the importance of competence and fall to greater politicking.


Page 17
..there are numerous individuals [in addition to the direct chain of command] and organisations which exert considerable influence on the officers of the Imperial Guard. At every level, from companies up to whole army groups, the Imperial Guard is teeming with advisors of all kinds: from tacticians versed int eh secrets of the Tactica Imperialis and clerics of the Ministorum...
..
..to Tech-Priests of the Adeptus Mechanicus overseeing the use of ancient engines of war and psykers of the Scholastica Psykana to aid them in matters of the Warp.
Politics strikes again. As if the politicking between officers within the Imperial Guard (and Munitorum) wasn't bad enough, the other organizations will all stick their fingers into the pie too, which only worsens the complications involved.
They mention high ranking officers often having dozens of such advisors. Some organizations, like the Ministorum and AdMech will use their influence more forcibly to make advisements whether the officer wants it or not, and politics means he can't deal with it as he might normally wish to. Mind you some advisors are important (a psyker can be valuable if you come up against Chaos forces, for example. And givne the AdMech's control of technology, they're invaluable if you want to fight your war with more than guys with pointy sticks. Whether you consider Priests or the Administratum useful is a matter of opinion.)


Page 17
With so many worlds and cultures feeding the armies of the Imperial Guard, it can be a daunting task for commanders to unite and control the soldiers in their armies.
..
Divided by language and customs, this can lead to disruption among regiments and more importantly poor morale within the regiments themselves, as Guardsmen forget why they have been torn from their home worlds and ferried across the void. The Imperial Commissar exists to ensure control over the regiments of the Imperial Guard and remind every Guardsmen of his duty both to the Imperium and to the God-Emperor.
Commissars are, by this, sort of a glue to bind together the disparate elements of the Imperium by providing that common link, as well as overseeing the reliability and morale of their forces. As we've seen and I've commented on, this requires an extremely good grasp of psychology, although the more unimaginative Commissars probably figure pointing a gun at your men will solve all problems (unless they're Death Worlders or jungle fighters, in which case it earns you an early grave.)
Storm troopers (and other renowned/elite troops like the Krieg, Cadian, etc.) probably also play a role in this as well, as they provide a similarly 'unifying' link to the disparate military forces (and reliable troops for the Munitorum/Commissars to fall back on in instilling order.)
It's also mentioned that there is at least one present at the company level, and probably more.


Page 17
As Commissars exist outside the command structure at the regimental level, answering instead to the Departmento Munitorum, they have the power to remove commanders if they are not performing their duty (often violently through the use of a bolt pistol.) However, a good Commissar knows when to use fear and when to use inspiration to motivate men, and alongside the many cruel and brutal Commissars there are those who lead by example...
The interesting thing is it implies that a Commissar's independence only exists at the regimental level or lower. Higher level officers seem to be immune from this. Whether it is politics, or the fact higher level officers may come from (or be appointed by) that same Muniotrum, or something else entirely we don't know.
Also note the requirements of a 'good' commissar, which again basically boils down to psychology - knowing what it takes to get the men he's responsible for motivated in a given situation. They can be fanatics, but they can't be stupid (the differences between Fanatical Krieg regiments and conscript farmers from an agri world, or hive gangers or feral worlders is massive, and each requires a different touch. Especially the Krieg, where Commissars are diplomats AND voices of restraint.)


Page 17-18
..Imperial Guard officers will often have naval liaisons and fleet advisors as part of their staff. In theory, the presence of such liaisons is to help co-ordinate operations between regiments on the ground and ships in close orbit, or in the case of regiments in transit, to ensure that they are not a threat to the ship. In practice, however, the presence of such men and women can be just as political as the presence of other advisors. A naval liaison may act as a strong influencing factor when naval presence outweighs that of the Imperial Guard (ensuring the objectives of the fleet commanders are met first), or as a spy to keep eyes on the Imperial Guard..
Navy Liaisons, yet another layer of complication added to the mix. Although its an unavoidable one since you pretty much *need* the Navy as much as you need the AdMech (or Navigators) to get from one place to another.
Spying is ostensibly to keep the Guard from being glory hogs (which 'rightfully' belongs to the Navy) but I suspect other, more politcal reasons may be involved.



Page 18
In part, the arming and equipping of a regiment falls ot its founding world - at least initially, many of the possessions a Guardsman has will come from his home world, or nearby worlds in close trade alliances with them. Uniforms, personal arms, and armour often bear these local seals and are of local design. Thus forge worlds and hive worlds, with their massive manufacturing capabilities, can equip their regiments more lavishly, and it is no coincidence that most mechanised Imperial Guard regiments, such as the famed Steel Legion of Armageddon, where every platoon is outfitted with armoured troop transports and fully mobile support, hail from these kinds of worlds.
A bit on the equipping and logistics of the Guard. Again the nature of the world and the distances involved between the source and the frontlines makes a huge impact on the capabilities of an Imperial Guard unit, both in initial and continued deployments. The trade networks involved and sources of equipment matter too. Those micro beads, NVgs and nuclear powered chimeras are useful if you're close to the owrlds that make them, but if you're halfway acrouss the segmentum the chances of getting resupply for those things is low.
We also get mention of what qualifies as 'better equipped' units - the more industrialised the better, with forge and hive worlds being the best examples (either from their own populations or those of nearby worlds they trade and supply.) Indeed, it seems that the number of 'hive' worlds (at least of the Armaggeddon style, not necesarily the FFG definition) and forge worlds impacts their relative commaniltiy. Given 5th edition's implication on IG numbers from Hive worlds alone, that's fairly telling IMHO about the relative 'rarity' of mechanised forces.
The fact its implied forge worlds provide regiments (or at least certain 'kinds' do) is interesting in the extreme, as thats a throwback to the Gaunt's Ghosts stuff (Fortis Binary, Orestes, Urdesh, etc.)


Page 18
More rustic worlds, or feral backwater planets, often have to make do with whatever they have, Guardsmen leaving their world with a battered lasgun (still stained with the blood of its previous owner) and a tattered suit of flak armour (which doesn't appear to have done its previous owner much good either.)
...
..still wearing triblal furs and carrying spears and swords [as thy are loaded onto transports]. These poor unfortunates must scavenge what they can and make do with the castoffs of other regiments, until such time as they win glory for themselves and can gather spoils of the battlefield.
And.. the opposite end of the spectrum. The less important (and lower tech) worlds make do with hand-me-downs and castoffs, and that assumes there are any 'modern' weapons and armour available. Mind you some feral worlds (like Iocanthos) have some pretty impressive tech for tribals that they acquire from trade, so this isn't neccesarily a hard and fast rule.


Page 18
Supplementing the often meagre kit that a Guardsman's home world sees fit to provide him with, the Departmento Munitorum, the military arm of the Administratum, may provide additional resources and resupply. Much of the bureaucracy that mires the entire Imperial Guard in paperwork stems directly from the Departmento Munitorum and its endless records and tallies of the Imperial army.
Yeah right. They might provide it if they're forced to/it doesnt impact their quotas . Remember Vraks?


Page 18
when a regiment is raised, the Administratum records its existence and it joins millions of others in the roll call of armies which can be called upon..
millions of regiments. Previous statements re variability apply (EG they're not neccesarily armed troops lol)


Page 18
..thousands of scribes and adepts work endlessly... ..to keep records as current as possible, funnelling their lists back to Terra where the Departmento Munotrum can store and collate them.
..
..the vagaries of Warp travel and the truly vast distances between the worlds of the Imperium, most of which take years for messages to reach and more years for responses to be issued back, the files of the Departmento Munitorum are often hopelessly out of date and at any one time might contain thousands of regiments which no longer exist or fail to include thousands of others which have been newly raised.
An indication of how the communications issue can make their tasks pretty much useless at anything above a sector level or so.


Page 18
In an empire as thinly spread across the stars as the Imperium, reinforcements from the Imperial Guard can be slow to respond to cries for aid from planetary governors; with millions upon millions of worlds to protect, one world's woe might not even elicit a response by the Imperial Guard at all.
Alot of this, of course, depends on where those reinforcements come, and how big an area we're mustering over or deploying across, and such. Also again millions and millions of worlds in the Imperium.


Page 18
Often referred to as a planetary defence force, these forces vary wildly from system to system. Some planetary governments maintain strictly regimented soldiers for their own defence, while others simply rely on the feral masses of their planets to fight back whatever threats may arise. Unlike the soldiers of the Imperial Guard, a planetary defence force is completely supplied and controlled by local authorities. Governors rely on these local forces as the first line of defence, crushing rebellions, protecting against orbital raiders and xenos infiltration, or hunting out heresy and sedition against their Imperial appointed leaders.
PDFs. Not immune to the varaibility that plagues every other aspect of the Imperium. They also double as the Lord's private armies for all intents and purposes (such as if one Commander wages war against another, like in IAIX and the Hoare rogue trader novels.)


Page 18
Imperial Guardsmen usually look down on such forces, seeing them as lacking in training, experience, and morale, unfit for off-world service and consigned to babysit a local population. For the most part this is true, though some planetary defence forces are the equal of some Imperial Guard Regiments in skill and experience, either because of rigorous local training regimes or the unstable societies which they 'protect.'
Again whether or not the prejudice is warranted probably depeonds on the origins of the force and the conditions they operate under. PDF from more peaceful sectors probably differ from more militant regions. And one must remember most Guardsmen were probably PDF (or worse, militia or conscripts) at some point in their lives.


Page 18
When a governor is required to tithe men to the Imperial Guard, he may send a portion of his forces to meet the quota, though they are often loath to do so if their forces are particularly competent and thus valuable to the lord's continued position of power. For their part, members of such forces often aspire to join the Imperial Guard, especially the young and idealistic...
This is balanced by the fact that if the Munitorum feels the forces are sub-standard, they're likely to be deposed and/or executed, so a Commander has to be careful.


Page 18-19
In the field, especially once beyond the immediate support of its founding world, a regiment must often accept whatever aid it is issued.
Minor cases are stuff you don't immediately need but don't hamper your ability to fight - Infantry getting battle cannon shells, for example. More extreme cases below, but it basically illustrates some of the key problems in Guard logistics.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Technically I feel like I've been ignoring OW, so.. DOUBLE UPDATE DAY. Probably going to drive some people crazy, but oh well. People don't need to read it all at once if they want to (and there's always a search function. Thats what I do with it anyhow). I'll probably submit the second update some point later on, unless I forget.

Page 19
In its more extreme cases, armoured companies might go without fuel or be issued the wrong kind (coal ore for promethium burning engines) or of poor quality (such as unrefined promethium) or shipments of ammunition for entire regiments which is unusable (solid rounds for lasguns or bolt shells for autoguns.) This can be because the ten million autogun rounds were intended for a regiment which no longer exists or was never raised in the first place, but somehow found its way into the endless lists of the Departmento Munitorum.
See why I say standardization is a joke in the Guard? Gunhead actually pointed this out to me - in princple using shit like lasguns makes sense because of logistics. But then again they have all these projectile weapons of varying kinds (autoguns and pistols, shotguns, heavy bolters, autocannon, missile and grenade launchers.) which turns around and massively complicates the process again. Or the fact lasguns, meltas and plasma weapons use completely different kinds of ammo.
The last bit is espeically funny as in earlier fluff (1st or 2nd) plasma and laser and meltas all ran on batteries of some kind that were interchangable, so they actually were logistically simplified. Of course in alot of ways early 1st/2nd editon stuff wsa also more upteched than in later editions, which is in and of itself hilarious (you could put defensive shields on vehicles, for example, not to mention nuclear powered ground vehicles.)

Anyhow the above goes to show how a war can be 'won or lost' simply by logistical fuckup in some cases.


Page 19
When dealing with so many billions of soldiers and materials, a single number in the wrong place or a regiment recorded on the wrong form can have massive and far reaching consequences. For the most part, the Imperial Guard is so large that it absorbs such errors a regiment sent light years from its home segmentum to fight on the far side of the galaxy will never the less do its duty, while a regiment issued with only enough lasguns to arm one soldier in every two will send them to war in pairs until shortages no longer exists.
see? Not even 'lasguns' are standardized in any way shape or form, due to the logistics. The funny part is this has formed the basis of a number of novels, such as 'fifteen hours'. Goes to show how again the Munitorum can be more of a problem (or useless) when it comes to fighting the wars.



Page 19
It is possible for entire regiments to be forgotten, their existence smudged away by the careless hand of an administratum scribe, and left to their fate, unsupported on remote worlds. However, because of, rather than in spite of this, the Imperial Guard is a largely resourceful and resilient force, able and always willing to complete its orders with whatever resources it has at its disposal.
Or it can beg, borrow, or steal from anyone else around them, like the poor, halpless world they are defending. Again something like this happened in Fifteen Hours.



Page 19
The Imperial Guard is responsible for the defence of the roughly two-thirds of the galaxy controlled by mankind. While the mighty Chapters of the Space Marines and the Imperial Navy also play their part, it is the Imperial Guard which bears the greatest weight of combat and is often the first and last line of defence for thousands of worlds which can expect help from no other quarter..
2/3 of course sounds like alot but recall many other tidbits say they're thinly spread out acros that volume, and much of it can be wilderness space or alien empires or whatever. So the actual 'volume they're responsible for could be less. its also a little odd that thousands of worlds could expect no help from any other quarter, given that the Navy generally is rquired to haul the forces to the embattled worlds to begin with.



Page 19
..there are almost as many adepts, scribes, cypher-mongers, tallymen and scriveners as there are Guardsmen, all keeping track of the movement, fighting strength and morale of the Imperial Guard regiments. It is a never-ending task as the Imperial Guard is always in motion, its troops always moving from one world to the next, fresh regiments being raised to replace diminished or destroyed ones, and new wars and crusades always calling for more fodder..
Actually if there are only slightly more troopers than bureaucrats, thats probably progress by Imperium standards. I'd have said there's at least 10-100x more. Having the IG 'constnatly' in motion is probably more due to the fact its a big, disorganized mass, but having them in transit (And thus available for diversion in an emergency) is better than having them sit on their ass thousands of light years away from where they might do good.


Page 19-20
The Departmento Munitorum's adepts process all matters concerning the Imperial Guard and act upon the will of the Segmentum Lords and the High Lords of Terra.
All requests for aid of the Imperial Guard must travel via the Departmento Munitorum, just as they preside over the raising of regiments and the use of the men garnered from planetary tithes for military use. Before a world can receive assistance, their request must be processed and considered, their needs weighted against the needs of other systems and other requests for aid.
Which complicates said requests for backup at greater than the sector level, since a Segmentum is responsible for a far greater volume of space (and more worlds) than a Sector is. And thats before you add in the bureacracy.



Page 20
Even as vast as the Imperial Guard is, it is not endless, and the Departmento Munitorum must oft choose between worlds under attack, sometimes even if it means sacrificing one so another can be saved. Lords and officers of the Imperial Guard are not beyond power of the Departmento Munitorum either, and their orders to mobilise troops or deploy to a certain warzone must usually be authorised by the Departmento, records kept and copies made before soldiers are released...
..
..requests for resupply and reinforcement can be tediously slow if the conflict has garnered a 'low' priority or, as often happens in the Imperial Guard's galaxy-wide struggle, a new warzone has flared up and troops have been diverted to deal with it.
I have been reliabily informed that the Imperial Guard is in fact endless and that it can afford to attritionize any enemy it faces. :P Again we see that Munitorum interference has a massive impact on how the Guard itself fights. Especially considering the bureuacrats are the ones who allocate resources (and its their perception of the war's 'importance' that matters.) Not the best of outcomes to rely upon.


Page 20
To mitigate the latter issue, when a war looks to require significant effort to win or contain, the Departmento Munitorum authorises the raising of troops from nearby systems, mobilising and training large portions of a local population to aid existing Imperial units. This will go beyond the sequestering of local forces protecting local worlds and, in extreme cases, can mean whole populaces are conscripted to act as frontline troops.
The Imperium's workaround for having to deal with Segmentum level bureaucracy, by getting the forces (and resources) needed from more local levels, both from the PDF and civilian/militia conscription. This highlights that earlier mentioned 'dual hierarchy' with the forces being allocated from higher echelons and then bolstered by more local forces. This seems to be different from the 'annual' tithes I gather, which get funneled to reserves of both Sector Lords and Segmentum lords, and possibly system lord garrisons (which is also where the ready troops deployed for crusades, or rapid response sofrcs, or whatever seem to come from as described in the book.)
The mitigation is the 'emergency' tithe at the local levels (or tithed from multiple sectors at the segmentum lord's discretion.)
Its also specified that some planetary governors may hate this but it w ithin the Munitorum's right, and to object woudl be to lose their positions.
On another level... admittedly the example image is pretty vivid and shockign to me.. press gangs arriving in an otherwise peaceful settlement and otherwise taking away the able bodied adults, leaving old folk without their sons and daughters, and children without their parents, or brothers and sisters.... pretty bleak really when you think of it that way. Especially given their potential fate. And some people think that 40K needs to be *more* grimdark? Why?


Page 20
Part of the Departmento Munitorum's remit, in addition to supplying and supplementing the weapons and gear used by regiments, is ensuring that Imperial Guard regiments receive at lest a modicum of training. This is not always possible, and many a fresh regiment has been plunged into battle never even having fired their weapons, it is desirable to get regiments into fighting condition even if it only slightly extends their life expectancy. Though there are no exact specifications on what constitutes a 'trained' regiment, countless texts exist on the subject.
'modicum of training'.. assuming that time and bureaucracy and other factors permit. Its probably a good reason why they rely on tithing PDFs (or existing garrisons/reserves) from the outset, because time always doesn't permit training. And failing that then you have to rely more on attrition. Overall training, like supply, is variable.


Page 20
The first and foremost level of training occurs when a regiment is raised on a world and it undergoes the transformation from civilian rabble into military personnel. How long this process takes and exactly what skills are imparted (and to what level of success) varies immensely from world to world. Some like the hive world of Scintilla at the heart of the Calixis Sector, have the wealth and power as well as the military tradition to spend months or even years turning a man into a soldier and preparing him for service. Others, especially feral or remote worlds, do not have the same luxury, and recurits may not even know they are to be soldiers until the lasgun is pressed into their hands..
AGain, variability in training. This seems to refer primarily to PDF-to-Guard style traning, oer perhaps camps set up by IG recruiters/training forces (sort of like what we saw in fifteen hours.)


Page 21
...time is always a pressure on the Imperial Guard and, with the number of wars it must fight and the huge areas it must defend, commanders cannot usually wait years for new recruits to be trained, as much as they might like to. Because of this need and the constant demands by the Departmento Munitorum for more men, a large part of a Guardsman's training will often take place in transit aboard an Imperial Naval transport vessel.
This ultimately depends on the form of transport and the distances/routes involved. Since warp travel can involve days/hours to months or years, sometimes prolonged training is possible aboard ship. ITs less ideal than on planet but its better than nothing.
They mention in this form of trianing men can be killed in live fire training or culled for being inept (a little blood on the training ground saves alot of blood on the battlefield, as they put it., in a rather Darwinian way.)


Page 21
This is not to say though that the Departmento Munitorum condones waste of its human resources, and many commanders prefer to round up those soldiers which have proven incompetent or cowardly and use them as battlefield fodder instead, where their deaths might give true soldiers a momentary tactical edge.
Another 'theory vs practice' sort of thing, I think. In theory the Munitorum does not condone waste of ANY resources, which should include people. But then you have the fluff and other stuff that indicates the Guard will waste huge numbers of troops for trivial gains and shit. And of course some officers and regiments get noticed for their excessiv ewaste of men and/or material (The Kreig, like at Vraks, or Chenokov.) I suspect its 'politics' rearing its ugly head again.


Page 21
Some recruits for the Imperial Guard come to their regiments already with a degree of combat experience. Underhive gangers from the nightmare depths of overcrowded hive worlds and primitive feral warriors from wild and untamed feudal worlds are two of the most common kinds. Both can make excellent Guardsmen with the right training and leadership, their natural skills for fighting and their aggressive natures translating well onto the battlefield. However, such people can be difficult to integrate into a disciplinary structure and they will often rankle at being told what to do. This problem is not helped by the fact that the authorities who provide these men and women prefer to send them to the Imperial Guard as whole gangs or tribes...
..
This means the bonds of gang and tribe are brought into the regiment, and a regiment made up of many tribes or gangs frm the same world may not soon forget the rivalries they once had...
..
..form companies comprised solely of the mmbers of one gang or tribe, and then exploit the competition between the companies to push them to greater feats in battle.
Or beatings if that fails.
I suppose if other training methods are unteneble, coming from a war-torn society seems like it might help (at least in providing a foundation which training might build upon.) Depending on the training of course, and the time of training. I'd expect it works better with hive gangers (who are likely to be familiar with technology for one thing, although as noted some 'feral' troops may be quite familiar with weaponry.


Page 21
...and protecting their faith and their souls from things they cannot fight with their lasguns...
..
..the Adeeptus Ministorum or Church of the God-Emperor, sends priests to keep the Imperial Creed strong in the hearts of Imperial Guardsmen..
..
Psykers are also part of the support a commander can call upon; trained by the Scholastica Psykana, they are often the only protection a regiment has against psychic attacks and their only means of sending them back against the enemy.
I take it psykers may be the means of protecting souls, although that doesn't rule out the Ecclesairchy's boltering faith to provide such defencses either, I include both because either is possible.



Page 22
..there is always at least one member of the Adeptus Ministorum among the ranks of every Imperial Guard regiment as per an ancient Ecclesiarchal decree.
Confessors and other independent Ecclesiarchy servants can also be found travelling with the Imperial Guard and joining it on the battlefield. These powerful and charismatic men and women are far more difficult for a commander to control, or, failing that, ignore. Instead, a commander must content himself with an 'alliance' with the Confessor, either embracing the priest's religious zeal or trying to steer it toward his regiment's own goals.
They mention that the level of 'welcome' priests receive (and the numbers present in a reigment) vary depending on that regiment's beliefs and faith (some are more zealous than others.) Obviously for less 'faithful' regiments this can create tensions or problems.
That said, not all priests are sword wielding nutcases, as the Ghosts novels demonstrate.
Confessors are also mentioned as a good source of morale on the battlefield, as they are very inspirational and fanatical.


Page 22
..I saw one of the creatures reach down into our trench and haul out a poor Guardsman before ripping his arm from its socket and tossing him aside like a toy.
Strength of an Ork of unknown kind.


Page 22
Tech-Priests minister to the Imperial Guard's machines of war, its vast array of battle tanks, support weapons, and countless armoured personnel carriers, and transport vehicles.
IG vehicles and such.. I like the 'countless' APCS and transports. Clearly this doesn't include Chimeras becuase they're IFVs (and they and mechanised units are supposed to be rare.) I'm kinda joking, because they do call Chimeras APCs here. Oh well there's sitll the 'other transport vehicles' though :P


Page 22
..understanding of the workings of this [IG] technology has been largely forgotten. Enginseers are among the few that still comprehend even a fraction of these mysteries and so their presence in Imperial Guard regiments is neccessary for even a lightly mechanised force to function.
Suggesting alot of IG units are lightly mechanised. Conscripts and Feral/feudal regiments may not see many tech priests of course :P



Page 22
..Tech-Priests come to the Imperial Guard well-equipped, protected by rare and potent suits of armour, with ancient weapons and arcane devices..
Power armour, as I recall.



Page 23
There is, however, no exact number or method for an Imperial tithe, no universal quota which must be met or exact number common to all planets. Instead, the Administratum, with its countless departments and divisions, sets and monitors tithes based on the nature of the world in question. While it is true every world must provide for the Imperium, not all do so with the same amount or even the same manner of men and materials. Large and populous worlds are therefore expected to give heavily, raise more regiments with greater numbers of men, and provide them with better equipment, while smaller worlds are expected to give proportionally less. For instance, the numerous regiments of Scintilla and their various finery and wealth of material far exceed the feudal regiments by the high Kings of Acreage, but both are equal in the eyes of the Administratum as set out by the contracts of their tithes.
Still more variation, this time in the tithing process. The funny thing is, as taxes go, this is probably better than the Americna tax system (and probably just as byzantine) Basically the more you have, the more you provide. Which makes sense, as this is going to help standardize their logistics and ensure that more effective troops are available more often.


PAge 23
Exactly how a planetary governor, be he a despotic king, bureaucratic official, or fairly elected chairman, rules his word is largely beyond the notice of the Adeptus Terra and the Administratum, as long as he fufils his obligations and produces his tithe.
Again the varying kinds of government the Imperium encompasses.


Page 23
..the nature of the founding and raising of a reigment... ..varies hugely among worlds, just as the composition of the regiment when it is offered up for Imperial service will vary. On some worlds, it is a great honour to join the Imperial Guard..
...
..on others a governor will only take those which volunteer and make the choice to leave their worlds behind to serve their God-Emperor. Many worlds simply conscript the men of their foundings, either with some semblance of fairness using lotteries or impartial systems or more often simply to get rid of excess population or undesirable elements within their society. This latter method accounts for many of the hive world gangers and feral bandits which find their way into the Imperial Guard..
Still more variation. How they're recruited varies widley. I suspect again they prefer volunteers to conscripts, as the latter are less reliable than the former.


Page 23
Should a planet fail to produce its tithe, offer it up late, or present substandard men and materiel, the Administratum is quick to act.
..
To commit such a crime will almost always mean that the planetary governor's life is forfeit, sometimes including the world's entire ruling class...
..
The Administratum will then take its due, sometimes with interest added to punish the transgressing world and ensure it does not forget the price of such a treachery.
Again this is a c ounterbalance to the Governors trying to shaft the Imperium by pawning off their trouble cases on the Guard (or the Navy). Its not like the Imperium is going to want low grade castoffs.


Page 23
Servitors, and the Tech-Priests which create and control them, can be found in every facet of the Imperium, making up huge numbers of workers on void-fairing vessels and in highly developed planets like hive worlds. The Imperial Guard is no different, and fore every Enginseer there will be numerous servitors ambling around doing his bidding..
Which implies servitors are much more commonplace aboard ships and highly industrialised worlds than some sources would indicate. And that they serve a much more prominent role in logistics and such if I'm reading this right.


Page 23
The Imperium is both a diverse and dangeorus place, choked with worlds mired with billions of humans.
Billions of humans, hether thats one world or all worlds.. up for debate.


Page 23
Many hive worlds and similar developed planets have significant mutant populations, the twisted rejects of humanity warped by chemicals, radiation, or successive generations of inbreeding and genetic impurity. Condemned to a miserable existence as forced labour or culled to 'acceptable' levels...
..
Mutants are also often seen as touched by the Warp, or somehow in league with the Ruinous powers..
Mutants, the industrial underclass of many an Imperial world, at least where Servitors or outright serfdom/slavery isn't available. Interestingly they seem to be drawing a parallel by warp-tainted mutation and 'general' mutation.


Page 23
Not all mutants are so scorned or oppressed by the Imperium, and some kinds have even reached a point of sanctioning and induction to the Imperial Guard. These are stable strains of mutants known as Abhumans, and primarily comprised of Ogryns and Ratlings.
Abhumans. We know as of 6th that there are far more then just OGryn and Ratlings, although these two seem to be the vast majority. It probably means even squats are an option, although other kinds of 'abhumans' have been mentioned in other sources (Afriel Strain, Gland Warriors, nightssiders) heck some sources have the guards using mutant and beastmen as cannon fodder levies



Page 23
Ogryns are large, bulky humanoids, standing seven or eight feet tall and wrapped in massive slabs of muscle. Despite limited imagination, they make excellent shock troops, where their size and ability to ignore all but the most grievous wounds allows them to plough into the enemy..
...
Ogryns are also fantastically loyal and make excellent bodyguards..
..
(..a seven foot dog armed with a shotcannon..)
..
In addition to limited intelligence...
...
..they are also adverse to confined spaces.
Ogryn. The most interesting bit is that the ripper gun is either a form of shotcannon or they use shotcannon. also the heights, as theyre implied in some cases to be taller (7-8 feet would be space marine heights by some sources. Of course there are so many different kinds of Abhuman its hardly surprising now.


Page 24
Only reaching heights of three or four feet, Ratlings make excellent snipers and infiltrators, their keen senses and small size allowing them to slip past larger foes. Ratlings have their own home worlds, descended from ancient human colonies where they levy troops for the Imperial Guard...
..
..Ratlings are used as specialist troops, either as snipers or infiltrators (where their natural marksmanship and skills at stealth outshine ordinary guardsmen) or as their other great vocation: cooks.
Ratlings. Infiltrators as well as snipers.


PAge 24
The Imperial Guard makes extensive use of psykers when it wages war. Astropaths allow for Imperial Guard forces to communicate with the Departmento Munitorum and their Commanding Officers across the vast gulfs of space, a resource that without which, the Imperial Guard would be nothing more than countless, uncoordinated armies. Astropaths are also vital to convey telepathic messages over long distances on the battlefield, especially when secrecy and discretion is desirable or vox signals would be out of range. They often possess other powers as well, such as precognition and various other kinds of divination which can be of use to Imperial Commanders, eager for anything which might help them to pierce the fog of war...
Of the psykers the Guard uses astropaths and their precog/communcation abilities are probably more useful on the battlefield.


Page 24
.. more direct psychic intervnetion int he form of Primaris Psykers and Sanctioned Psyker cadres. These are gifted individuals which have been trained by the Scholastica Psykana for the Imperial Guard's use and which have been deemed 'safe' enough for frontline service.
..
These psychic choirs are made up of individually weak psykers, novices to the art of controlling the energies of the Warp but psychically strong when grouped together and focused o a single task. In battle, this can be sending bolts of energy into the ranks of the foe, shielding soldiers from las-blasts and bolt-shells, or providing some semblance of protection against the horrors of the Warp for which mundane weapons are no defence.
Primaris and sanctioned psykers. I imagine 'weak' is relative - in the sense they're strong enough to have not been sacrificed to the astronimcan or the Emperor. Sanctioned and Primaris psykers by alot of other sources tend to be quite powerful (moeso than Astropaths at least). Anyhow, I'd say the defensive effects (or the defense against Daemons) tends to be of more immediate value than simply blasting creatures.


Page 24
A regiment is the standard military formation of the Imperial Guard and the key method the Departmento Munitorum uses to group troops and fighting vehicles into manageable allotments. Though it is a command term, and every founding is typically given a designation using the title of regiment, there is no standard to its size or disposition. A regiment might comprise hundreds of thousands of men or hundreds of tanks, or it might only number a handful of men, a single company of a dozen vehicles or a similar token force.
The regiment, the pathetic attempt at imposing standaridsation upon the Guard, and failing. Variation in scope of regimental numbers (hundreds of thousands in this caes although greater numbers have been hinted at later.)



PAge 24
Equally, regiments are not always comprised of frontline fighting troops - a regiment might be a medical battalion of medicae personal and servitors or a logistical division with nothing more than unarmoured transports and drivers.
This is new. Usually most sources say the non-military forces come directly from the Munitorum, but we've known of regiments having a minority of logistical and medical units attached to them, but it still skews matters (see below. )


Page 24
In the eyes of the Departmento Muntiorum, all regiments represent a portion of the Imperial Guard's might, regardless of their exact make up and it is not uncommon for the paper strength of the Imperial Guard to be significantly different from its actual strength on the ground.
Which means some of my IG-codex based assessments may be off... 'millison of guardsmen per space marine' and 'billions of regiments' may mean trillions of guardsmen true, but they may not all be frontline troops or combat troops. To be fair, the bulk probably are.. the Munitorum is the primary logistical arm of the Imperium, and usually if there are logistical (or medical) elements involved they tend to be in the minority in the regiment (the TO&E for the Taros force, Gaunt's ghosts, the Valhallan 597th from the Cain novels, etc. are all good examples.)
Oh and there is the paper strength bit, its not exactly unusual for the Guard forces to be different in actuality than it is on paper :P


Page 24
..dozens of regiments deployed to a warzone might look like a massive allocation of resources and manpower, but if most of those regiments are made up of second echelon formations or support companies, the truth will be quite different.
As I said before.. theory and practice again.


Page 24
The most defining factor in the size and composition of a regiment is its home world. Regiments raised on Hive worlds or prosperous forge worlds will typically have more men to conscript into their ranks and more equipment with which to arm them. Smaller worlds or those less developed (or with smaller populations) will have smaller foundings and less men to commit to a single regiment. Thus, canny commanders will be able to judge the fighting potential for a regiment based upon its home world and plan accordingly.
Which also suggests that at sector levels and lower, its generally easier to make this assessment as you have fewer absolute worlds to deal with, and the shorter communications distances (and transit times) mean a more interconnected (and better informed, relatively speaking) culture. Given this (and the earlier mention about wealthier/more populated worlds contirbuting more) says something about the quality of the majority of Guardsmen potentially.



Page 24
In the Calixis Sector, regiments from the core worlds of Scintilla, Sephiris Secundus, and Luggnum all produce strong, battle-worthy regiments, while regiments from the Lathes Worlds are some of the best equipped in the sector. Commanders also know to value troops from feral or shrine worlds, where savagery and fanaticism can account for more than numbers would indicate. The worlds of the Drusus Marches fall into this category, such as Maccabeus Quintus, where the regiments of the Maccabian Janissaries have a reputation for their zeal and devotion to the Imperial cause.
Calixis 'quality' regiments. Again the forge worlds providing regiments is an interesting twist.


Page 24-25
..regiments from certain worlds will become a byword for poor quality and training, either because of the dregs their governors choose to tithe to the Imperial guard or simply because there are no worthy fighting men among their populations. Within the Calixis Sector there are numerous such worlds, their miserable tithes of men barely worth the trouble of the Imperial Guard to train and equip. Two such worlds lie in the Markayn Marches: Dreah, a world of such dismal and depressing people that its soldiers are good for little more than cannon fodder, and Prol IX, a world of scribes and scholars, as unfamiliar with arms and armour as they are with the ways of war.
And.. some of the shittier regiments. Its interesting that Malfi nor Iocanthos are mentioned as providing such.



Page 25
After home world, a regiment's disposition will largely be a result of its combat history. Because there is no exact size to a regiment, it can be difficult for Imperial Guard commanders and the Departmento Munitorum to gauge its exact fighting strength. Once a regiment has been in combat for a while, it is almost certain it will have suffered losses and its original strength will have been diminished. However, this means less for a regiment of a hundred thousand men than it does for one of a few hundred. Unless an officer can directly ascertain the strength of a regiment (assuming he cares about preserving it at all) the Departmenot Munitorum and command response is usually to send it into battle and see how it fairs. Eventually it will either fail, and thus prompt the deployment of another regiment, or succeed, in which case it is clearly up to the task of fighting and should immediately be sent back into the fray.
Again the Munitorum proves how useless its bureaucracy really is. They can't even figure out how many troops may be lost in a regiment. :P One imagines the Guard itself takes greater awaereness (As the number of troops one has on hand impacts their ability to wage war.)


Page 25
Often, when a regiment becomes too small to be of any real operation use, it is absorbed or folded into another existing regiment. This is a common battlefield alternative to reinforcing, which can take months or years given the regiment's distance from its home world. Almost always, regiments from the same home world - or at the very least same system - are merged in this way. On rare occasions, regiments from different planets might be amalgamated, however, this can lead to problems in morale and leadership.
The interesting thing about this is that it implies that 'recruitment' from home worlds is technically not impossible to do, it just may not be worth it to the Munitorum so they simply choose not to do so in the vast majority of cases (at least, not of their own volition. Other avenues may exist for facilitating such recruitment through private means or unofficial channels.) I imagine the closer one serves to home (such as serving within the same sector) increases the odds of such. The more famous regiments like the Cadians, Valhallans, Vostroyans, etc. also seem more prone to such measures, regardless of distance.
Even regiments from the same world can have problems - the ideal example being the Valhallan 597th, which we saw had problems in 'For the Emperor' but amalgamation seems to be the preferred short-term solution to dealing with depleted regiments. In theory it might even be used to create different or more diverse formations (EG drop troops and armoured regiments/mechanised regiments merged together.)


Page 25
Within a regiment, commanders will divide their men and vehicles into smaller, more manageable combat units depending on the customs and practices of their home world. While names, sizes and roles of these combat units can vary widely, there are three fairly common formations which can be found int he majority of Imperial Guard regiments.
Obviously the 'company, platoon, and squad'. Other unofficial ones are 'fire teams' which are half squads, and battalions which seem to be an intermediate step between company and regiment in some cases. Divisions and brigades have bene mentioned, although I suspect you might only see these within a regiment in the case of very large ones (EG tens or hundreds of thousands of troops.)


Page 25
The smallest unit in the Imperial Guard is usually known as a squad and is, on average, comprised of ten soldiers.
Which may be smaller due to losses, or perhaps simply the way the world forms such. Again no standards :P


Page 25
A good squad can outfight an enemy many times its own number using clever tactics and coordinated attacks or defences, flanking their foes, catching them in crossfires, or laying deadly ambushes.
Capabilities of a 'good' squad. What that entials and what it's armed with is, however, a different matter.


Page 26
When a regiment is created, it is usually made up of a single kind of fighting formation, i.e. infantry, armour, droop-troops, etc. Even if a world provides considerable numbers of infantry alongside tanks and artillery vehicles, these will be divided into different regiments depending on the kind of formation they are.
Which may reflect anothre administrative convenience for the Munitorum, after all if you know a regiment is all infantry its much easier to figure things out.
Mind you we hav eplenty of examples of 'combined arms' forces in a single regiment, although the origins of such can vary (TAros had them being raised form the planet, eG the Tallarn forces involved.) So its not any more an absolute than any thing else in the Guard. But like with the recruitment from homeworld thing, there may be certain conditions that hav to be met (or it may only be permitted by certain 'quality' groups, again like the famous regiments - which the Tallarn certainly fit into.)
On the other hand mixed-regiment amalgamation may result in the sort of 'diversity' we sometimes see in regiments also. We sort of see this, for example, with Gaunt's Ghosts.


Page 26
During that period [Horus heresy], even relatively low ranking commanders in the Imperial Army had control over companies and divisions of men which incorporated tanks, artillery and orbital naval gunfire. A single such regiment in the Imperial Army could, on it sown, lay waste to an entire world.
Presumably the artillery and orbital strike capability play a bigger role in this and not neccesairly in raw firepower.. I'd say 'lay waste' in the sense of 'destroy the civlization, infrastructure and industry, and military capabilities' rather than 'wipe out all life'. Its still fairly impressive, however.


Page 26
..the survivors [of the Heresy] made sure no one man could ever command such power again, and should any force turn traitor it would do so with only limited arms and manpower. So, in addition to the new divisions in the Imperial Army, which created the Imperial Guard and the Imperial Navy, regiments were limited in the kinds of formations they could include.
..
An infantry or armoured regiment which sides with the enemy... .. will find itself facing combinations of infantry, tanks, artillery and naval support, and be at a significant disadvantage both tactically and strategically.
One of the bigger justifications for why the Imperial military machine is as fucked up as it is. Basically fear of 'revolt' and another Heresy drives them to keep as many barriers between forces as they can, sacrificing efficiency for supposed security. It does not totally guarantee such revolts do not occur (as we saw in Eisenhorn: Xenos, for exmaple) but I imagine it helps some. As long as no cooperation or infiltration occurs at higher levels.
Mind you, the Navy gets the better end of this deal, as they often have highly trained (And equipped) troops of their own (and ratings to thicken the ranks), backed up by the air support and orbital artillery bombardments and the ability to deploy from drop ships. So the lack of vehicles or artillery may not be all that big a disadvantage, considering that some dropships are basically flying tanks as well.


Page 26
Squads that fight together and survive for any length of time will form close bonds of comradeship...
...
Some commanders, and certain Commissars, see this bond as a cancer to morale, and create distinctions between members of an army which should be a single united force under the gaze of the God Emperor. Their response is to break up squads which have served too long together or cycle men from one squad to another on a regular basis.
..
An experienced commander, however, recognises the value of a veteran squad, and more than one regimental officer is willing to turn a blind eye to lapses in discipline or correct uniform if it means a squad performs better on the battlefield.
The 'united force' thing is a bit serious, considering the haphazard, totally inconsistent way the Guard is formed to begin with, nevermind the fact it creates its own divisions inherently (named regiments like the Cadians being better than nameless conscripts, or the existence of Storm Troopers for example.) who can have better training or loyalty because of that.
Smart military commanders are, of course, teh ones who ignore 'theory' in favor of practice. Assuming politics doesn't interfere.


Page 26
Platoons are units comprised of around half a dozen squads under a single commander. In an infantry platoon, this might include the addition of heavy weapon squads or special weapon troopers to supplement the squads' own individual firepower, whereas an armoured platoon might comprise of several tanks or self-propelled artillery pieces, perhaps with the addition of a recovery or a command vehicle.
Platoons and composition defined. They mention that regiment commanders consider platoons a 'tactically significant' force and as capable of holding their own on the battlefield and thus may be dispatched great distances to fufill their tasks.


Page 26
Platoons, like squads, can form close bonds over time, though this is less likely given that the disposition of squads can change dramatically from engagement to engagement. This is in part because a commander may wish to form platoons of different weapons teams and specialist troopers but also because the casualties and attrition so common to Imperial Guard formations are acutely felt at the platoon level. Over the course of its life, a platoon will cycle many squads and replacements, groups of fresh recruits being funnelled in to make up for losses.
Platoon scale bonds. Harder to form becuase it seems platoons can be more readily 'mixed and matched' and modified as they need.


Page 26
Companies are typically units made up of three to six platoons with the addition of supporting formations. In an infantry platoon, this may mean upwards of two hundred frontline fighting men arranged into platoons and squads, added to which are squads and platoons of heavy weapons, medicae staff, and dedicated communications officers. Meanwhile, in an armoured company, this can mean several dozen tanks or fighting vehicles with dedicated mechanised support such as infantry platoons mounted in Chimeras.
The company levle is where techpriests, confessor/clerics, and psykers starts showing up. Interesting that they suggest armoured regiments might have mechanised units (or at least such units frequently attached.)


PAge 40
The Imperial Guard is a colossal organisation, dwarfing every other military force in the Imperium for sheer manpower, and matched only by the Imperial Navy in logistical complexity and universal significance. It has been claimed that for every star visible from the surface of Holy Terra, there are a hundred million Imperial Guardsmen waging war on some distant world in the Emperor’s name, though nobody could possibly know how many Imperial Guardsmen there truly are at any one moment, so vast are their numbers and so quickly do those numbers change.
Implied scope of the Imperial Guard. For every 'visible star' there is 100 million troops. This requires some context. The bright star catalogue for example lists some 9000+ stars bright enough to be visible with the Naked eye. Other sources have suggested 6000, and often saying half or at third of that is visible from a given hemisphere (or possibly less, depending on weather conditions and locations.)

On the other hand, there is nothing to require NAKED EYE' viewing, and according to here with a telescope scope you can easily see hundreds of thousands or millions of stars. The end result is that depending on how one defines 'visible' you can have an estimated hundreds of billions, or trillions (hundreds of trillions) or even quadrillions. Its also implied these are only 'actively engaged' troops in war, as in the frontline troops, rather than including garrisons, rear echelon forces, troops in transit, etc.


Its implied that the Navy also is similarily massive (possibly moreso) which is interesting considering that starships are supposed to be so rare (millions of merchant ships with thousand or tens of thousands of crew would be 'only' tens of billions for example, contrasted with the hundreds of billions or trillions of guardsmen implied.)





Page 40
Some have claimed that the numbers of the Imperial Guard are matched or even exceeded by the sheer number of scribes, adepts, prefects, and a bewildering array of other administrative officials, whose duty it is to ensure that the Imperial Guard are able to fight their countless wars. In their hands is the impossibly complex task of raising armies from a million worlds, equipping them in an appropriate manner, and ensuring that every man and woman is fed, watered, and supplied with ammunition.
Probably more given the shitty bureacracy.




Page 40
Regiments are raised either as part of the tithe that all worlds contribute to the Imperium, or as necessary from worlds within a particular distance of a newly-opened warzone. It is a rare world in the Imperium that has not raised at least one regiment of Imperial Guard, with the overwhelming majority of those being the tithe-exempt forge worlds and the home worlds of the Adeptus Astartes, both of which produce their own particular fighting forces.
Which is interesting because we know of Astartes worlds (Piscina IV) producing Guard regiments, as well as forge worlds (Gaunts Ghosts/Sabbat Worlds Crusade stuff.) Heck this book even notes some forge worlds like the Lathes providing troops.

Also the two tithing parameters - regular tithes and emergency (warzone) tithes. I suspect the regular tithes get funneled up from the planets to the sector and some (to an extent) get funnelled up to the segmentum, forming reserves at both levels.




Page 40
A Guardsman is defined in large part by the regiment he belongs to—his outlook, his training, and his equipment are shaped primarily by the world and the regiment he hails from...
Factors shaping a Guardsman and regiment.




Page 40
Though regarded as such by many within the Departmento Munitorum, a regiment is not a uniform mass of warriors, equal in might and utility to every other regiment. On the contrary,
regiments vary immensely in size, structure, and purpose, from small, deadly, armoured regiments, to bewilderingly large regiments of siege infantry..
Theory vs practice again. Really at this point its becoming a pattern at how variable/inconsistent things get.



Page 40
...the regiment is a difficult thing to define, but some might classify it thusly: a regiment is the operational unit of the Imperial Guard, a discrete formation of Imperial Guardsmen, all trained and equipped to operate in a single way, and all drawn from a single world. All other factors are subject to local variation and prevailing logistical doctrine—at times, all the fighting men taken from a single world at a single time have been classified as a single regiment, creating units of millions of men, while other periods and places have attempted to define a set number of warriors or an arbitrarily calculated fighting strength to determine a regiment.
I assume this is a retcon for the earlier statements about 'regiments' being standardized to around 2000-6000 men (define a set of numbers/aribtrarily calculated fighting strength), and all the varying other sources that have made regimental numbers vary from hundreds to hundesds of thousands (or now, millions). Calling it a 'unit of the guard, who fight the same way and from the same world' is not really much useful as far as classification go, especially when you consider cases where even that gets broken (EG Taros raising combined-arms regiments composed of infantry, armour, artillery, etc.)

It is kinda nice to know they ATTEMPT standardization, and they may even succeed to some degree at lower levels (sector or lower) but its unlikely they arrive at any more widespread uniformity than the vagueness above.

As they go ont o say a few other elements remain consistent - regiments are lead by colonels as the frontline (regimental) commander regardless of size, usually have companies/platoons/squads, etc. although that doesn't rule out variations even there (EG the inclusion of battalions, fireteams, etc.) IG regiments will also have a cadre of advisors drawn from the other apparatus of the Imperium (AdMech, Ecclesiarchy, Astra TElepathica, Navy, etc.)




PAge 40
A company normally consists of several hundred warriors, and can serve well as a fighting unit in its own right, with individual companies commonly split off to achieve distinct objectives pertaining to a regiment’s overall mission. Within each company, the unit is further divided. The exact term used varies by type of company, with vehicle companies divided into squadrons, infantry operating in platoons, and artillery operating in batteries.
..
The most basic building block of the regiment is the squad. In an infantry regiment, the squad is the smallest operational unit, overseen by a Sergeant. In an armoured or artillery regiment, each squad is given a single vehicle or artillery piece to control, with different soldiers serving as gunners, loaders, drivers, spotters, and a variety of other roles...
Companies, platoons (or the nearest analogue) and squads (or their analogue). as well as the breakdown by infantry/armour/artillery force. Platoons are commanded by Lt, and Companies by Captains/Majors.




Page 42
[quoteBarring a small minority composed of those unfit to serve as soldiers, every child on Cadia is expected to serve in the Cadian Youth Army, better known as the Whiteshields, from the age of fourteen until their maturity...
...
..many will continue their service by joining the Interior Guard as adults...
...
..a force of hundreds, even thousands of regiment-strength units, and the equal of any comparably-sized Imperial Guard force. Even those who do not remain in military service - fulfilling some rear-echelon role essential to the upkeep of an immense defensive army—are expected to maintain their skills and remain vigilant...
[/quote]

Cadians and their obsession with military service. Hundreds/thousands of regiment-scale PDF implies hundreds of thousands to millions. Virtually everyone else is either Shock, youth, support/Militia.




Page 42
..such is the number of capable youth soldiers, Interior Guardsmen, reservists, and the sheer quantity of new recruits on Cadia every year, that many invasions have been defeated through attrition alone.
Because, like Krieg, Cadia is known for attrition style warfare and has the HUGE population (all 3/4 of a billion) to support it. Especially given they also serve all over the galaxy.

Then again, 'attrition' does not neccesarily mean they're always (or routinely) suffering huge casualties either.




Page 42
..These soldiers are selected at random, without fear that they might be rejected by the Departmento Munitorum—a testament to the quality of the Interior Guard. The legendary status of these troops sees Cadian regiments serving in warzones vast distances from Cadia. As such, the influence of Cadian regiments can be felt on worlds in every Segmentum, influencing combat doctrine and logistics.
Cadia produces (by Munitorum standards) some of the better troops in the Guard, so it could be said that they come closest to representing the ideal/standard of the Guard (unless you go by Forge World, then its the Krieg. Although noone emulates the Krieg except the other Krieg. Even some Krieg don't imitate Krieg closely.) And again maybe the closest to 'standardized' anything the Imperium gets, although that isn't saying much.



Page 42
Cadian Interior Guard forces employ standardised Departmento Munitorum equipment and vehicles, allowing them to seamlessly transfer into the service of the Imperial Guard, and there are only a few types of regiment that cannot be raised from Cadian forces.

Cadians believe that discipline is the single most important factor in the operation of an army.
Cadian equipment usage. Again the closest to standardization things get. And they seem to produce all kinds of regiments, although we've rarely seen Cadian Siege or light infantry (or heavy infantry for that matter.)

The Discipline thing is interesting as its implied not everyone believes its the most important trait, yet supposedly has won Cadians countless victories with their 'effort and determination'.


Page 43
Because of the quantity of Cadian regiments produced, thousands of them are sent to warzones across the galaxy at any one time, with generals overseeing warzones across the Segmentum constantly requesting additional forces from the reserve, to fight alongside those mustered locally. However, the bureaucracy of the Departmento Munitorum, and the sheer quantity of warzones that exist in a region as large as the Segmentum Obscurus, mean that such requests are seldom approved.
Cadians again are not just omnipresent in the OBscurus Segmentum reserves, but across the galaxy as well. We've known of Cadian regiments serving in Pacificus, the Eastern Fringe, etc.

Also mention of the Segmentum reserve again, which suggests they keep a standing allotment of Guardmsen at Segmentum (and probably sector) levels for emergencies and other deployments (like Crusades.)


Page 43
With the Calixis, Scarus, and Ixaniad sectors already heavily taxed by supporting distant conflicts, notably the grand and costly Margin Crusade (which treasonous rumours suggest may have been diverted to another region of the galaxy altogether), the need for other forces to prosecute a war closer to home was acute. Due to this dearth of locally available forces, and some measure of distrust of locally-raised forces amongst Lord Hax's court, the bulk of the Spinward Front's forces are drawn from the Segmentum Reserve and other non-local sources, with a significant number of Cadian regiments amongst them, and a slow trickle of reinforcements from Cadia to replace some of those lost each year.
The interesting thing is it implies there might be more than just the Margin crusade (and the reputed Jericho REach crusade) tapping out those three sectors... heck, we know that not only are there at least two Crusades (and I guess otehr conflicts) sapping resoures, but certain factions (like the Ecclesiarchy in Blood of Martyrs) are siphoning off military assets for their own purposes in violation of the Decree Passive. And yet, some Calixian regiments are raised and deployed alongside the Reserves deployed.

Also we get mention of non-local sources in addition to the Segmentum reserve, which probably means from surrounding sectors not directly involved in the already-existing conflicts .

The recruiting is interesting as well, as that would mesh with Vostroya and the Valhallans (At least Cain's Valhallans) getting recruits due to status.


Page 43
Cadian regiments of all kinds have served on most worlds in the Spinward Front, with Lord Marshal Ghanzorik employing a dozen regiments of Cadian infantry as part of the permanant defence force of Fort Drusus. Dozens, perhaps even hundreds more serving on worlds across the Periphery..
At least 3 dozen Cadian regiments, and quite possibly hundreds. Meaning there are easily hundreds of thousands, if not millions, of Cadians involved in the Spinward Front (assume 4000-8000 per infantry regiment)


Page 43
The most recent Incarnation [of the Cadian 99th Mechanised infantry] was raised only a year ago, and were initially intended to join the Margin Crusade, but received orders to reinforce the Spinward Front instead.
From Cadia to Calixis, as per 5th edition rules would be ~20-30 thousand LY. If they're from the reserve (at Cypra Mundi, presumably) we're talking 15-20 thousand LY maybe. Either way its tens of thousands of c travel speed at least.


Page 43
Cadians possess an entirely justified siege mentality. This is a natural result of daily lives shaped by the need for perpetual vigilance against an enemy that could strike at any time, and the discipline required to respond to that threat swiftly and effectively. Cadians are loyal almost to a fault, and reluctant to disobey orders even with good reason, lacking personal initiative, and becoming inflexible as a result.
This is the standard fluff not just for Cadians but all Fortress worlders, so I'm not sure I'd take this as quite standard. For one thing we've seen Cadians with plenty of initiative (Creed, The ones from Imperial Glory and Gunheads), and the other, their other 'rule' is that they hate Chaos so much it will overwhelm 'reason and sound judgement' (DISCIPLINE!) Which sounds alot like 'personal initiative' to me.

Page 43
Cadian 99th stnadard gear: 1 'Good' Craftsmanship M36 Lasgun (not Kantrael pattern?), 4 charge packs, autopistol with two clips, knife, flak armour, two frag and 2 krak grenades, uniform and poor weather gear, rucksack, basic toolkit, messkit and water canteen, blanket and sleeping bag, rechargable lamp pack, grooming kit, dog tags, Uplifting Primer, 2 weeks rations, gas mask, microbead, and one Chimera per squad.

Favoured weapons are autocannon and grenade launcher.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Page 44
..life on Catachan is unimaginably harsh, with most unlikely to survive childhood. Those who reach adulthood are tough, uncompromising, and resourceful, masters of surviving in one of the most inhospitable environments in the Imperium. With little to offer the Imperium but their lives, many Catachans are recruited into the Imperial Guard, their skills such that each one of them is worth a dozen other Guardsmen when fighting in dense jungle.
Space Rambos quality and living conditions. Its mentioned that attempts to catalogue Catachan's wildlife has been tried (and failed) many times, which is amusing givne how readily they know about the Barking Toad :P



Page 44
Catachan itself has little need for a defence force, the world's flora and fauna being sufficiently deadly to thwart invaders without the need for human intervention, and so most Catachan Guardsmen are instead recruited from amongst the population of hunters, skilled trackers, and combatants..
Catachan obviously needs no defence force!


Page 44
..the Catachan mind-set being one of apparent recklessness and bravado, paradoxically mixed with constant vigilance and almost paranoid caution.
..
...honed by practice and a perpetual, careful awareness of their surroundings. This is compounded by a contempt for the threat of death, born from that familiarity.
..

..they do not understand the concept of safety or peace.
Catachan mindset.



Page 44
Catachan regiments are most commonly light infantry, making the most of their legendary talents as scouts and ambushers.
..

..with armoured regiments hailing from Catachan in the past.
Catachan regiments.



Page 44
..discipline within Catachan regiments is maintained through trust and respect won over many years of campaigning, rather than purely through the formal rank structures relied upon by many other regiments. This has, however, resulted in a reputation for wilfulness amongst other regiments and outsiders, particularly figures of authority such as Commissars, who have difficulty earning the trust and deference of Catachan Guardsmen.
Catachan discipline and leadership style. Basically more respect/merit oriented than most regiments. As for Commissars, they often have difficulty earning trust and deference because the Catachans tend to frag them for being pricks. lol


Page 45
- Catachan 18th regiment is equipped with 1 Lascarbine, 4 charge packs, 1 Best Craftsmanship sword (?), 1 Knife, a flak vest and helmet (which they probably don't wear very often, unless headbands and tank tops or HUGE MUSCLES qualify as 'flak'), 3 frag and 2 smoke grenades, uniform (again tank top and headband. Oh and pants.), poor weather gear (since when?), rucksack, basic toolkit, mess kit and water canteen, blanket and sleeping bag (wimp!), rechargable lamp-pack, dogtags, uplifting primer (toilet paper), 2 weeks rations, stummer, and grapnel. They favour a heavy bolter and flamer as their specialty weapons.


Page 45
There are comparatively few Catachan regiments within the Spinward Front..
..
..a small number of regiments from Catachan found their way into the region, likely due to a planned deployment that never came to fruition, perhaps because the campaign had already concluded...

Implied Catachan numbers in Spinward Front


Page 45
The daring and gung-ho attitudes of the CAtachans have put them at odds with elements of the Spinward Front's command, and out of tacit mutual consent, CAtachan regiments tend to be placed in isolated battlegroups deployed to brutal warzones, where their distrust of authority figures and their tendency towards independence are less of a hinderance.
Who says the Guard command is always inflexible :P


Page 46
Colonel Jurten, commander of the 83rd Krieg Planetary Defence Force regiment, gathered to him all those still loyal to the Imperium, and struck back against the rebellion, choosing to unleash the horror of atomic bombardment upon those who had forsaken the Emperor. After five hundred years of atomic fire, continent-spanning trench warfare, and thunderous artillery barrages, the attempted secession of Krieg was halted, but at great cost: Krieg was a blasted, irradiated wasteland, barely inhabitable by humans. The remaining population was forced to exist in the subterranean bunkers and tunnels that had spread across the planet during the war, and found that they could not walk upon the surface without protective equipment.

Page 46
Hardened by generations of war in an atomic wasteland, the Krieg people were already well-prepared to be sent out into the Imperium as Imperial Guardsmen. Trained amongst the irradiated ruins of long-dead cities, equipped for the most hostile environments, and raised to sermons of self-sacrifice and penitence, the Krieg regiments have commonly been deployed- often at their own request- to some of the deadliest warzones, from the toxic ash wastes that surround many hive cities, to brutal wars of attrition and years-long sieges.
Krieg nuked its way to victory again, which shows their willingness to use crazy weapons. It also demonstrates they're NBC protected.


Page 46
..the prevailing attitude amongst the Krieg is that they are little more than weapons for the Emperor's will, faceless and infinitely replaceable behind their anonymous rebreather masks, and they hold self-sacrifice as the highest of ideals. Few other regiments feel entirely comfortable alongside the Krieg, with morale issues often arising as a result. Commissars assigned to Krieg regiments are not required to maintain order and zeal, as is normally the case, but rather, to ease interaction between Krieg and non-Krieg regiments and curb the self-sacrificial tendencies of their charges.
Krieg, obviously, do not mix well with others. So much so that we again get mention of the Commissars being the 'positive' influence in the regiment. Which tells you just how grimdark the Krieg are. That said it also does show that Commissars have to be far more than 'shoot people to inspire loyalty' - they have to be both diplomats, voices of reason, as well as symbols of bravery... all of which play more to psychology than some simpleminded 'shoot to make work right' like things were DAwn of War.



Page 46
Given the depleted population of Krieg, it is a wonder that so many Guardsman can be produced, even with the entire world's remaining efforts devoted to that end. Vicious rumours continue to circle around the world's regiments, of unnatural methods used to bolster birth and recruitment rates, producing children artificially to ensure that there are always soldiers to give their lives for the Emperor's wars. To date, no investigations by the Adeptus Mechanicus have presented any evidence of this, but speculation continues nonetheless.
Its not really just speculation, at least not by FFG's lights, givne that 'Soul Reaver' indicates that the 'vitae womb' reproduction the Krieg use is the same shit used to make the artifiically birthed Dark Eldar, so using that to produce cannon fodder seems like somethign the Krieg woudl do.

That said it makes me wonder if the Krieg society has two 'strata' to it. the artifiically birthed (the faceless) and others (more 'naturally' birthed, resembling those we saw in other sources like Storm of Iron.) That doesn't mean they aren't both fanatical, fatalistic, or attrition happy.. it may just reflect differences in personality and such. Or maybe they get funnelled into different kinds of regiments (The WoU Krieg could be infantry or others, while the Vraksian meatbags were strictly attritionist siege regiments.)



Page 46
Krieg Korpsmen are taught to regard themselves without identity, hidden behind gas masks and stripped of even their names. This lack of self helps them fight on against impossible odds, and neither fear nor doubt will hinder them.
Dehumanised, in othre words.

Page 47
Regimental Kit for the 616th regiment is 1 M36 Lasgun, 6 charge packs, 1 mono-knife (HAH), Flak armour (hah! Did they get this before or AFTER Vraks?), 1 respirator, 4 empty sandbags, 1 entrenching tool, 4 frag grenades, 2 photon flash grenades, 2 smoke grenades, uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargable lamp-pack, grooming kit, dog tags, Imperial Infantryman's uplifting primer, 2 weeks rations, 1 box of 6 screamers (per squad). favoured weapons (Heavy bolter and meltagun)

Funny enough they're classified as 'penitent' worlds (religious), but Krieg has also been qualified as a 'death' world (Imperial Armour) for example.


Page 47
..countless Death Korps regiments, comprising siege infantry, armour, and artillery, were being shipped from their home world of Krieg to Vraks Prime in the Scarus sector...
...
Countless millions of Krieg soldiers had already been shipped to Vraks to wage the early years of a sige campaign planned to last a decade.

However, due to reasons only known to the scribes of the Departmento Munitourm, many of these regiments from Krieg were diverted. Being located only a relatively short distance from Vraks, the Spinward Front received these diverted regiments, and in 816.M41, thirty Krieg regiments arrived on Kalf to receive orders.
An... intersting statement. 30 regiments intended for Vraks... diverted for god knows whatever reasons to Scarus. Why, we dont know, but IA7 specified over 34 regiments in TOTAL were involved (and yet 31 regiments were involved at the start... explain that.) We know at some point due to politics in IA7 12 regiments were diverted away (and possibly other diversions) so its possible 34 only represented 'at the end' rather than 'at the height' or it may reflect only the siege regiments involved, because they most definitley reinforced Vraks at least at one point.

In any case, that means about half of the possible forces intended for Vraks got earmarked elsewhere... I wonder if this happened to toher 'reinforcements' as well. I don't know whether to consider this contributing to Vraks' utter failure (as in 'those reinforcements could have helped tip the balance' or to consider the diversion a stroke of fortune, as it saved them from being involved in the Vraks clusterfuck *at all*

We don't *quite* know the breakdown, but the Vraks forces initially deployed were more than half siege regiments, so it seems likely the pattern continues here. We dont know how many troops were involved (siege of vraks doesn't seem consistent here) but tens of thousands to hundreds of thousands is the range (70,000 to 160,000 to 400,000+ is what I recall.) And OW mentions the 616th being 30,000. So if we figure between 30K and 400K and 15 Siege infantry regiments that would be at LEASt between 450,000 and 6,000,000 Kriegers deployed to the Spinward front. For all the good it does.


Page 47
Originally consisting of over thirty-thousand warriors, the 616th Siege Regiment is newly-raised from their self-inflicted hell of a home world, as part of the first wave of Krieg forces redirected from Vraks.
As I mentioned they are 30K strong, which seems smaller than the ones in Vraks, but meh. They at least have flak armor, which may explain why they didn't deploy to Vraks (WRONG EQUIPMENT, GO ELSEWHERE.) This also means they took ~3 years to arrive at Calixis from Krieg, even though Calixis is no more than some few thousand LY from Scarus (eg not a significant difference comparing to the distance they ALREADY travelled) Either they started out later than the rest or.. *shrugs* Anyhow that works out to a transit speed of at least tens of thousands of c.


Page 47
Like many Krieg regiments, individual troopers tend to have little in the way of personal identity, often stripped of their sense of self during training, even removing their names in favour of a simple designation. This attitude often spreads even to the officers, with many simply known by the designation of their platoon, company, or regiment.
Like I said, dehumanised. The only upside to this is that it's implied that it may not be uniformly applied, or at least not to all degrees. That gives at least enough wiggle room for variation to allow for all those Krieg regiments who do NOT subscribe to the Vraksian style meatbag stereotype (again Warriors of Ultramar, but also a few other sources, as well as explaining how Krieg could have spun off guys like the Baran Siegemasters.)



Page 47
..whose leadership abilities are effective, if unimaginative. The nature of Krieg regiments is such that little more is necessary.
So basically they're like regimental training wheels for officers, or maybe Zapp-brannigan style fools. That would explain Vraks.



Page 48
Elysia is a civilised world in the wilderness, existing at the edge of a colonised spur of territory within the Segmentum Solar. Surrounded by untamed worlds, barren moons, and a variety of gas clouds and asteroid fields, the region is a haven for pirates and renegades, who must constantly be kept in check to prevent lawlessness from overrunning the system. Much of the Elysian planetary defence force is thus required to serve the dual role of defending their home world and suppressing pirate activity in the surrounding area. Due to this necessity, Elysian soldiers are well-versed in ship-to-ship boarding actions and similar strategies, rapid strikes in concert with orbital and aerial support being the only effective way of combating elusive enemies, such as those the Elysians routinely face.
The funny thing is, back in 3rd, they weren't restricted just to Valkyries, as they also operated from drop ships. They're commandos in one sense, but also very good zero-gee/boarding troopers, in that sense. WE might infer that many Drop commandos may have similar training due to similar circumstances. (anti-piracy, etc.)

Also Elysia is a 'civilised' world. The fact they come from Segmentum Solar (one of the higher tech regions of the Imperium) and often have lots of fancy shit (like photovisors, sensor displays built into visors, etc.) can be explained thusly. Funny enough in the rules its implied they are from an 'Imperial' world, so civilised/Imperial seems to be the same in this context.


Page 48
...Imperial Guard regiments raised from Elysia are regarded as somewhat unorthodox. Conventional infantry, armour, and artillery formations are rare, with the bulk of Elysians becoming the famed Drop Troops.
Rare but not unheard of (Dark Apostle.) It's fair to say however that much of this 'rarity' is mostly an artefact of the 'game balance' crap. I mean after all, in real life militaires have devised ways of providing at least some light armour/vehicles that could be airlifted/dropped. And given that even the Sky Talon could cary 2 7-8 ton walkers they should be able to carry a light tank/APC (or a couple centaurs at least!) with some extra firepower. Or maybe some Rapiers. But nope! JUST DUNE BUGGIES FOR YOU! Fucking game balance theme shit.

I will also point out again that Elysians operating from drop ships/shuttles probably would not suffer this limitation as badly, either, since dropships tend to have better carrying capacity than Valkyrie variants (of course, anyone could deploy from a drop ship pretty easily too...)



Page 48
Rare within the Imperial Guard as a whole, Drop Infantry regiments are a potent strategic asset which many Generals are eager to obtain, and Elysia produces a considerable quantity of such regiments, whose skills are employed across the galaxy.
Drop troops are 'rare'



Page 48
Each Elysian must spend a single tour of duty within the forces guarding Elysia itself before they will be considered for service within the Imperial Guard. After this time, with each soldier becoming veterans of a dozen or more battles, potential recruits are drilled for months in the art of airborne assault by grav-chute and aircraft..
This suggests they come to the Guard quite well trained and experienced, which is certainly not a bad thing


Page 48
..dropping by grav-chute and rappelling from Valkyrie Assault Carriers, supported by similarly air-mobile Sentinel walkers and Tauros scout vehicles.
...
Drop Trooper regiments cannot be supported by anything much heavier than those light vehicles, denying them the support of the mighty Leman Russ battle tank or even the humble Chimera.
Which, again, is silly, given we have plenty of Forge-world produced 'variants' which are lighter than a pair of 'drop' sentinels (Centaurs, Trojans) and that could be easily be adapted into light weapons carriers/armour, or at least troop carriers. If people were thinking, that is.



Page 48
..Elysians struggle in prolonged battles, lacking the endurance and the firepower necessary to hold their ground for a protracted period. Instead, Elysian Drop Troop regiments are better suited to surprise attacks, ambushes, and guerrilla warfare once they've landed, relying on mobility to continue their fight.
MOBILITY!


Page 49
Elysian 13th standard kit: 1 combat shotgun with 4 clips, 1 knife, 1 flak armour, 1 respirator, 1 grav-chute, 3 frag & 3 smoke grenades, uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleeping bag, lamp pack, grooming kit, dogtags, uplifting primer, 4 weeks rations, survival suit, micro bead, and photo-visor.

The last three bits of gear are the most interesting, as they're the most high end gear (we'll get into survival suits later, and how fucking neat they are.) Favored weapons are the heavy bolter and plasma gun.


Page 49
Through careful politicking and negotiation at the highest levels, a contingent of Elysian regiments was secured for operations in and around the Calixis sector. While the majority were quickly claimed for the Margin Crusade, a few were diverted to support the Spinward Front. These regiments are held as a strategic reserve by Lord Marshal Ghanzorik, who is careful to employ such a limited resource only when strictly necessary, unwilling to simply throw the valuable regiments into the meat-grinder.
Unlike in Dark Apostle, where a huge Elysian army go thrown into a meatgrinder :P Of course someone could also point out that the bulk getting thrown to the margin crusade was also like being thrown into a meat grinder.



Page 49
..the Elysian contingent has suffered heavy losses during the failed assault on Thrax, which saw nine regiments lost and the survivors stranded on a world contested both by the Orks and the forces of the Severan Dominate.
clearly 'a few' qualifies as 'far more than 9'. Probably lots more, since you would think losing nine 'rare' regiments would be a severe loss.. possibly closer to 25-30 regiments total if not more of Elysians.


Page 49
..the Elysian 13th are the subject of overblown tales and flights of fancy amongst the masses. The Departmento Munitorum has only encouraged, this, reporting, whenever possible, the victories of the 13th, along with those other regiments whose exploits will bolster morale.
I wonder if they get holodramas made about them, like attack run :P


Page 49
The Helldivers have suffered great casualties over the years, and only a handful of companies of their original ten thousand warriors still remain..
Which makes them, even after casaulties, definitely one of the larger Elysian regiments. Assuming most of them are of similar size, we're probably talking hundreds of thousands of Elysians in the Front.



Page 50
Unlike many Shrine Worlds, Maccabeus Quintus has a significant military tradition all its own. Following after their patron, discipline and endurance are regarded as the greatest of virtues, and to defend or expand the Imperium in battle is regarded as the most pious form of worship. With the sheer number of pilgrims arriving on-world each year, a considerable population of the devout exists on Maccabeus Quintus, which in turn provides an ample and diverse supply of potential candidates to the Maccabian militias, the finest of which are chosen to join the Maccabian Janissaries. To date, none have refused this honour...
An interesting form of 'recruitment', given that it can quickly replenish from 'pilgrims' arriving at the world. You don't have to grow your new troops from birth, you can just wait for osme poor believers to show up each year and then shanghai them into your troops.

Privately it also makes me wonder if the Ecclesiarchy benefits, because zealous warriors like this (Especially well equipped ones, as I'll discuss shortly) would make ideal 'frateris' or easily persuaded into Wars of Faith (a cunning way of diverting around the Decree Passive, in other words.) Maybe thats why not many Shrine Worlds are militant?



Page 50
While it is rare for an Imperial Guardsman ever to return to his home world, Janissaries never do so--..
Again returning home is rare, but not unheard of.



Page 50
Janissary regiments are extraordinarily well-equipped, clad in finely-wrought armour adorned with silvered masks in the image of Saint Drusus, and are capable marksmen, well-trained at fighting in carefully-orchestrated formations, often literally battling shoulder-to-shoulder in serried ranks, unleashing volleys of accurate fire into enemy units.
To give you an idea, in the 'Dead Stars' Haarlock Saga gamebook, the Janissaries had storm trooper carapace, VERY high end lasguns, monoblades, Photo visors and comm beads, enviromental bodygloves, and more than a few other neat pieces of high end (for Guard) tech. The Maccabeans in this entry are a bit diffrent but still pretty sophisticated.



Page 51
Maccabean Janissaries 1322nd kit:

1 good craftsmanship M36 lasgun, 4 charge packs, 1 knife, flak armour 2 frag and 2 krak grenades, uniform, poor weather gear, rucksack, basic toolkit, messkit and canteen, blanket and sleeping back, lamp-pack, grooming kit, dogtags, uplifting primer, 2 weeks rations, photovisor, respirator and purity seals. Unlike the 'Dead Stars' group, no carapace, no mono knife, no comm bead. And not nearly so nice a lasweapon. Favoure dweapons are lascannon and plasma gun.



Page 51
During the early days of strife within the Periphery, twelve regiments of Maccabian Janissaries were duty-bound to accompany the Missionaries voyaging there...
..
..Cardinals Hestor and Fortis began calling for a War of Faith to cleanse the Periphery of the apostate and the heretic...
at least 12 Janissary regiments by the start of the Spinward Front conflict. Oh and a War of Faith gets called, shock. AS we learn later, this leads to the Janissaries doubling their recruitment and tithing, obviously suggesting what I asserted earlier is true.





Page 51
..more practical minds won out; between the Margin Crusade's increasing demands and the war effort already present in the Periphery, the military capabilities of the Calixis Sector were already stretched to the breaking point, and little more could be drawn from segmentum reserves or neighbouring worlds.
I take 'Margin Crusade' to mean both whatever Margin Crusade's flickering embers are still ongoing, plus the secret Jericho Reach Crusade... Either way it suggests between those and the Spinward Front, Calixis is stretched tight (although some worlds still have a fair number of regiments)




Page 51
Nonetheless, Maccabeus Quintus continued to recruit soldiers and raise regiments, whipping the pilgrims into a frenzy of devotion and purgation and doubling the number of regiments mustered, pledging every new regiment to the Spinward Front. At present, the Maccabian Janissaries form the fourth-largest contingent of Calixis-born Imperial Guardsmen in the Periphery, overshadowed only by large musters from the populous Hive Worlds of Scintilla, Malfi, Bront and given the perpetual influx of new pilgrims, it seems unlikely that this recruitment rate will dwindle any time soon.
We dont know hwo many that means, but I'd guess at least 24, suggesting there are easily at least a couple hundred Calixian-born regiments serving in the Crusade (again hundreds of thousands or millions of troops at least.)



Page 52
Mordian's rotational speed and orbit are perfectly synchronised, resulting in a local day and a local year being of identical length, and causing one side of the world to be bathed in perpetual searing light, while the other is swathed in endless darkness. The entire population of Mordian dwells in cramped conditions upon a region barely a tenth the size of Holy Terra, forced together into multilevel tower cities. Together with the scarcity of resources, which are strictly rationed amongst the vast population...
...
..the crowded conditions breed discontent and thoughts of rebellion.


So.. not much different from any other hive world? Admittedly the 'less than a tenth surface area' is a bit worrying, but few hive worlds ever make full use of their surface area either, Terra included. And its interesting that Mordia is 'locked' like that, as Adumbria in 'Traitor's Hand' is suggested to be the only world like that :P



Page 52
..the Iron Guard are a stark contrast to the unruly population around them, which outnumbers them hundreds of thousands to one..
..
..a portion of Mordian's tithe to the Imperium is given in Imperial Guard regiments drawn from the disciplined ranks of the Iron Guard.
5th edition rules specify that the Mordians Tithe between 5 and 10 million troops 'per annum'. At '200,000 to 1' ratio, we get between 1 and 2 trillion at LEAST. And I say at least given the bit about 'only a portion' of the Iron Guard being tithed.. that means as much (or more) of the Iron Guard remains on-planet, meaning an even bigger population. Also if you interpret 'hundreds of thousands' as a bigger number, the population also goes up.

Either way we're looking at Mordian having a shittastically huge population, which may actually explain WHY riots are such a huge problem here. :P And.. despite having hives, its a 'civilised' world. Although I'll note 'only War' classify them as a 'Hive World' (which meshes with 3rd edition's interpretation) and the description sounds alot closer to than than civilised.. but as I've said before.. 'variable.'



Page 52
These regiments serve in a variety of roles within the Imperial Guard, but most commonly as line infantry. They are unusual in their disdain for traditional doctrines such as camouflage, preferring instead to take to the field in flak-reinforced dress uniforms, brightly coloured and pristine.
Flak reinforced uniforms, and hate camo. Gotcha.



Page 52
Located within the Segmentum Obscurus, regiments of Mordian Iron Guard are commonly deployed to the Calixis Sector and surrounding regions, and as a result, there is a sizable contingent of Iron Guard within the Spinward Front. For the most part, these regiments' experience as enforcers of law and discipline has been invaluable on rear-echelon worlds and in multi-regiment deployments alike, with Mordians often being tasked to serve as provosts for Commissars..
Probably the best tasks the Mords are suited to really. They mention that any Mordians on the frontline invariably suffer horrendous losses as they simply refuse to back down and retreat. The guys aren't much better than Krieg, except in the sense they have no initiative towards self-destruction.



Page 52
This [Provosting] has resulted in some resentment, particularly against the more independent regiments, such as those from Catachan, Elysia, and Tallarn..
Tallarns and Elysians implied to be as 'independent' as Catachans.



Pgae 52
With the numbers of regiments available at any given time limited by circumstance and logistics, the Spinward Front can ill-afford to squander lives needlessly, and every act of sacrifice must be accompanied by a commensurate gain if the Imperium is to triumph.
So much for UNLIMITED RESOURCES of the Imperial Guard, eh?



Page 53
Mordian 12th armoured: 1 Laspistol, 2 charge packs, 1 knife, 1 flak vest, 1 injector and 5 stimm doses, one anointed maintenance toolkit (for vehicle), uniform, poor weather gear, rucksack, basic toolkit, messkit and canteen, blanket and sleeping bag, lamp pack, grooming kit, dogtags, uplifting primer, 2 weeks rations, and a battle tank per squad

favoured weapons grenade launchr and lascannon (in a tank regiment? But no longarms or carbines?)



Page 53
..a regiment of some fifteen companies, each consisting of thirteen Leman Russ Battle tanks, with the command tank in each company a rare variant of the mighty vehicle, such as a Vanquisher or Executioner.
Size of a Mordian tank regiment - 195 tanks total, with 15 'rare' variants.



Page 54
...warriors of the Iron Warriors Legion unleashed powerful virus bombs upon the world's surface, scouring it of almost all life, and leaving only a few pockets of survivors in subterranean shelters.
Iron Warrior virus bombing. Again being belowground spared them



Page 54
..they faced immediate and savage resistance from those who had survived, braving the surface in armoured vehicles that would protect them from the virus-infested air. What followed, simply dubbed the Battle of Tallarn, remains to this day the single largest tank engagement in the history of the Imperium, with hundreds of millions of vehicles clashing and withdrawing in brutal exchanges over the course of months. In spite of the sheer size of the conflict, the Tallarn people could not hope to face the Traitor Astartes in open battle, and instead quickly mastered guerrilla warfare strategies that allowed them to better elude the retaliation of the Iron Warriors forces, vanishing beneath the sands after each sortie, only to engage in another elsewhere.
...
To this day, the Tallarn have a particularly fearsome reputation for armoured warfare, and their tank crews are rightly feared.
Yes, that's right. Guerilla. Mobile. Armoured. Warfare. Its a pity we never saw a shred of that at Taros, instead having them marched slowly overland straight and predictable, just to make it easier for the tau to defeat them.. Anyhow I love the mental image of tanks and vehicles darting under the sands, especially since its the Iron Morons they're slapping around.

Largest tank battle in Imperium involved 'hundreds of millions' of vehicles (which may or may not be just tanks. Presumably in roughly equal numbers, but whats interesting is that they had hundreds of millions of military vehicles of ANY kind lying around. Much less the crews for them all (billions more people at least for the tank crews alone. Considering they labeled Tallarn an 'agri' world.. they either built a shit ton of vehicles in months (and that still doesnt address the huge population) or agri worlds in the Heresy just kep tons of military gear lying around for no purpose.




Page 54
...In place of rolling hills, bountiful fields, and broad seas, were dunes of sulphurous sand, sun-scorched plains, and mesas of wind-scoured rock, with what little water remained lingering as vapour in the skies above. Constructing tall vapour traps that could gather this vital moisture, and expanding their subterranean homes with tunnels, caverns, and surface domes, the population was protected from the deadly sandstorms and extreme conditions.
Tallarn as it stands.



Page 54
Owing to the subterranean tunnels they grow up in, and the barren deserts of their home world's surface, the Tallarn people are skilled in fighting across open ground and in narrow tunnels alike, and Tallarn regiments still favour the hit-and-run tactics mastered by their ancestors during the Horus Heresy, moving swiftly and striking with surprise and precision before retreating to regroup and stage the next attack. For this reason, the most common Tallarn regiments are infantry, Rough Rider cavalry mounted on horses or the reptilian Mukaali, or armoured regiments, all of which focus on some particular element of the favoured strategies of the Tallarn- stealth, swiftness, and the killing blow. Many Tallarn forces have also come to appreciate the utility of the Sentinel walker...
Tallarn regiments and their specializations once again. Its interesting as it implies its not unsuual for even infantry regiments to be designed for mobility as well as the armoured forces.



Page 54
Tallarn forces are often somewhat wilful and independent, their traditional skills ill-suited to standing in static battle lines or holding fortifications..
...
As a result, they are often employed as vanguard and reconnaissance forces, or as the spearhead of a concerted attack, where their speed and stealth are of the greatest use.
Again, nice if we'd seen some of this at Taros, eh?



Page 55
Tallarn 11th standard kit: M36 lasgun and 4 powerpacks, 1 mono knife, flak vest and helmet, 2 frag, 3 smoke grenades, uniform, poor-weather gear, rucksack, basic toolkit, mess kit and canteen, blanket and sleeping bag, lamp pack, grooming kit, dogtags, uplifting primer, 4 weeks rations, magnoculars, micro-bead. Missile launcher and plasma gun favoured weapons.

It's also interesting to note they're classified as a sort of 'Death world' regiment, at least under the Only War rules :P 3rd and 5th call Tallarn a 'civilised' world, which again... variable.


Page 55
Like many other regiments fighting in the Periphery, the Tallarn forces present there are mostly drawn from forces left idle. A considerable number of Tallarn regiments of all kinds had been delivered to Segmentum Obscurus, and when the call for reinforcement came from the Calixis Sector, they were amongst those sent..
Considering Tallarn is in another segmentum, its rather interesting that they got alloctaed to a sector reserve. Because of their quality, or what?



Page 55
The Tallarn 11th, together with the Tallarn 220th Armoured and the Tallarn 31st Rough Riders, were dispatched to the Calixis Sector alongside many other Tallarn regiments, only months after the first call for reinforcements. However, due to the vagaries of Warp travel, these three regiments only arrived in the last few months, their transit delayed by disruptive warp activity that saw them separated from their transport group and delayed by several years. Believed lost to the warp...
..
..the Tallarn themselves had experienced a journey only eight days longer than expected...
Its interesting to speculate where they deployed from. Probably the segmentum reserve, meaning they crossed several tens of thousands of LY in a matter of months, but fewer than several years (which was long enough for them to be 'considered lost' suggesting such travel takes far less time normlaly.) The time dilation suggests (art least for a factor of 4 tops) that no more than a month extra... and probably much less. No less than 10,000c, but probably no more than 240,000c either way though. Time dilation of several years in realspace but 8 days in warp 700-1000 days of 90-137x, which seems (by Calixis standards) unusual.



Page 56
An industrialised world which has maintained ties with the Adeptus Mechanicus since the Age of Strife, Vostroya is covered in manufactories and cityscapes, and while not a hive world, it is nonetheless heavily populated. Its rulers are known collectively as the Techtriarchs, a council of native nobility and Adeptus Mechanicus Archmagi.
Vostroya fluff, pretty stnadard. Industrialized, not a hive but still heavily populated (implication, approaching at least low end hive world standards.) Dual local (Imperial?) nobility and AdMech cooperating. Not unlike alot of Sabbat Worlds 'forge worlds' like Urdesh, Orestes, Fortis Binary, etc. Suggestive that 'Forge' world definitions may be as elastic as hive world definitions are. And if that weren't enough, their 'rules' suggest Vostroyans qualify as 'Imperial' worlds, hence 'civilised' as well as industrial/manufactorum.



Page 56
Firstborn regiments are trained in the frozen, snow and ash covered ruins of its ancient cityscapes, on portions of their home world no longer habitable or functional, before being shipped out, once each generation, to serve the Imperium, never to return.
Implying either adverse (hostile) weather or uninhabitable areas due to pollution (Again reasserting the hive-like qualities.) Odd how they only ship out once a generation, implying long training times, except that the 5th edition book specified that they ship out more than 50 million troops per annum. This actually suggests they have a good 20-30x more troops training out at any one time than they actually deploy. Its possible they supplement from their PDF (or in emergencies) but the 'theme' of the Vostroyans is supposed to be that whole 'Firstborn' thing, so if they do, that means that somewhere (and something we've never heard of) there are non 'Firstborn' Vostroyan regiments. It would stand to reason that, despite breaking the 'theme', because its unlikely that even due to their special status that the Vostroyans would be immune from having their PDF's pilfered, or having their civilians conscripted (especially in emergency.)

In such a case, one wonders.. do the Vostroyans equip them as well as they do their 'Firstborn' regiments, or are they seen as 'lesser' because they don't match up tot he 'honour' of the ancient debt? The fact its an industrial world known for its AdMech ties (and the quality of the firstborn gear) would hint that all Vostroyan regiment (including the hypothetical 'non' firstborn) are quality, but there's quality and then there's QUALITy.



Page 56
Unusually, the Firstborn reinforce their regiments, sending new soldiers out to each one, no matter how far away it is. This ensures that the youngest Firstborn have the experience of hardened veterans to draw upon, and means that every Vostroyan Firstborn regiment can trace its existence back to their original mustering, ten thousand years before.
..
..familial ties within regiments are not uncommon, and many young Vostroyans have found themselves under the guardianship of distant uncles and older cousins, something that encourages a strong bond of brotherhood.
I'd find the 'recruitment' unusual if they hadn't specified that a bunch of other regiments (eg the Cadians) do it too. THe only possible way it could be unusual in this context is by the 'no matter how far away it is', suggesting reinforcement is dictated by distance as well as by status (EG only Vostroyans qualify in both areas, suggesting that Cadians only get reinforcements due to the fact Cadia is so close by within the same Segmentum as CAlixis.) It may also be a quantity issue - the Cadians only get a trickle of recruits in, whilst its mentioned later that the Vostroyans have remained consistently at nearly full strnegth as well.

Also familial ties are encouraged, despite the fact fluff earlier hinted at Commissars frowning on such things as 'disruptive' of unity.




Page 56
With both the industrial capacity of Vostroya and its unusual tradition of reinforcement, the Vostroyans are particularly well-equipped, clad in durable, plasteel-alloy carapace armour and armed with finely-wrought rifles. These are both often passed down through the generations..
Quality of Vostroyan gear, particularily the carapace. 'plasteel-alloy' makes it sound like an actual metal :P



Page 56
Vostroyan regiments are most commonly line infantry, and are particularly at home in cold environments and urban areas..
...

..Firstborn armoured regiments are not uncommon, turning the Vostroyans' traditional ties with the Adeptus Mechanicus to the operation of powerful battle tanks.
Vostroyan regiment times.. primarily line and armoured.. both apparently benefitting from ADMech ties, but especially the Armoured (better/rarere tanks perhaps?)



Page 57
Vostroyan 55th standard gear: 1 Good craftsmanship M36 lasgun, 4 charge packs, 1 sword, flak armour, Good craftsmanship carapace breastplate (only that carapace? most others have full body), 2 frag and 2 krak grenades, uniform and poor weather gear, rucksack, basic toolkit, messkit and canteen, blanket and sleeping bag, lamp pack, grooming kit, dogtags, Uplifting primer, 2 weeks rations, micro bead, respirator, and survival suit.

Favoured weapons are long-las and heavy bolter.



Page 57
Several regiments of the Firstborn currently serve within the Margin Crusade, lending their support during the recent escalation that has seen countless regiments pass from the Calixis Sector into the Halo Stars...
Which would suggest that however stepped back it might be, particularily in favor of the Jericho REach Crusade, the Margin Crusade is still something of an ongoing concern.



Page 57
..amongst the reserves brought in from outside the Calixis SEctor to defend the Periphery were a number of Vostroyan regiments, or that they were amongst the first to arrive.

Alongside a variety of Calixian and Cadian regiments, the Vostroyans have served the longest within the Spinward Front.
...
..thanks to their own traditions of reinforcement, they have remained close to full strength for the entire conflict so far.
Vostroya is in Obscurus too, so not terribly surprising that they may deploy as fast as CAdians to assist Calixis or be all that numerous. The fact they're 'consistently' at close to full strength also hints at fairly frequent (annual, at least) resupply.



Page 58
There are countless millions of Imperial Guard regiments in service to the Imperium at any one time, scattered across tens of thousands of warzones. No one man knows for certain how many souls give their lives in service to the Emperor in any given year..
'millions' of regiments scattered across tens of thousands of warzones. No clue on losses



Page 58
"In any army, balance is the key to success. A commander who puts his faith in heavy weaponry alone will be outmanoeuvred. A commander who relies on close combat without support will lose his force to enemy fire. Each element must work in harmony, so that the effectiveness of the army is greater than the sum of its parts."
- extract from the Tactica Imperialis
Brief hint on IG tactics and doctrine. Or at least one interpretation of such



Page 58
"With every regiment raised, many millions of tonnes of materiel must be gathered. Thousands of men must be properly trained and prepared to serve the Throne in an appropriate manner. Vessels must be secured to transport these resources and these warriors. It is in the best interests of the Imperium that while vast numbers of regiments are raised each year, they are only raised when necessary, and always with a mind to the speed at which the muster can be completed - for even the mightiest army is futile, if its force cannot be brought to bear quickly enough."
-Extract from the Tactica Imperialis
Organization of a regiment for deployment. The 'millions of tons' of material seems to be per regiment raised. If you consider they must raise millions if not billions of regiments annually (at least per 5th editoin rules, assuming 2-10k men per regiment) we're talking trillions to quadrillions of supplies alone that must be hauled about. Simply getting that to orbit requires a sum total energy of e23-e26 joules alone be expended, in TOTALITy, by the Imperium. Carting it to the edge of the system to warp (assuming even a rather low 2000 km/s velocity) is closer to e27-e29 joules. And that's STILL a low end, as its counting the KE of the transports, not the output to move the ships that fast. It goes without saying that I'm lowballing these numbers in terms of total energy expended (to load onto a ship from a planet, to haul ass to the edge of the system especially if the velocities are considerably higher than I assumed, warp travel, then arrival. And if we interpret 'many millions' as being far greater than just 2 million, which is likely, its even greater.)

Also they pay attnetion to necessity (in theory) as well sa speed in mustering.



Page 59
Even though some of the Specialists attached to regiments do not hail from the same home world as those they are serving alongside, the Departmento Munitorum tries to assign Specialists to the regiments they will integrate with the best
Meaning the Munitorum does at least try to pay attnetion to who goes where and to minimize friction. Emphasis on 'try'.




PAge 59
They are rugged, uncomplicated individuals for the most part, at ease with the hazards of the battlefield and the dangers posed by alien monstrosities.
...
..death worlders are slow to trust off-worlders, who cannot understand the hardships they have faced, and they often lack discipline, which gives them a reputation for unreliability in the eyes of more strictly-trained regiments. Death worlders are renowned for their ability to endure the worst the galaxy can throw at them, and exemplify the concept of survival of the fittest.
Qualities of Death wrold regiments.




page 59
Fortress worlds are a fine source of soldiers, owing to necessarily large defence forces, which are typically trained and equipped to the high standards of the Imperial Guard. Fortress worlds are a valuable asset not only because of their significance as strategic bastions, but also because they can serve as a readily available source of skilled, disciplined fighting men...
Benefits of a fortress world, like Cadia.



Page 59
Characters from fortress worlds have been raised to serve in war, and by the time they reach maturity, they are well-versed in the arts of war and the doctrines of the Tactica lmperialis.
..
Fortress worlders are disciplined, honourable, loyal, and with the highest regard for integrity, and each is already a proficient combatant long before they are taken to serve in the Imperial Guard.
Fortress worlder qualities. Like with the Cadians mentioned earlier (fortress worlders) the game stuff indicates they 'lack initiaitve' due to their obedience orders, and yet they still have a 'hated enemy' which overwhelms reason and judgement. Go figure.


Page 60
"On other worlds, the military arts are the preserve of the ruling classes only; this produces highborn regiments, whose wealth and prestige find them well-equipped, and placed on the front lines of many a battlefield."
Tactica Imperialis again on Highborns. Apparently quality gear is part of that.


Page 60
Highborn are almost universally wealthy and well-connected, able to draw upon considerable resources when seeking new equipment.

..
Years of study under a wide range of military instructors, and traditional connections to other military dynasties, have prepared each and every highborn for a life in the Imperial Guard.
Benefits of the Highborns. The 'well connected' not only means they have better gear as a rule, but they're also better suited to playing the political game tied to logistics with the Munitorum.


Page 60
"The immense populations of hive worlds, and the often harsh conditions found upon them, make them valuable recruiting grounds for new regiments, and many hive worlds serve to manufacture vast quantities of commonly-used materiel, making it far simpler to equip regiments. As a result, a single muster from a hive world can produce potentially millions of Guardsmen, forming thousands or even tens of thousands of regiments within a relatively short span of time.

- extract form the Tactica Imperialis
Three factors make hive worlds ideal recruiting round - the quantity of people available to tap, the industrial potential that makes them easily equipped, and the violent, almost darwinian conditions that persist there. Heck going by Necromunda undergangers are as well equipped as some small scale military forces, so the parallels are obvious. Considering that training can sometimes be a 'secondary' concern for the guard (They may get 'formal' training, or they may get a rushed course, or they may not get it at all, as noted before.) that can still be useful.


A single muster can result in 'millions' of Guardsmen from a hive, forming 'thousands' or even 'tens of thousands' of regiments. We dont know how big a regiment is described, but if we use the old '2 to 6 thousand' benchmark, and at least 2000, thats about 4 to 12 million at least. If we go with tens of thousands (at least 20 thousand but less than 100 thousand) at that same ratio you get between 40 million and 600 million. If the regiments can contain upwards of 10 thousand (see below) we might get a maximum of something like a billion (comparable to the known 'higher tier' Guard regiments - Armageddon, Necromunda, or Gomorrah from REdempton Corps (which Tithed over a billion troops in one founding.)

Figuring somehwere between millions and tens of millions of troops and that this were typical for the 34,000 'known' hive worlds in the Imperium per 5th's core rules (and ignoring the elastic nature of 'hive world' and the variable intereptations depending on source) Hive tithings come out to around tens or hundreds of billions at least.


Page 60
Due to the colossal populations of hive worlds, musters from them tend to be large, sometimes numbering over a thousand regiments at a time, each of which may number as many as ten thousand men. In many areas of a hive world-not just the twisted depths of the underhive-murder, rioting, and gang warfare are rife. Constantly having to avoid (or take part in) such dangers turns the people into capable warriors and survivors...
Why hivers/underhivers supposedly make good Guardsmen (or at least form a good basis for training Guardsmen, take your pick, and the numbers recruitable. 1000 regiments x 10,000 men would be over 10 million troops 'sometimes'. Bigger than the draft of Minea in 5th edition rules, but less ascribed to places like Necromunda or Armageddon, or the Gomorrah.

10 million per 34 thousand hives is ~340 billion.

Page 60
Due to the suitability of hive worlders as Imperial Guardsmen, and the sheer quantity of people on each hive world, there are a vast number of hive world regiments in the Imperial Guard at any one time.
Suggesting that they make up a considerable percentage of the IG, but far from the majority. I'd guess that, based on all the other data we have, 'civilised' or 'Imperial' worlds make up the bulk (if for no other reason that category tends to be the broadest/most diverse. It even overlaps with some 'hive world' definitions.) Even if there were 3/4 of a million feral/feudal worlds (going by only the 'million worlds' interpretation anyhow) in the Imperium, you wouldn't even come close to getting towards Hive levels without having a ton of feudal worlds towards the higher end of their purported population bases (CF 3rd edition rules) and even then you'd have to tithe a considerable portion of the population each time to match. What's more, even if you did that, you couldn't maintain the rate, because the numbers taken would represent a much larger percentage of a feral/feudal world's population, compared to a hive (a few million or tens of millions from hundreds of billions is literally a 'drop in a bucket'.) And if you conscripted hive worlds at the rates I alluded to for feral/feudal worlds, there would be no comparison at all.



Page 61
While many worlds may be required to provide resources, materials and other such goods as part of their tithe, their primary obligation to the Imperium is in the form of manpower. It is only with rare exception that a planet not be required to provide men to the Imperial Guard..
TI extract again. It implies that no world is 'exempt' from tithing, and that they all are obliged to provide men, which is technically true. And yet we have many cases of worlds only providing rare or occasional foundings (maybe a handful in centuries) which suggests they are rarely drafted, which also suggests that 'obligation' does not translate into 'routine', and why this may be is up for debate. Some worlds may be more desirable to tap than others - worlds with bigger populations and better industry will produce better troops, and the loss of manpower from such places will not be as disruptive as on others (Say a small mining or agricultural colony, who cannot provide as good troops as a hive world.) Which would be consistent with the earlier statements on the matter. It could also just be bureacracy, corruption, or it may be dictated by location and warp routes (or importance.) or whatever.

Alternately this is that 'theory vs practice' thing again - in theory everyone provides manpower to the Imperium (and the Guard) but in practice its alot more variable, which also fits with what we know.


Page 61
Characters from Imperial world regiments represent best the greatest mass of humanity. Their minds are shaped by faith and humble duty, their bodies honed by toil. While lacking the tenacity of death worlders, the unyielding discipline of a fortress worlder, or the unthinking zeal of the penitent, Imperial worlders are faithful, loyal, and adaptable, unconstrained by the focus of specialisation.
AGain I suspect 'Imperial' means 'civilised', given that a number of worlds identified as civilised (Vostroya, Elysia, etc.) fall under the 'Imperial' categorization evne if they have other traits. And as a number of other sources have hinted before. I mean heck, Tallarn was called a 'civilised' world too even though its also a Death World, and then there's Mordia... lol

That said they seem to be less populous (but more numerous) than hive worlds, so they contribute as many (or more) troops to the Guard themselves, and their industry (and quality) is probably not much worse. Which would tend to suggest that the bulk of the Imperium is at least from fairly 'modern' and 'technological' worlds, although that doesn't instantly translate into 'good' troops.


Page 61
....it can be effective to determine other punishments for them [sinners and criminals]. Transit to distant worlds for the purpose of menial labour, or volunteering for military absolution are two such alternatives. Isolated penal colonies populated by these convicts produce viscious, hardy individuals, albeit ones who require nothing less than the harshest discipline to function in battle. However, these benighted souls can be regarded as more readily expendable than most units, for as sinners, their lives are already forfeit.
-Extract from the Tactica Imperialis
Tactical Imperialis on the value of penal legion cannon fodder. Or slave labor. Of course this being the Imperium I can imagine they have a use for slave labor under the guise of 'penal' or 'penitent' labor. It's still basically slavery, and it wouldn't surprise me if its conducted in a way that many innocents accidentally (or deliberately) get caught up in it or conscripted.


Page 61
Characters from penal colonies tend to be ruthless, opportunistic individuals, the desperate conditions of their origin making them eager for any opportunity to survive for just a little longer, or profit just a little more from a situation. While ill-disciplined and commonly impious, the expendable, vicious nature of convicts makes them quite useful in the Emperor's wars. The resultant Penal Legions can be found in the harshest warzones, undertaking the most dangerous missions, with the promise of salvation in death, after which the survivors are imprisoned once more until the next battle.
Penal legionnaires (or regiments like the Chem dogs) in detail, and their uses. It actually shows that some regiments are considered more expendable than others, at least by (vague) Munitorum standards. Officers may or may not pay attention to such distinctions, of course (Chenkov probably wouldn't.)
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Re: Only War analysis/discussion thread

Post by Rogue 9 »

Connor MacLeod wrote:
Psykers are also part of the support a commander can call upon; trained by the Scholastica Psykana, they are often the only protection a regiment has against psychic attacks and their only means of sending them back against the enemy.
I take it psykers may be the means of protecting souls, although that doesn't rule out the Ecclesairchy's boltering faith to provide such defencses either, I include both because either is possible.
Connor MacLeod wrote:
The Imperial Guard makes extensive use of psykers when it wages war. Astropaths allow for Imperial Guard forces to communicate with the Departmento Munitorum and their Commanding Officers across the vast gulfs of space, a resource that without which, the Imperial Guard would be nothing more than countless, uncoordinated armies. Astropaths are also vital to convey telepathic messages over long distances on the battlefield, especially when secrecy and discretion is desirable or vox signals would be out of range. They often possess other powers as well, such as precognition and various other kinds of divination which can be of use to Imperial Commanders, eager for anything which might help them to pierce the fog of war...
Of the psykers the Guard uses astropaths and their precog/communcation abilities are probably more useful on the battlefield.


Page 24
.. more direct psychic intervnetion int he form of Primaris Psykers and Sanctioned Psyker cadres. These are gifted individuals which have been trained by the Scholastica Psykana for the Imperial Guard's use and which have been deemed 'safe' enough for frontline service.
..
These psychic choirs are made up of individually weak psykers, novices to the art of controlling the energies of the Warp but psychically strong when grouped together and focused o a single task. In battle, this can be sending bolts of energy into the ranks of the foe, shielding soldiers from las-blasts and bolt-shells, or providing some semblance of protection against the horrors of the Warp for which mundane weapons are no defence.
Primaris and sanctioned psykers. I imagine 'weak' is relative - in the sense they're strong enough to have not been sacrificed to the astronimcan or the Emperor. Sanctioned and Primaris psykers by alot of other sources tend to be quite powerful (moeso than Astropaths at least). Anyhow, I'd say the defensive effects (or the defense against Daemons) tends to be of more immediate value than simply blasting creatures.
So what happens with the resident Ministorum priest is all like "Suffer not the witch to live!"? Does the Guard commander actually tell him to get bent because he needs his astropaths, and if so what possible consequences can a radical Ministorum Adept levy?
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Re: Only War analysis/discussion thread

Post by Cykeisme »

Rogue 9 wrote:So what happens with the resident Ministorum priest is all like "Suffer not the witch to live!"? Does the Guard commander actually tell him to get bent because he needs his astropaths, and if so what possible consequences can a radical Ministorum Adept levy?
I think that both on an official level as well as an actual level, the Ecclesiarchy as a whole accepts the necessity of Astropaths and Navigators. They probably rationalize this inescapable fact with the idea that they are accepted by the Emperor, and Astropaths undergo the "soulbinding" ritual after all. As for Navigators, my recollection is hazy, but I believe it may have been stated somewhere that the people in of the Imperium generally know that the Emperor was somehow involved in the development of the Navigator gene?

However, what you brought up probably still holds true for the use of battle psykers are not strictly necessary for the Imperium's functioning, so there's probably a lot of potential for friction there!


Regarding what Connor was mentioning about the defensive purposes of Imperial psykers and how it differs and also augments the benefits of faith, I imagine they are separate but overlapping issues. Faith protects against the insidious, mind-corrupting effects of Chaos.. whereas battle psykers defend against more overt psychic/sorcerous attacks.
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Rogue 9 wrote:So what happens with the resident Ministorum priest is all like "Suffer not the witch to live!"? Does the Guard commander actually tell him to get bent because he needs his astropaths, and if so what possible consequences can a radical Ministorum Adept levy?
Probably depends on the particular beliefs of the ministorum faction. given the lack of micromanagement between individual sectors and subsectors and the Ecclesiarchy's magpie approach to missionary work, there's a great deal of diversity in belief that leads to outright conflict both within and without the organization. You could have some people who literally see astropaths (touched by the Emperor) as divine and holy beings, whilst other psykers may be filthy mutants barely tolerated because they were merely 'sanctioned.' Or you may have extremists who view any and all psykers as abominations because they are using power that belongs solely to the Emperor and seek to purge them all, even to the detriment of the Imperium (there was such a faction in one of the Shira Calpurnia novels, for example.)

An interesting view of the former would be the 6th edition Space Marine Codex and the depiction of the Black Templars. They basically do not hate psykers of all veins (the fact they don't have librarians they chalk up to 'Emperor's Will' and leave it at that.) - they are the only chapter (supposedly) who believes in the divinity of the God Emperor, and thus revere navigators and astropaths as sacred beings (astropaths because of the soul binding, and navigators because they perceive the astronomican.) Any non-Imperial psyker is basically a filthy which and mutant and must be purged, so you really have a 'not invented here' syndrome, only with Psykers :P
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

More Only War...

PAge 61
In time, the few hardened veterans,...
..
..become amongst the most dangerous and unorthodox units in the Imperial Guard, deployed to achieve the impossible or die trying.
EG Last Chancers, and this makes it actually sound like such 'special' forces are not uncommon. I guess there is a niche for 'special forces suicide squads' in the Imperium, though.


Page 62
Penal colonists are ill-regarded by just about everyone else in the Imperial Guard, and tend to be viewed more as expendable fodder than as worthwhile soldiers. As a result, they are seldom afforded more than the most basic of equipment.
Because cannon fodder does not deserve nice toys :P Unless its Krieg of course, which makes no sense (but then again thats early forgeworld for ya.)




Page 62
"Many Worlds are dominated by particular zeal and piety, beyond even the devotions expected by the Adeptus Ministorum. Such worlds can produce exceptional soldiers, who are willing to sacrifice all they have for the Emperor, particularly where the recruits are those who aspire towards martyrdom, in order to prove their faith or absolve their world of some ancestral sin. As valuable as devotion can be in a soldier, rigorous discipline is required to ensure that their zeal does not become an uncontrolled frenzy"
Tactica Imperialis insert again, on Penitents. As noted the Maccabean Janissaries, or the Krieg meatbags seem to represent this. It seems they're a combination of religious fanaticism and a military/sacrificial mindset. Good for cannon fodder and/or siege regiments, I suppose.


Page 62
The penitent are not those bom of a single type of world, but rather those of a particular mind-set.
...
..the penitent are those who eagerly give their deaths as well. Willing martyrs all, the penitent fight to demonstrate their zeal or to show their contrition for the sins of the past. The penitent may be from Shrine Worlds, or the masses of pilgrims who cross the Imperium, while others hail from worlds where some ancient crime demands countless generations of absolution.
The interesting thing about the 'penitent' origin is how its not neccesarily tied to just one world. One imagines the penal legions may not be, but most other 'origins' would be. We see how this translates into soldiers best with the Maccabean Janissaries, but it could be applied in others (As before, penal legionnaries, because prisoners come from all over, but also with storm troopers, which come as close to 'centrally trained' forces the Imperium actually has.)


Page 62
"The Storm trooper regiments and the Commissariat are all raised under the care of the drill abbots of the Schoal Progenium. Progena are amongst the truest servants of the Imperium you are ever likely to encounter, and Progena of a militant inclination are soldiers of unwavering loyalty and discipline...
..
While their numbers are few and in high demand, the orphans of the Schola Progenium make for outstanding Guardsmen."
Tactica Imperialis on SChola Progenium origin troops. May mean just Storm troopers and Commissars, but it could also imply more general guardsmen (discussed below) Also note 'regiments' plural for the stormies, as that becomes a point of contention later.


Page 62
The creations of the Schola Progenium are trained to be of unyielding will, of decisive action, and of swift mind. Service to the Imperium is an expectation, one their lives have been directed towards for the years of their tutelage. The harsh mental and physical discipline of the Schola Progenium produces fine officers and soldiers, none finer than the Storm Trooper regiment, which recruit only from the finest Schola Progeniurn graduates.
First regiment singular rather than plural this time. as I said this seems to be a bit of contention. That aside, there's also the issue of what a 'Schola' trooper is. Obviously its Stormies, commissars, and even officers, but does it encompass more than that? It could, for example, include various kinds of Grenadiers (like Kasrkin) who are trained to Storm trooper standards, or soldiers like the Terrax Guard.



Page 63
The regiment's commander is ill-tempered and paranoid, continually suspicious of betrayal, and watchful of enemies and allies alike. He regards vigilance as the greatest of virtues, and encourages suspicion and watchfulness amongst his men.
...
The regiment's commander is balanced in his attitudes and careful in his decision-making, yet often overly cautious. His demeanour encourages his men to similarly consider situations before they strike, observing the battlefield before acting.
...
The regiment's commander is decisive and leads from the front, taking charge of situations personally. and never afraid to do what he orders his men to do. However, he is quick to anger, and can often be drawn into foolish actions. His men are continually ready for action, and familiar with the rigours of battle.
...
The regiment's commander is decisive and unyielding, and once set on a course of action he will seldom change his mind. While this is invaluable during many actions his regiment undertakes, it leaves his forces inflexible in the face of changing battlefields.
...
The regiment's commander is something of a rebel, regarded as ill-disciplined and unpredictable by his peers, but his attitude and his daring make him beloved by his men, who see their leader as one of them, rather than one of "the officers". So long as he leads, they will follow him anywhere.
...
The regiment's commander is careful and introspective, but his will is not what it once was. While loyal, his leadership is hampered by hesitation and pessimism, and his warriors are often forced to rely more on their own initiative in battle, taking charge themselves when their superiors falter.
...
The regiment's commander is quiet and contemplative, a man of few words. When he does speak, it is with great and solemn purpose, to give commands that have been considered in exacting detail. He does not command loyalty through rhetoric or heroics, but through quiet competence, and his men have learnt to trust in his skill and rely on the chain of command.
...
The regiment's commander is confident and optimistic, though sometimes too caught up in dreams of glory and triumph. While inspirational to his men with grandiose speeches and heroism, his ambition has often seen them faced with impossible odds, caught up in their commander's quest for glory, and they must battle hard to survive.
...
The regiment's commander is a devout man, absolutely loyal to the Imperium, but lacking in his own initiative. Incapable of the imagination and daring that gets an officer noticed by his superiors, he serves as little more than their mouthpiece. Bereft of any true command, the men must have faith if they are to survive in the fury of war.
The commanding officer personalities (at least in broad). While it has more obvious gameplay purposes, and I dont feel like commenting on it in depth, it shows nivelry again the variability (and the double-edged sword aspect therein) of the officers in the Guard, and how it influences troops. In some ways (or with some personalities) it can be good, some a mixed bag, and others may not be so good (eg an indecisive commander may enocurage iniaiative in his troops, for example.) Of course that variability is a bit of a drawback itself, since it implies that lack of standardization and uniformity I've commented on before.


Page 64
A home world and commander provide the heart of a regiment, but it is the training they are provided and the armaments they receive which hone that regiment into a weapon against the enemies of the Imperium.
Origins (and the type of leader they have) could be considered as the 'raw material' from which the Guardsmen are made, but their value (however one measures that) comes after the training. That also means the quality will depend highly on the type of training, quality of training, and the appopriateness of that training (the latter referring to the 'variability' I oftne speak of. While I won't rule out competence, as we've seen before nothing guarantees that either, even with a well equipped regiment from a sophisticated society and a reasonable commander.)


Page 64
A key part of any war effort, reconnaissance units allow an army to scout out enemy movements and positions, and their keen senses and training allow them to swiftly ambush enemy patrols attempting to do the same. Due to their role, reconnaissance units invariably operate far ahead of army commanders, requiring considerable autonomy and personal initiative, traits that often breed a strong sense of daring and recklessness.
Sentinels are a common sort here, although the 'doctrine' indicates they can have sentinels OR A Chimera. Presumably it would also mean Salamander Scout variants, more appropriately, but they haven't included those here yet. So one imagines there might be a scouting Chimera or something. I imagine it could apply to rough riders and light infantry as well (EG ratlings, or the Ghosts as an example.)

It also shows that not all of the Guard can simply be unthinking automatons, however much the Munitorum or officers may wish otherwise.


Page 65
A rare type of regiment, drop troops are extremely specialised infantry, trained for rapid strikes from airborne transports. Employing grav-chutes and attached Imperial Navy Valkyrie assault carriers...
...
..drop troops provide an uncommon, but potent resource...
...
However, their habit of operating alone without support tends to make them somewhat distant and cold to those outside their ranks.
Drop troops: Rare, specialized, sophisticated (and elite), somewhat isolated and independent (like Catachans). Come with lascarbine, flak armour, respirator and grav chute (plus greandes.)



Page 65
Being used as the linchpin units in many grand strategies, hunter-killer units use light vehicles with deceptively heavy firepower to linger behind the front lines until called upon, then pushing forward quickly to strike down priority targets in support of the rank-and-file.
...

..tends to see them regarded as glory-seeking mavericks.
Classified as 'hunter killer' units a doctrine that emphasizes mobile heavy weapons (Again sentinels, or Hellhounds.) One imagines other chimera variants could qualify s well. OR stuff with Centaurs. Seem to be another case of 'speed and mobility and independent thought' rather than 'mindless automatons' to me.


Page 65
Lightly-equipped infantry units are key to the complex tactical manoeuvres required on the battlefields of the 41st Millennium. Lacking the firepower to effectively fight on the front lines, their talents are better employed in dense terrain, where they can lay ambushes and engage in short-lived skirmishes.
Light infantry... mobility and skirmishing, probably some recon and infiltration as well. They get lascarbines, flak jackets and helmets



Page 65
The backbone of the Imperial Guard, line infantry form the bulk of every battle line, the core of every assault, and the heart of every defence.
..
It is a rare battlefield that is not graced by the presence of line infantry.
The most common, the most general (in the sense of not being specialized), and probably the simplest to raise aside from untrained conscripts. Their main value is probably their generic-ness (potentially usable in anything, although not neccesarily useful or capable at such), but their actual utility will depend on training (well trained or cross-trained line infantry might be able to fill in where specialists are lacking, but ill trained line infantry are basically useless except as 'warm bodies'.)

Of course given the nature of things in the Imperium, specialists of any kind tend to be rare, so having the generalists around is a 'better than nothing' approach, much as having durable, easily repaired tanks that run on a variety of fuels (EG the Russ and the same philosohpies behind that design apply here.)

Note as well, that the described USE of line infantry seems primarily a 'take and hold' sort of role, or a defensive one. line infantry defend static fortifications and emplacements (which unless you're deliberately engaging in siege or trench warefare or long term attrition shit, shouldn't require anything special.) and in 'take and hold' the line infantry would move up behind the 'specialists' - the recon and light infantry, the mechanised, armoured, and hunter-killer units, etc. allowing those forces to keep moving while the line infantry see to the mopping up and general aftermath. On the other hand there is the assault, which again points at padding it out with mass/momentum (or possibly just pointing to cannon fodder.) which ironically suggests 'sparing' the specialists by putting relatively more expendable troops in the way. Double edged sword, as always.

Line infantry has M36 Lasguns, IG flak armour, etc. Krak and frag as stnadard.


Page 65
Less common than line infantry, mechanised infantry serve as a fast-moving, hard-hitting force, pairing the utility of infantry with the speed and firepower of armoured vehicles. The availability of Chimera transports is the main limiting factor to the number of mechanised infantry units in any given warzone, and this rarity means that many mechanised infantry regiments are divided into a number of smaller Armoured Fist groups- single squads or platoons- attached to amoured regiments (to provide infantry support) and line infantry regiments (to provide a fast reserve or armoured vanguard).
Mechanised forces. Again rarer than infantry, but stated just HOW rare. Indeed the implication seems to be that their rarity or commonness may not be fixed in any way (and limited strictly to chimera availability) - mechanised infantry may be more or less available depending on industrial outputs (do the local industrial and forge worlds put out more or less chimeras to equip forces with) and tithings (who they tithe, how much they tithe them, etc.), and logistics (do they have vehicles available, can they be shipped where they are needed, and will the bureaucratic bean counting shitheads actually ship them.) I mean with vraks we saw that its quite possible for the Munitorum to stockpile tons of vehicles but simply refuse to allocate them... but it does leave the possibility open that in ideal (or lucky) situations, a warzone might have nearly as many mechanised regiments as they do line infantry.)

Mechanised are also specialises much as armoured forces (compared to the generalist, generic 'line' infantry.) which also helps to explain the disparity. THey may not have as many, but they will generally be used in specific ways to offset that.

It also must be noted that 'mechanised' in this context is very specific - it means 'Chimera equipped' regiments. It doesn't seem to include other forms of transport (motorised units, units transported using locally acquired vehicles, other forms of mechanised transport like Gorgons, Praetors, Centaurs, adapted Trojans and other APCs and the like..) It also doesn't include the use of drop ships, which can sometimes be as good (or better) than mechanised, depending on the design and capabilities of the drop ship (anything form an Arvus lighter up to those huge ass, heavily armed dropships we saw on the cover of the 5th IG codex and in the 6th ed. rulebook.)


Page 65
Similar to line infantry, siege infantry form a solid mass of troops, specifically trained to serve in protracted sieges. A siege regiment may be deployed in a single location for years at a time, moving only infrequently to a new front line, often only a few hundred metres from the last one. Each line usually consists of newly dug trenches and earthworks, swiftly and precisely excavated by thousands of troopers.
So the main difference between siege and line infantry is perhaps duration, and the scale of the casualties they endure. (Basically line infantry tries to go for short term heavy losses in a decisive win, whilst siege regiments go for prolonged, even heavier losses.) Of course by 40K terms 'few hundred metres' of advance is actually impressive. It also implies something about weapons ranges.

Siege regiments are similar to line infantry, except they have six powerpacks IG flak, and replace the krak grenades with photon flash.



Page 67
"each and every regiment will be equipped in a manner according to their purpose, the world of their origin, and the availability of resources."
Tactica Imperialis on logistics and equipping regiments. Again variable.



Page 67
The regiment has had long ties with the Adeptus Mechanicus, and though not privy to the many secrets of that organisation, they willingly accept the wisdom of the Priests of Mars. As a testament to this unity, the regiment's warriors sport many more bionics and augmetics than is typically the case, with veterans often sporting bionics to replace organs and limbs lost to the horrors of war.
Access to augmetics (and probably the quality) influenced by connections ot the AdMech



Page 67
Commonly given to Penal Legions and other units who may require additional encouragement to fight their hardest, combat drugs can provide the additional psychological or physical kick needed to spur a unit to action.
Combat drugs used mainly with Penal legions.



Page 67
Some regard the strict rationing, draconian regulations, and complex bureaucracy of the Departmento Munitorum as needless restrictions upon the capabilities of the Imperial Guard.
Probably because it generally is



Page 68
There is a selection of common pieces of equipment that all characters are equipped with in some form or another. While the specific details of such items may vary from world to world, and sometimes even character to character (the rations of an Ogryn are far different in mass to those issued to a normal, human Guardsman), their existence is seldom, if ever, in doubt.
While it may be said this represents 'standardization', there are some hefty caveats to that. For example the ration issue is a good example. Due to the diversity of human's development in 40K (mutation and such)_ as well as other factors the kinds and types of rations that a regiment subsists on (or requires to survive) will differ from world to world. (indeed, giving a regiment rations they aren't used to could be dangeorus, making them ill or killing them, as the Munitorum manula notes.) This naturally can complicate logistical issues since that means the Munitorum has to keep the requisite rations and other stuff that can help keep all regiments at least partially sustained. (I suspect this may also influence why rations are tasteless or worse.)



Page 68
Standard kit as described above include uniform and poor weather gear, rucksack or sling bag, basic set of tools, mess kit and canteen, a rechargable lamp pack, a grooming kit, one set of 'cognomen tags or equivalent ID', one primer or instructional handbook, combat sustenance rations, two weeks supply.

Standard weapons and armour include one laspistol and two charge packs as the main weapon, one knife, and one flak vest. As I've said before, they may not even get a lasgun. :P Basically all other factors (doctrine, world, regiment type) will change the equipment (EG the lasgun provided instead of a laspistol)



Page 68
Similarly, numerous doctrines provide a regiment with armour. This will, in all cases, replace the standard flak vest that all Guardsmen are issued with-front-line combat units are invariably issued heavier armour than vehicle crews (who should be protected by their vehicles).
Mostly to note that flak varies in quality, coverage, and proetection



Page 68
Local resources and the particular needs of a given regiment lead to standard kit allocations varying immensely from regiment to regiment. While numerous universal items exist in some way, shape, or form, they are far from the only items of equipment a regiment will have access to, or need to make use of
Variation and logistics rears is heada gain.



Page 69 List of additional equipment or changes. Basically its minor stuff, like replacing a particular weapon with another (laspistol iwth lascarbine, or either with a lasrifle, or lasweapon with shotgun) adding an extra weapon as a sidearm (las, auto, or stub), extra grenades, add a chrono, drop/clip harness, extra uniforms, filtration plugs, photo visor or photo contacts or preysense goggles, purity seals, respirator or gas-maskg, detox (or combat drugs) and injector, 2 weeks extra rations, auspex or scanner, grapnel, targeter, stummer, screamers, pict recorder, micro-bead, magnoculars. It also allows for adding of items basied on 'availability' rating, or as a 'favoured' weapon (basic or heavy.) Again logistics and vairous other factors dictate how well kitted out the guard forces are, at least at the beginning.



Page 70
..single regiments with eclectic compositions and histories can be all that remains of a dozen or more regiments that began the campaign.
amalgamation gone wild.



Page 75
While it may seem to the casual observer that the Imperial Guard is composed solely of faceless, foot-slogging infantry, there are, in fact, a dizzying array of specialities and sub-specialities found within this diverse fighting force.
Which may SOUND neat, but it also means that logistics is even more complicated.



Page 75
Guardsmen are the basic grunts of the Imperial Guard.
..
They form the bulk of the massive Imperial Guard. Guardsmen dig trenches, drive tanks, operate radios, handle ordnance, win battles, and die by the countless thousands for the glory of Him on Earth.

In the eyes of the Departmento Munitorum, these Guardsmen are all simply Guardsmen, regardless of history, speciality, or personality.
..
..but still be nothing more than a statistic on the sheets of the Departmento Munitorum.
The Munitorum is more interested in its ledgers and bureacuracy than accuracy or important things, and hence oversimplify liek fuck. At least they do in terms of big numbers.



PAge 75
..on the individual level, there are no official ranks or titles for the members of an Imperial Guard Squad. How a regiment breaks their Squad up, or titles their specialists- or decides if they even have specialists at all- is left entirely in the hands of the regiment, and can vary greatly across the Imperium.

More variability.


Page 76
"A good Heavy can provide support to his squad-mates, deny an area, or put single shots on target all day and never run out of ammo. A great Heavy can drop a mortar shell into a renegade's shirt pocket at a thousand yards."
"Heavy", as in heavy weapons trooper, and their qualitative capabilities.


Page 76
Heavy Gunners are those Guardsmen who, during their basic training, show a great amount of affinity for and competence with the various heavy support weapons fielded by the Imperial Guard. Adapted for a number of special roles such as fire support and anti-armour, heavy weapons tend to be highly advanced and require not only a strong arm and a stout heart to operate, but a cool head and a better than average amount of technical acumen to keep them running.
Basically they're the 'Try Again' Braggs of the Imperial Guard, who is the most obvious, direct Guard archetype this refers to. That said, they also seem to borrow quite obviously from the old 'Heavies' of the Necromunda game, as the GW game usually has heavy weapons crews in two man teams using some sort of wheeled or pushed weapon instead of man portable. As we learn the loaders are optional (via the whole Comrades thing) this can include loading or helping to brace the heavy weapon.


Page 76
They are typically deployed in fire teams of two to six depending on the crew requirements of the weapon in their care, and are, necessarily, slower than average infantrymen, due to their heavy loads.
..
..there are three general types of Heavy Gunner fire teams: Direct Fire Support Squads, Anti-Armour Squads, and Indirect Fire Support Squads.
Possibly meaning they either are paired up, or there are 2-6 heavy weapons troopers per squad. again, variable. Also the 'heavy' squad types.



Page 76
Direct Fire Support Squads are typically armed with heavy bolters, autocannons, and heavy flamers, and are tasked with denying areas, laying down suppressive fire, guarding strategic points, and even identifying and neutralizing light enemy reconnaissance vehicles.
They basically provide 'direct fire' artillery support. Cannons and such. Funny enough this apparently includes a heavy stubber :P



Page 76
Carrying lascannons, missile launchers, and multimeltas, Anti-Armour squads make tank-busting into a fine art. Light and relatively mobile, these squads are trained to set up and break down their weapons quickly and silently to keep pace with enemy armour and mechanised infantry.
Anti armour squads.



Page 76
...Indirect Fire Support Squads operate the various indirect fire weapons in the Imperial Guard arsenal, such as mortars and grenade launchers. Operating as light artillery, especially when armed with highly portable mortars, these teams are typically stationed well behind the front lines where, using targeting information supplied by their squad-mates, they can suppress enemy troops and vehicles, pinning them in place and allowing friendly forces to advance and neutralize them.
Indirect fire artillery. Interesting that it includes grenade launchers but no mention of missile launchers in this role (even though missiles can be frag or krak). Likewise, grenade launchers can be anti armor (krak grenades.) Of extra interest is the use of 'targeting information' of an unspecified type to guide indirect fire onto enemy.



Page 78
When a regiment of Guardsmen is first tithed from a world, they have no idea of what to expect. They could travel to any of millions of planets, or face any of millions of enemies.
Millions of Imperial planets, or planets in general?



Page 78
Going by many different names across the varying regiments, Medics are put in charge of all medical gear and supplies sent to the Squad by the Departmento Munitorum.

...
..Medics are the ones who are entrusted with using this equipment to keep their Squad healthy and prepared for combat.
...
Medics are specially trained Guardsmen, responsible for providing first response and front line medical care to fellow Guardsmen on the battlefield.
Medics and their roles. Interestingly in the image the Guardsman medic has a pretty fancy medkit with flashing lights and buttons and stuff on it, a some sort of medical gauntlet with some sort of chainsaw thingy I take to be a bone saw or other surical tool. and one fucking huge syringe with a huge fucking needle. Mentioned also to carry a 'Diagnostor' (described later.)



Page 80
Those rare Guardsmen who feel comfortable around the machine spirits of these ancient devices are highly valued by their commanders. Although they do not possess the knowledge of the Enginseer and other members of the Adeptus Mechanicus, they are competent enough to rouse the machine spirits into action, and use them to great effect in battle.
General category of Operaotr. Basically operate all kinds of technology, including vehicles/machines, equipment like vox, etc. Funny thing is the equipment mentioned includes MIU links (albeit common), auspex, and a dataslate as part of the gear.



Page 82
The strong backbone of the Imperial Guard, Sergeants are in charge of the individual squads, and much of the day-to-day operation of units falls on their capable shoulders. Along with their leadership roles, Sergeants are tasked with the training and general education of their subordinates. They are expected to take new conscripts and tum them from inexperienced civilians into battle-ready and professional Guardsmen, typically in a stunningly short amount of time. The institutional memory of the Imperial Guard also lies largely with the Sergeants and their colleagues among the non-commissioned officers.
Roles of a sergeant as NCO and such.



Page 82
These senior enlisted men and women typically have years of hard-earned combat and leadership experience, and tend to have a better grasp of tactics and command than many of their superior officers, especially those who have never served in actual combat.
...
..setting a strong example for junior enlisted men and officers alike. A good Sergeant can keep a squad together even under the most dire of circumstances, using his command skills, natural gravitas, and the earned trust of his men, to quell fear and rally shaken Guardsmen in their command.
Sergeants are competent, and may serve a role not much different from a Commissar.



Page 82
This is not to suggest, however, that all Sergeants in the Imperial Guard are highly-respected father figures and competent leaders, who have the best interests of their men foremost in mind. In an organisation as vast and far-ranging as the imperial Guard, the opposite may be the case. Tyrannical, corrupt, and incompetent Sergeants litter the non-commissioned officers' corps. Many find that the power they wield goes to their head, and they take to brutalising their subordinates. Others find themselves in over their heads, and their fear and inability make them capricious and dangerous. Many incompetent or brutal Sergeants have met their end at the hands of their subordinates, victims of "accidents" or "friendly fire incidents" on the battlefield. ln general, however, Sergeants are a blessing to a squad.
Variability of Sergeants. Sufficed to say at least they're not all assholes (which is more than we can say for officers, it seems.)



Page 84
This singular focus allows these individuals to quickly become masters of the lasgun...
...
..those Guardsmen who focus on perfecting their combat abilities fall under the Weapons Specialist Speciality. Not simply limited to the ubiquitous lasgun, a Weapons Specialist could be a Catachan Jungle Fighter using his shotgun and knife to stalk his prey, a Vostoyan Firstborn cracking enemy vehicles with a meltagun, or a Cadian daring enough to carry a plasma gun into the battlefield. Whatever their weapon of choice, these Guardsmen make up the backbone of the Hammer of the Emperor..
Basically specialists mean they focus on one weapon (sometimes to the exclusion of all others.) This probalby means marksmen/snipers (regular lasgun or long las), plasma and melta gunners, grenade throwers, close assault specialists, etc. Oddly the next page suggests Weapons Specialists could have multiple specializations as well. Comrades may be used to lug around extras.



Page 86
..young potential Commissars go through a rigorous education and indoctrination process that includes scholastic and ecclesiastical studies, as well as military training every bit as demanding as that undergone by their Storm Trooper colleagues. Throughout their studies, they are observed and evaluated, probed for physical or spiritual weaknesses that would disqualify them from this vaunted position. Once finished with their Schola Progenium training, many Commissars serve amongst the ranks of the elite Storm Trooper companies that they trained alongside.


Commissar training. Interesting how they not only receive Storm trooper training, but they also serve alongside them as a sort of 'easing in' period. Also of interest is the 'evaluation' angle, as that hints that despite Cain's protestations of his flaws, he was deemed a suitable Commmissar. Either that or the method is occasionally imperfect. Or maybe the Emperor Does Protect :P


Page 86
A combination morale officer and political operative, Commissars are tasked with making sure that every Guardsman does his sworn duty to the God-Emperor and the Imperium.
...
Through webs of informants and the use of propaganda, they control the hearts and minds of the Imperial Guard, moulding both the rank-and-file Guardsmen and their officers into model soldiers, free of doubt or mercy for their enemies.
..
..and they mete out their brutal punishment without doubt..
Commissars are very much psychologically motivated manipulators. THis isn't inconisstent iwth the 'threat to shoot/use of fear' thing, but it shows that they (or at least the competent ones) use more than fear to motivate and manipulate the troopers under their command. It could be propoganda, symbolism, leading by example, or even intimidation. Punishment is for when all else fails (or if oyu're an idiot. Variable IG applies to Commissars as much as everything else.)

Funny thing is they're described as being seen as a 'blessing', which is clearly NOT the case for Deathworlders...




Page 88
Ministorum Priests attached to the Imperial Guard are finely trained combatants, as well as priests and confessors. With flamer and chainsword, they enter combat alongside their flock...
Armaments of Regimental priests, as well as their (primarily psychological) role.



Page 88
Typically quite learned in both military and religious matters, they are always available to guide a commander or general's hand, and advise him on the most orthodox and Ecclesiarchy-approved course of action.
This does not reassure me.



Page 90
Carrying special, sturdily built, Ogryn-specific equipment like the brutal ripper gun and ripper saw, they are still utilised as shock troops....
...
While not as common as they once were, there are many regiments who still field Ogryns, either in dedicated Ogryn squads, or mixed in with other Guardsmen, who can help guide them and keep an eye on them, to prevent them from hurting themselves and their comrades...
Ogryns are becoming lost-tech now? Pretty interesting since they're used all over for other things like mining labour and shit. Their usage and equipment also covered, although I'm wondering if 'ripper saw' is basically just a static chainblade (eg big serrated fucking sword)



Page 92
While they cannot fill many of the human roles in the Imperial Guard, Ratlings still proved incredibly useful. Their small size allows them to infiltrate enemy territory much better than the average human, and, combined with their incredible eyesight, makes them excellent snipers. In addition, Ratlings have a reputation amongst the Guard for their incredible cooking, and often act as cook for the unit, in addition to their battlefield duties.

Ratling roles in the Guard.



Page 92
In the field, Ratlings operate independently, with a second Ratling who acts as a spotter and backup marksman, or in small squads. They are deployed behind enemy lines with the barest of supplies, where they immediately go to ground, secreting themselves, living off the land...
...
They delight in causing confusion and havoc among their enemies, killing officers and key personnel from extreme ranges...
Ratlings in the field. They start with either a sniper rifle or long las (good quality) with telescopic scope, and a camo cloak.



Page 94
Sanctioned Psykers are trained as both warriors and advisors.
..
In this capacity, they divine the future for enemy troop movements and attack the enemy with mind-destroying powers. They also serve as advisors to the Imperial Guard's officer corps, reading the Emperor's Tarot and using strategic prognostication to help plan battles and win wars. Unfortunately, Sanctioned Psykers do not have the breadth of training and conditioning of the powerful Librarians of the Adeptus Astartes. Constant battlefield use of their powers strains them to near breaking. and the stress of life in the Imperial Guard makes them perhaps more susceptible to Daemonic possession than others in their field.
Sanctioned Psykers uses (and limitations.) Basically since they're mere humans and not super-speshul SPACE MARINES, they're susceptible to the Warp, which means they're just a cheaper, more expendable sort of Libraririan. Although as we know from some sources (like Architect of Fate) a PRimaris Psyker can be a whole nother matter.



Page 96
Equipped with the finest weapons and wargear in the Departmento Munitorum's arsenal, Storm Troopers are trained to carry out missions beyond the capabilities of the rank-and-file Guardsman. Deep strike assaults, reconnaissance, infiltration, sabotage, and airborne insertion are just a few of the special missions with which Storm Troopers are regularly tasked.
..
...each man a perfect specimen of health and moral purity, forged by experience and training, not into a simple soldier, but into a one-man assault squad.
Except that other guardsmen (admittedly specialists as well) can do recon, infiltration, and airborne insertion too. The main difference is mainly that Storm Troopers are rarer, better equipped, better trained generalists than your line infantryman.

I suppose we might alos interpret that last bit to mean they're amongst the best 'peak' human in an all-around sense, too, but that's more inference than anything.



Page 96
Unlike regular Guardsmen, Storm Troopers are organised into a single permanent regiment, a situation unique among the Imperial Guard. This regiment takes in newly forged Storm Troopers from the scattered Schola Progenium facilities across the Imperium, gives them further training to ensure readiness, then separates individual Storm Troopers and Squads and distributes them among the other, more standard Imperial Guard regiments. Thanks to the constant stream of new recruits needed to keep the regiment at full strength, and the fact that these warriors are culled from countless worlds across the Imperium, there is an incredibly rich and diverse breadth of training and experience among the Storm Troopers. This diversity forms a powerful alloy among these elite warriors, and allows their superiors to hone them into efficient killing machines.
Its fluff from 2nd edition IIRC, where there was a single, 10,000 man 'Regiment' for Storm troopers, but that's diverged a bit now, and I'm not evne sure I quite buy it here. For one thing they've used both singular and plural for 'regiment(s)' in this very same book, and its unlikely there are only a handful of stormie companies in the entire Imperium. Nevermind that regiments often have their own storm troopers. Eitehr we now have two 'classes' of storm trooper (locally raised/trained assigned, which go to individual regiments) as well as the 'regiment(s)' mentioned above, or there's alot more going on. Or maybe its just one fuckhuge regiment that exists for training purposes and no absolute size (sort of like a scout 'company') and they end up getting divided into platoons/companies/battalions/whatever as they're distrubuted across the galaxy and whatnot. Or it may just vary from region to region for all I know. I just know ther'es got to be more than one fucking regiment and there's way more storm troopers than a regiment's worth, even with a fuckhuge single regimet of millions.

Anyhow, all that aside (and whether storm troopers have joined every other facet of the Imperial Guard and become a 'broad category' rather than a specific thing) storm troopers are the closest to standardization and uniformity the Imperial Guard has, whether its equipment, training, usage, or whatever. In alot of ways they (and quite probably the other elites, like Grenadiers and drop troops) represent more what the tau fire warriors are, again in equipment, capabilities, quality etc. while tau 'auxiliaries' are more like Guardsmen (more diverse, less uniformly equipped, sometimes more expendable..)

The storm trooper image here is much different from Kasrkin or similar has a visor on its helmet with a single red lense over the right eye, some sort of pict viewer or thermal thingy (red lense again) on the left side of its hlemet (similar to what cadian helmets had in the next to previous IG codex, and what Kasrkin often have attached to the sides of their helmets). Oh and a big fucking weapon (hotshot lasgun/hellgun) with a huge fucking barrel. Funny enough it srunning off a clip-type powerpack rather than a back or side/belt mounted powerpack attached via cord, which suggests hotshots (or storm trooper weapons, at least) can operate on both.



Page 98
Many Tech-Priests carry incense burners and painstakingly prepared oils with which to soothe and prepare the myriad weapons, vehicles, and other machinery of the Imperial Guard . They serve all across the galaxy with the Imperial Guard at the regimental, company, and squad level, and are expected not only to tend to the machinery, but also to take up arms and, if so called upon, to lay down their lives in defence of the Imperium.
Enginseers roles. Combat and maintenance, and the levels at which they are attached, which is.. quite extensive actually if they can exist at the squad level (That can be quite useful.) That can mean that there are easily scores if not hundreds of enginseers in even a modest unit, at least at a high end. Figure a 1 per 10 or one per hundred ratio roughly



Page 105
Full blooded human Guardsmen, the majority of the men under arms in the Imperial Guard, are loosely restricted in size by their environment and physiology. While Mankind's basic sacred form has certainly become more diverse as he's spread among the stars over the past millenia, the basics of anatomy can only be stretched so far. Adult humans range in height from 1.2 metres to 2.1 metres. Anything outside of that range would be remarkable and is quite rare. A healthy human adult has a weight proportional to his height. On the very low end of the scale, a very short person might have a healthy weight of 30 kilograms. At the opposite end of that scale, a very tall individual could tip the scales at over 100 kilograms without appearing obese. Of course, the ravages of war, illness, deprivation, enviornment, or simply the hard life of the Imperial Guard might well set a character's weight well outside what is considered healthy.


The few abhumans among the ranks of the Imperial Guard, the tiny Ratlings and the hulking Ogryn, have different physiologies, and therefore different averages of height and weight. Ogryns are massive, brutish abhumans who range between 2.5 and 3 metres in height and weigh, on average, 250 kilograms. Ratlings are diminutive, fleet-footed abhumans, usually between .9 and 1.1 metres in height, and with a scant weight of between 15 and 25 kilograms.
approximate baselines of height and weight for 'human' and various abhuman strains. Again while there is nothing 'wrng' with this, I would take that 'variability' thing into account again simply because different sources/authors stay different things, and we've seen some pretty dramatic variations (Bragg for example, is unusual on Tanith as an outlier, but amongst the Goliaths of Necromunda he wouldn't be unusual.) And beings like the Canak (who purportedly have Ogryn blood) could blur the distinctions even further.

Heck we already had note that Ogryns were 'merely' 7-8 feet tall, and now its more like 8 to 10 feet. Of course Ogryn have some fairly diverse sub-classifications to, so its not like THEY have to conform to one size or another. And that doesn't include the 'huge and strong compared to Space MArine' style Ogryns, either :P



PAge 110
The battlefields of the 41st Millenium are dangerous places, and most Imperial Guardsmen are lucky to see the next fifteen hours, let alone the end of the battle.
Heh heh fifteen hours.



Page 147
Through years of practice drills and battlefield experience, the character has become a master of the lasgun. The character can use lasguns of all types to unleash devastating volleys of disciplined fire that can cut down his enemies like the sweep of a scythe.
Game terms means it gains an extra shot (deegree of success) to add to its rate of fire. This is interesting/notable as it suggests that you can train a soldier to squeeze more shots out of the weapon, which would imply that ROF is largely dependent upon pulling the trigger (which kinda doesnt make sense for full auto, but there you go.)

Alternately it could be that is something analgous to a sustained beam and it reprensets the ability to sweep the beam/target faster or keep it on target better.



Page 149
Whether through contacts in the Departmento Munitorum or simple fame amongst the ranks of the Imperial Guard, the character has an easier time acquiring equipment for his squad.
Politics and contacts again.


Page 149
Orthoproxy: Either parts of the character's brain has been removed or an inhibitor such as a reason inhibitor circuit has been implanted within the character's skull, allowing him to ignore the mental strain that would affect a more 'complete' person.
Interesting modification. Oddly this is something available to penitents like the Krieg or the Maccabean Janissaries. Improves resistance to interrogation and mind control.



Page 156
The Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this allows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such as skull shunts, finger probes, or spine jacks.
Electro-graft implants, interface iwth data and transmit information.



Page 156
Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into the nervous system, where they derive power from the bio-electrical emanations of the flesh and the sacred mysteries of the Potentia Coil. They can be used to emit or siphon power in many ways.
Electoos. sseems they (or at least this variant) have a number of uses beyond just decorative or identification - they can absorb/release energy in differnet forms.



Page 156
Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators.
Tech-priest's battery, basically. The AdMech still have crystal batteries, although they don't seem to be as commonplace as in earlier canon.



Page 156
Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself
cranical circuitry. Mental augmentation.




Page 157
Certain spirit-beings and denizens of the warp have the ability to possess mortal bodies. This is a far more insidious and damaging process than most forms of mental control, or even the power of the strongest psykers to "wear'' the bodies of others, as the very fabric of the assaulting warp being is merged with the victim's living body on a fundamental level, so as to allow it to remain in our reality.
Possession, daemonic and otherwise.



Page 158
The soul of this creature is bound to a higher power or being, in return for a measure of protection.
...
Many Imperial psykers, especially Astropaths, are soul-bound to the Emperor, for example, whereas Chaos Sorcerers may be bound to one of the Ruinous Powers.
Soul binding. Interesting thing is that its tied to Sorcerers (again), whilst its implied other Imperial psykers besides astropaths can be soul bound (which again is a form of 'sanctioned' Imperial sorcery. :P)



Page 161
..the Departmento Munitorum ultimately assumes full responsibility for supplies.
...
When a regiment is initially raised, its home planet is expected to provide ample supplies as part of their military tithe. Consequently, the initial supply of foodstuffs, uniforms, and standard kit that are issued to each trooper are generally consistent with those used as part of the planet's standing military. The lasgun is the sole exception to this rule. Even on worlds where that weapon is not commonly used, Imperial Guard units are issued some variant of the lasgun as their standard weapon. Only after a regiment has been issued these supplies and undergone at least rudimentary training can the planetary tithe be considered complete. The variation between different home world military traditions and cultural proclivities leads to the substantial variations that are observed between Imperial Guard regiments from different systems.
Worlds provide the initial supplies for the regiment. That's probably to give the Munitorum time to figure out what those troops need and make arrangements that accomodate the new regiment (or what the Munitorum thinks accomodates that regiment, anyhow. What the regiment thinks/wants and what the Munitorum thinks are not neccesarily the same thing.



Page 161
..these initial supplies are seldom sufficient to maintain a regiment through an extended campaign. Vehicles, weapons, and gear rapidly degrade under battlefield conditions. Foodstuffs are quickly depleted...
...
..the Departmento Munitorum must continue to ship supplies, with the help of the Imperial Navy, to needy war zones. For worlds that regularly provide regiments as tithe, additional supplies may exceed their capacities. Instead, food must be drawn from agricultural worlds with available production, while other gear is allocated in a responsible fashion. Otherwise, these reserves may be quickly depleted...
...
Different regiments employ a variety of policies to see that these allocations are performed in a reliable fashion. Ultimately, however, it boils down to a logistical system that ensures the necessary supplies are available when needed, but may not be squandered.
The importance of Munitorum logistics, I guess.



Page 161
...a soldier in the Imperial Guard cannot be expected to purchase new equipment or to receive special compensation in exchange for his service. At least, that is how the system is intended to work.

In practical terms, things function slightly differently. Every soldier is issued a standard kit that is consistent with the gear provided to all members of his regiment. In addition, specialist gear is provided to soldiers who have particular responsibilities. This might include a special or heavy weapon, tools required for a specific responsibility, or even gear that is appropriate for a specific mission or enivronment. Once equipment is issued, soldiers are fully responsible for maintaining it and returning it, when requested, in fully operational condition. Any gear lost or damaged through the course of training or conflict must be fully justified to regimental command. The consequences for unacceptable losses can be unpleasant.
Requisition. The Munitorum takes a hands off approach - if they assign it, they expect you to maintain it on your own resource. Of course, the risks of damage and destruction of VALUABLE EQUIPMENT is probably a big reason why they rarely willingly just hand over special tech like that as well, since that's like... putting their preciousl ledgers in danger and shit. Again, either they simply refuse to risk it or they do it in such a way that other people are responsible (or suffer).

Its really just more 'theory vs practice' given how the Munitorum wants things to run, how things actually are, and how they compromise between the two (assuming they realize compromise is needed.) In game terms this is basically the setup for the logistics system, where politics, influence, and legal (or underhanded) means are used to acquire needed (or desired) equipment. The 'theory' is that nothing should be 'need' to be purchased, because everything the Munitorum provides should be all they need, but in reality that isn't always the case, so exceptions may have to be made, via requisition. That's where all the ambiguity comes in though, as it encompasses specialist gear, mission specific gear, as well as 'private' acquisitions.


Page 161
The adepts of the Departmento Munitorum may make clerical errors and deliver something entirely inappropriate. If the gear is assigned through official channels to a unit, then the group must assume full responsibility for it. However, if the goods are delivered without a paper trail...

...
..other times an unexpected piece of equipment may reach them through fortuitous circumstances.
...

Essentially, as the squad's fame increases, its reputation improves and others within the camp become more willing to accomodate their unusual requests.
Again Munitorum logistics is dictated more through politics, ocntacts, and influence rather than anything intelligent. The more famous or 'reliable' you are seen to be, the omre likely you are to havea cess to useful (or important) gear. Also as noted, the inconsistent logistics of the Munitorum is always a double edged sword. I suspect alot of 'misdelivered' gear that serves a regiment no good ends up on some unofficial blakc market (trading gear one doesnt need for gear one may need seems like the sort of thing the Guard would do unofficially.)

Legitimate equipment is, of course, going to be monitored and acocunted for (obsessively) By the Munitorum because of their precious ledgers :P


Page 162
In some cases, particular types of items were never designated for assignment to a given battle zone. In others, the Departmento Munitorum might have shipped vast reserves of an unusual piece of equipment, for reasons that only their adepts could hope to understand.

Random logistics strikes again!



Page 163
During the latter stages of his training as an Imperial Guardsman, every soldier is issued his Standard Regimental Guardsman Kit. The contents of this kit can vary substantially between different regiments based upon their preferred gear and standard protocols.


Shockingly, even the 'standard' basic kit 'every' Guardsman gets can be highly variable. Are we shocked? Its mentioned later though that unofficial trading of the sort I speculated on earlier (trading for a different variant of lasgun, for example, different rations, etc.)



Page 164
...[Everyone] is issued his regiment's standard model of lasgun. This includes specialists who might always wield another weapon, such as a meltagun or a grenade launcher. While they are unlikely to ever take the lasgun out of their footlocker, they must still maintain that weapon and have it prepared for inspection at all times. This is part of standard Imperial Doctrine.
Imperial Doctrine dictates they issue lasguns to people who may never use them. The explanation is that even if they have different or better gear, haivng the 'basics' gives them something to fall back on if disaster strikes or if they have maintenance failures. Which makes a sort of sense, I suppose, but it does suggest that people may evolve personal 'armouries' over time (which sort of fits with Veterans quads scrounging up new and personalied equipment.)




Page 166
Across the span of the galaxy, there are a huge range of different manufactorums producing goods of vastly disparate grades. Some are equipped with only the crudest of input materials and design techniques, while others are supplied with only the highest quality raw materials and technicians who have undergone the most strenuous of training.
Equipment may be standardized, but the quality isn't :P



Pgae 168
"The Demolisher, the Vanquisher, even the mighty Deathstrike Missile Launcher pale in comparison to the sheer firepower of trillions of lasguns unleashing hell in unison."

- Captain Garius Septus of the 263rd Maccabian Jannissaries.
I suspect the context of the quote, if we take it as having some semblance of truth, is less that there has been some single battle (or front) where trillions of lasguns were unleashed like that... but rather trying to suggest that the sum total of the Imperial Guard, rather than one particular weapon in it, is the most powerful 'weapon'. Basically it might mean trillions of guardsmen exist ('trillions' are more explicitly stated in Chapter 8 anyhow, so I'm not exactly reaching with that interpretation either.)



Page 168
Vehicle weapons must be mounted either upon a vehicle or as part of a permanent emplacement. These weapons are far too massive to be man-portable. Their complex ammunition feeds, massive scale, and powerful recoil require large support elements, though these are often mounted upon a turret.
Vechile weapons include Battle cannon, Earthshaker cannon, Demolisher cannon, Vanquisher cannon, etc. The ammunition feeds is interesting given the 'clip' size of Battle cannon and such.


Page 168
Range: This number is used to determine how far the weapon can be accurately fired in metres. A weapon's Short Range is half this number, while its Long Range is double this number...

..
Weapons cannot be fired at targets more than four times their range distance away.
We learn later of 'extreme' range which is 3x the range.



Page 169
Wt (Weight): Represents how much the weapon weighs, normally in kg (kilograms).
WEight matters consideirng we get weights ofr all weapons (even the vehicle ones.)


Page 169
These weapons are designed with prectston in mind and respond superbly in skilled hands
Accurate weapons. I mainly want to bring them up as per newer rules 'accurate' weapons gain more damage. Sniper weapons (las and long las) the triplex in precision mode, and Vanquisher cannons all are examples of this.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

And a double update. Cuz there's still lots to cover.

Page 169
[Blast] Many missiles, grenades, and some guns create an explosion when they hit their target.
...
[Concussive]Some weapons create a deafening blast or shock wave when they hit.
Blast and concussive effects.








Page 170
To kill powerful foes often requires fearsome weapons or special rounds with the ability to punch through even the toughest hides.
Felling weapons. Important for some weapons later.




PAge 170
Haywire weapons make use of microwaves or electromagnetic radiation to destroy the inner workings of machines and tech.

Not all Haywire weapons are just EMP, apparently. Apparently judging by the weapons effects, it will impact any weapon without the 'Primitive' quality. How this can interfere with stub weapons (which should work on mechanical rather than electrical principles) is utterly beyond me, unless they're so utterly fragile they can be destroyed internally. Then again maybe the microwaves just fuse intenral components.



Page 171
Mortars and similar Launcher weapons are often fired in a suppression mode, where the actual enemy cannot be seen and only their rough location is known. In these cases, mortar shells and the like can be fired without any actual line of sight required. Often such weapons are fired in conjunction with a spotter who directs fire from the weapon. Any ally with an auspex or who can see the target can assist with indirect fire.
Indirect fire weapons like mortars and earthshakers.. The interesting thing is the use of auspex with non-LOS weapons.



Page 171
Maximal weapons have two fire settings allowing the wielder to either use the weapon at its lower setting to conserve ammo and allow a higher rate of fire or make single powerful blasts that require the weapon to recharge between shots.
'Maximal' mode is the variable settings on shit like plasma weapons.



Page 171
Using intense blasts of heat to excite particles and carve away armour, these weapons can slag even the hardest materials if fired from a close enough range.
Melta quality. Obivousyl for melta weapons and similar, which again speaks to their 'microwave' like quality.



Page 171
The bestial Ogryn that serve amongst the ranks of the Imperial Guard have hands that are not only much larger than those of a normal human, but also far stronger. Most Ogryn have a hard time using them to perform delicate, or even normal, tasks. There are many weapons, however, that are perfect for use by these cumbersome creatures.
Ogryn Proof weapons, like Ripper Gun.


Page 172
...Weapons with a Proven Quality always inflict massive trauma...
Proven weapons... used for certain kinds of weapons later.

Page 174

Weapons list:

Las weapons:Las carbines are now 75m, 60 shot clip, weigh 2.5 kg, and single/semi(2). Which is different than earlier iterations, but reflrects the changes from Black crusade.

Laslock is 70m, 1 shot clip, 4 kg weight. 400 gram 'clip' energy cell, one shot. Using the old 'stats' for battery size we're looking at a few hundred kj per shot.. if those stats mean anything.

Long las is 'accurate, reliable, feeling' and same stats as in other FFG material basically.

Triplex pattern lasgun, range 100m, Single and Semi(3), 30 shot clip, and weighs 4.5 kg. Half the rounds of a regular lasgun, same capacity as long las (243 kj per clip if we use the sodium sulfur 540 kj per kg I established in DH) 8.1 kj per shot.

Bullpup lasgun is 90m range increment, Single/Semi(2), 60 shot clip, 3.5 kg weight. 189 kj for 350 gram clip, 3.2 kj per shot.

Hotshot laspistol is 20m range increment, single/semi(2), 40 shot clip, 4 kg 5.4 kj per shot from clip.

hot shot lasgun is 60m range increment, single/semi(3), 30 shot clip, 6 kg weight. 10.8 kj per shot.

Man portable lascannon has 'proven' quality, stats are otherwise identical.



Solid projectile: Sniper rifle 200m range incrmeent, 20 shot clip, 5 kg weight. Accurate/reliable.

Autogun has same range as lasgun, used to be shorter :P

Ripper gun has 30m range increment, single/full(6), 48 shot clip, Ogryn-Proof and Scatter, weighs 35 kg.

Heavy stubbers and M34 autocannons are also 'ogryn proof', which indicates ogryn are smarter than in any previous source, and have a more versatile range of weapons outside an Abnett novel (the only other exception would be the one using a grenade launcher from a Bill King Short story, but you probably could make ogryn-proof grenade launchers too.)

The sniper rifle is interesting, as it has a range greater than a long las (200 as opposed to 150) but half the shots. STats wise it does the same damage and is slightly heavier. If we go with the 10% rule.. assuming 200-250 grams for the magazine, the rest for bullets, which means that the bullets (cartridge plus round) is between 12.5 and 15 grams. By contrast a 5.56 mm nato weighs nearly 12 kg for the cartridge, and 7.62mm nato is 25 grams. Either they're light rounds, the game stats are (again) crap, or they have some very lightweight casings and don't need as much propellant as modern rounds. We might be able to handwave a 7-10 gram bullet out of that, which would be roughly on the low end of 'full power'. Max range by game stats woul dbe 600-800m, which would also be in line with 'full power' rifle rounds.



vehicle mounted weapons:
Battle cannon: 750m range increment, 12 shot clip, blast, concussive qualities, 350 kg weight.

Demolisher cannon: 50m range increment, 2 shot clip, Blast/concussive, 400 kg weight

Vanquisher battle cannon: 900m range increment, 6 shot clip, weighs 400 kg (accurate) quality

Earthshaker cannon: 3500m range increment, 1 shot per clip, Blast/concussive and indirect, weighs 800 kg.

Funny thing is Battle cannon take 3 full turns to reload, vanquisher 2 turns, Demolishers and Earthshakers only one turn. The 'clip' thing for guns is odd too, as it would suggest they have some sort of autoloader (which is actually pretty unlikely, where are you going to find room for a tray to hold 12 battle cannon rounds?) What's more likely is thats either game mechanics crap (which is why despite haivng 12 rounds it also takes longer to load than a demolisher.) or its an abstraction. Or maybe it is an autoloader.

Either way its also interesting that apparently Earthshaker, vanquisher, demolisher AND battle cannon shells can all be lifted and loaded without too much effort (1-2 people, tops.) Masses are probably meaningless in this sense, as a battle cannon shell would weigh 'only' 3.5 kg - and that with the casing, Vanquishers slightly less than 7 kg, whilst Demolishers would be 20 kg and Earthshakres a whopping 80 kg.

Range wise, Earthshakers are implied to be between 10.5-14 km, depending on how you define 'extreme' vs the 4x range limit thing. Battle cannon are between 2.25-3 km by same parameters, Vanquishers 2.7-3.6 km, and demolishers are 'only' 150-200 metres. Depending on how you define/interpret range for Basilisks (EG its either just a bit under the Forgeworld stats, or alot) the stats could be a bit higher (8%.. all the way up to 50% greater) which arguably applies to both battle cannon and Vanquisher cannon stats (EG a Battle cannon's actual range could be anywhere from 2.4 to 4.6 km so 'modified', whilst a Vanquisher would be 2.9 to 5.5 km. Of course if we go with the Rogue trader implied 20 km range for Basilisks, it could also be nearly twice the stated value, which suggests battle cannons could have a good 4.5-6 km range, and VAnquishers 5.4-7.2 km, which would be on the high end of large calibre conventional propellant - eg 140mm cannon.)

Also of interest is how Vanquishers have no blast/concussive quality, whilst battle cannon and demolisher cannon do (as does Earthshaker).. clearly it reflect sthe VAnquisher is not using HE shells, whilst the Battle cannon does. At least, as standard, and that would suggest battle cannon are not anti tank weapons by default.



Page 175
Infenro cannon: 50m range increment, 50 shot clip, weighs 600 kg.

Grenade launcher: 60m, 6 shot clip, 12 kg weight
Hellstirke missile: 300m range increment, 1 shot clip, blast, and 85 kg weight
Hunter killer missile 350m range increment, 1 shot clip 64 kg weight.
Missile launcheer: 35 kg weight, 300m range increment, 1 shot clip.
Mortar 50-300m range increment, 1 shot lcip, 41 kg weight.

The stats on the missiles likely reflect the launchers for at least the hunter killer, if not the hellstrike, rather than actual missile weights. Again if we go by 10% rule, hellstrike is 8.5 kg, and HK missiles are 6.4 kg.


Page 175
Laser or 'las' weapons are the most numerous weapons found in the Imperium. Based on reliable technology, they are cheap to manufacture and easy to maintain. Las weapons work by emitting short, sharp pulses of laser energy from high-storage, fast discharge capacitors with a flash of light and a distinctive snap like the cracking of a whip.
..
In almost all cases, a las weapon is included as part of the Standard Regimental Kit. Virutally all members of the Imperial Guard are well versed in the operation of these armaments.
Pretty standard FFG fluff for lasweapons. Mainly I'm noting it for the 'short sharp pulses' of laser energy, suggesting its a pulsed laser weapon rather than a heat ray.



Page 175
Laspistols benefit from the lasgun variable setting rule...
Laspistols have variable settings. All we really need to know there lol.



Page 175
a lighter, cut down version of the lasgun, a las carbine has a lower rate of fire and a shorter range but is easier to carry and aim, often coming with a folded stock. Las carbines can be fired in one hand...
...
Las carbines benefit from the lasgun variable setting rule..
Advantages and tradeoffs of the carbines. Also variable output.



Page 175
The M36 lasgun has a variable setting option, allowing it ot fire higher-powered bursts. It may be changed to overcharge mode... ... but using two shots worth of ammunition per shot fired.
..

Further, the lasgun may be changed to overload mode...
...
In this case, the lasgun uses four shots of ammunition per shot fired..
VAriable setting, basically its akin to the old Inquisitor Triplex lasgun (double or quadruple charge used.) Indeed, in beta that was how it worked.. they changed the triplex later and gave all lasweapons variable setting just like they have in Black Crusade. Overcharge is basically extra damage, whilst overload gets extra penetration, but at the cost of making the lasgun less reliable.

just for comparison sake, this was the old statement re: variable settings
Beta wrote:A highly refined variant of the standard lasgun, the triplex pattern offers alternative firing modes that can increase the weapon's stopping power at the cost of decreased power cell efficiency.
In beta, it seems like the increase in damage wasn't linear with the increased ammo usage. That is, if you doubled the power output, you got less than double the effect, and if you quadrupled it you got less than four times the effect. How much improvement and the tradeoff isn't known, though, nor is whether this is still valid (if it was still in Only War, I missed it and it certainly wasn't in Black crusade that I was aware of.)




Page 176
On worlds where the standard power pack pattern has been lost, laslocks are commonly used in place of lasguns. Someitmes known as 'blaze guns' or 'las-muskets' among more sophisticated worlds, these may instead be cobbled together and ill-made weapons. often found in the hands of desperate and poorly equipped insurgents or renegades, laslocks might be scratch-built or modifications of antique or damaged las-rifles brought back into service by scav workshops and heretek forges. A laslock's jury-rigged cells are temperamental things at best, but still potent, firing a more powerful discharge than that of a standard lasgun.
Laslocks, again nothing really new here fluff wise, except they're basically a primitive, low-end version of a 'hotshotted' lasgun, what with the 'stronger than normal' bolt and single-use pack. Considering they can be made of 'modified' lasguns and 'jury rigged' cells, we might figure this means lasguns can be modified for greater output (again, not unlike the 'overload' settings in Black Crusade.)

Funny enough, Merrt's lasgun in the latter Ghosts novels (the cursed one in, I think, armour of contempt') Discharges its lasgun pack all at once when it malfunctioned, which would be something like this.




Page 176
..the long las is a specially modified version of the lasgun constructed for added range and accuracy.
..
..a long las also has a much longer barrel than a standard lasgun, sometimes being up to twice the length.
..
The long las benefits from the lasgun variable setting rule..
If we borrow from the fluff from the uplifting primer/munitorum manual (and ghosts fluff),hotshotted longlas don't use slide settings, which means that the standard longlas (at least in FFG) is not hotshot.

I suppose in game terms, the actual term would be 'overcharge' pack, as it halves power pack at increased power (and in FFG terms that would mean 20 shots for an overcharge pack longlas. Oddly though, it would *still* have variable settings.))




Page 176
A highly refined variant of the standard lasgun, the triplex offers alternative firing modes that make the weapon more versatile on the battlefield. When fired in standard mode...

..
When fired in precision mode..
...
When fired in burst mode..
In the beta test, the 'burst' mode was referred to as 'incineration' mode. Precision mode grants a range of 150, single shot, and the weapon gians the accurate quality - basically a long las mode. 'Burst' or incineration mode is the same ROF change, the range goes to 50 (half its normal range) and the weapon gains the Proven and Felling qualities.

If we try to disentangle the game stats, 'Proven' means it inflicts massive trauma in the target. Felling can punch through 'even tough hides' suggesting its about penetration. So we have a more penetrating, more lethal shot (or series of shots, hence 'burst'), but also with greatly reduced range and without consuming more energy. Taking all that into account, it would mean its performing perhaps similar to a shotgun - increased trauma/stopping power at the cost of range. It might be creating a barrage of individually smaller bolts that 'spread out' to cover a wider area (something similar to that was seen in Legion.) It may also simply just use a greater number of smaller pulses (sort of like a burst mode) although that would be like a changed rate of fire.

Alternately, it may be that the lasbolt delivers its energy as a single, more explosive pulse (rather than a series of pulses.) If the damage effect depends on duration and spot size (EG it delivers the energy faster, and in a smaller area) it might have shorter range (effective range of lasers can depend greatly on spot size and the focal point achieved.. but this assumes they're also actual lasers.)

Beyond that, we can't really speculate other than the 'burst/incineration' mode clearly does more damage at closer range... somehow by altering how the lasgun delivers its energy.



Page 176
Units focused towards aerial or vehicular deployment often utilise lasgun variants that are designed to increase portability and minimise size. While many employ las carbines, many such units are unwilling to sacrifice the lasgun's effective range. The bullpup design counters this by extending the barrel into the weapon' sstock, as well as mounting the power pack within the base of the stock behind the grip. In this way, the rifle achieves a balance between the compact design of a carbine while retaining most of the full capability of a standard lasgun. Bullpup lasguns benefit from the lasgun variable setting rule.
Bullpup lasguns. In game terms they have no obvious advantages over carbines (except a slightly better range.) Which is kinda too bad because they look neat. THey also (despite what IA3 says) seem not to be purely single shot, as they have that weird semi auto 'burst' mode.



Page 176
Sometimes known as hellguns and hellpistols, 'hot shot' weapons are almost exclusively used by high ranking Imperial officers and elite forces who favour the higher power over regular las weapons. While hellguns are rarely seen outside of elite Storm Trooper units, hellpistols can be seen among many of the officer corps and Inquisitorial agencies where the extra hitting power they provide over a regular laspistol...
..
Hot-shot weapons use a 10 kg backpack power source rather than a standard plug-in pack, even for the smaller hellpistol. Larger power packs mean greater power behind each shot but make reloading more impractical, which is a trade-off most are willing to make. Hellguns can also be linked to larger
backpack power sources...
Now in conformity with 5th and 6th, hellguns have revereted back to 'hot-shot', although to be honest its hardly a new thing that hotshot and hell-weapons were used interchangably despite some sources treating them as separate weapons. What's funny is though, that they rely on alternate power sources.. and yet still have a clip in other cases. We also have the 'hotshot' ammo mod, which has nothing to do with this so.. go figure. Also curiously, they don't HAVE variable setting rules.. which is the sole las weapon exception.

With a 10 kg powerpack and assuming the usual sodium sulfur battery crap we have 5 MJ or so per pack which is between 125-170 kj per shot (if my assumptions held) which is interesting given that hellguns and hellpistols seem to use the same power source, with the sole difference being range, ammo and power. Its implied that backpack or sidepack sources also invariably mean more power at the cost of tougher reloading.

Other than all that, the only interesting bit is that there's implication that while hellguns are most often seen with storm troopers (or grenadiers, if we borrow from old codex fluff and such.), its not exclusively so, implying that some regiments can make use of hellguns also (it wouldn't be common however.)



Page 177
Less advanced than the needle rifles prized by Ratlings, the sniper rifle is none-the-less effective against lightly armoured targets. Complete with tripod brace, silencer, and telescopic sight, in the hands of a skilled marksman the sniper rifle can easily tum the ride of a battle.

The integral noise baffles built into the rifle make it very quiet.
Sniper rifle. Basically the solid projectile marksman/sniper weapon, separat from long las or needle rifles. Seems it comes with those features standard as well.



Page 177
..the ripper gun is a massive combat shotgun. The substantial drum feed mechanism of these fully automatic shotguns is designed to provide enough ammunition to entertain the Ogryns as they charge towards their foes. Its firing mechanism is limited so that the user may not fire off the entire clip in a single burst..
Ogryn's super shotgun. Funny enough, its fully automatic like I always contested they were :P



Page 178
An autocannon is a crew-served heavy weapon, a self-loading, high calibre cannon that uses dense solid shells to punch through armour. Though unlikely to penetrate the ceramite of Space Marine power armour, they decimate light to medium vehicles..
Which is funny given the battle cannon description but.. eh. Also typically autocannon can't effectively penetrate SPACE MARINE armour, because of PAULDRONS.




Page 178
A massive version of the autocannon, the battle cannon fires a huge, explosive shell which is proportionately more damaging.
...
..the weapons are generally mounted upon vehicles or fortifications. The Leman Russ main battle tank most commonly employs a battle cannon in its main turret.
Battle cannons are upscaled autocannons... except for the fact autocannons explicitly fire dense, solid shells (which don't explode, esp if you go by Munitorum manual crap), whereas battle cannon shells are not dense solid shells but massively explosive.

Stats wise this category seems to describe ALL kinds of battle cannon, although it may mean they're all broadly similar. We do know the ranges are broadly consistent (~2 km in heavy gravity in gunheads, and 2.3 km for bastion mounted battle cannon in Assault on Black Reach.)




Page 178
A variant of the battle cannon, the demolisher cannon is specifically designed as a siege support weapon. While it suffers a decreased range, its plasma charged shells are capable of blasting through layers of plasteel and ceramite with each devastating volley. Its massive shell wrap an outer layer of explosives and shrapnel aorund an unstable chemical core. When the outer explosives detonate, weakening their target, they also trigger the chemical reagents to unleash a potent jet of plasma that is channeled directly into its victims. The combination of shrapnel and flaming metal can eliminate even the most robust defences.
Demolishers are battle cannon 'variants', although how they qualify as a variant given the stupid-huge calibre and massive shell weight... of course if this were a useful comparison it might imply that the High explosive shells of the Russ had some AP qualities too, but I dont think we could be that lucky :P



page 178
Veteran tank commanders highly respect this rare pattern battle cannon for its unique efficacy in battles against heavily armoured opponents. While few forge worlds remain capable of producing it, the legends of its ability to penetrate any known armour make its extended profiel immediately recognisable.
Vanquisher cannon.



Page 180
The [plasma] pistol variant can only hold smaller hydrogen flasks (or sometimes only a single flask) and thus can only fire a handful of shots. They are dangerous to use on board a vessel, as a single shot can penetrate several bulkheads.
Penetrative ability of plasma pistols. I dont know offhand a good benchmark for bulkhead size, however.



Page 180
The largest man-portable plasma weapon is the plasma cannon or heavy plasma gun, which is also seen in service on some Imperial war machines. Rather than using attached flasks, the wielder wears a large backpack containing the weapon's store of hydrogen fuel. This weapon has a much longer range and ammunition supply, and its violent dischrages, hurled like miniature suns from the barrel, have a large impact area. lt can also be fired in a special Maximal mode that exhausts more fuel but provides an even larger blast of heat on impact, creating a fireball capable of destroying heavily armoured targets.
Plasma cannons are backpack-powersource only.



Page 182
This missile launcher is often mounted on vehicles and fires a specialised krak missile. Fitted with advanced guidance systems and fuel, it has longer range and better accuracy than standard missiles, as the internal cogitator's sensorum suite guides it to the target. Each comes in a complete launching package, good for one shot only.
Hunter killer missiles.




Page 182
The hellstirke missile is an air to surface missiel commonly mounted on Imperial atack craft and assault craft used in support of ground-based operations . These weapons use a solid propellant core to deliver a high explosive load, designed to effectively penetrate even well-armoured targets. Because they are generally launched form fixed-wing aircraft, these missiles often strike their targets with a speed that substantially exceeds that of rockets fired from ground-based platforms.
hellstrikes. The difference in speed is interesting.



Page 182
A missile [from a launcher] is fitted with guidance systems to aid in target acquisition, which is excellent at long ranges. Most launchers, like the Locke-pattern, are shoulder mounted tube-like weapons that fire a single round with great accuracy, while the ancient Retobi design holds a huge vertical clip of 5 rounds but is much more awkward ot fire and has less precision.
Launcher missiles are guided, and come in single shot and magazine fed.




Page 182
Blind explosives detonate with a burst of dense smoke, IR bafflers, and broadband EM-spectrum chaff, all of which is designed to block detection through the cloud. Sensors and vision that would pierce normal smoke cannot see through haze created by a blind explosives.
Blind munitions



Page 182
Imperial frag grenades are roughly the size of a clenched fist and covered with a heavily notched shell, both to increase the shrapnel produced and provide a more secure grip ofr throwing.
size of frag grenades.



Page 183
Scatter Rounds combine much smaller and less-powerful frag grenades into a single missile launcher round. These are generally fired in a high arc and disperse into separate microexplosives, spreading the explosive effect over a huge radius.
Mortar or missiles generally, but may be in other forms.


Page 183 Rounds (mortar or otherwise)
Anti-plant, blind, frag, minefield, photon flash, scatter (described above), smoke, or starflare. They're basically artillery rounds, and they all weigh 1 kg.



Page 184
Mole Mortars are odd devices that look much like regular Imperial Mortars, but they fire their shells under the ground rather than through the air via special tunnelling torpedo rounds. The rounds penetrate the earth then arc back up in almost a reverse of a normal mortar round, timed to explode just underneath the surface.
Mole Mortar. Weighs 50 kg, carries 1 shot, range increment of 50-200m.



Page 185
Chainswords weigh 6 kg, Eviscerators 15 kg

Power fists 13 kg Power sword 3 kg, Power axe 6 kg, power maul 3.5 kg.

Great Weapons (Ogryn Proof) weigh 7 kg.



Page 186
Power weapons project a disruptive energy field along the blade or head of a weapon, allowing it to slice armour or strike with explosive impact.
Powerfield effects, they can be cutting/penetrative or explosive depending on whether its a pointy/edged or a blunt weapon.



Page 186
Rather than encasing an edged weapon with a power field, a power fist uses the energy to disrupt material in a more violent fashion. Worn as a huge glove, when the mechanically augmented fist strikes its target it can tear open even the heaviest armour and burst flesh into a shower of blood and tissue. Unless worn as part of power armour, they normally require heavy backpackmounted power sources connected to the fist via heavy cables. Some variants are designed to maximise rending and crushing power, while others are better suited to exert a maximum of force when punching. a suitably braced user can knock through the strongest bulkheads or rend even reinforced armour,
Powerfists, an example of the 'explosive' powerfield type weapons. And come in varieties (punching, crushing/rending, etc.)




Page 188
A small, single-shot version of the regular grenade launcher is fitted onto another ranged weapon such as a Iasgun, allowing the user to fire a single grenade instead of firing as normal. The added weight and cumbersome nature means that most users rarely bother to reload the launcher once it is expended. An auxiliary grenade launcher adds 2.5 kg to the weight of its fitted weapon.
Auxiliary grenade launcher range 45m increment. 1 shot clip. They can be reloaded though, so presumably one could load in a different kind of grenade if the situation warranted, although adding 5 pounds to your gun DOES seem a bit excessive (unless you believe the Artwork, of course.)



Page 188
Compact weapons are smaller versions of Pistol and Basic weapons. This upgrade halves the weight of the weapon but also halves its clip size and range as well as reducing its damage...
Scaled down weapons. I wonder if you could scale up weapons apporpirately as well (EG if its twice as heavy does it get a increase in performance?


Page 18
This small device contains a small one-shot flamer weapon that shoots out a sheet of fire. Rather than using the weapon as normal, the shooter may use the exterminator cartridge, working out the effects as if he was armed with a flamer. Exterminators are one-shot weapons and must be replaced once used.
Basically makes any weapon a combi weapon with a flamer, or a flamethrower version of the AGL. Take your pick.


Page 188 listed upgrades (including some I cover and others I don't)
Auxiliary grenade launcher, Compact, Exterminator, Extra grip (1/3 normal weight)
forearm weapon mounting (+1 kg), melee attachment (bayonet, etc.+2 kg), motion predictor +.5kg), Omni-scope (+2Kg), Overcharge pack (+.5kg), Photo sight (+.5kg), Preysense sight (+.5kg), red dot laser sight (+.5kg), silencer (+.5kg), Supsensors (halves weight), Targeter (+1.5kg), telescopic sight (+1kg), tox dispenser (.75 kg extra), tripod/bipod (+2 kg), vox operated (+.05 kg)

AGL, Vox operated tox dispenser and targeters are rare. Motion predictor, Photosight, preysense sight are very rare. Red dot laser sight, mono blades, forearm weapon mounting scarce. Omnis cope near unique, Supsnesors extremely rare, Overcharge packs, extra grip, Exterminator are common, compact is average, telescopic sight is average, tripod and bipod is average. Silencers and melee attachments ar eplentiful.



Page 188
Also known as a pistol grip, this allows the weapon to be wielded in one hand..
Much like carbines, it trades accuracy for utility. I dont know why thy call it 'extra grip' though since that would mean they have two pistol grips (which you'd need two hands for, and shit.)



PAge 189
A complex target-tracking cogitator in this device is activated once the user has sighted the desired target. The predictor then tracks the target and, when the trigger is pulled, chases the target with all the rounds in a clip in one long burst.
Motion predictor. BAsically a 'smartgun' attachment used with semi/full auto weapons.



Page 189
A vastly expensive and rare device normally found only in the hands of legendary assassins or bounty hunters, the omni-scope is a cluster of finely-tuned sensor wands linked to a precision lens. Some of these scopes plug directly into a bionic cranial port, allowing the user to shoot aorund corners without exposing himself - the scope becomes a 'third eye'
Omniscopes. Basically preysense sight, red dot laser sight and telescopic sight all in one, and the high end of targeting scopes.



Page 189
This is an enhanced power pack for a las weapon that increases the strength of its fire.
...
...the increased output of damage reduces the number of shots and so the Clip Size is halved.
Overcharge packs, the FFG version of 'increased power but reduced clip size' hotshots from Uplifting primer/munitorum manual.




Page 189
This is a weapon sight that enhances ambient light levels, improving the user's vision and ability to see in the dark. A character using a photo sight suffers no penalties due to darkness.
Photo sight. Night vision scope, essentially.


Page 189
This is a weapon sight that shows thermal images. A character using a preysense sight suffers no penalties due to darkness
Preysense scope. Like the Photo sight but with thermal options.



Page 189
A targeter uses a variety of guidance cogitators to improve accuracy.
Targeter. I'm not sure how this differs from all the other scopes on tap, but meh.



Page 190
As each soldier becomes increasingly familiar with his armaments, he may opt ot make minor changes to the weapon. Extensive changes would invariably violate standard doctrine and draw the ire of superior officers. However, most officers choose to turn a blind eye to minor tweaks of the weapon.
This is actually quite commonplace, and to varying degrees. Minor tweaks seem common, but even more extensive mods can be seen in small arms (Imperial glory) or in vehicles (old Imperial Armour 1, short story by gav thrope featuring souped-up Russes, and of course the Salamander Scout's illicitly modified engines.) I suspect that despite the potential to antagonise techpriests, the Guard makes 'in field' modifications of equipment a potential workaround to achieve objectives, and the 'jury-riggability' of lasweapons in those regards probably are helped by that STC crap (whatever the modification.)

Interestingly enough some modifications included the 'variable setting' stuff in the Black crusade core rules (heretics would modify tech, proper Imperials wouldn't.), but there's alos the laslock (jury riggint the weapon for increased output, again not unlike Imperial Glory.) I suspect an uprated lasweapon (increased performance for decreased reliability like 'overload' settings) would be useful in some cases at least, even if it damages the weapon in the process.

The 'minor' modifications that can be made (described on pages 190 and 191) include customg grips, deactivated safety features (means weapon has no safety and is always avialable to fire), constructed of mateirals from home (like the Nalwood stocks on Tanith lasguns), modified stocks (stock contours align perfectly with shoulder and cheek, hence fitting the body perfectly for a bonus to aim actions.), reinforced (extra support brackets to make it more durable in the field), sacred inscriptions -script or illumination - etc.

Other minor modifications will be covered separately below



Page 190
The weapons internal mechanisms have bene thoroughly lubricated and carefully maintained down to the finest detail.
..
Weapons of this customisation are trickier to load as the ammunition feed must be more carefully engaged.
Described as 'fluid action', basically 'semi-auto' mode scores an additional 'success', basically increased rate of fire for 'burst' mode.



Page 191
The mechanism for removing a magazine is carefully modified so that it may be ejected forcibly and rapidly, reducing the amount of time required for inserting fresh ammunition. THe mechanism could be more throughly lubricated, might have springs or magnets installed, or might use some more sophisticated system.
Speeds up reloading basically.



Page 191
This customisation involves shaving off excess parts, boring holes through non-structural solid features , and generally replacing as many parts of the weapon as possible with alternative components made of lighter weight materials. In some cases, these materials can be obtained form the stores of other regiments, while in others, they must be fabricated from whatever materials are available on the base. Weapons that undergo this customisation decrease their weight by 20%, or a minimum of a 0.5 kg loss. However, the resulting weapon is substantially more fragile.
Makes the weapon lighter, but also weaker. Frankly I find it amusing these are considered 'minor' modifications, because they strike me sa some pretty major and noticable modifications that would piss off a techpriest (altering the sacred form or function of weapons), so it wouldnt be any diffrent (to the AdMehc) compared to iff they modified the output or fire rate or whatever. Probably better for ranged weapons instead of melee weapons.



Page 191
Additional support brackets are affixed ot the wepaon so that it can better handle the stresses of battlefield abuse. These brackets could be scavenged from other equipment, custom fabricated from alternative components, or simply form alternative patterns of comparable weapons. With additional reinforcement, the weapon is better suited to melee combat.
..
In any case, the weapon's weight is increased by 20%
Opposite of above. In game terms it adds to weapon's damage, makes it harder for powerweapons to destroy, and makes the weapon heavier. Mainly of use for hand to hand weapons rather than ranged, for obvious reasons.


Page 191
Through precise adjustments, the weapon is modified so that its trigger pull better fits with the length of the character's fingers and the way they grip the weapon. This is a very precise adjustment that requires careful workmanship to not disrupt the firing mechanism, safety features, and teh travel length of the trigger.
Enables the weapon to be aimed and fired more quickly again, at least with the first shot.



PAge 192
Not every world within the Imperium maintains the capacity to generate a charge pack capable of releasing a limited charge at a time. Some must make do with individual cells that expend their entire capacity in a single rapid burst These have sufficient energy for a single las shot and must be changed after every firing.
charge cells. Used with laslocks. Again, supposedly more primitive than lasguns, although in principle given that laslocks are supposed to have a more powerful bolt than a lasgun, it might be something more akin to the Gaunt Ghost 'hotsthots' in relation (A low grade hotshot in other words.)



Page 193
These massive shells are proprietary to the weapons with which they are associated. Individual rounds weigh at least twenty kilograms and often substantially more than t hat.
Battle cannon, vAnquisher, Demolisher and Earthshaker rounds basically. I imagine battle cannon rounds are at least 20 kg, Vanquishers might be similar, but the others are probably heavier. The question is, does this count just the projectile, or is it projectile plus the casing/propellant?



Page 193
Filled with explosive micro-shrapnel, these bullets are designed to shear flesh and shatter bone, causing limbs to be blown away.
Can be used with sniper rifles or all slug weapons. Funny enough this would be equivalent to the 'overload' setting on a lasgun or laspistol, damage wise at least. Like dumdums without the armor penalty.



Page 193
Vicious and outlawed on some worlds, these dense shells are designed to shred open after impact, creating huge exit wounds.
Stub and auto weapons, plus sniper rifles can use it. Analogues to the 'overcharge' setting, but with a penetration bonus.



Page 194
This is a powerful charge pack for a las weapon, favoured by snipers in some Imperial Guard regiments. Each hot-shot charge pack is good for only a single shot.
Gaunt's ghosts style hotshot pack. Gains tearing quality (like bolter), small damage bonus, and considerable penetration bonus. Clip size is 1, and lasweapon uses 'reliable' quality. Makes it alot like a laslock, in other words (only better, with the penetration and tearing bonus.)




Page 194
[quoe]Units with access to extraordinary resources within the Adeprus Mechanicus are sometimes able to requisition less common types of artillery shells. All of these shells are compatible with the Battle cannon, Demolisher cannon, Vanquisher battle cannon, and Earthshaker cannon.
..
Note that, while it is uncommon, a single tank may be supplied with multiple types of shells.[/quote]

Specialized ammo for various cannon.



Page 194

Specialist shells: hilariously HE shells are 'rare', which makes you wonder just what the fuck Battle cannons normally fire (see below) anti-tank shells are extremely rare, Infernus shells are extremely rare, Illumination are very rare, and smoke shells are rare.



Page 194
These shells sacrifice explosive capacity for a hardened core and an increase in propellant to accelerate muzzle velocity. The proportionate increase in kinetic energy adds to the chance of these shells blasting through even the strongest of ann ours.
AT shells. Not much different from Forgeworld or similar descriptions.



Page 194
These shells are more commonly available than the specialised shels used in some artillery weapons and are the standard ammunition for a Leman Russ battle cannon. They use a generalized explosive core that sends a blast of shrapnel and a potent wave of concussie force through the target area.
So HE is standard on the Russ... meaning Battle cannon usually aren't anti-armour? Niice.



Page 195
Primitive armour is the norm on many feudal or feral planets, the lower levels of some hives where technology is unreliable or too expensive, and many alien worlds. Protection at this level often consists of reinforced animal hides, metal plating worn over the chest, chainmaiL or combinations of these and other crude methods. Primitive armour will rarely stop a lasgun hit outright, but can turn a blade..
Mainly to note (once again) what qualifies as primitive vs what is 'modern' for Guard and shit. Apparnetly even plate armor won't stop a lasgun.


Page 195
The most common type of armour in the galaxy is Flak Armour, as it is standard issue to the countless millions of Imperial Guardsmen. Many layers of ablative and impact absorbent material go into making each suit, enough to deflect or negate most low-level attacks such as small arms, shrapnel, and proximity blasts. Solid hits from high impact weapons can generally negate it, but given that it is relatively lightweight, cheap to produce and dependable in most combat situations, many veterans keep using it even when offered better.
Basic FFG flak armour fluff. As many fluff sources note, flak is more effective against blast/proximity effects if the wearer is not the target (EG not a direct hit.)



Page 195
Primitive armour: heavy leathers (5 kg, covers arms and body)
Chainmail suit (arms body legs, weighs 15 kg)
Feudal world plate (all body parts) weighs 30 kg

Death world beast hide vest (weighs 20 kg, covers the body)

Flak armour: Flak helmet is 2 kg, flak gauntlets are 1 kg
Light flak coak (Arms, body legs) 4 kg Flak vest 5 kg (covers body). Flak cloak (Arms body legs), 8 kg

Flak coat (Arms, body) 5 kg. Imperial Guard flak armour 11 kg covers all.

Interestingly its only a little worse than Feudal plate, although its still arguablty better (ligther for one thing and only slightly less protective.)


Carapace:
Carapace helm: 2 kg weight
Carapace gauntlets: 2 kg weight
Carapace greatves (3 kg weight)
Light carapace (covers all of body) 15 kg
Carapace chestplate (body) 7 kg
Storm trooper carapace 15 kg (Covers all of body.)



PAge 196
Carapace Armour is generally a sign of status and is mostly worn by Imperial officers and agents. Made from moulded plates of armaplas, ceramite, or other strong materials, it can cover the entire body or just sections depending on the desired level of protection. Storm Troopers, for example, wear full body suits including a helmet, while most soldiers are lucky to gain access to just a simple chestplate to wear over more comfortable mesh or flakweave suits.

Some bodysuits have slots designed for simple carapace plates to be inserted in, so that the overall suits can be rapidly configured for as much or little protection as desired. Damaged plates can be more easily replaced without requiring the purchase of an entire new suit.
Carapace armor. I wonder if the 'chestplate' refers to the 'hard shell' armor you sometimes seem troops (like Cadians) wear.. although if that were the case they'd wear carapace helmets also... but don't. It does seem, though, to imply that anything that isn't carapace is either mesh or flakweave, so mesh seems to have been lumped into the 'flak' category here (since in Only War, ther eis no flak, although other sources mention mesh.) since the passage certainly implies Imperial soldiers could have access to/wear mesh as well as flakweave (flakcloth? Or is flakweave somethign else?)

Also mention of a different sort of carapace made from inserts in what I gather to be like modern body armour incorporating SAPI/ESAPI plates, except for the implication of being far less bulky It implies these kinds of suits may be a cheaper sort of carapace, designed for easy repair rather than quality (EG the kinds storm troopers might wear.) The Uplifting primer suggests flak armor may have similar 'insert' possibilities, though (under or over the flak, which has been handled in some novels like Redemption Corps.)



Page 196
Refractor fields are generally the size of an eyepiece, and can easily be worn as disguised ornamentation. When active, they disperse an attack through the wide area of the field, effectively negating it.

When active, though, they surround the weare with a soft haze of light..
Refractor fields. Noting them because of their dispersion/diffusion across the surface area qualities (clearly the larger the shield area, the more effective it is.) May also reflect a variation of one kind of 'void' shield (the non warp portal kind.)


Page 196
Also known as Flare Fields, these work by converting the energy of an attack into blinding light, allowing them to negate much higher forces and delivering a disorientating visual blast as well.
Despite the context implied, I suspect it may not actually convert the energy of the attack into the blinding effect, at least not directly, because so many different attacks will have differing energy levels, and yet the blinding effect seems the same (And what about low energy attacks?)

If we do interpret it as 'converting energy', it implies an interesting defense mechanism (absorption and retransmission in/over the shield medium.) which might also apply to voids.



Page 196
Displacer fields are very powerful but also more risky than other fields. Instead of absorbing or shunting away the energy of an attack, they instead shift the wearer away from the attack using miniature Warp-jump technologies. This action is usually automatically triggered by the attack through unfathomable sensors, though a user can manually activate the device if desired. This flickering into and then back from the dangers of the Empyrean is often as hazardous as the actual attack, however.
Basically a miniature teleporter device relying on odd sensors, but its also closest (in a sense) to the warp-based Gav Thorpe style void shields (although instead of teleporting the wearer away, those displace the attacks into the warp.) Use of such devices can earn the user corruption (From prolonged warp exposure in unlucky situations) 3-30 metres is the implied distance covered by the teleporter.



PAge 196
While most field devices are small enough to be easily disguised or concealed, power fields, though highly effective, are also the most obtrusive and overt. The smallest are heavy backpack-sized affairs, while larger models are the size of sentry weapons. The force wall they project can deflect away the strongest of attacks, but sustained use drains energy very quickly. Personal units can only be active for an hour before depletion....
...

Larger units can protect entire vehicles or emplacements and are too big to be carried.

A power field causes the air to visibly ripple and crackle with static discharge...a
...
It also does not defend against ranged attacks made within 1 metre or attacks in melee.
Power fields get a new lease on life, both in sense of 'personal'/man portable types and vehicle/facility mounted types. Either way they're immensely useful for their ability to bolster static defenses of all kinds (and may reflect certian kinds of voids we see in novels like Guns of Tanith, which were eminently man portable but most certainly not traditional 'voids' as we knew them.)



Page 196
Refractor fields weigh 2 kg. Conversion fields 1 kg. Displacer fields 2 kg.

Personal powerfields are 50 kg ('personal' and 'man portable' HAH). Vehicle/emplacement powerfields are much bigger at 500 kg.



Page 197
Due to Departmento Munitorum restrictions and the lack of space for an Individual Guardsmen on board an Imperial Navy vessel, very few personal itesm outside of standard kit are commonly allowed. Any specialised equipment required for a particular mission is provided by the Departmento Munitorum and (hopefully) shipped to the battlefront the regiment is operating in.
hopefully indeed. This tends to suggest that personal kit either is smuggled aboard, carried aboard only if its small enough for the guardsman himself to transport, or the absence or presence of personal possessions is handled by the Munitorum randomly on a sector by sector basis.



Page 197
Chameleoline material is made up of mimic fibres that blend the coloration of the wearer into their surroundings
Cameleoline.



Page 197
Each of these devices can limit high-volume sonic disturbances such as explosions by automatically detecting and dampening the excessive noise down to a tolerable level.
Deadspace earpieces. Basically noise filter/sonic protection. Useful for artillery and tank crews I suspect.



Page 197
These simple plugs of porous fibres are worn in each nostril to screen out most pollutants and harmful gases.
When rebreathers or respirators arne't available or no other (concealable) option presens itself.
Poor quality filtration plugs are only good for 5 hours.



Page 197
These advanced lenses are designed to enhance low-level light so that even in the darkest nights users can see almost as well as in daylight.


Photovisors and photo-contacts, basically 40K NVG.



Page 197
Preysense goggles allow the wearer to see thermal images in low lighting. Poor Craftsmanship models cannot belie their true nature and are bulky goggles with glowing lenses; Good and Best Craftsmanship models are disguised as normal (if elaborate) eyeglasses.
Preysense goggles, basically infravisors/scopes and similar. Come in a variety of qualities, naturally.


Page 197
Rebreathers are designed to keep the wearer alive in even the most toxic atmospheres. Consisting of a mask or helmet, each contains an air supply and a character wearing a rebreather is immune to the effects of gases and can even survive underwater at limited depths. The air canisters last only for about one hour and then must be replaced..
Rebreathers differ from respirators largely in the air supply and the fact they'd be useful in zero-air situations (like space or underwater.) Good (or better) quality can last twice as long (2 hours instead of one)



PAge 197 Chameleoline cloaks are .5 kg

Photo visors and contact,s and preysense goggles are .5 kg. Rebreathers are 1 kg. Respirator/gasmask are .5 kg, as are recoil gloves. Synskin is 2 kg. Void suits are 8 kg.



Page 198
These specialised gauntlets use interlocking plates connected with memory wire so that when the user grips a weapon, it locks together into a rigid strut around the hand and wrist and prevents wrist or arm damage when the weapon discharges.
REcoil gloves, help protect your hands and arms against nasty recoil.



Page 198
A simple breathing mask that covers the nose and mouth or entire face, these offer much better protection than filtration plugs.
Respirator/gas mask. Poor quality only good for 10 hrs (EG something you'd assign to Kriegers or penal legions.)



Page 198
When working in harsh and extreme conditions (especially when it is not known in advance what they will be), survival suits are a must. No matter if it is too hot or too cold, survival suits maintain proper body temperature and hydration via excellent insulation capabilities. Using the differential between body temperature and outside temperature to drive thermoelectric power cells, it also has reclamation systems for turning sweat into drinking water. Most suits come complete with a hood, as well as goggles to protect the head and face. While it does not protect forever, for medium duration emergencies it can help sustain life until a rescue.
Possibly the neatest bit of IG gear in the book IMHO, the temperature controlled bodyglove running on batteries run by body heat is just.. so typically IG, but its very effective as a means of operating such devices. I suspect similar (like combeads, possibly even shit like photovisors and preysense goggles) may operate by similar as well (unless the fact such devices never seem to require recharging or power is game mechanics.) What's more they're not exactly rare as the availability is 'average', and lots of regiments seem to have access to them. Poor quality outfits only last 3 days before the internal mechanisms falter and need to be removed from the 'extreme' temperatures and allowed to recharge, which gives oyu a very good idea of what a decent quality one might last (a week or longer at least would be my guess.)





PAge 198
Synskin is a bio-reactive body glove with an inert non-reflective surface rhat moulds itself to the wearers form.
...
It also renders the wearer invisible to the use of infra-red goggles and Dark Sight.
synskin, for assassins of all stripes.


Page 198
A common drug distirbuted by the Departmento Munitorum to squads likely to face chemical warfare, this drug can negate the effects of most dangeorus gases and toxins if administered quickly enough. A dose of de-tox immediately ends the ongoing effects of both positive and negative drugs, toxins or gases affecting the character..
..
Using de-tox, however, is both painful and debilitating, and can cause several unpleasant side effects such as vomiting, nose bleeds and great voiding of the bowels..
Despite the implied side effects, I'd actually consider this damn useful given some of the nasty shit for chem and viral weapons the Imperium has demonstrated (especially if the Kriegers take the field like in Vraks.) It also demonstrates that, despite that allusions to manpower being the Imperium's most plentiful/limitless resource, they'll actually take steps to preserve soldiers (at least trained ones) as a sort of resource, rather than the 'RAR ATTRITION EVERYTHING' crap.


Page 198
Frenzon - a generic name for a variety of combat drugs most often uesd with Penal Legions. Once administered, the subject becomes fanatical and fearless.
Penal legions receiving combat drugs. One of the few permitted examples, as I recall it.


Page 199
Obscura: though this drug is prohibited and the subject of widespread crackdowns in the ranks of the Imperial Guard, obscura remains a widely used narcotic among Imperial subjects. Smugglers can make a good living importing and selling the drug to all classes of civilians and military personnel.
The Imperial Guard makes an effort at cracking down on drug use. Probably for the damage it does to vital 'supplies' (EG the troopers themselves) as well as the discipline thing.


Page 199
Sacred unguents blessed by the Omnissiah are much sought after for their mystical properties when applied to machines.

If applied to a weapon...
...

..the weapon becomes immune to jamming for a number of shots equal to its clip size. If the unguent is applied to an already jammed weapon, it immediately unjams..
Which is hilariously amusing for the fact it gives some credence to the 'techno-magic' mumbo jumbo. Which as I've noted, is entirely plausible givne the nature of the warp.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

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Page 200
The labyrinthine bureaucracy of the Departmento Munitorum is constantly processing and transporting a dizzying array of weapons, tools, and equipment to warzones all across the Imperium. So far reaching is their influence that any specialised tool a Guardsman squad could need for a mission, the Departmento can acquire it.
Assuming it can be bothered to acquire and transport it. Variability and all that. But its nice to know its at LEAST possible.


Page 200
The standard Imperial detection device, these are used to detect energy emissions, motion, biological life-signs, and other information.
...

...use it to spot things not normally possible with human senses, such as invisible gases, nearby signs of life, non-visible radiation,...
..
The standard range for an auspex is 50m, though walls more than 50cm thick and certain shielding materials can block the scanner....
Auspex. Only the low quality ones seem to be 'single-type' detectors.. other kinds seem to involve multiple kinds of sensors creating some sort of composite result (thermal and EM, motion, bio, radiation, etc.) Oh and the limitations, although the range may be game mechanics mroe than anything. Poor quality penetrate only 20 cm.


Page 200
Data-slates are common in the imperium and are the primary means of storing and reading printed text and other media such as video or audio recordings. They are cheap and easy to make, and many contain a single media recording, such as text, and can only play that single file. Others can re-record new information or transmit and recieve data from other devices.
Data Slates are useful given the versatility of their roles and the sorts of information they record/display/transmit. In some cases they're just a fancy sort of e-reader or recording device, whilst in others they're sort of like those tablet or palm PCs or a smartphone. Which could actually have some battlefield utility when it comes to the capturing and transmission of data of various kinds, or uploading information (topographical data, images, etc.) between different units. That they're widespread and usable (even if just as low quality types) says something about the Guard.


Page 201
The diagnostor is a sophisticated medical device used across the galaxy. It can detect and diagnose almost every ailment known to the Imperium, and can be incorporated into medical kits, servo-skulls, and other dedicated servitors. Any individual trained in medical knowledge in the Imperial Guard understands its use.
A device that is part of Guard medics, or at least the medkits I believe. AGain remarkably high tech for the guard.


Page 201
Glow-globes are roughly the size of a clenched fist and can shine strong, yellowish light a dozen or so metres in width, lasting roughly five hours before their power pack needs recharging or replacing.
Also covers lamp packs, which suggests that 5 hours is more typical than the old '1d5 hours' they used to randomly provide. Considering they could equate 1-5 shots of a laspistolt hat might tell you something about laspistol outputs. Also its a much shorter lifespan than the 600 hour long power packs from First and Only, so like everything else, IG flashlights are variable performance. :P


Page 201
Common implements found on battlefields across the Imperium, field sutures are used to quickly sew shut wounds to prevent blood loss. They can vary in form, from a simple needle and thread to archaic devices which staple shut the injury.
I'm not entirely sure which suture type is the primitive one and which is the sophisticated ones. I'm guessing the staples are supposed to be some sort of high tech device, but who can tell. It may be grimdark (STAPLING wounds shut.. and all that.)


Page 201
A smaller version of a jump pack, these rely on suspensor fields to counter gravity to slow descent. Two small jets on either side above the shoulders offer extra braking as well.

Unlike a jetpack, Grav Chutes are designed only to allow the user to land safely from a long fall - such as a combat drop from a transport - rather than leap into the air.
grav chutes. It seems like they do involve some sort of reaction thruster rather than just relying on AG effects to brake. Which makes a sort of sense, but it also suggests that they're just a low-quality jump pack for all intents and purposes.



Page 201
Most specialised drugs require injectors. They can take many forms, from low-tech disposable syringes up to sophisticated hypo-sprays.
Imperial injector technologies. Variable.


Page 202
...these oversized boots contain electromagnets that allow the wearer to adhere to metallic surfaces such as exterior hull plating and are often found in void ship emergency lockers.
Well, they designed magnet boots for the Guard. Because Space marines always come with that standard. Pity noone thought to give them to the poor Eldar though...



Page 202
These are powerful vision aids that magnify distant objects. More advanced, high quality magnoculars can also do such things as give range read-outs, detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis.
Magnoculars and their capabilities, again they can vary from 'simple' to 'pretty damn neat' depending on who makes em. Considering scouts and recon forces can be equipped with them, that can say alot.


PAge 202
Small, compact and reliable, medi-kits are essential gear for every Imperial Guard squad. Each has a diagnostic cogitator complete with bioscanner and probes, along with chemicals, drugs, and other means to treat a variety of injuries and ailments...
....
Advanced models include such items as tox wands, synth-skin applicators, and other aids usually available only to the wealthiest of the Imperial elite.
IG medikits and their various roles and qualities. Not quite the old 'automated' medkits (although given the vostroyan IG models those are still floating around) but its alot better than what was depicted in the uplifting primer. Even the basic ones seem to have computers and sensors of some kind. Advaned ones have even neater stuff (Synth skin applicators.) Advanced medikits are also 3 kg heavier.


Page 202
Perhaps the most powerful portable explosive in existence, melta bombs use magna-adhesives to adhere to metallic surfaces where they detonate with a lethal shaped charge of intense heat, similar in effect to a melta weapon. They are ideal for destroying bulkheads, vehicle hulls, and other heavily armoured targets. The common Imperial variety is roughly domed in shape but heavy and unwieldy.. Handles on the casing allow the user to heft the bomb and slap it into place against the target surface...
Single use meltas in other words.



Page 202
A micro-bead or comm-bead is a short range communication device worn in the ear, good for communication out to about one kilometre (depending on weather conditions and intervening terrain). Each fits discretely in the ear, with higher Craftsmanship models nearly undetectable in casual inspection.
Despite having a one mile range in Black Crusade, 1 km seems to be the standard. I guess we could infer they have between 1-2 km range typically, with the 5 (or 10) km ranges being better quality ones that may not always be available. Still, it beats the kind of comms Graham McNeill usually gives them (storm of IRon and the Munitorum manual. :P)



PAge 202
When exploring new worlds, a device of this ancient tech-pattern is indispensable-but few have the means or influence to acquire one. After a few seconds of analyzing planetary data, a multicompass can display directions, show topographical maps, point out compass bearings, indicate altitude, and much more.
Multicompass. Again, much more sophisticated gear than I'm used to associating iwth the Guard, but its fucking neat and I'm not gonna complain as it shows what they're capable of being issued.



Page 202
Pict recorders (or sometimes referred to as picters) are relatively simple live-media recording devices, and some have holographic capabilities. Most also allow for playback as well as recording, and some are even built into dedicated pict-servitors so that they can capture important archaeological quests, weapon tests, alien interrogations and other dangerous events.
Picters are sometimes helmet mounted (CF Cadian blood) and used to transmit data to other sources (EG Dataslates)


Page 203
These proximity alarms alert their users to incoming dangers by setting off a horrendous noise.
...
If it detects an intruder, it sounds its alarm, which can be heard anywhere out to one kilometre. Doors, walls, and other barriers may reduce the alarm's range. Simple models (Poor Craftsmanship) only detect loud noises or fast movements nearby while more advanced models (Good Craftsmanship) can be programmed to specific sound, movement, or even odour ranges and can also have more subtle warning methods (such as screaming only into vox channels).
Screamers. Basically, noisy perimeter alarms.


Page 203
As the name suggests, this device acts to overpower local vox, data, or other transmissions. Basic models are overt and obvious, such that the transmitting agencies know they are being jammed. Sophisticated versions emit precisely-tuned frequencies that dampen out transmissions without anyone detecting the action.
Jamming devices for comms and other stuff (like sensors, I gather.) Jamming can be useful naturally. One imagines starships have jammers too.



Page 203
Simple but obvious, this emits a powerful sphere of white noise across commonly used transmission frequencies within 30 metres. Comm devices do not function, but it is also clear to all users that they are being disrupted and the device easily located. Still, when set on a timer and placed next to a transmission tower, they are effective for short-duration sabotage.
A variation on a jammer, but designed for sabotage use obviously. Which suggests its more disposable (and again neat gear for the Guard.)



Page 203
The reverse of a screamer, stummers generate sound waves to cancel out ambient sounds and noises made by moving personnel in a small area.
...
A stummer typically has enough power for 20 minutes of continuous use before needing to be recharged-a process that takes about one hour.
Stummers suggest screamers may also recharge and are no tdisposable, which would actually enhance their utility. Noise cancellation tech has its uses too, especially in stealth roles.



Page 203
A hand-held targeter is a small, hand-held device that is used by most forces of the Imperium. It is capable of detecting ranges to targets by using optical sights for zooming, prediction systems for firing, and so on. It is commonly used by spotters assisting with artillery fire.
Allowing for more accurate barrages, basically. Having these sorts of things is actually a bit of a surprise for me, as its been implied such have existed, but thsi is one of the few obvious cases of it being demonstrated, not unlike the targeting surveyors of the support sentinels (the missile equipped ones) or the mast-mounted targeter of the griffon mortars.



Page 203
A vox is a standard and reliable communication device used to transmit over long distances, including to and from orbiting vessels. This allows communications with other who have vox-casters. Standard ranges are 100 kilometres, though higher Craftsmanship versions have longer ranges.
Backpack voxes, used for longer range communication and other roles (as relays for comm beads too.)



Page 204
Bionic implants and cybernetic augmentation are a fact of life in the Imperium.
..
..enabling damaged or diseased parts of the body to be replaced, improving on the abilities and powers of the human body and, in certain cases, extending life. There is a price to be paid for such improvement however, and that cost is measured not simply in flesh but, it can be argued, in humanity.
..

..for most others a bionic replacement or upgrade is more often a necessity due to injury or occupation. Guardsmen often view this as an opportunity, however, as some mechanical substitutes are far superior to the natural limb or organ they replace. While few bionics are as advanced as those granted to the Priesthood of Mars, more common forms rarely require the extensive body modification espoused by adepts of the Machine Cult.
augmetics and their uses. This actually suggests augmetic use is not uncommon in the Guard, and may actually be embraced. To be fair, there is a sort of logic to it, as even basic augmetics may offer some improvements on capabilities (EG Domor's augmetic eyes, or the guard officer Stele from 'Ice Guard'.)

One has to wonder how the need to maintain augmetics as well as organics can impact Guard logistics, as vat grown replacements or similar organs would be simpler. With augmetics, the Munitorum has to provide parts and supplies to help maintain said augmetics, which only complicates the logistical process even more (augmetics are going to be fairly sophisticated and not every world can maintain or support them, obviously.) The ability to maintain augmetics fairly well despite where a troop might be deployed may actually say something positive about the Munitorum, but I'm far too cynical to hope that far.

As we've seen with novels (EG like the Ghosts) people conscripted (or volunterring) for the guard may come with useful augmetics, too, which can also enhance performance. I suspect we might assume that augmetic soldiers might encompass shit like Gland Warriors as well, since alot of the 'gland warrior' shit seems to be basically a sort of augmetic.


Page 204
Due to superstition and the uneven availability of technology across the Imperium, the sophistication and use of bionics varies widely, as does the reaction to those who display augmentations.
Guess I spoke too soon. Thus augmetics, like everything else in the Imperium, is subject to the same sort of variability that plagues the rest of it.

As an aside: I ignore all the mechadendrite versions (weapon, medical, general use, etc.) since its unlikely anyone outside of a techpriest would have those, and we already know what most of em do from other sources.


Page 204
Bionic replacement limbs are assumed to operate at the same level of strength and dexterity as the body they are attached to- rather than risk ripping themselves out of their host through overpressure...
They can however make a person tougher to kill (at least insofar as the augmetci is concerned - flesh and blood being less durable than artificial materials. Also stuff like bleeeding and such will be ignored (although damage that would cause that can render the augmetic useless.) For a trooper such can be useful, as it makes them tougher to kill.


Page 204
One of the more common replacement limbs to be found, Common Craftsmanship versions ape a normal hand and arm exactly, retaining strength, dexterity and sense of touch.
...

Poor Craftsmanship versions are more cumbersome and visibly artificial...
Augmetic arms, basically. Poor quality reduce strength/dextrity, whilst higher quality ones improve both. The best quality may also have hidden compartments (pistol ammo or other small objects mentioned.)



Page 205
...the light armour shielding of a bionic heart provides a last line of defence. Superior models of bionic hearts can be triggered to pump more rapidly to increase physical capacity, though this risks stroke or other catastrophe as the rest of the circulatory system is put under pressure.
Again augmetic organs can make the soldier tougher to kill, so there are certian minimum benefits for even low quality ones. The ability to 'ramp up' heartbeat however briefly is just icing on the cake if you're lucky in your augmetic.


Page 205
In the basic Common version, locomotion bionics are fully integrated into the hip with a spinal link and allow a Guardsman to walk, run, and climb at normal human levels.
As with arms, lower quality can impair performance whilst better quality can enhance it. In this case, making a person run slower, or be able to run faster. The spinal link is interesting, possibly hinting at augmetics using a sort of MIU link to make them work.


Page 205
Common implanted respiratory systems mimic the action of human lungs.
...
Good bionic lungs count as a full life support system thus if for any reason the user's own respiratory system fails, his bionic lungs will keep his blood oxygenated- and their presence may be unnoticeable if designed to be so.
Bionic lungs would be useful if the enemy hits you with chemical weapons too, since its less likely they're to be damaged, burnt, whatever. Poor quality are noisy and provide a poor oxygen supply to the body, suggesting they're actually counter productive to Guard issue (you dont want to issue an augmetic that makes a trooper LESS capable if you can help it.)



Page 205
These implanted devices duplicate the effects of sensor systems that go beyond normal human senses.
...
Common systems function identically to a standard handheld auspex device...
...
Poor systems possess only a single detection ability (either heat, radiation, electromagnetics, or very rarely Daemonic taint) and have the limited range of 20 metres.
Basically implanted sensors. Differen tfrom augmetic senses (autosenses) in the sense they're actually detection devices rahter than just simulating organic analogues (hence being 'beyond normal senses'). Good quality systems don't get fucked over by Daemonic taint detection and generally offer better detection/perception



Page 205
This ancient and blessed technology of the Mechanicus flows through the character's blood. These miniscule machines repair minor injuries and speed healing.
Micromachines.. autosanguine. Augmetic blood I suppose. The healing properties can have a use, although maintaining it must be a real bitch. I suspect IG may not have this very often.



Page 205
A baleful eye is a legendary archaeotech bionic eye pattern that incorporates a tiny las weapon, which sacrifices some of the normal abilities of a cybernetic vision implant in order for this device to be included. Each baleful eye has been passed from recipient to recipient across centuries or millenia, reclaimed by the Machine Cult whenever its owner dies.
..
A character with this implant has a weapon equal to a hot-shot pistol in his eye with a range of 10m.
So Yarricks' doom eye laser is a rare and special sign of favor. I suppose it was bound to show up here, but as we know from ice guard, there are other forms of eye-implanted weapons :P


Page 205
These bionics are internal cogitator implants which aid in data retention and processing. The user can rapidly sift through stacked data-slates and parchments, applying intuition to vast reams of data far beyond the capabilities of a normal man.
Calculus Logi upgrade. Seems like it would be useful for logistics officers or Administratum/Munitorum drones than actual troopers, but meh.



Page 206
Commonly used to repair a severely damaged brain or hopefully augment its abilities, these often risky implant systems represent a major step from simply replacing a limb, to altering a Guardsman from human to mechanism.

Common-level implants can restore paralysed and braindamaged users to a semblance of normality (but with loss of capability)...
...
Poor versions restore brain function but destroy the personality and memories of the subject, rendering them no better than a servitor...
High quality cerbreal implants actually make the person more intelligent and improve mental capabilities and are very rare (even in the high ranks of the Guard) and mentioned to be incredibly tough to arrange. I could envision certain idiot or fuckhead commanders enforcing the low quality ones on soldiers to 'improve' them (instant meatdroid of Krieg!) although I suspect if they are that badly brain damaged (or made to be) they'd simply be recycled into combat servitors which woudl actually improve effectiveness.




Page 206
This augmentation covers or replaces most of the skull with layers of plasteel and gel padding to better prevent concussion and other brain injuries.
Head protection. AGain increasing durability like this has obvious benefits for troopers.


Page 206
Sight, hearing, smell, touch, and taste can be duplicated artificially, and more esoteric senses may be added.

Common systems, while usually very obviously artificial and often oversized, manage to more or less duplicate the approximate human range of senses adequately...

Poor cybernetic senses are problem-ridden imitations of the real thing. (hearing may be troubled by static, vision rendered in low-resolution monochrome, and so on.)
...
Basic and advanced cybernetic eyes may also incorporate magnifying lenses, a full photo-visor, and/ or a system allowing the Dark-Sight Trait...
...
Basic or advanced cybernetic hearing may also include an internal micro-bead system.
Better quality senses behave like autosensses, enhancing perceptions as well as protecting against blindless/flash attacks or defeang noises (Generally attacks based on sensory input.) as well as more precision/variability in the performance of the sense (EG seeing in multiple spectrums, or hearing in ranges humans normally wouldn't hear in.) implanted night vision or comm capability is also a nice bonus.



Page 207
Powerful electromagnets are implanted in the Guardsman, allowing him to cast forth a net of invisible energy...
...
The object cannot mass more than I kg per point of Willpower Bonus and must be within 20 metres...
Ferric lure. In DH and RT and related these were talents/abilites, here they're implants. Not sure what use this would be for a Guardsman.



Page 207
The Guardsman now has a mechanical port implanted in his body, commonly in the rear of the neck, which can be connected to machines via a data cable.
If it comes to interfacing with computers, targeters, or other sorts of data-based machines, this could have obvious benefits. Different from an MIU though, as noted below, it seems to involve data manipulation rather than actually manipulating devices.



Page 207
This implant acts as a powerful battery, storing energy for various implants.
...
The battery fully recharges after one day of resting.
This is actually something that could have use for a Guardsmen (many guardsmen really) as they have lots of devices (EG lasguns) which could run off such a battery and be a useful supplement to their power packs. Especially as it seems it can be recharged from the body's own processes (heat and such.) Use of certain implants (luminen capacitor or others) are less fatiguing but drain the capacitor by 50%.

Assuming that it absorbs anywhere from 100 watts (max typical output for the body) and say 5-10 watts, we might get a power output between 430-860 kj for a full day to maybe 8 MJ potentially. So call it high KJ/low MJ capacity - between half a MJ and several MJ, which is about roughly consistent with a las powerpack, and would correspond with the ability to recharge such several times. If we figure 400-800 MJ for a las powerpack at least you could get double digit kj easily, especially for laspistols (that same capacity in a lasgun would be several times lower in 'per shot' output, because lasguns have a much higher ammo capacity. 10-20 kj per shot doesn't seem unreasonable fro thsi context though.)

Then again it would also imply lascannons are in the high kj/low single digit MJ range (tops) outputs :P


Page 207
Micro-cogitators implanted at the base of the skull allow the user to be aware of the direction of the planetary poles, present location to within a few meters, relative velocity, altitude, time of day, and other valuable information. The user must still have access to maps and other planetary data in order to benefit from this information, however - knowing you are at a specific location on the planetary surface has little meaning if you have no idea what is over the next rise, or what direction you must travel to reach a given destination.
Basically having an internal compass (literally), which is useful with maps. Probably the augmetic version of a multicompass.


Page 207
The Guardsman's internal energies, either through biological or artificial sources, are channeled into capacitors buried in the flesh, where they can be tapped to recharge items or even released in devastating attacks.
Only War version of the Luminen charge talent - heck the stuff mentioned recharged is akin to the list from Rogue Trader and Deathwatch. As noted above, this is actually pretty useful for a Guardsmen, as it can allow them to power their lasweapons in a way that does not depend wholly on power packs (good if you're out in the woods, for example.) Heck being able to run a lascannon off it is probably useful too.

Examples of stuff that can be recharged include:

Simple Power Cell, Illuminator

Weapon Charge Pack, Data-Slate, Bridge Terminal

Lascannon Charge Pack, Servitor, Bridge Hololith


We know from DH that the low end was 'chemical' batteries energy density here ranging from 146 kj per kg to 460 kj per kg which you use.. for a lasgun powerpack thats 58.6 to 184 kj, and 22 to 69 kj per pack.. figure 1-3 kj per shot for either as a lower limit for lasweapons. Also a reflection of power cells. Illuminators last 5 hours (Battery) and figure 1-10 watt for military flashlights thats 18-180 kj per pack. Back in earlier stuff you could only get 1-5 laspistol shots from sucha powerpack, which suggests between a few kj (3-4 kj) to 180 kj for a pistol, nevermind a rifle - in any case we know that lasgun powerpacks are several times more powerful. Difficult charge pack shots were hotshot (or overcharge in DH) suggesting overcharge and hotshot packs are similar except in output (a hotshot charge is equal to a single shot.)

Also servitors apparently run on batteries and need recharging. If we figure a Servitor needs as much power as a human (20 watts) and can run on oh, 24 hours (at least a full day) you get 1.7 MJ (high kj at least for a lascannon) Although if a servitor runs for a full month (and ignoring inefficiencies and differences in performance - servitors are often stronger) it could go up to single/double digit MJ per shot.

Other than the above the rest meshes roughly with the calcs I made in Dark Heresy.



Page 207
Archaeotech systems of powerful gravimetric coils are implanted in the body, allowing the user to become unshackled from gravity's grasp for short periods.
Same ability in other sources, just an implant rather than a talent/skill. Main difference is that its antigrav rather than EM If its archaeotech, I suspect guardsmen do not have this capability very often.



Page 208
A neurally linked datavault and pict-capture array, often incorporating augmetic replacement of one or both eyes, that records information on people or scenes viewed. It can then later replay that information, or overlay the present view with additional data on people and objects viewed. It is a tool of chroniclers, remembrancers, and masters of ceremonies, as well as factors or nobles who like to see the secrets of their rivals overlaid upon their view of the negotiating table.
Also total recall talent. The implied recipients of such an upgrade imply it may not be that unusual an implant, and thus might be useful for people wo do recon as well as non-military uses.



Page 208
These devices, also known as sense-links, allow the owner to interface directly with a machine or technological device. MIUs see widespread use among the Adeptus Mechanicus who regard them as objects of divine communion. A basic MIU implant involves a single spinal or cortex connector, while advanced variants include wrist connector probes - and possibly mechadendrite connectors - in addition to the spinal plug.
MIU links. Useful when you run across that rare Mind-operated Leman Russ with the steam engine. :D Some MIU implants can be simplified to specialized tasks, like a MIU weapons interface (remote controlled weapons.)




Page 209
These are implanted inside the lungs and can sift out most toxic gases. Inhaled particulate matter is also filtered, making breathing easier in heavily polluted atmospheres.
Not unlike Space MArine multilung, then. I wonder how this really differs from an augmetic lung however.


Page 209
Thin carapace plating is inserted under the skin in various locations, giving the user added protection against damage. While not as impressive as most augmentations and sometimes uncomfortable, subskin armour is very reliable.
Its also one of the few upgrades that stacks with armour, which suggests that the whole 'armour doesn't stack' thing (EG guard flak + carapace breastplate - chest protection takes carapace stats) may just be a game mechanic. And as I've noted, IG can obviously benefit from anything that makes troopers harder to kill.



Page 209
Ropey strands of vat-grown muscle tissue, thick with slurried nutrients and laced with flakweave, are woven into existing muscle groups, granting increased strength of varying levels.
Synthmuscle upgrade, another useful guard enhancement (potentially so, at least.) Oddly better quality upgrades provide enhanced strength (superhuman), but may actually distort the body (unnatural and misshapen body shape.) It also reinforces that 'conscripted troops may have augmetics' aspect, as we know from the Ravenor/Eisenhorn novels that many gangers often have synthetic muscle grafts like this implanted on their bodies, and hive gangers are amongst the ones most likely to be recruited. I suppose Goliaths would qualify as the 'enhanced but distorted' body dynamic :P


Page 209
This implant is usually reserved for Commissars or soldiers who use their voice to project commands or statements. This implant works to amplify the vocal chords to an inhuman range in order to shout commands over the noise of a raging battle.
Yelling at people has its uses, I guess.


Page 209
The subject has cranial surgery to implant neural receptors and artificial nerve routing, and can be compelled not to reveal a certain item of information, remain within a set area, or perform a specific task. If the subject attempts - or is forced-to counter this compulsion, his brain shuts down into unconsciousness or even death for some severe volitor patterns. Typically, Guardsmen are not trusted with valuable enough information to warrant such an extreme implant. However, the Departmento Munitorum has been known to use the volitor implant on squads of Guardsmen that are told valuable secrets in order to operate behind enemy lines in the Severan Dominate.
Basically a loyalty/anti-torture implant. SEems a bit brutal, but I imagine it could have uses in some situations (assuming some Guard or Munitorum idiot just doesn't use it to protect information the THINK is useful, like the officer's mess menu or something equally silly. Given GRIMDARk, i wouldn't make assumptions there.)


Page 210
The myriad of vehicles and their variant patterns available to the Imperial Guard could fill volumes, and since the times of the Great Crusade, vehicles for almost every situation have been discovered and rediscovered. From the nimble Tauros scout car to the mighty Crassus Armoured Assault Transport, there is a vehicle for almost every job within the Imperial Guard.
Naturally this also implies the diversity (and hence logistics) behind those vehicles is even more complicated, and its hardly as if the Munitorum needs more complications to its logistical processes.


Page 210
...tracked vehicles make up the vast bulk of the Imperial Guard's armoured formations. Slower than most other forms of ground transport, tracked vehicles make up for this with thicker armour and their ability to traverse more terrain types than wheeled vehicles.
...
.. More commonly used in scouting roles within the Imperial Guard, wheeled vehicles eschew cross-country terrain abilities for greater speed and manoeuvrability.
...
Mostly bipedal in form, walkers often act as scouts and infantry support units where they use their heavy frames to bring otherwise immobile heavy weapons into the thick of combat. Not much faster than a man on foot, walkers sacrifice speed for the ability to traverse terrain that would be perilous for even tracked vehicles.
The three kinds of vehicles most relevant to the Guard. Tracked, wheeled, and walkers. Others include skimmers, aircraft, and spaceships, and the last two are the province of the navy, and skimmers are rare to the point of being xenos tech (according to the game, althoguh Valks and Vultures are technically 'skimmers'.) I'd imagine some APCs/IFVs might be wheeled though.



Page 210
Ancient, arcane and almost impossible to reproduce on a large scale, skimmer vehicles are able to glide above the ground, ignoring any and all obstacles. Skimmers are often faster and more manoeuvrable than other types of vehicles but usually at the expense of armour and durability. Virtually unheard of within the Imperial Guard, skimmers are seen mostly within the ranks of the Tau as well as the Eldar and their dark kin.
'virtually' is not 'totally', so I guess there is a slim chance for those grav tank regiments in the Guard. That said any IG grav tank would be less durable (but faster) than the tracked analogues.
More probably it would be some landspeeder-ish type vehicle (certainly not grav cycles since those are supposed to be LOST TECH.)


Page 210
Aircraft are more the purview of the Imperial Navy than they are the Imperial Guard...
Although again not unheard of. EG the Phantine. They're just very rare, like the occasional aquatic naval Guard forces.


Page 210
A vehicle's Cruising Speed represents how fast a vehicle moves when it is travelling long distances...
...
A vehicle's Tactical Speed represents how fast a vehicle moves in situations that require skilful handling, or when the vehicle is operating in a limited or specific area such as a narrow canyon or small field. This is not the vehicle's full speed, but an abstraction of the distance it can move taking into account turns, acceleration, driver distractions, and terrain.
Cruising and tactical speeds, the only indicators of how fast vehicles move in the game. No indication these are 'max' speeds per se, but may reflect max 'long distance' travel - sustained rather than burst performance.


Page 210
The Imperial Guard make extensive use of transport vehicles, and thus these types of vehicles usually dedicate most of their structure to open spaces for squads of Guardsmen (or sometimes whole platoons). Even non-transport vehicles can have large crew complements, such as the Leman Russ, a battle tank that can have up to six crew at any given time.
'extensive use' of transports for troops. Does not neccesarily mean chimeras (although those are supposed to be the most common) as we have depending on your source various examples of local tracked or wheeled vehciles being employed, motorised regiments, and other vehicle transports like Praetors, Gorgons, and Centaurs.


Page 212
Vehicles are often designated as a command vehicle to ensure there is a central point for all orders and instructions. This is often done via enhanced communication systems, but can be just as easily achieved with large banners, racks of trophies and totems, or burning symbols of devotion.
Command vehicles. The less primitive stuff probably applies to the Orks mainly, given the clarifications later.


Page 213
The vehicle possesses some limited form of self-repair. This could be an ancient machine spirit, slaved servitors, quick-growing Wraithbone, or even a team of Grots scurrying across the hull hammering at loose armour plates and holding wires together.
self repair capability on vehicles. Baneblades have that, we learn, which I suspect is both the machine spirit and servitors.


Page 213
The greater majority of vehicles are completely enclosed, keeping their crew and passengers safe from the outside elements with thick slabs of armour, bulky hatchways and heavy ramps.
Enclosed vehicles. Good for protection.



Page 213
The vehicle has some way of gaining extra speed out of its engines, either via an enhanced form of promethium, ancient xeno-technology, or even a squig fuel injector!
Allows double or even triple tactical speed (no move on narrative speeds, however.) II imagine this qualifies as a 'souped up engine' rule, which was to boost speed. It also suggests performance can be variable with fuel quality (EG a Leman Russ going faster might be a result of higher quality fuel that is harder to obtain or maintain logistically.)


Page 213
The vehicle is sealed off from the outside world completely, allowing it to function in almost any environment. It will also have its own life support system.
enviromentally sealed vehicles. Different from enclosed, obviously.



Page 213
Vehicles that are in command of larger formations often have even greater command and control systems than low-level command vehicles. Further enhanced communication systems and scanning equipment are a good way to achieve this, but more primitive races, such as the Orks, can achieve much the same result with massive 'Shoutin Tubes' or even groups of Grots enthusiastically waving large banners and glyphs.
Improved command vehicles. Again the primitive versions are 'Orkish' analogues.



Page 213
Some vehicles possess the ability to be deployed from orbit, allowing for rapid movements of troops and other vital materiel. The most famous of this type of vehicle is the Drop Pod used by the Adeptus Astartes, but there are a number of other vehicle types that are capable of orbital insertion, including Ork Roks, which are little more than hollowed out asteroids hurled at a planet in vast numbers in the hope that some will survive the impact!
Orbital deployment-capable vehicles. Drop ships and shuttles probably fall into this category as well, too.


Page 214
The vehicle's armour and vital locations have been internally reinforced with additional layers or ceramite and adamantine.
Reinforced armour. Many tanks have this quality, which shows that armouring can be variable even on tanks.


Page 214
Robust power systems, modular armour plates, and redundant fuel systems can make a vehicle far easier to repair, saving time and resources and allowing the vehicle to be put back into the field far quicker than more specialised designs.
Rugged vehicles. Given that Russes (and IIRC Chimeras) are 'rugged', that tells you something about their designs, especially the modular armour plates and the engine redundancy.


Page 214
Enormous leviathans that dominate the battlefield, superheavy vehicles are often used to take on entire troop and tank formations by themselves, or to take on massive targets such as Titans and Ork Gargants. Heavily armed and armoured, super-heavy vehicles suffer from few of the trivial problems that plague their smaller cousins.
Superheavies implied to be low level Titan/Gargant analogues, only in tank form.



Page 215
A robust and rugged design, the Leman Russ actually benefits from its unsophisticated construction techniques that allow it to traverse all sorts of terrain types and ensure that it can operate in almost any local conditions. Its heavy armour, mostly concentrated towards the front, provides a level of protection that outweighs all but the greatest tanks of the Adeptus Astartes, and its weapon configuration allows it to take on a varied range of targets.
Like I said, Russes ar 'rugged'. They're also toughter htan anything short of (obviously) a Land Raider (cuz Land Raiders are SPESHUL) Russes have a cruising speed of 35 kph and a tactical speed of 12 m. reinforced armour and rugged traits It can have plasma cannons as sponsons :P well the 35 kph is better than Imperial armour's stats, at least if thats meant to be the general speed on and off road (context wise, that seems to be the case.)


Page 216
This demolisher cannon fires massive shells that can level buildings, annihilate heavily armoured infantry, and obliterate vehicles in a single hit.
Demolisher cannon capabilitiy.


Page 216
Based on the venerable chassis and construction techniques of the Leman Russ, the Demolisher strains its engine by adding even more armour to its rear quarters and thickening the armour in all other locations. This makes it one of the slower vehicles in the Imperial Guard arsenal, almost as slow as some of the colossal super-heavy tanks, but also one of the most resilient.
Demolishers have a tactical speed of 12m, and a cruising speed of 28 kph. They arne't 'rugged' like regular Russes, oddly enough, despite being based on the similar techniques, which suggests they are also consequently harder to maintain.



Page 216
An extremely sophisticated and rare variant of the basic Leman Russ, the Vanquisher is a dedicated vehicle destroyer and command tank. Equipped with the exceptionally longbarrelled vanquisher cannon, a Vanquisher is capable of sending specialist anti-tank shells that far outclass standard anti-tank munitions. Their built-in command and control systems also make them natural choices for squadron and company command vehicles, and Vanquisher crews are usually hand-picked from the best within any given regiment.
In many ways the Vanquisher represents the high end of Leman Russ performance parameters. It could be seen as the Leman Russ version of a NATO tank, whilst the basic Russ is more the T-XX Russian designs. That is, Vanquishers are the higher performance (and higher maintenance) 'super tanks' that are comparatively rarer, whilst the basic Russes are lower 'quality' but also cheaper to manufacture and field in larger numbers. Performance vs cost effectiveness, in other words.


Page 216
The unfortunate reality when it comes to the Vanquisher is that they are in short supply. Very few forge worlds now possess the ability ot make vanquisher cannons and the specialist ammunition they use, and many Vanquishers have to make do with standard types of ammunition when their namesake rounds are unavailable.
Vanquishers are also not rugged. Cruising speed of 35 kph and Tactical speed of 12. I find it hilarious that Vanquishers are meant ot use 'basic' rounds when they don't have their specialist ammo. Does this mean they lob HE rounds at enemy tanks? :P


Page 217
There are very few forge worlds that still produce Leman Russ Vanquishers. As a result, each Vanquisher tends to be identifiable from the perspective of which Forge World it originated from, including those that produce slightly different versions to the norm.
Implying, perhaps there are more forge worlds than Stygies or Gryphonne building the things (I'm pretty sure there is at least one place in Calixis, given that one of the forge worlds actually makes freaking Baneblades.) Fuck they had Vanquishers by the buttload (AND Baneblades) at Vraks, which was pretty fucking hilarious all its own.


Page 217
More than a simple armoured personnel carrier, the Chimera is both a transport vehicle and light tank, and its dependable frame and universal design forms the backbone of the Imperial Guard's armoured might.

The Chimera is designed to transport a full squad of Guardsmen into the thick of the fighting, whilst still providing support in the form of heavy firepower. The Chimera's heavily armoured front makes it ideal for head-on assaults...
Which again makes that notion that mechanised reigments and chimeras are RARE pretty funny, given its a 'backbone' of the Guard, and they make so many variants (including shit tons of artillery) from its Chassis. I suspect the 'limited numbers' is for purely arbitrary reasons if anything, or stemming more from maintenance and logistics issues than hull availability (and even then there's still Trojans, which could be made into a servicable APC if it isn't already.)

Also Chimeras in their IFV role, combination troop carrier and 'light tank'.

Page 217
The Chimera's success is also down to its versatility. More vehicles are based upon the Chimera design than any other, from command tanks like the Salamander to self-propelled artillery like the Medusa. Even the basic Chimera itself has many variants, and its modular turret and hull mounts can be adapted to a number of different weapon configurations to ensure a level of tactical flexibility not normally achievable with other Guard vehicles. The Chimera's adaptability is such that many other organisations, such as the Inquisition and the Adeptus Arbites, also employ the vehicle, making it one of the most ubiquitous designs in the galaxy.
Again, doesn't sound all that rare to me :P Given all the forgeworld variations alone that is pretty hilarious. Anyhow, cruising speed for Chimeras is 70 kph, Tactical speed 15 Like the basic Russ its rugged, but also amphibious. Caries a crew of 3 (commander, Driver and gunner) plus 12 other Guardsmen plus their gear. They can also be designed as command and control vehicles.



Page 218
Showing just how multi-purpose the basic Chimera chassis is, the Basilisk is not a transport vehicle at all but is instead the premiere artillery unit of the Imperial Guard.
...
Basilisk batteries are capable of flattening entire cities, decimating tank formations and cutting a swath through massed ranks of advancing infantry. This ability stems from the earthshaker artillery shell, a type of ordnance so potent and so powerful that it tends ot literally shake its targets apart.
Basilisk capabilities. We dont know how big a battery or how long to flatten, but demolishing a city is impressive and implied in fairly short period of time (alongside decimating tank and artillery.) Also implied power of earthshaker shell, for whatever that is worth.

Oh and Basilisks are common as fuck, thereby again showing how 'rare' Chimera chassis are. Basilisks have one loader (for the gun), which limits shell size, and have a cruising speed of 35 kph and a tactical speed of 12m.



Page 218 - Hellhounds (I'm not going to quot eanything here because there's nothing of interest to quote) have a cruising speed of 70 kph, enhanced motive system, reinforced armour, and a tacitcal speed of 18 m.



Page 219
Sentinels have very little armour, and most variants leave their single pilot exposed to the elements. This makes them ill-suited to drawn-out conflicts or front line action.
..
Variants with enclosed cockpits and even heavy armour do exist, but these are rarely used for reconnaissance roles.
Typically the armoured sentinels are the close support ones, the armoured types designed to be mobile heavy weapons carriers. REcon sentinels are much lighter.



Page 219
the multi-laser is the most frequently used [weapon], but long-ranged autocannons and powerful lascannons are also quite common. There are even some specialist designs, such as the Elysian Drop sentinel, that make use of very powerful weapons such as the multi-melta, a weapon not usually seen outside of the heaviest Imperial Guard Armoured Companies.
Or hellhound variants. Cruising speed on Sentinels is 45 kph, tactical speed is 10m. Also has enhanced motive system.



Page 219
Their armour is nigh on impenetrable to small arms fire and they can shrug off hits that would core even a Leman Russ Demolisher.
Baneblade durability.



Page 219-220
A Baneblade's main weapon is the huge baneblade cannon. Firing a specially designed rocket-propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of death and destruction. An autocannon is slaved to the main cannon in a co-axial mount, mainly used to guide the larger gun's shots.
...
A hull-mounted demolisher cannon gives the Baneblade added punch at shorter ranges and a trio of twin-linked heavy bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally, two strategically placed lascannon turrets give the Baneblade protection against flanking vehicles, especially walkers, who can often turn the Baneblade's sluggish speed against it.
Baneblade armament, including the 'rocket propelled' shells, which apparently are some sort of munition.


PAge 220
Baneblades are always in high demand and most Imperial Guard armies will be lucky to have one in their service, let alone a full squadron..
And yet they give Baneblades to the Kriegers despite being rare and precious. Remember that. Baneblades have a cruising speed of 25 kph, tactical speed of 8m, and have Command and control, Damage control, reinforced armour traits. Funny neough the Baneblade cannon on a Superheavy is ostensibly the same one on a Russ, just with a bigger 'blast' quality.



Page 222
Gathered into large psychic choirs, a group of psykers can weave their power together to form extraordinary feats.
Psykers in the Guard again teaming up into 'choirs' for synergistic effects.


Page 226
A Psychic barrage is a cluster of bolts of energy, similar to a semi-automatic weapon.
..
A Psychic Storm is many bolts of energy, similar to an automatic weapon.
...
A psychic blast detonates to cover a wide area, affecting multiple targets simultaneously.
some psychic powers simulate burst (semi-auto), fully automatic and explosive effects. Noted mainly to clarify the 'semi/full-auto' issue.



Page 229
Those with great telepathic ability are taken by the Adeptus Astra Telepathica to be trained as Astropaths. Although they are important beyond imagining to the war effort, as well as Imperial civilisation, these psykers will never see combat.

Sanctioned Psykers, on the other hand, are given specialised combat training, meant to emphasise teamwork and adaption, though sacrifice and devastation are also mainstays of their education. They learn to ingratiate themselves into whichever unit in whichever army on whichever world in whichever sector in whichever area of the galaxy the Black Ship may expel them. They are taught a few sanctioned powers, though they may develop more, as they gain more experience.
Sanctioned psykers vs Astorpaths. Astropaths are used in the Guard, although obviously not in frontline roles. Implies sanctioned psykers thus may be used for more than just direct combat roles.



Page 230
The psyker conjures up bio-energy from deep within himself, summoning lethal bolts of lightning which leap from his fingertips to burn and blast his enemies to ash.
Biomancy power. cremates (implied) with lightning. High MJ to low GJ. It may not all come from the psyker though, since few humans have that much energy in their bodies. I'd guess its more like that Soul Drinker pyro Scamander, who tapped his life energy to provide the basic 'heat', which was amplified then by warp power. In which case, this probably means that the psyker can't manage too many of these shots without depleting his body's heat/electrical field to dangerous levels. Which only highlights the obvious limitations of direct fire attacks compared to the other feats they're capable of (EG Divination.)


Page 230
The psyker's flesh transforms, hardening into a slick, living metal, weighing him down but also rendering him incredibly resistant. His new form allows him to shrug off small arms fire and crush his enemies with his bare hands.
Iron arm., biomancy. Turns the psyker into Colossus. Could be useful in direct cobmat, but thats about it.


Page 230
The psyker lashes at his target with tendrils of Warp energy. The vile power quickly strips the victim of vitality, draining its spirit with every caress.
..
Extending his will over his allies, the psyker reaches into their bodies to mend their flesh and reinvigorate their will to fight by ridding their bodies of fatigue. Psykers trained in this power have been known to turn the tides of entire battles, invigorating their troops at the critical moment to tip the scales in their favour.
..
The psyker latches on to his target's life force and tears it from the hapless victim's body. The psyker absorbs this stolen essence, using it to reinvigorate and bolster his own flesh.
Enfeeble, Endurance, and Life Leech respecitvely. Basically summed up as either draining energy (from the enemy) or bolstering allies, perhaps doing both at once (tapping one source and providing it to others, for example.) Other powers include physical speed enhancement or haemorrhaging the target, but the 'energy manipulation' powers are, in my mind, the most useful of the bunch since bolstering loyal troops (or weakening enemies) has a direct impact on the fighting.


Page 231-232
Diviners seek to discern the hidden past and know the course of future events. Their abilities allow them to look into the Immaterium to find the answers they seek. However, this discipline is not an easy one to master-to look upon the Warp is taxing and even dangerous...
...
The psyker taps into the immaterium, using its energies to spread his senses over the battle, seeing what is, what has been, and what will be. By focussing this Warpsight to a razor's edge he can guide his allies' aims, directing their attacks to strike home.
...
The psyker's awareness of the Warp grants him the means to elude his opponents' attacks without needing to rely on mortal reflexes.
...
The psyker's mind skims the Warp for glimpses of the immediate future, seeking to prepare himself and his allies for any incoming threats. His insight keeps them ahead of the battle, making them aware of incoming attacks before their enemies even fire a shot.
Divination powers described, and certain specifc powers: Prescience, foreboding, forewarning. Again unlike the direct (and more limited) kinds of attacks like zappign with fire or lightning, this seems to have a greater, more lasting effect, since information of all types is of great use to commanders, and being able to anticipate your enemy (or know when to take cover.) is of great use, even if the information is not very far into the future.


Page 232
Staring down his unfortunate victim, the psyker simply snaps his fingers, twisting the strands of his target's fate. Suddenly, everything around the psyker's opponent begins to fail. His vision blurs, his weapons jam, and every bullet flying his way easily finds its way into the weakest points of his armour.
Misfortunre.. curses and fate manipulation. Actually more useful than direct attacks again, assuming it can be more widespread than an individual (although taking out certain enemies like CSM might be of worth too.)



Page 232
Tearing through the boundary to the Warp with his consciousness, the psyker begins to see vivid images of his foes' future actions with an unnatural precision.

Empowered by this information, the psyker and his allies can predict exactly when their foes will peer from cover, allowing them to place their shots perfectly.
...
Such is the psyker's power that he has witnessed every action, every decision, that will bring his Squad to victory. With tremendous focus he uses his power to impart this incredible knowledge to his allies, guiding them along the true path to victory.
Perfect Timing and Precognition powers. Again intel of this sort and divination proves to be of a much greater use than simply blasting your enemy with direct fire attacks (although that can be of use in some cases, such as that annoying Chaos Space Marine showing up.)



Page 232-233
The psyker's gaze is cast upon the infinite tides of the Warp, seeing the entire battlefield clearly in his mind's eye. This rush of information is too much for weaker psyker's to handle, often casting them into madness. But those who can focus are able to divine information regarding them battle with astounding precision, capturing every movement of troops and war machines under their omniscient gaze.
...
The psyker manages to focus his view on a a single key manoeuvre the enemy is either planning, or currently enacting. This could be an ambush, an all out assault, or a flanking manoeuvre, but regardless of its nature, it is a key manoeuvre to the enemy's plans.
...
The psyker's visions stretches over the entire battlefield, able to see the movement of all allied and enemy troops. However, he is unable to focus his vision enough to see the exact number and makeup of each unit.
...
The psyker controls the focus of his vision, he is aware of all previous effects and is also able to discern the number and makeup of each individual unit.
...
The psyker breaks through the veil of time, seeing the battle and its countless different outcomes. He is aware of all previous effects, and also knows details of the enemy commanders' battle plans.
Scrier's gaze powers and results, really the high end scope of what Psyker divination powers in the IG can provide, and showing why its probably more useful as far as psyker powers go than shooting lightning out of your fingers.


Page 234
The target's blood boils and flesh smoulders, and as the psyker rage reaches its pinnacle, the target's body begins to explode in blasts of ash and flame.
Spontaneous combustion. Its a 'bolt' power, meaning its a direct-fire type attack. again implied MJ/GJ range capability, although it may not be 'brute force' in the sense that the energy comes from the psyker.


PAge 234
The psyker extend his palm towards his enemy and unleashes a concentrated, white-hot beam of energy. Such is the heat of the focused beam of Warpfire that armour melts to slag and flesh simply vaporises as it effortlessly cuts through them.
Psychic melta, basically. Effects are probably similar.


Page 235
Controlling the roiling nature of time and space in the Warp, the psyker can open a hole through the immaterium, bending the fabric of reality to his will. Using this gateway, the psyker and his allies can cross great distances in a blink of the eye, travelling miles in naught but a few steps.
Telekinesis power Gate of Infinity. Most are direct attack types, involving either hurling objects, or crushing /tearing them, This is actually more transport and thus useful since it involves large scale mobility that could be of use tactically.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Another update. One more and I should be done with the core rules entirely.

Page 235
The psyker releases the havoc of the Warp into the orderly inner workings of nearby machines. The maligned energy twists and deforms the machines spirits, causing weapons to jam and engines to seize up.
Objuration Mechanicum power. Sort of a psychic haywire grenade, or perhaps more probability manipulation akin to those 'machine curse/hex' powers.


Page 235
Extending his power over his allies, the psyker creates a shimmering dome of energy around them that deflects enemy fire as effectively as any bunker. Despite its sturdy protection, the dome feels no different than thin air, and allies and enemies alike can pass through it unheeded.
TK dome, shielding power. A variation of this is shockwave, which creates a TK blast efect that knocks/throws away people hit. Shielding is more useful, IMHO, as protecting troops from enemy fire extends their lives and improves their ability to fight.


Page 236
..the psyker uses his power to punch a hole in reality, opening a tear to the Warp. Roiling energies pour into reality, tearing apart anything unlucky enough to be close to the unstable rift. The psyker struggles to keep the volatile torrent of energy in check, pouring all his energy into constraining the vortex, lest it break out of control and cause untold destruction.
Psyker version of vortex weapons. If you're facing a singular threat, this could be useful, but I wouldn't rely on it except in emergenices.



Page 237
Telepathy is one of the most important psychic disciplines in the Imperium. It allows millions upon millions of worlds to stay connected. In addition to their unparalleled powers of communication, telepaths posses the capability to manipulate the minds of others. They can tear away the sanity of their target, mould their thoughts like clay and bend their will.
Telepathy, and its importance to the Imperium. also again 'millions upon millions' of worlds in the Imperium.


Page 237
The psyker extends his will into the mind of his enemies, twisting around their thoughts and beating down their mental defences. With their protection down, the psyker can plant ideas into their heads, making them perform his bidding as if it were their own idea.

...
Focussing his telepathic ability, the psyker is able to fully extend hi.s mind into the will of another. He wraps his influence around their mind, controlling not only their thoughts, but their physical actions as well. He gains full command over his victim's body, controlling them like a puppet under his grasp.
Direct control psychic powers... Dominante and Puppetmaster respectively. They involve mind control or influence of thoughts and such. I suspect this is of limited use on most battlefields, unless you can target specific commanders/officers (who are likely to be protected by their own psykers if they are smart.) Although if soldiers are in key positions (EG power systems) there could be benefits there also.)


Page 237
The psyker uses his mastery of the human mind to bolster his allies in battle. He extends his power over them, projecting inspirational thoughts into their minds and banishing fear, moving even the greatest cowards to acts of heroism.
Mental fortification that complements the 'bolstering energy' biomancy power before. Attack powers via telepathy involved can telepathically rend minds, which is.. sort of the opposite.


PAge 238
Slithering deep into the mind of his victim, the psyker unearths their greatest failings, greatest weaknesses, and greatest fears.
Terrifying enemies psychically. probably more accurately the opposite of mentally fortifying/emboldening your own troops.


PAge 238
The psyker worms his way into his opponents' senses, causing even their sight to betray them. Using this control he can bend their vision around a target, rendering it all but invisible to their eyes.
..

As with many things, the mind is much easier to break than it is to control. The psyker reaches into his victim's mind, snapping the fragile controls over its own paranoia, confusion, and panic that roil beneath the surface. Once freed, these violent mental energies do the psyker's work for him, tearing through his opponent's mind, bending the hapless victim's very perception of reality.
Invisibility and hallucination, fucking with perceptions basically. CAn be of good use on the battlefield.


Page 240
Trillions of Guardsmen across countless battlefields fight against the God-Emperor's enemies on a daily basis,...
TRILLIONS of Guardsmen . Remember that. TRILLIONS.


Page 253
Targets that are at a distance of more than three times the range of a character's weapon are at Extreme Range.
Definition of extreme range as 'more than three times'. I guess that means that its up to the 4x limit.

Page 254
Targets that are at a distance of more than double the range of a characters weapon are at long range..
Long range as a category seems to be between 2x and 3x the range increment (EG long range for a lasgun is 200-300m, and extreme range is 300-400m) Which would reinforce the idea that Battle cannons max out at 3 km rather than 2.25 km (ignoring this is still blatantly game mechanics and these often understate other weapons ranges.)


Page 279
The vehicle jolts to one side with the force of a strong hit, forcing everyone aboard to grab onto something to stay in their seats.
..
A jarring blow tosses the vehicle around, throwing things about the interior.
Hull critical hit. I don't intend to take these any more seriously than the other crit charts, but the fact the vehicles always get knocked around was still amusing for that. :D


Page 285
Repairing a weapon's targeting system is often a complex and time consuming process involving the installation of targeting cogitators and the appeasement of hallowed machine spirits, and thus only those well versed in the laws and rituals of the Machine God possess the required knowledge to undertake such a difficult task.
(Imperial) Vehicle targeting system, again it sounds all very electrical and automated and computerized and shit.


Page 286
Primitive wagons, civilian ground craft right and most Ork Vehicles are often quite straightforward when compared to the fighting vehicles of the Imperial Guard. Vehicles of these types often have crude iron sights rather than machine-spirit driven targeting systems, axels and track-links with additional redundancy and armour plating that amounts more to whatever the builder had on hand at the time of construction rather than specially cast interlocking plates of ceramite.
Imperial vs ORk vehicles. Again sophisticated targeting systems implied and some pretty fancy armor it seems.


Page 290
..a harsh place where the millions of planets and trillions of citizens of the Imperium toil in obscurity.
..
..for in the universe of Warhammer 40,000 there is no heroism without sacrifice..
millions of planets and trillions of people in the Imperium. Which is probably an understatement given the TRILLIONS of Guardsmen before.

Also I liked the idea that they emphazie in Only war that there can be heroism, its just not without a cost of some kind. Its alot more complex than simple 'wish fufillment' hero crap like some action movie, but its also better than pure grimdark.


Page 291
Keeping up the morale of their men, negotiating the support of the Departmento Munitorum, keeping their commanders happy, and dealing with the rivalry of equally ranked officers(in their regiment or another)...
...

The Imperial Guard can be a labyrinthine, bureaucratic nightmare of policies, procedure, and protocol, and many of its members are more concerned with glory and personal power than they are with the good of the Imperium as a whole.
Again the double edged sword of the Imperial Bureaucracy butting into the military side of things. Having your military bureaucratic creates all sorts of problems, but them's the brakes in the Guard. Rivalry, politics, bureaucracy.. they're part and parcel of the Imperial Guard, and the main saving grace is that most of it may be too far away fromt eh battlefields to micromanage the actual soldiers.



Page 294
The Macharian Cross is rewarded for successful and intelligent application of the Tactica Imperialis. Bearers of this medal are often recruited into the general staff offuture crusades or campaigns, and their tactical advice is given a great deal of merit by field commanders purely by virtue of having been awarded it.
The Munitorum at least (in theory) rewards proper miilitary thinking. I suppose I should at least credit them with that effort if nothing else.


Page 297
Recon missions favour fast-moving vehicles and sharp-eyed soldiers. Intelligence gathering is a vital part of the war effort, and often times the subject of a recon mission will be the subject of a search and destroy mission down the line.
..
Frequently the Imperium's intelligence about its foes is just plain wrong. Commanders base decisions on unfounded information and send common soldiers to pay for their ignorance.
..
Sometimes this incorrect information is merely inconvenient...
..
Sometimes this is disastrous, such as when enemy forces are far more numerous and powerful than the unit was previously led to believe.
This is both amusing and frustrating for the obvious inconsistency. On one hand they consider information vital and important, and yet the info may frequently be wrong. To be fair to the Imperium, the nature of their enemies can often frustrate this. Xenos races like the tau, Tyranids, Eldar, and Orks are often albe to come up with some 'new' way of fighting and thereby surprising the Imperium, nevermind the countless minor alien races that threaten invididual sector or regions like the Rak'Gol or Yu'vath/Slaught. Keeping up good intel in those cases (nevermind seeing that it gets into the right hands) can be difficult if not impossible given the number of battlefields involved. On top of that, Chaos is always unpredictable, which can be just as problematic if not moreso. Indeed, the difficulties of having an enemy you can predict and adapt against is a big handicap for the Imperium - in real life on Earth, we're used to fighting other humans, accordign to agreed sets of rules, and the parameters involved create a certain predictability that enables optimization and specialization. Such is quite simply not the case with the Guard, and its possible they simply won't have enough information, or right information, or up to date information on their enemy for whatever reason.

That can be where stuff like psykers and sensors and precog come in handy, as while they may not arrive with that information, they can at least remedy their lack of knowledge eventually through those methods. Reactive is not as good as proactive, but its better than nothing.


Page 299
Dropping into a hostile landing zone is a harrowing experience. The Imperial Guard's preferred strategy is to overwhelm the enemy whenever possible, so the sky will often be filled with landing craft, shuttles, and Valkyries. The landing phase of an invasion often occurs simultaneously with a pitched naval battle...
...
If this battle is won, and the Imperial Guard forces are able to successfully establish a beachhead, command will move on to the second phase of the operation.
...

If the landing phase has gone smoothly, with landing points established, the Imperial forces will wage a war of pacification on the planet. Usually the campaign's command will have a few high priority targets, depending on the nature of the planet. The governor's palace is a common first target, depending on the planet's level of fortification, as are various defensive arrays and support structures.
..
Once victory has been secured, the Imperial forces must clean up any last pockets of resistance left on the planet. Guerrilla warfare may occur for decades following initial pacification, and mass executions or large-scale re-education camps are the norm for this phase of the operation. An Imperial Guard cohort, especially one that has acquitted itself well, is no longer viable as a fighting force because of casualties, or is nearing the final phases of a successful crusade, may occasionally be asked to stay on the planet as governors or as the officers of its planetary defence force.
Planetary invasion. I mostly noted it as it highlights some of the key roles involved in invasion, although there's plenty of variation involved. The key idea seems to be that they deploy from orbit, try to attack (and take) certain key locations they identify, and then hopefully crush all resistance before it can grow (which leads to the bloody, years/decades long meat grinders that often signify failure of an IG assault and degenerate into the stereotypical trench wars.)

If they're lucky though, they crush teh enemy swiftly by targeting the key points and then take control of the world, leaving only the 'mopping up' of resistance (with the reeducation and/or mass executions.)

Oh and the 'retirement' from the Guard, becoming the governors or high ranking military officers of the newly conquered world (or in some cases going off to join a colonization/invasion force to fight for a new world, as described in fifteen hours.) The last bit assumes they're not combat viable and simply moved to a new warzone.




Page 300
Other times, however, and especially when a planet is considered to be of tactical importance, the Imperial Guard will arrive ahead of the threat, to fortify the defending forces and protect the citizens of the Imperium from whatever monstrous peril threatens to engulf their world.
...
If the Imperial force arrives ahead of the vanguard of the invading army, they will immediately begin setting up their defences. Often the Imperial Guard will drop pre-made fortifications from orbiting starships, and Guardsmen will set to work building trenches and setting out sandbags and razor wire. A once relatively peaceful planet can become fully militarized in matter of days.
Imperial Guard on the defensive, such as against Tyranids or Orks. Note the mention of dropping 'pre-made' forts from orbit (which is always hilarious for me.) In defense they have to hold out against hte attack, route the enemy, then go on the offensive and eliminate them.



Page 300
When an Imperial force is routed, and does not look like it will recover; when the campaign is lost, the Imperial Guard will begin evacuation protocols. There is often very little time between evacuation orders and departure, so the Guardsmen must hurriedly secure their equipment and make haste to an evacuation zone. Evacuation prioritizes soldiers and command first and civilians often not at all.
The IG in retreat. Sometimes its mentioned soldiers left behind may fight on for years (decades or centuries) as guerillas, which can be of use I suppose.



Page 301
During the opening days of a campaign there may be plenty of food, water, and equipment for the troops, but as the campaign progresses this will likely not be the case for long. Imperial supplies are dependent on the Imperial supply line, and if a campaign is not going well for the Imperium (if the planet has been blockaded, if supply lines have been particularly heavily hit, if supplies have been requisitioned away to a different campaign) then the unit's supplies of rations and equipment may get dangerously low. The Squad may be expected to forage for themselves, or they may be ordered to requisition what they need from the native population, sometimes with violent results.
Supply and logistics, such as it is and the problems therein. Luckily, the Munitorum always has workarounds.


Page 309
Commissars, though they are not granted insight into the workings of the Ruinous Powers, are specially trained to look for signs of corruption, Chaos-worship, and mutation.
Which is interesting given what we learn in the Cain novels (he DID have insight, or at least some, into the Ruinous powers. Although we might argue that was partly due to his Inquisitorial duties.)


Page 315
"The Imperium! How mighty its aspect! how far-reaching its boundaries. As one world dies, ten more are brought into the fold. Fear us, for we count the lives of planets, not men!"

- Cardinal Morius Blate, Ecclesiarch Primus.
If we take this at face value, with any accuracy, this actually means the Imperium gains substantially more worlds than it loses. Whether or not this is true, of course, is another story, but I do believe that for the Imperium to be still standing, it does generally have to gain more than it loses, suggesting that in the long term the Imperium has only expanded, and the gain was consistently positive.

That said we know that the Imperium (as per 5th and such) has gone through periods of expansion and contraction fluctuating with the fortunes of its various military ventures, large scale conflicts and catastrophes, etc. which also bears remembering.


Page 315
For the best part of a decade, the galaxy burned and all that the Emperor had achieved was cast upon the funereal pyres of galactic civil war.
Implying that the Heresy lasted more than a few years, more like close to a decade.


Page 315
The Great Crusade had been an endeavour founded on hope, reason and cooperation, in which benighted superstition and barbarism were to be driven from the hearts and minds of humanity.
..
Cooperation was by brutal necessity transformed into enslavement, for nothing short of total acquiesence to authority would facilitate survival in the face of the horrors that still confronted mankind.
HAH! Bullshit. 'Compliance', the 'Imperial Truth', and all that were just as bad as anything the 'modern' Imperium has done. The only difference is that the 'modern' Imperium is, in a way, more honest about it. Instead of iterators it uses priests, instead of the dogmatic ideology of the 'Imperial Truth' its the Imperial cult. And 'compliance' is simply invasion, and its just as brutal and destructive then as it is now (Cf Karkasy's discovery in Horus rising.) Oh and all the xenophobia and genocide on alien races (whether they were a threat or not to the Imperials.)

For all the talk of the Great Crusade being a time of great things and shit, there were a great many blemishes to the great shiny optimism. That said, in alot of ways it WAS better than the post-Heresy Imperium became, that cannot be denied. They were much better off technologically, for one.


Page 315
With its worlds clustered into scattered sectors, which were themselves spread throughout the vastness of the galaxy, the Imperium has no external borders that could be defended by a strong military presence. Instead, every sector was a potential target for the aliens, outcasts, and other, still worse things that haunted the uncharted depths between each sector.

..
The one constant throughout the long ages has been war, and not a single one of the million and more worlds of the Imperium is untouched by it. The Imperium is so vast it is impossible to govern centrally, and so each world must look first to itself when faced with threats, whether internal or external.
It has no borders, yet they still lay claim to all that empty space (and apparently require the Guard to defend it.) Its not like FTL allows you to have 'borders' of any sort anyhow.. as any warp capable ship could (in theory) simply bypass worlds to reach the core if they so chose. And while they describe the sectors as being vulnerable because of this, they're actually better off than the old model, in which each world was effectivley on its own in the great darkness. Now its 'merely' scores or hundreds of worlds banding together for mutual trade and protection at danger, and the resources at hand to sectors and subsectors is much more substantial than for single worlds.

Liekwise the 'every world of the Imperium has been touched by war over the long ages' is that it doesn't say constant war. Rather wars seem to ebb and flow like the tide, with some worlds going decades, centuries, or even millenia without war cropping up. Indeed, such a situation is probably worse, as it is liable to make those who endure such a peace lax and their defenses will slip. By contrast, a world like Cadia can never grow lax - Chaos simply won't let it.



Page 315-316
In the ruler of each world is vested total power, his only duties to the larger stellar empire being the regular culling of those born with dangerous psychci powers and the provision of at least one tenth of his military might for the numerous wars of the Imperium.
..

Those who do not toil ceaselessly to manufacture the weapons and stocks of war must serve at the front line...
Some have to do both. :P

The tithes and obligations of Imperial commanders. 1/10th of their troops, cull psykers. It does show that the tithe can be taken as men, or as materials, or as both. And as discussed earlier, some worlds are required to give more than others, so the taxation is most certainly not equal, meaning the Imperium is a filthy socialist government :P



Page 316
It [warp] is populated, so mystics and madmen claim, by unformed, insensate souls of mortals, and because of this, it resounds with the passions unleashed in the material realm.
...
These unreal stirrings form currents of emotion, which conjoin to become raging storms. From these congeal unknowable intelligences, beings created by the passions of mortals. Having awoken, the nascent gods both feed upon the emotions that birthed them and in turn inspire them...
...
The warp and the interaction between thought and emotion and the Chaos Gods.



Page 316
..yet without Warp travel the Imperium would cease to exist as a coherent whole. Voyages that would take centuries by conventional means can be achieved in days by Warp travel. Only by enveloping itself in a bubble of reality created by a ship's Gellar Field can it hold at bay the hungry fiends that populate the Warp..
given that we know 40K starships can reach half to 3/4 the speed of light and single digit gees, the idea they can get close to lightspeed is certainly not improbable, especially over centuries, which suggests hundreds of light years can be crossed in a matter of days. High thousands to low tens of thousands of c at least. This may or may not be Navigator-assisted warp travle, given that Navigators are mentioned later and not at all here.



Page 316-317
The Senatorum Imperialis - more commonly called the High Lords of Terra - is responsible for the governance, such as is possible, of the Imperium. In reality this august body concerns itself only with strategic concerns affecting the entire Imperium, for anything lower is impossible for them to implement. To the High Lords falls responsibility not for planets, or even sectors, but entire regions. Their primary concern is war and the movement of warriors and material from one part of the galaxy to another. The taking of individual worlds and systems is beyond their notice, but to them falls the fates of entire alien empires and warzones that encompass vast reaches of space. They have the power to mobilised the industrial capacity of entire sectors or to drain them of men and women of fighting age, that a region lost to the Imperium might be recovered. Should an external threat present itself, as it has on the Eastern Fringe with the arrival of the Tyranid Hive Fleets, the High Lords have sufficient perspective to set in motion defensive plans that encompass huge regions of the Imperium and might take decades, even centuries, to reach fruition.
Basically, its impossible for the High Lords to effectively micromanage their vast empire, so they take a 'big picture' approach to things, focusing on delegating authority to the local level as well as handling the big offensives (crusades) and the more serious defenses, as well as the long term strategies and policies. Given that inability to micromanage, it is perhaps understandable that the Imperium fixates on attrition as a strategy - its simple and doesn't require the sort of intricate knowledge and detail they




Page 317
The Administratum concerns itself not with the running of individual worlds, for that is the business of their governors, but with the galactic machinery of which each world is but a small component. Tithes and quotas must be managed and sustained so that the Imperium is rendered its due and its wars may continue, and interstellar trade must be regulated. Hive worlds capable of staggering output yet unable to feed their own populations must be fed by nearby agri worlds, and it is the Administratum that ensures such requirements are met. Populations must be maintained over countless generations so that the ranks of armies yet to be constituted can be filled. Imperial Navy warships must be laid down decades before they are required, and so vast armies of scribes and prognosticators dedicate their lives to predicting the ebb and flow of war on a galactic scale.
Administratum role at the 'big' scale. Again like with the High Lords its mostly 'big picture' stuff, making plans and setting policies, establishing long term goals, etc. and delegating the 'small' local stuff (sector and below) to others. The interesting thing about this is the predictive element to things - they try to handle things by anticipating needs and then allocating/managing the resources so they will (hopefully) be there when needed. In a way it reflects the 'siege mentality' aspect of the Imperium, and their obsessive stockpiling, both of which can be driven by this 'prediction' aspect whether it is legitimate or not.

Also hint of warships taking decades to build.



Page 317
The Departmento Munitorum provides the infrastructure that maintains the Imperium's innumerable wars, implementing the dictates of the Senatorum Imperialis as they relate to war in all its myriad forms. It is from the ranks of the Munitorum's military administrators that the generals and staff corps of the Imperium's military machine are drawn, and such men and women are utterly dedicated to the defence of the Emperor's domains.
Again the Munitorum is the glue that holds things together and the lubrication that keeps the shit moving smoothly . In theory at least. Still very much a 'big picture' aspect to things as they form the topmost components of the military.




Page 317
The Imperium is divided into five primary zones, called Segmentum, each encompassing an impossibly huge region of space. Each of these Segmentae is served by a Segmentum fortress, which serves as the base of the highest echelons of military power as well as a staging area for fleets and armies shipping out to distant warzones. Each Segmentum fortress is an impregnable bastion able to withstand the most concerted assault and they are to all intents and purposes the penultimate defences at the Imperium's disposal. Should they fall, then Terra would be next...
the five Segmentum. Even though it 'divides' the Imperium technically its very much a 'big picture' aspect. It could be said that it is truly where the 'big picture' military matters are decided (as noted later.) They also seem to serve as the lynchpins of each region for administrative and logistical purposes as well as the bulkwark against invasion of Terra (the segmentum fortresses that is.) Although since Terra (or Mars) is also technically a segmentum fortress (the system itself anyhow) it must be meaning the other four.




Page 317
At the very pinnacle of military power sits the High Lord responsible for the Imperial Guard - the Lord Commander Militant - yet this is not a permanent seat and so such an office may not always be filled. In reality, power is devolved to the Lords Militant, senior Imperial Guard generals, and Imperial Navy admirals based at the Segmentum Fortresses and granted control over vast bodies of warriors and warships. When the High Lords issue a mandate to launch a crusade or defend a region, one of these individuals is given the solemn duty of enacting their will.
Apparently, the posts for at least certain 'non-permanant' high Lords like the Lord Commander Militant wont be filled until someone is assigned. Which is interesting because we know other contenders for that spot are the 'Lord High Admiral' of the Navy, Lord Commander of Segmentum Solar (Whether that means the commander of the naval forces or the Segmentum Lord, we don't know.) and so on. So at least some of the time (most of the time?) there may be no single guy in charge of the Guard (and possibly the Navy). But if such a post is filled, how does he differ from a Warmaster? Is it the lack of oversight a WarMaster must enjoy that is the difference?

Anyhow, as theory vs practice in action, the 'effective' military power is the guys in the Segmentum Fortresses who act on behalf of the high lords in their given region. Presumably the Lord Commander Militant would do this if the post were filled, also.



Pgae 317-318
..a special office is required, an appointment only made in the most extreme circumstances and by one incumbent at a time. This is the appointment of Warmaster, a rank that encompasses such unsurpassed power that it is almost as if one of the high Lords were leading the armies of the Imperium in person.
..

..many prefer to use an alternative [title], the most popular of which is Lord Solar.
...
They lead crusades against alien empires and into benighted regions of the galaxy, taking vast swathes of space for the Imperium or re-caputring regions long since lost to humanity.
Warmasters/Lord Solars. In alot of ways they seem to be the military equivalent of a Rogue Trader - unlimited power within the confines of a specific remit (conduct a Crusade, etc.)




Page 318
While huge power is vested in the Lords Militant in the Segmentum fortresses, even these individuals are often unable to comprehend the military situation at the sector level. This falls to the local divisions of the Departmento Munitorum, who provide the infrastructure that allows for the raising and support of armies within a sector. While each sector has an Administratum representative known as a Sector Lord acting as its figurehead and master in all matters of sector-wide coordination, it is in the planetary lords that most power at this level resides. These so-called Peers of the Imperium are required to maintain their own forces at appropriate levels of readiness and skill, and to turn portions of these forces over to the Departmento Munitorum upon demand.
Again Segmentum is still too 'big picture' for effective micromanagement, which is something I've mentioned many times before and will not belabour. Thus authority is delegated at the sector level and lower to permit this 'micromanaging' as well as to handle the military matters at each level. 'maintianing' armies at the sector level and lower does suggest there are 'standing' reserves at the sector level, just as there is at the segmentum level.

We also get indication of the political structure of a sector - System Lords/Imperial Commanders basically form the nucleus of politics within a subsector and sector, and from their ranks the subsector (and sector) Lords are evidently raised. Although even Sector (and probably subsector) Lords do not micromanage individual planets, both because of the Imperila Commander's own sovereignty (and the lack of time to devote to a single world amongst dozens or hundreds.) and because they have to focus on the economic and military matters at larger scopes than a mere planet or system.



Page 318
The planetary governors are plagued by numerous concerns, not least of which are rebellion within their own populations and external attack from pirates or aliens. Perhaps because of the travails each world faces and the unique manner in which each has developed its armed forces, each is able to produce regiments of prodigious skill, uniquely suited to the specifics of warfare on their home world. Many are highly specialised, while others are blessed with countless generations of noble service from which to draw inspiration, and a planetary governor that squanders such an inheritance is likely to face the most extreme kind of censure. Should the Administratum judge a governor lacking in the prosecution of his duties to the wider Imperium, he may be called upon to step down, and if he does not, a punitive expedition raised to force the matter.
Again 'variability' or inconsistency, depending on which term you favor. The thing about this I find interesting is not the specialization per se, but rather that it may be overstated in some cases. While you have your Cadias and CAtachans, alot of worlds as a rule will be more diverse - civilised worlds will have multiple kinds of enviroment and could thus produce different kinds of soldier (jungle, arctic, woods, etc.) depending on region. also you'd expect each planet to have its own airborne, special forces, and other military types like real life does (within the limits of what a planet's level of technology permits, of course.) Heck with Armageddon you had jungle fighters as well as the mechanized military forces (as well as the armoured and artillery forces as well.)

Oh and the 'better provide us decent troops or else' punishment.


Page 318
...each of the million and more worlds of the Emperor's domain is required to look to its own defence. Each must raise what fighting forces are required to defend against threats both internal and external, according to its own needs and circumstances. On densely populated worlds, millions of warriors may be under arms serving in standing armies. Less populated worlds may only be able to sustain small bodies of fighting men and women, which at times of crisis can be bolstered by the mustering of irregular or reserve forces. Frontier worlds might have no standing forces at all and be entirely reliant on a poorly equipped and barely trained militia.
million plus worlds, etc. and the varying ways it is handled. In theory each planet should have its own planetary defence force (And most probably do) although some relying on just militias or some analogue is certainly possible. (Catachan not needing a PDF for one.) Also implication of standing armies 'millions' of men, which we could infer for civilised and hive and other 'industiral' worlds. And if that is tapped out (or unvailable) militias and reserves are probably the second choice rather than conscripting civilians (We knwo from Titanicus that PDF reserves can be secondary, tertiary, or even quaternary)



Page 318
Planetary defence forces are not generally expected to fight anywhere other than on their own home soil. In practice, a planetary Lord's domains might extend beyond his home world to include other planets in his system. Such worlds are rarely any more than subsidiaries to the Lord's own world, and they generally contain no more than scattered mining facilities, outposts and sentinel stations. Local forces might have rudimentary intra-system vessels, but are very unlikely to have access to Warp-capable vessels.
...

Sometimes, rival planetary lords go to war against one another, perhaps jealous of natural resources over which each believes he has a valid claim. In such circumstances, planetary defence forces are used as private armies to further the ambitions of their masters, and millions are mobilised in the effort to capture desirable worlds. In the main, the Imperium at large ignores such brushfire wars so long as they do not interfere with the rulers' ability to meet their tithes and they do not lead to wider anarchy. Should they spread to encompass other regions or otherwise disrupt the business of the Imperium as a whole then the response is likely to be swift and brutal, with all parties involved crushed and the wayward lords replaced.
Uses of PDFs. Basically defensive/internal, although squabbles between commanders isn't unknown (Ex: Badab war IA books, the Hoare Rogue Trader novels.) What's interesting is that its not clear whether these PDF troops are supposed to be confined to the system (eg 'warp capable' vessels rarely accessible) or if it includes inter-system conflicts (which might be conducted with allies, or with warp capable ships they can borrow or beg or build. CF Frozen reaches.) Imperial commanders may control single planets or whole systems depending on circumstances, which means you could theoretically have multiple commanders per system.

It's also interesting they consider private militaries clashing mere 'brushfire' wars, even though they can include millions of troops (which assuming this isn't interfering with the tithes, means PDFs can tpyically be MUCH larger than this.) Naturally should the internal dissent grow to become an issue (eg disrupting tithes or trade) then the Imperium steps in.

What remains unquoted along with the above is the usual mention of internal threats (rebellion and the mobilisation of armies to s uppress it) raiders/pirates/slavers (external therats from between inhabited systems, both human and alien.)


Page 318-319
If a threat is too large or challenging to be contained by a world's own forces, its ruler is both entitled and expected to call for aid. The astropathic signal rings out and, because of the nature of astro-telepathy, is likely to be received by every world within a broadly spherical region centered on the source. However, the nature of Warp communication is far from stable, and so it is quite possible that worlds much further away will receive the transmission first, or that it will be garbled and all but unintelligble to those who receive it.
Astrotelepathy Given that the typical range of astropaths is within 10 LY or so (nearest planet, which coresponds to 5th editions definition) we can figure that the initial response involves worlds within tens, perhaps hundreds of light years (eg within a subsector or sector.) As always with the warp, oddities and exceptions occur.


Page 319
..Warp travel relies upon more or less stable routes along which vessels may sail, but if there is no such route between two worlds they might as well be on the other side of the galaxy from one another for all the help that can be offered.
Warp routes matter as far as reinforcement goes. IF no direct warp routes exist reinforcement is difficult if not impossible. This probably explains why some reinforcements of seemingly close worlds can take so long.


Page 319
When such a plea is received, it is acted upon by the Departmento Munitorum mission present upon that world, which sets into motion a well-established chain of events. Depending on the nature of the threat communicated, anything up to ten per cent of the local planetary governor's forces, and sometimes much more, can be immediately 'tithed' into the Imperial Guard. Defence forces previously under the direct control of the local planetary lord are mustered on the founding fields [and granted a numeral]...
...
Then, the regiments board the Imperial Navy troop transports and ship out to the flashpoint, though the journey might take days, weeks or even months, depending on prevailing conditions in the Warp.
'Local response' in case of invasions. One presumes if there are standing reserves or garrisons available they'll prefer to use those first, and then start tapping pdfs if they can't use garrisons. Deployment time can vary from days or months, depending on travel conditions (and speed) and distances and shit involved. conscript forces may take longer (as they have to be trained, equipped, etc.) if they're meant to be effective.


Page 319
Once on board the mighty troop conveyance ships, the newly raised regiments are subjected to a demanding regime of assessment, training and indoctrination. Local variants of equipment not used anywhere other than the regiment's home world are often discarded, for there can be no logistics train leading back to that world once the regiment is committed, and so maintaining rare marks of weapons or vehicles will be impossible. Where needed, regiments are re-equipped with standard models of common equipment and trained in its use without respite. In truth, however, most regiments retain their own equipment and uniforms, however outlandish or anachronistic...
What happens to the regiment onboard - further training, assessment (to probably figure out what to do with the forces, what they may need further, etc.) and indoctrination (such as they can achieve.)

We also get a glimpse of the 'lowest common denominator' approach to warfare - basically they rely on simple, rugged, and versatile rather than neccesarily high performance due to the logistical problems and issues they may face. That said, I'd suggest its more a policy rather than a reality - they prepare for the worst, but the worst does not always happen. Depending on where (and how far away) they are deployed, as well as how the local equipment or vehicles are designed, they might actually be able to use it and even maintain it (despite the 'no logistics train leading back' - its more that they can't rely on such a train rather than it can't exist at all.) And even in cases where they can't, they'll still probably try to hold onto it and employ it as long as they are able.

And failing that there is always local requisition for garrisons and such.



Page 319
Sometimes, these newly raised forces are not actually the first to reach the trouble spot. Fastest of all the Imperium's forces are the super-human Space Marines of the Adeptus Astartes, these elite warriors equipped with vessels so fast and with such range that their force can be projected almost anywhere in the galaxy.
..
..they are few, and to commit them against anything other than the very centre of the enemy's mass would be a criminal waste of resources. Space Marines never become embroiled in wars of attrition - that is the task of the Imperial Guard.
Non IG forces responding. Naturally the Space Marines are purportedly the fastest and most specialist of all, although I suspect the speedy response has more to do with them generally having forces onboard ship already (and their ships at hand, and often having the needed supplies onhand to prosecute their wars.) In accordance with their super specialer naturre, they are rare and thus not to be squandered or deployed just anywhere. Assuming anyone could control them to begin with, that is.



Page 319
Other forces that might answer a beleaguered world's call for aid include the Imperial Navy, its mighty warships able to unleash a fearsome barrage of orbit-to-ground ordnance from which no foe is safe, yet its ground forces are not suited for prolonged or massed actions. Companies of mercenaries might rush to the warzone too, eager to sell their services to the depserate defenders, as might the forces of the Ecclesiarchy, the private armies of Rogue Trader or Navigator houses, or even the indentured troops of powerful and martially minded Inquisitors.

But ultimately, unless such forces can acheive a rapid and overwhelming victory, it is the Imperial Guard that most prosecute the Emperor's wars.
Which may suggest the Navy isn't as fast as the Astartes, although it was suggested the Navy was as fast as the Astartes in the 2nd edition IG codex. Anyhow, the Navy's role seems more in line with the Astartes in that 'not for attrition warfare' aspect. They can land troops for surgical operations (or perform highly mobile ones, via dropships and shuttles.) and orbital bombardment gives them significant firepower support.. but if the enemy is well fortified or widespread (or belowground) they may not be able to do much.

And of course other organs of the Imperium have their own military forces that may or may not involve themselves, not to mention general mercs (and probably pirates and privateers and shit.)



Page 319
Large numbers of regiments are raised in response to each crisis, for the nature of Warp travel makes predicting when, or even if they will arrive all but impossible. It is not uncommon for entire armies to arrive decades or even centuries after setting forth..
Another reason why the 'big picture' approach is generally attritional in nature - they can't control or coordinate things effectively enough to do more than 'throw a bunch of guys and other equipment at a problem and hope it solves itself.'




PAge 319
Invariably, the regiment becomes a rag-tag shadow of its former self, with new and sometimes unfamiliar equipment replacing that with which the regiment was initially equipped. New items of uniform replace old, worn out ones..
..
Inevitably, regiments suffer casualties and so they are often merged together with similarily reduced formations. Where possible, regiments from the same home world are joined in this way but this i snot always an option. Great care must be taken in such circumstances, for a badly considered regimental merger might result in an ill-coordinated fighting body consisting of warriors barely able to understand one another's dialects and sharing very few traditions. Sometimes, elements of a regiment are seconded to other formations, such as an infantry company tasked with providing close support for a heavy artillery regiment, and simply never returned. Such pairings become permanant as the tides of war carry units far away and all contact is lost..
Amalgamation and hte problems. The communication problem is one I never considered, but it can be a serious problem given the variable education levels and dialects of the Imperium. Also some 'secondments' are more permanant than others.


Page 319
Very occasionally, a regiment survives or even prospers in the field for significant lengths of time. Where possible, these long-service veterans are assigned to crusade forces where their great experience can be harnessed to push forth the borders of the Imperium. As an incentive, some regiments are promised settlement rights on those planets they conquer.
...
..Thus, there are worlds scattered about the entire galaxy founded on the half-remembered traditions of far older societies. One Departmento Munitorum historator database claims to record over three dozen frontier worlds named 'Nova Cadia' or some variation on that theme, and that the two most distant are separated by 77,000 light years of space. Such a claim cannot be verified within the lifetime of any one scribe, but few would doubt that it is very possibly true.
This is, perhaps, the closest to 'standardization' rthe Imperium gets - worlds settled by other worlds maintaining or building on traditions of their parent worlds. A good example of this would be the Baran Siegemasters who were descended from Krieg and also were siege regiments (although perhaps not as meat-droidish. As I recall they at least get names.) It also sounds like there are a fair number of Cadian-descended regiments out there. In the case of 'local' forces - rgiments that do not serve great distances from their birth world - say within their sector - the distribution of such colonization is fairly concentrated. Whereas famous regiments (like the Cadians) serve all across the galaxy and could colonize potentially anywhere.

Also mention of the colonization fleets and mustering out.

Also the Imperium is at least 77,000 LY across :P



Page 321
"To this end, each populated planet shall raise and maintain forces for its defence and, from its ranks, shall it provide the best of its troops for recruitment into the largest of the Imperium's armies, the Imperial Guard.

Each Imperial Commander shall swear that such men as are given over to the defence of realms other than his own shall bear arms and be equipped to fight as befits an Imperial soldier, and that his domain shall stand ready with such mighty engines of war and machineries as are needed by his armies to crush the Imperium's enemies."

From the Introit to the Codex Exercitus.
More 'theory' about the troops inducted ot the Guard. Best troops inducted, and to be provided with equipment and vehicles 'as needed' by the armies. Which in turns suggests that all those 'standard' vehciesl the IG relies on should at least be theoretically available in sizable numbers. Although as I've said, practice is another story always.




Page 322
The Imperium of Man is spread impossibly thin across an estimated two-thirds of the entire galaxy. The volume of space claimed in the name of the Emperor consists of hundreds of millions of stars, many host to their own planetary systems, and yet there are only an estimated million or so planetary governors occupying the thrones of the Imperium's worlds. While it is true that some governors rule not just a single planet but an entire system, and that other worlds have no governor at all, the fact is that the Imperium is stretched so thinly across the void that an interstellar traveller could make his way from one edge to the other, traversing a hundred thousand light years of space, and not once cross paths with a human being.
Only a 'million or so' planetary governors. Now we know many repetitions of 'millions' of worlds here, nevermind what FFG has said elsewhere (as have other fluff) so there is a bit of context here. Governors can rule over more than one world (at least a system) and we know some systems can be quite large. And there are some worlds without governors (although how frequent we don't know.) There's also the potential of colonies/protectorates, outposts, and the like. Some worlds may only be indirectly controlled or allied although stuff like the Astartes or AdMech can harldy be said to be in the majority either.

And of course, this is all still an approximation. All of the above still is harder to reconcile with 'billiosn' of worlds than it is with millions really. :P


Page 322
Instead of being scattered at random, the worlds of the Imperium are clustered around areas settled during the lost age of mankind's first great wave of expansion into the galaxy. Worlds once colonised because of their location or some desirable natural resource have developed into the cores of sectors, many of which have swollen to include two hundred or more systems. These sectors are connected to one another by relatively stable, if still hazardous, inter-sector Warp routes and the vast, uncharted reaches between each are referred to as Wilderness Space. These unexplored depths harbour all many of terrors, from ravening pirates to unknown alien empires, as well as untold riches, from long lost colonies to worlds strewn with the wealth of long extinct species.
Sectors defined and the mention that the 'structure' of the Imperium has changed from 'individual worlds isolated from one another to 'clusters of worlds isolated from one another'. Two hundred or more systems in a sector seems not to be an average per se, but more an indicator of a mature, well developed region. Oh and inter-sector warp routes, which get some mention later on again and are worth noting here. And the wilderness space, the 'emptiness' where all the hazards may lie.

Further (unquoted) data: They mention Calixis here, and how its on the edge of spinward section of the Imperium, relatively young as sectors go, and both blessed and cursed by its locale (blessed in the sense its far from most major warzones and lacking sector-scale conflicts, but it has tons of conspiracies and heresies afflicting it, shit like the Tyrant Star, and such.) Basically all stuff we knew from Dark Heresy. Naturally Calixis has a high number of Inquisitors and formalization of that hierarchy in the sector (Ordos Calixis)



Page 322
Like all sectors, Calixis has its own central government in the form of the Adeptus Terra Sector Lord Marius Hax. This patrician veteran of galactic intrigue and conspiracy is concerned only that each world in his realm meets its tithe, having little or no concern how this is achieved. As with most worlds on the Imperium, the details of planetary governannce are left to the Imperial Commanders on the ground. Hax is the head of a mighty infrastructure responsible for raising and coordinating the tithes of hundreds of worlds, a gargantuan task only made possible by the legions of scribes, factors and assayers that toil ceaselessly beneath him.
Sector Lord (specifically Calixis) and his role. Hax is mainly the guy who makes sure everything runs smoothly in and between worlds, and that the military does its duty, and that the Imperium gets its cut of everything. Also Calixis having hundreds of worlds.



Page 322-323
Though situated on the opposite side of the galaxy to Calixis, the two are linked by a Warp gate, through which vessels travel in the blink of an eye a distance that would normally take months, if not years, of perilous Warp navigation.
And here we get talk about Deathwatch (the RPG) with Jericho Reach and how it influences thing. Jericho Reach influences Only War heavily in the sense that the vast majority of military and economic resources in Calixis are getting funneled there, limiting what can be thrown into the Spinward Front (also with the Spinward Front serving as yet another front for the Jericho Reach Crusade just as the Margin Crusade does.)

Anyhow, with 100,000 or so LY between regions (mentioned earlier) and that distance (Across the galaxy/Imperium) taking months/years. 2 months is 600,000c (assuming a straight line course), whilst years would be 10,000c (nearly a decade.)



Page 323
..mankind has been evolving inexorably towards a new state of being, one in which the mind is attuned to a state of psychic perfection.
..
.there are things swarming in the Empyrean to which the soul of a 'psyker' is a beacon which attracts them like oceanic predators drawn to a drop of blood in the water. If such a soul is not sufficiently strong or properly protected, it will be devoured by the daemons of the Warp and they will use the mortal's empty shell as a means of entering the material universe.
Mankind's psychic evolution, and the dangers of the warp.



Page 325
It is the lot of the vast majority of the Emperor's subjects to be born, to serve, and to die according to a brutally enforced regimen set down generations ago according to arcane and often obsolete quotas and predictions.
GRIMDARK. Mostly quoted for the quota shit and all the production.. its just more of that 'siege mentality' thing.. the 'War' crap is more a predicted/feared thing instead of neccesarily being a actuality.



Page 325
In truth, the High Lords of Terra care not one iota how the Rogue Traders comport themselves in their duty, only that the Imperium's holdings are ever expanded.
..
Rogue Traders wield the power to demand goods and services from almost any servant of the Imperium. Some even command entire armies of seconded Imperial Guardsmen, forces granted to them that they might better prosecute their duty.
Rogue Traders and their role - expansion. And their powers, which make them Peers of the imperium possibly on par with Inquisitors (at least in certain ways.)
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Final two posts for Only War, and the ordeal is over. Then we have a handful of smaller books to update and that will be it for now. I have a few more updates to do with Deathwatch and (eventually) Rogue Trader. And 6th edition IS stockpiling but I haven't decided if/when I'll cover that.

So here we go. Next to last post.



Page 325
The vessels of the Imperial Navy are truly ancient, sometimes as old sa the Imperium itself, and occasionally even older still. Even the smallest rely on crews hundreds-strong, for automated systems have been proved fallible in the heat of battle, while human blood and toil, driven by faith in the God-Emperor of Mankind, never fails. The largest Imperial Navy war ships have crews numbering tens of thousands, stratified into tiers as diverse as any planet-bound society.
Navy ships. crews of 'hundreds', although its not specified those ar warships (the FFG context implies the Navy controls warships, while the chartist captains handle the civilian side.) It also has an interesting context WRT automation - the implication being its not so much automation doesn't exist, its just not considered reliable (given the hwole 'faith' thing, maybe men can be more reliable.) Of course we know most ships have a cogitator core/machine spirit controlling things in a way not unlike Titans anyhow so....




Page 325
such warships carry the largest weapons every rought by human hands, capable of destroying entire cities, sinking continents, and shattering a planet's crust with a single broadside
One context is the 'largest' warships mentioned above with tens of thousands. And that was my intiial impression, although it could be interpreted as referring to Navy ships in general too, or just to the guns (independent of the warship mounting them.) Either way it imples significant firepower.. megatons at least for a single broadside (cities, and a fairly conservative assessment for city) up to gigatons/teratons or more (sinking continents) Shattering a planet's crust could be even more impressive, depending on how extensively that is done. Again its one of those 'suggestive but shouldn't be totally relied on' things.




Page 325
As powerful as the Imperial Navy is, it is comparatively rare for its warships to be gathered together in a single fleet. Instead, most are engaged in endless sweeps of hostiel space or tenuously held border. For many frontier planets, a once-in-a-generation layover by an Imperial Navy warship is the only contact its people will ever have with the Imperium at large.

Only when a threat of a truly massive scale appears does the Imperial Navy muster its warships into fleets under the command of the Lord Admirals. When that occurs, the fates of the stars themselves is decided, and even the victor pays a butcher's bill of many hundreds of thousands of souls,
Allocation of the Navy. Large scale battles are rare, patrols and shit are more common.

also hundreds of thousands being lost is trivial compared to what the Guard endures.


Page 325
The Navigators are so essential to the existence of the Imperium that they form a highly influential power base amongst its most powerful institutions. Each of the highly clannish Navigator Houses is a powerful merchantile concern with interests from one end of the Imperium to the other. Navigators are bonded to the Imperial Navy, the Chartist Captains, and to Rogue Trader lines in return for wealth, power, and influence unheard of in any other quarter.
Navigators and their importance/power in the Imperium.



Page 326
There are few worlds in the vast, scattered Imperium of man that do not lie within the boundaries of one warzone or another...
..
For some planets, war is a passing thing, conducted in brief but intense bursts as invasions or insurrections are desperately fought off or put down. For others, it is a continual state of being, a meat grinder into which entire generations are fed.
'lying within the boundaries of a warzone' can mean many things. For one thing it could mean that the world is contributing men or materials, but is not directly involved in that war, or it may refer to the occasional bouts (Brief bursts) rather than the constant, grinding attrition you often get 'glamourized' by the propoganda shit (TRENCH WAR) After all we know of lots of worlds that remain untouched for decades, centuries, or longer by war.



PAge 327
The mightiest weapons available are the god machines of the Legio Titanicus and self-propelled ordnance of the Centurio Ordinatus. each of these arcane war machines is capable of levelling whole cities.
Implied capabilities of titans and ordinatus.



Page 327
The average subject or soldier of the Imperium is almost entirely ignorant of the workings of technology. While some are trusted with the secrets of the operation and basic maintenance of crude machines...
...
Tinkering with such devices [technology] is a crime punishable by death, especially in the Imperial Guard, where victory or defeat might turn upon the correct use of barely understood weaponry.
AdMech has to maintain its tech monopoly somehow. Also some people have at least a basic/crude understanding of low end tech (like on hive worlds and underhives.)



Page 328
Areas afflicted by Warp storms are infernal regions where the laws of the physical universe are stretched to, and often beyond, the breaking point.
..
..to pass into the storm is to pass beyond the material realm and into one conjured into being by the denizens of the Warp and the unknowable will of mad gods. Time has no meaning in such places..
..

In some places, the will of one of the four great powers of Chaos is ascendant, the surroundings shaped according to that god's drives and desires. Others are formless or ever changing, ro they respond to the subconscious impulses of any who look upon them,
Warp storms and the Chaos gods that influence them. the thoughts and desires of Chaos Gods can shape Chaos as well as the thoughts of individuals.




Page 328
The Eye of Terror, for example, is a massive scar upon the void, afflicting a vast region that once contained countless millions of systems and comprised the densest concentration of the Eldar race before it fell. Other regions include tha Maelstrom, a region haunted by renegades and aliens who plague Imperial shipping for hundreds of light years in every direction.
Implying that the Eye has access to millions of systems.




Page 329
The Adeptus Arbites care nothing for local mores, regulations, or codes. Instead, they brutally enforce those codes that remain constant across the entire Imperium and, in the 41st Millenium, there are entire libraries, sometimes the size of continents, dedicated ot maintaining this vast body of statute.
The arbites and their GIGANTIC law libraries.



Pgae 329
In the teeming hive cities there may be many thousands of Adeptus Arbites personnel, ever watchful for sedition, recidivism, and other such crimes, while less populated worlds might be home to but a single bastion-precinct.
Impliest hat hives have at least thousands of Arbites. Whether thats total or apiece we dont know.




Page 329
Yet it is unavoidable that the Imperial Guard and other fighting arms must face the servants of chaos on the field of battle. When they do so, they are bolstered by numerous preachers and confessors, for faith in the God-Emperor is the only true armour against the diabolic truth of the enemy. Facing even the mortal followers of the Ruinous Powers is known to tax most Imperial Guard units to the point where morale and spiritual well-being are tragically degraded. When facing those beings of Chaos native to the Warp -Daemons and those who wield their gifts, even the boldest Imperial Guard veteran is likely to be driven insane or corrupted beyond salvation.
The dangers of Chaos to the Guard. Priests seem to be a guard against Chaos (attempts to bolster and promote faith as a counter.) although Chaos can sometimes still inflict its costs on people. Probably one reason why some Inquisitors prefer to cull troops who face Chaos.



Page 329
When entire worlds are overrun by the Daemons of Chaos, all hope of ever reclaiming them must be abandoned. When the blood offered to the Ruinous Powers by the slaying of the Emperor's servants seeps into the very bedrock, the taint of Chaos is so ingrained that it may never be cleansed.
..
The world becomes the domain of fiends and daemons and, in time, the stuff of reality may become so compromised that the planet is transformed into a daemon world. In such cases, the Inquisition or similarily placed authorities might have no option but to declare Exterminatus and destroy it utterly.

Exterminatus is a term used to describe a range of sanctions that can be brought against a condemned world, but all of them have the same end result. Every trace of life is utterly scoured from the world, right down to the cellular level, so that it is reduced to a barren rock as if life had never existed there at all. Shorn of the anchor of living souls, the daemons must retreat back to the Warp, or so it is hoped.
Again the taint can be so deep that even Exterminatus will fail to cleanse it. Anyhow, the interesting thing is mainly the 'every trace of life' to the cellular level (outright sterilization) by 'a range of sanctions'. Which as we knwo from 6th edition, can include orbital bombardment :P

Anyhow, as I've suggested before, we could infer 'sterilization' to be e26-e27 joules at least.


Page 330
A warzone encompassing dozens of star systems, the spinward Front is consumed by conflict between diametrically opposed factions. It is centered on a sub-sector of the Calixis Sector called the Periphery...
'dozens of worlds' in a Subsector and a single front.



Page 330
..the bearer of a Warrant of Trade granted to his line by the High Lords of Terra themselves. Yet, his name is all but unknown in the Calixis Sector, while those of lesser men are celebrated across a hundred systems and more.
Sector has a hundred plus habitable worlds.


Page 330
It was Duke Severus who unlocked the Markayn Marches by plasma boiling the hideous xenos-spawning seas of Cantus Extermus, breaking a deadlock that had stalled the advance of three million troops.
Rogue trader fleet boils oceans to purge if of Xenos life. Thats E26 joules. We dont know how many ships involved, but probably fewer than 100 (its a single Rogue trader, after all) which means between e24-e25 joules. If the firepower is delivered over several weeks (under a month) it would be e18-19 watts per ship (hundreds or thousands of megatons)


PAge 330
It is even said that a mighty Warp beast assailed the duke's flagship as he closed on Ganf Magna, the creature's vast tentacles wrapping about the vessel so that when Severus ordered an emergency translation into realspace, the thing was dragged through too. Weakened by exposure to the laws of the material realm, the beast was eventually defeated.
Starship sized 'warp beasts'. Whethre its a daemon or native xenos life (like Enslavers) we dont know. Nice to know that the warp can be as dangerous as the void when it comes to giant monsters.



Page 331
..when he succeeded in carving the Periphery from the darkness of the Calyx Expanse, he interpreted the terms of his warrant to justify him claiming it as his personal realm, exempt from the laws and demands placed on the rest of the Imperium. In essence, Severus installed himself as the exclusive ruler of his own private empire...
...
In other circumstances, Severus the First might have been allowed to realise his ambition, for the frontiers of the Imperium are often expanded by men with similar dreams only to be absorbed into the greater mass of sectors generations later.
Apparently Rogue Traders can create their own little fiefs, they just never last because of economic and trade reasons (sectors grow and absorb them.. its unlikely that the Rogue Trader ever lives long enough to prevent this indefinitely.)




Page 332-333 4 death worlds, 4 Feral worlds, 2 feudal worlds, 4 frontier worlds, 1 Shrine world, 4 war worlds, 3 mining worlds, 2 hive worlds, 1 pleasure world, 1 penal world, 2 forge worlds,, 2 agri worlds, 4 unclassified worlds, a number of dead, forbiddne speicals, and so on. This combines the Severan Dominate, the Periphery, and the STygies deeps. The bulk of forge, hive, mining and agri worlds are close to the periphery, and the penal and shrine world are also close as well.

the names of the forge worlds are Hervara and Cyclopea, Asterion and Manus Cenitus the identified hive worlds, Ganf Magna, Poina 77 and Oriad mining worlds, Serena the pleasure world, Voluptua the shrine world, Orcus the penal world, Avitohol and Lolita the agri worlds, Kalf, Horizon and Thrax identified frontier worlds. Lukius, Kulth (the subsector capital) Maesa and Warzone Epsilon are the war worlds.



Page 334
In 799.M41, he assumed the appointment to which he had worked his entire life...
..
He ascended to Lord Sub-Sector, the Administratum prefect of the region his eponymous forebear had founded - the Periphery.
Subsector Lordship.



Page 335
He dispatched his own kin to the court of Lord Sector Hax to beg for aid against the Ork invasion.
...
...perhaps even a blood tie, stayed his hand as Severus built his own private realm. Yet when the Orks attacked, it was to Hax's own benefit, for it humbled Severus and forced him out of the wilderness int a very public manner. At length, Hax agreed that the Orks must be checked and the sector's reserves were mobilised.
Confirmation again that sectors have their own reserves much like the segmentum reserve. I suspect that the Sector Lords will strip off a portion of the Sector's total annual military tithes to form and maintain the reserve - the rest gets allocated to the Segmentum reserves (or wherever else they may be needed.) I suspect the segmentum is constantly reassigning the forces it receives in tithe as it is rather than letting them just amass.



Page 335
Some whispered that those who prosecuted that distant [Jericho Reach] crusade had need of a war closer to home to mask the huge drain on resources, and so a deadlock in the Periphery was at best convenient, and at worst deliberately maintained.
Use of the spinward front as yet another excuse to hide the Jericho Reach crusade's military expenditures. Remember what I said about politics fucking with things? The hilarity is that if true it may mean that even with the MArgin Crusade (and the shit the Ecclesarichy siphons off for its private purposes) as well as the Jericho Reach conflict, Calixis could amass forces to crush the Spinward Front if it chose.




Page 335
While the Orks plundered the worlds of Deluge, KW-9, Pertinax and a score of lesser systems, a myriad of other threats rose up.
Chaos and Dark Eldar appear, alongside the Orks.. and the Severean Dominate arises as an 'annexation' for the duration of the crisis (supposeldy.) Which Hax won't stand for. Again, if the Spinward Front is being used as a smokescreen for Jericho Reach the same wya the Margin Crusade is, we can blame the fucking politics (again.)

Also more than a score of systems in the subsector (at least a score being conquered)



Page 335
The Ork warlord has established his own bastion world at Avitohol and enslaved its populace so that countless millions of tons of ramshackle war material are being churned out to feed the species' incessant hunger for weapons and munitions.
Its also mentioned that the Jericho Reach conflict is the main thing keeping the Spinward Front from being decisively beaten. Also Orkish industrial output. From an agri-world I believe.




Page 336
Most of the planets in the Periphery are frontier worlds, existing on the lawless fringes of Imperial Space.

..
The laws the Adeptus Arbites enforce across the sector appear distant and irrelevant codes to those who fight just to survive on the decrepit frontiers.
Frontier worlds.



Page 336
The front line has largely stabilised at the spinward border of the Periphery, and standard military doctrine calls for the fortification and reinforcement of its core worlds in order to conduct a 'defence in depth' against the invading Orks. No such reinforcement or fortification has yet been instigated, the ongoing crusade in the Jericho Reach drawing away any forces that might be employed to do so.
IG defensive doctrine at the subsector level. At least, against Orks.



Page 336
Kulth is the strategic lynchpin of the Spinward Front..
...

Kulth bestrides the Calixis-Scarus Warp conduit and is the last Imperial planet within the borders of the sub-sector before the route plunges into the lawless voids of inter-sector Wilderness Space. Its orbit is strewn with countless void-docks constructed to accomodate Warp vessels laying over on their way to or from the Scarus Sector.
The interesting thing about this is that 'warp conduits' or routes can pass over or through multiple systems - as this one seems to run along part of calixis as well as linking up to Scarus. Also, warp routes dictate economic wealth and importance (as well as contact with the Imperium at large.) The better connected you are, the better off you are.

Of course, warp routes also mean that the enemy has access to you, which can be a downside (important worlds will often be the more desirable targets.)




Page 336
The Calyx Expanse became the Calixis Sector and it was carved up into sub-sectors, each with its own praefect and capital world.
..
A massive Administratum mission descended upon the verdant grasslands and set in motion the process by which Kulth was turned into the administrative cnetre of the new sub-sector.
Creation of a sector and subsetors. Again note each subsector has its own 'lord' running shit.


Page 337
The orbital void-docks were constructed and Kulth became a busy shipping hub, its wealth founded not on patents of nobility, but on levies placed on shipping passing to and from Scarus.
There is apparentlty taxation between sectors (and probably subsectors), which can finance a world's wealth (as well as probably the Administratum's cut.)


Page 337
The Sanguine Palace still stands, protected from orbital strike by multiple void-domes thought to have been acquired by pacts with outcast factions of the Cult Mechanicus.
Void shields to protect against orbital attack.




Page 337
Lord General Ghanzorik's force represent the greatest operational concenteration of the Imperium's military resources in the entire Calixis Sector, but still they are insufficient to strike the decisive blow that will take the world once and for all. At last estimate, they numbered at least five million troops, around two thirds serving in front line combat units and the remainder committed to second line reserve and support formations.
Scope of forces on the primary warzone of the Spinward front, and the lower limit on the total forces in said front.




Page 338
Regiments are drawn from all over the Calixis Sector and every world able to raise a tithe is represented in Ghanzorik's armies. With the events surrounding the rise of the Dei-Phage, numerous regiments have been drafted in from sectors much further afield, at least in part to ensure their loyalty cannot be called into question. These include regiments from Cadia, Tallarn, Vostroya and many other famed Imperial Guard home worlds. Rather than being raised specifically for the war on Kulth, these regiments have been drawn from segmentum reserves or re-tasked and diverted from whatever operations they were initially raised to undertake.
Apparently the 5 million was Calixis-born regiments, so even more troops have been allocated since them (Drawn from the segmentum reserves and others.)




Page 338
The Imperial Guard is an incredibly varied organisation and so even the main line infantry regiments range from small bodies of heavily armed and armoured grenadiers to massive formations equipped only with the crudest mass-produced weaponry. Supporting these infantry forces are artillery regiments fielding every imaginable form of heavy gun from massed mortars to super heavy self-propelled artillery.
So even the 'standard' formations can be vastly variable in quality, size, and roles. Nice. :D
Mention of grenadier troopers, which are infantry version of storm troopers :P



Page 338
Others go to war in the fearsome Baneblade or one of its variants, each so heavily armed it can slaughter hundreds of foes or even strike down the lumbering Gargants the Orks use as titans.
Baneblades apparently have low-end titan firepower.



Page 338
The majority of these forces are stationed at Fort Drusus, or at least mustered there before being assigned to one of the numerous front lines stretching across millions of kilometres of Kulth's surface. Fort Drusus is a sprawling base the size of a city, its landing fields never silent as millions of tonnes of materiel are shipped in each and every day along with fresh meat for the front lines.
A single Fort/base (admittedly the major one) on Kulth obtains millions of tons of resources each day. over 700 million tons annually for one world. Quite likely the Spinward front is consuming billions of tons of resources annually at least.



Page 338
At present it is estimated that the Git-Slaver has committed at least ten million Ork Boyz to Kulth, with countless more of the slave creatures known as Gretchin (or sometimes Grots) being herded into battle alongside, or often in front of them.

...
Ork forces tend to be a ramshackle riot of troops either swarming forward on foot or riding a range of mechanically improbable vehicles from light bikes to heavy battlewagons. Some field large amounts of artillery, partly looted from a range of enemies but much of it patched together from scrap. Some field walkers of varying sizes and configurations, while others equip their foremost warriors with armour as heavy as the Space Marine's formidable Terminator suits,
The Orks alone outnumber the Imperial forces at least 2:1 it seems. Also they have their own Terminator equivalents.



Page 338
Frontal assaults so large the landscape seethes with alien bodies from one horizon to the next are not uncommon, the mighty Gargants stomping forward with their characteristic gait, unleashing firepower sufficient to flatten entire fortresses.
Firepower of Gargants. Which also translates ot the firepower of a Baneblade :P


Page 339
..the armies of the Dominate still make use of the more common marks of Imperial war machines, including the Leman Russ Battle Tank and the Chimera armour carrier. While the Imperial Guard makes only minimum use of locally produced vehicles, the logistics train required to support such items being untenable over interstellar distances, the armies of the Dominate make extensive use of vehicle types rarely seen outside the Periphery. These include light tanks, ambulatory gun platforms, and a number of crude but remarkably tough ground attack aircraft.
Remember the bit where the Imperium can't afford supply trains to support 'local variants' of equipment and vehicles? It seems that its at least possible to create and maintain such lines for 'local variants' at least at the subsector level, if not larger, which again highlights that the 'LCM' approach the Munitorum takes tends to dictate this shit rather than outright inability to do so.

Also, the Periphery/Dominate forces must have their own warp capable ships (military and transport) to be able to conduct a multi-planet war, nevermind raising and suppplying troops across such a front. Moreover, if they didn't have ships they'd have lost ot either the Orks or Imperium in space (and thus lost the war.) Which would suggest each subsector has its own warp capable transports and naval forces.



Page 340
The Ganf system occupies a position of minor strategic importance within the Calixis Sector, serving as a hub and layover point on the Warp routes that connect the world of Vaxanide and Sephiris Secundus.
..
Ganf Magna, the major world of the system..
..
.. is also the sole producer of polygum, a naturally occuring substance with applications in bionic limb grafting, industrial grade nutritional synthesis, and parasite infestation control. This single export draws chartist captains to Ganf Magna, where those with the right trade warrants can earn themselves a respectable profit selling it on to the forge worlds and manufacturing centres of the sector.

Polygum and its uses (interesting for technical reasons) as well as the fact chartist captains seem to bid on the rights to certain kinds of trades (probably part of the trade route stuff and licensing from the old Space Fleet stuff.) Provides a useful way for the Administratum to tax the civizens reliably, when you think about it.

Also more about warp routes and how it impacts economic and strategic issues as well as the activity/connectivity of the world.



Page 340
Orks are known to reproduce by the unconscious dissemination of microscopic spoors, a process accelerated by conditions of warfare. Thus, any battlefield over which the Orks fight is tainted with billions of spoors.
Ork reproduction again.



Page 340-341
The Sisk system...
..
The Spinward Front's military authorities are drawing up plans for the first regimental founding in the world's history.

Sisk is classed as a feudal world, meaning it is ruled by a land-owning noble caste and that its general level of technology is barely more advanced than gunpowder. Sisk has very little contact with the Calixis Sector or with the Imperium at large and this has been the case since its earliest days. Communication with the institutions of the Calixis Sector is deliberately limited, the small Adeptus presence assigned to the world operating in or from a number of void stations in orbit.
AGain, like with Sinophia, the Munitorum has standards when it comes to recruitment. Or at least preferences. Which when you think about it makes sense. The limitations in logistics and transport would dictate that the Munitorum favor more reliable/effective troops (from more advanced, populous worlds) who probably already have training (As in drawn from the PDF) rathe than just pull them in from any old place. Moreover, the lower populations of less important/smaller worlds also can impact adversely the other tithes (production, agriculture, etc.) Which means that they're probably only pulling infantry from minor worlds (Agri, mining, feral or feudal) only when there are no other options. In the case of the Spinward front, the other possible sources of troops are already either tapped out (because of the Jericho Reach) or can't be depended upon (further aid from Segmentum reserves.) so finding alternate means is vital, even if their quality is shit.

The lack of communication and contact probably also has something to do with it, for the same reasons (a world along stable supply routes is probably a better option to draw forces from, if you have that choice.)



Page 341
The population seems more prone than others to genetic deviancy, instances of mutation running at higher levels than in other worlds in the region. These mutations appear relatively stable and one of the tasks of the Adeptus presence has been to ascertain if they constitute a classifiable abhuman strain. Most of Sisk's sizable mutant population are possessed of additional joints in their arms, legs, hands and feet...
..

Where there are mutants, of course, there are frequently pskyers, and herein l ies the reason for the Adeptus presence remaining in orbit.
..
coutnless times throughout its history, some rogue psyker has risen to power on Sisk..
Possibly a new class of abhuman, which suggests they aren't quite as rare or limited as the 6th edition core rules states.





Page 341
.. a system once claimed by the Adeptus Mechanicus...
...
Orbiting Sabriel is a vast artificial body, its original purpose long forgotten.
..

..several ambitious regimental commanders have already volunteered their units to take the artificial planet of Sabriel..
An artificial world claimed by the Imperium. Whether it is human or Xenos, we don't know.




Page 341
Many of those who dream of service in the Imperial Guard, seeing it as a means of escaping their misery, yet Sinophia's planetary forces are rated sub-part and no such tithing is likely to occur.
Again, the Munitorum has standards/preferences in who it will recruit from, if given the option/opportunity to be picky. Sinophia was mentioned in the second Haarlock Legacy book. It also has a minimal Adeptus and AdMech presence (the latter due to tech heresy)




Page 342
Few regimental tithings have ever been raised from Cyclopea, its dues rendered by other means such as base manufacturing and the processing of a variety of bulk ores. With the recent upheavals in the Spinward Front, however, the Departmento Munitorum has despatched several Imperial Guard regiments to Cyclopea to prepare it for a full-scale, enforced regimental tithe. Very soon, hundreds of thousandsa re to be offered the choice of service in the Imperial Guard or Death.
Another 'low quality' world forced to tithe due to the emergency situation in the Spinward front, as well as the scope of tithing. Same comments from before apply.




Page 343
The Emperor himself is said to have fought, and defeated, one of the species' mightiest leaders during the Great Crusade, averting the rise of an Ork empire that might have grown so powerful as to threaten the Imperium's manifest destiny to rule the stars. No sector of space is free of their anarchic presence, for they infest the entire galaxy.
..
Through ceaseless conflict with themselves and with other species, the Orks spread across entire sectors of space. Once established, they are all but impossible to repulse...
Orks are everywhere, and there was at least one period (Ullanor?) involving a potentail Ork leader who could have swept a green tide over the galaxy.




Page 343
Four entire systems fell in as many months and over a dozen more are now in the grip of total war as the forces of humanity, whether loyal to the Imperium or to the beleagured Severan Dominate, fight desperately to hold the anarchic xenos foe at bay.
Scope of the Ork-human conflict. They mention the first worlds that fell were technically part of the subsector, but had little or no contact witht he Imperium at large and the Imperium in turn had little control over them. One had a sort of small monastic community.




Page 343
The world of Porphyry was the second settled planet to fall to Waaagh! Grimtoof, the Adeptus Mechanicus strip-ining facility making it a tempting traget to the avaricious xenos.
AdMehc stripmining faiclity on a planet. I dont think they completely stripped it yet.



Page 344
..they [human planets] have been taken largely intact and their populations have been enslaved in sprawling, forced labour camps and slave-foundries, forced at gunpoint to manufacture the crude arms and ammunition used by the Barbarous Orks. This turn of events signals a failure on the part of the Imperium, for it means the Orks have been allowed to consolidate tehir gains to such an extent that their migration is becoming an occupation. History teaches that if the Orks are allowed to establish a new empire, their inexorable pattern of strife and migration will make a new invasion inevitable. With the source just beyond the Calixis SEctor's border sit will prove a hundred times more challenging to halt.
orks utilizing slave labour ofr its industrial outputs, and this considered a failure of the Imperium to stop the Orks. There is speculation that if the IG had been serious in stomping out the forces, both the Dominate and the Orks could have been crushed decades ago, although its also mentioned that the Jericho Reach crusade's drain on resources makes such an outcome unlikely.

It's also mentioned as an example that the Imperium often has to pick and choose which worlds it saves and which it may have to sacrifice or abandon in order to survive. Finite resources with infinite needs.



Page 344
The invasion of Avitohol caused great consternation within the ranks of the Spinward Front high command, for no stable Warp route exists between it and the nearest Ork held system. This is not to say that a route could not be forged, but traversing the uncharted currents of the Warp in such a manner is generally beyond all but the most experienced or desperate Navigators.
Like we know with the Warp, it is technically possible to travel anywhere within the Warp via warp drive, but the hazards of warp 'weather' and dangerous creatures can restrict transit to the safest routes for the vast majority of traffic, leading to warp travel and traffic being far more predictable than it might otherwise be.

Likewise, some routes that are less stable or unstable may only be available sometimes, which can isolate some regions more readily than others (limiting their importance or connection to the larger Imperium.) as well as affect the way travel and trade affect such places. Heck, for every stable one there could be tons of others less reliable or stable.




Page 344-345
When Avitohol fell, heads rolled amongst the general staff, several veteran commanders losing their stars or their lives as punishment for the unforgivable dereliction of duty.

Its upper echelons drastically re-ordered, Spinward Front High Command ordered a hasty counter-attack on Avitohol before the Git-Slaver could fully consolidate his gains. The Imperium launched the largest planetstrike operation of the war - twenty entire regiments landing in three successive waves and striking out for Grimtoof's half-built 'Kapital'
..
Despite initial gains, the Imperial Guard soon found their advances surrounded on all sides by far larger numbers of Orks than any had prepared for. In days, the assault ground down into a bloody slog to win every metre, before stalling entirely and becoming a bitter war of attrition. Lord Marshal Ghanzorik was faced with the choice of committing still more resources to a battle it was clear to all he could not hope to win. Vowing to return to Avitohol at the head of an army ten times the size of that committed to the operation, Ghanzorik ordered those troops who could leave to do so. It is estimated that less than thirty per cent of the units on Avitohol when the withdrawal order was given made it off world.
..
In the aftermath of the failed assault on Avitohol, Lord Marshal Ghanzorik unleashed a ferocious purge of his intelligence units, who he blamed for multiple failures.
a planetstrike operation involveing twenty regiments, which indicates that not every battle starts out as attrition, but will turn into such if the assault fails. So in that way, attrition warfare is considered something of a failure of the Guard rather than a preferred strategy. Indeed, the fact they could not commit more resources to carry through the assault and instead withdrew indicates that despite purportedly 'unlimited' manpower the Imperium does not always rely on attrition to win through (despite the propoganda.) Considering the enemy in question was orks and they were outnumbered, this is entirely sensible, because you can't out-attrition the Orks.

Also the implication that he could eventually commit several hundred regiments eventually.

Purging his intel corps afte rcommand corpes has made Ghanzorik something ofa hero amongst the rank and file, showing the pollitical issues plaguing the Imperium in such a situations. It also decapitated the Front's intelligence infrastrucutre, which cannot be a good thing.



Page 345
Avitohol was declared a forbidden world and all reference to what had occured there was struck from the records. Lethal data-slayers were released into cogitation networks across the entire sector and, while many physical or isolated records no doubt survive, almost all mention of the fate of Avitohol and its would-be liberators is now destroyed. So far as those that ply the Warp routes of the Calixis Sector are concerned, Avitohol is simply out of bounds..
Ordos Calixis Inquisition institutes a rather thorough sector wide data purge, which seems to be rather effective at suppressing information about the planet. One wonders how the data slayers were disseminated across the whole galaxy. Did they travel aboardship, could they be transferred astrlotelepathically?



Page 345
numerous Imperial Guardsmen escaped the initial encirclements that slaughtered so many of their fellows and even years later many of these still fight on...
...

..they also hope to free as many as possible of the hundreds of thousands of their fellows captured during the withdrawal.
Suggesting that there were many hundreds of thousands - perhaps half a million or more - committed to the Avitohol planetstrike. EVen with that failure it was better organized and handled than Taros. I mean, at least the Orks outnumbered them.



Page 346
The core worlds of the Severan Dominate lie along the calixis-Scarus Warp conduit, while a number of subsidiary worlds are located on lesser spurs of this great Route.
Warp Conduits can have many 'lesser spurs' branching off from the main one leading to other routes. In that respect such conduits/routes seem to resemble veins/arteries of the body, branching out in different ways.



Page 346
The nature of Warp travle is such that war can, and frequently does, ignite almost anywhere within the Severan Dominate. Imperial vessels can drop out of warp space at any point along the Calixis-Scarus conduit, making defence against such assaults all but impossible to coordinate in any meaningful way. As disruptive as these attacks are, they are difficult to maintain over extended periods, and so they tend to be prosecuted by the elite of the Imperium's forces such as veteran Imperial Guard forces, Storm Trooper detachments or even the superhuamn Space Marines of the Adpetus Astartes.
Conduits are so large and vast (at least in the Dominante) that some measure of warp navigation/hopping is able to be handled, which makes predicting and opposing attacks difficult due to the unpredictability of the avenue of attack. Storm Troopers are also hinted at being Space Marine lite (as well as the fact there ARE Space Marines on the Spinward Front.)



Page 346
The Karacallia systme contains an unusually high number of gas giants, many of which harbour resources of use to the Adpetus Mechanicus in the construction of warp drives.
Gas Giants can house resources needed for warp drives



Page 346
The populations of the Karacallia system is scattered across three-dozen and more satellites of the various gas giants and represents the descendants of a first wave of colonists dispatched there five centuries ago to populate the system and thus provide the raw manpower needed to exploit its resources in future generations.
...
Of the dozens of populated worlds in the Karacallia system...
Making it another large system, territory wise.



Page 347
The surfaces of the worlds are cratered, corpse- and debris-strewn wastelands, poisoned by the lethal gases Severus' forces have unleashed and scoured lifeless by the weapons of the Imperium. The war there has been likened to an 'island-hopping' campaign, with forces fighting for possession o the countless satellites and planetoids.
War on the Karacallia system planetoids/moons, and the implied scale of devastation unleashed involving considerable WMD.



Page 347
The Imperial Guard launched a planetstrike against Thrax. Nine entire regiments were committed to an operation in the world's southern hemisphere, the intention being to gain a lodgement which could be supplied by oribtal drop as needed.
Another planetstrike operation.


Page 347-348
Though only a few members of the infiltration team made it back, those that did carried such important intelligence that the Imperial Navy mustered a scratch task force of long range cruisers and escort squadrons, and set out for Maesa without delay. When they reached the pplanet, almost three months after its fall, they found a world transformed. The cities had become huge, ramshackled manufacturing centres and countless ork vessels teemed in orbit as they loaded hundred of thousands of tonnes of material every day. The task force's orders were clear and, witha prayer upon his lips, the admiral commanding ordered the cities razed ot the ground by a massive orbital bombardment. The Ork slve labour camps were destroyed in a single night, their manufacturing capacity utterly ruined, along with hundreds of thousands of enslaved Maesans, whose souls were commended to the Emperor.

Since the so-called 'scouring of Maesa', the world has been transformed into a warzone. The Imperium has launched several planetstrike operations there, but the bulk of the fight has been undertaken by the natives themselves. Those not slain in the Scouring rose up against their alien overlords and now fight the bitterest of wars through the ruins of their former homes. The cities are blackened shells while the land all about is cratered and dead...
Long range cruisers (And escorts) deployed to strike at Ork holdings on planet, which they demolish from orbit. Its probably not mass extinction level (probably nowhere close) but it does wipe out a huge chunk of the population and fuck up the surface nightly. If we just figure 1e7-1e8 megatons as a generous upper limit a couple dozen cruisers and escorts, and 12 hours to pull it off, would be 10-100 MT/s average. even if it wer eonly 100 gigatons total (not impossible) you'd still have something like 100 kt/s average :P
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Final post!


Page 348
It is probable that the Imperium's high command are not even aware of the world's fate, for it lies on a trunk of the Calixis-Scarus Warp conduit and is, in effect, beyond the reach of the Imperium's conventional forces.
more warp conduit trunks. Given the random nature of th econnections of such routes, it can show why location is important for accessibility and trade/military reaosns.




Page 348
Forces drafted from across Severus' realm are shipped to the continent-sized battle zones, sometimes travleling for weeks only to be scythed down within minutes of setting foot on the surface.
Given tens of light years, the implied travel time is between 170c and several thousand c, depending on distances (10-100 LY and 2-3 weeks)




Page 351
Acting against the Imperium that once supplied them, most Chaos Renegades possess shabby equipment of poor design. As they have little logistical support, they must often make dow ith what equipment they had at the time of their betrayal or what they can scavenge from the dead. What they lack in materiel they make up for in zeal and in what gifts they receive from their foul gods. Chaos Renegades often possess a fearsome lust for bloodshed and a desperate need to please their new master, a dangerous combination which makes them all but fearless when under the watchful gaze of a servant of their chosen god. Some Chaos Renegades possess minor mutations...
Chaos troops may have less equipment than Imperial troops, but their mutations and fanaticism make them dangerous nonetheless. Another enemy that the Imperium simply cannot out-attirtion much of the time.



Page 351
..in the act of giving themselves over ot the Chaos powers, they [psykers] open their soul to a festering darkness; a grotesque mockery of power or will. entirely enslaved to their every whim or fit of human pique, these psykers become walking manifestations of the dark sorcery flowing through them.
Sort of a possession, except without Daemons. Probably a lesser example of what afflicts Alpha level psykers. Some veteran psykers may gain a limited control over their abilities.



Page 352
The tiny cherub creatures that flit about the halls and ships of the Imperium are all but harmless, being vat-grown simulacra of actual life, similar in many ways to servitors or servo-skulls in their lack of defined self. They possess nothing resmbling free will, blindly following the orders of their controllers.
More vat grown constructs.. used for light carrying, messenger duty, and observation.



Page 353
Often seen as cannon-fodder by their superiors, mutants are just as abused and manipulated [by Chaos] as they would hav ebeen had they stayed in the shadows of the Imperium, yet their loyalty to those dark forces that would make use of them is nearly limitless, unshaken by horrific losses or personal injuries. Given shabby, if any, armour and unreliable weapons, hordes of mutants are often commanded to lope, limp, and bound directly into the waiting guns of enemy forces; their commanders using them as little more than a secreen of living flesh behind which they can advance their more valuable troops.
Yet another reason you can't out-attrition chaos.



Page 353
It has been known for the mutating winds of Chaos to heap their malevolent gifts atop the shoulders of men until they are little more than a slavering, mindless engine of desturction...
..
Likewise, it is not unknown for the mighty Ogryn to bear the marks of the Dark Power,s their enormous bodies and simple minds capable of withstanding far more corruption than those of regular man.
....
Such [mutant] abominations are terrifying opponents, combining the strength to rip a man limb from limb, with the supernatural resilience to take several las-rounds to the chest before even slowing to consider its injuries.
..
These mutants rarely wield sophisticated weaponry or armour, instead to pummel their victims to death or, at the very least, to rely on the gifts given to them by the dark beings of Warp space. When they do feel the urge to carry more advanced weaponry, however, they tend toward loud, vulgar displays of violent power, wielding enormous weapons usually reserved for teams of soldiers or mounted on vehicles.
Chaos version of Ogryn, and yet another reason why Chaos can't be out-attritioned.



Page 356
..the distinction between the Eldar of the Craftworlds and the Dark Eldar of Commorragh is lost on all save the most learned of Inquisitorial agents, as few can tell the difference between those xenos who sought to fight their darker instincts and those who chose to embrace them. The Dark Eldar are inclined to exploit the general ignorance of mankind to their advantage; they often abuse the rare stories of Eldar warriors joining the forces of the Imperium against the agents of Chaos to catch their prey off Guard.
Humanity is largely ignorant of the differences between the Eldar sub-cultures. Not surprising, really, given some human forces are stupid enough to attack Craft worlds for no intelligent reason.


Page 356
..while the disciplined kin guard their souls against the predations of the Lord of Dark Delights with arcane technologies and soul-stones, the Dark Eldar suffer a diminishing and wasting of their spirit until they are either entirely consumed or they replenish their dark essence by indulging in the same twisted delights which were the harbingers of this self-same plight.
In this way Dark Eldar are a sort of parasitical entity supporting Slaanesh.. their own survival tied to using themselves as a conduit for feeding Slaanesh.



Page 356
While it is exceedingly rare for male Wyches to rise to prominence, they are valued nonetheless for their ability to provide the cult with strong offspring.
There are male wyches.



Page 357
Few beings can boast the sheer breadth of experience a Dark Eldar Warrior can; few can match the martial prowess accumulated over millenia of murder, enslavement and torture.
..
.. The Splinter rifle is the weapon of choice for most Warriors, firing shards of envenomed crystal, potent enough to kill a grox in seconds. They gird themselves in lightweight, flexible armour made form barbed, bladed plates, held in place with sharp hooks which tear into the flesh of the warrior himself. Oftentimes, Kabals will equip their warriors with extra weapons necessary for upcoming raids. Heavy splinter cannons are quite common, while dark-light weapons are used when necessary to cut through heavily armoured tanks or bunkers or to consume enemy warriors whole in stygian blasts of un-light.
Kabalite Warriorsa nd their weapon capabilities. The Dark Eldar seem to have no true armies per se, just large formations of warriors... which can be good in an individual sense, but it also means they lack the coordination and discipline of other troops (like the Craftworld Eldar.)



Page 357
Using precision sonic emitters and pheremone replicators...
...

Beastmasters employ a number of devices for commanding and driving their creatures. Besides the sonic emitters and pheremone replicators built into their fetishes and artefacts, many Beastmasters use cruelly barbed whips and agonizers to both drive their charges and keep them at bay.
..
..BEastmasters make use of Hellion Skyboards, giving them the speed and agility to keep pace with their charges, to make no mention of the protection a position four metres in the air affords.
Beastmasters.



Page 358
Well over two metres tall, and with enough muscle to rip an Ogryn limb from limb..
..

Their long arms and powerfully muscled legs grant them a loping charge that can overtake a Chimera APC at full throttle. Clawed Fiends possess the ability to see in several spectrums at once..
..
Claw fiend capabilities. Also mentioend are Khymera ( warp creatures of a kind formed from terror and nightmares.) and rAzorwing flocks (evil birds with mono edged feathers.)



Page 359
Wracks are mutilated and dismembered, then rebuilt; stronger, inured to pain, and half mad from the process.
..

Beyond their chemical and surgical enhancements, many Haemonculi equip their servants with fell weapons built directly into their flesh - electro-corrosive Agonisers, acid-spewing Liquifier guns, and will sapping Mindphase Gauntlets.
Wracks. These ar ewilling subjects of transformation by Haemonculi.



Page 359-360
Dark Eldar are a vain people by their very nature, and while experimentation and body modification is quite common among the Commorrites, the sadistic experiments enacted upon those who become Grotesques defy comparison. First the unfortunate Dark Eldar is force-fed macrosteroids and muscle stimulants, causing their lithe willowy forms to become thick, bulky masses of twitching,s trained muscle. Then, through the injection of osseovirals, bone growth is accelerated to uncontrolled hyperactivity, causing huge bone spurs and long bone spines ot burst through the flesh of the victim.
..

..the Haemonculus will often remove whole limbs from the victim and replace them with cruel and bizarre weapons of his own design. Given that this process often takes years of unspeakable tortures and scientific experimrntation...
..
..many Grotesques are then lobotomised, however many Haemonculi leave a flicker of awarness of their unfortunate subjects...
Grotesques are victims. Hard to make, and osrt of like Space Marines.



Page 361
all of the Dark Eldar vehicles skim just off the ground or flat-out fly through the atmosphere;' many are even capable of entering the void itself.
..
The Dark Eldar also possess a devilish defence system called a flicker field, which distorts light and gives viewers the impression that the vehicle itself is blinking into and out of existence.
Dark Eldar vehicles.




Page 361
Skyboards are immensely sensitive to every shift of weight and application of pressure from their riders...
..
Skyboards mount a single, under-slung weapon known as a splinterpod. This weapon, similar to the ubiquitous splinter rifle, is fired with the depression of a pressure-plate under the hell of the pilot.
Skyboards have a cruising speed of 70 kph. and tactica sleed of 18m



Page 361
These single-manned vehicles consist of a powerful engine encased by a single seat for the pilot above and a streamlined frame of anti-grav ribs below. The bike itself is directed with delicate keel-blades, which the riders often use as weapons...
DE gravbikes. Tactical speed 21m, cruising speed 130 kph. Splinter rifle and blaster as fixed weapons (one only)



Page 362
A small craft by most standards, the Venom utilises anti-gravity technology of other Dark Eldar vehicles, though its undercarriage is more densely ribbed than other vehicles. This added anti-grav power allows the Venom to carry more weight than would be expected on its slender frame while maaintaining the speed and manouverability that is the hallmark of Dark Eldar technolgy.
One form of DE troop transport. Equipped with a splinter cannon, carries 5 Dark Eldar, and 130 kph cruising speed.



Page 362
Employing Aethersails to harness the energies which pour from their webway portals, Raiders are much more fast and agile than most troop transports.
Single weapon mounting for Dark lance or disintegrator Carries 10 Dark eldar, plus pilot and gunner. 130 kph speed. Also the aethersail tech, which may explain how even Craftworld eldar ships operate (more sensible than solar sails pulling ten + gees)


Page 363
These shoota boyz wield the firearm that is their namesake with glorious abandon, bellowing wordless roars of pleasure as they unleash hell in the form of large bore shells. The shoota they carry is an effective, yet fiendishly simple weapon, little more than a barrel, a trigger, and a shoddy, yet strangely reliable firing mechanism. Some Shoota boyz may add embellishments like sights and scopes, but they are largely for show as Orks have little to no understanding of their actual purpose or function.
Ork Shootas. They rely on the Waaagh effect apparently for reliability, and contain scopes Orks never use.



Pgae 365
To a lesser degree, Orks value cunnin,' If an Ork is cunnin', he can out-fox his enemies and crush them before they crush him. The ability to out-think one's opponent is not as greatly feared as the ability to pound them, but those who possess both strength and cunnin' make the most successful and long-lived Warbosses.
Secret of Warboss success.



Page 365
For some unknown reason, a very few Orks are drawn to a life of coordinated and disciplined war, not that furore and chaos of the mob. These Orks gather together in great bands of fearsome warriors and become known as Stormboyz. Similiar, in many ways, to the shock troopers of other species, Stormboyz often far more organised than other Ork troops. Wearing primitive uniforms and wielding standardized wargear, at least by Orky standards...
..

..strapping enormous, fuel-filled rokkit packs to their backs, that they might reach the thick of the fighting more quickly...
..

Storm Boyz tend to be much younger than the average Ork. Sick of being told that they can do whatever they want, many young Orks run off to join the Stormboy camps so that they can rebel by living their lives with more focus and direction.
Stormboyz. Ork 'disciplined' troops and Orkish rebels for all intents and purposes (young orks rebelling against society by becoming disciplined rather than chaotic. Ha ha, its funny.)

Stormboy rockets are for pseed and manuverability.




Pgae 366
THey are often sent into combat entirely unarmed, though the foraging skills possessed by the Gretchin are not a thing to be overlooked, and it is quite common for them to be armed with small slugthrowers and energy weapons. Individually these weapons are nearly harmless, but in numbers they can fill the air with enough projectiles to find chinks in even the finest suits of armour.
Gretchin armaments.



Page 367
Given their relatively simple physiology, Squigs are notoriously hard to put down, as they possess no truly vital organs and have brains little larger than a stub round. Combined with the ability to tear a man nearly in half with their enormous maws and their reputation for bounding all but the highest fortifications with their powerful leaps..
Squigs.



Page 367
Capable of shrugging off horrific injuries and recovering from wounds that would surely have killed a man outright, Orks see, by turns, to either relish pain or to be entirely unaware of its existence.
...
..the natural resilience of the Orks lends itself to physical modification at the hands of these Mad Doks, or Painboyz. Their ability to withstand injury and their capacity for accelerated recovery makes Orks the perfect subjects for surgical experimentation.
..
..a mad Dok will begin his career mending the sorts of injuries that do not kill an Ork, but would, in the long run, remove him from the battlefield. Severe limbs and brain damage are the two most common of such injuries, and in many cases, extreme measures are required for a full recovery...
Orkish resilience and the benefits it permits in augmentation and surgeical experimentation.



Page 367
The most common augmentation is the replacement of limbs and other body parts with mechanical prosthetics such as the ubiquitous Power Klaw. Some daring Painboyz have gone so far as to replace even more vital anatomy with machinery, anatomy such as the entire head of an unconsicous Ork. It is a testament to the resilience of Ork physiology that even such a horrific procedure can be a success.
Orkish durability and surgical procedures again.



Page 368
When sucha great Waaagh! gathers, most Weirdboyz either flee altogether or get cauhgt up in the mob enthusiasm of it all and are driven into a sucicidal frenzy, becomming terrifying figures with the destructive power of a battle tank.
Weirdboy power.




Page 370
All Orks possess an uncanny, some say impossible, knack for the technology of war.
..

But even the lowliest Ork Boy has a general understanding of mechanics and machinery, enough to construct rudimentary weapons and vehicles...
Ork have more tech knowledge than most of humanity it seems :P



PAge 370
Ork vehicles are universally ramshackle and crude devices, built from slabs of heavy steel, bolted together with thick, protruding rivets, and powered by loud, smoke-belching engines cpaable of burning nearly any substance for fuel.
..
..their simple, if brutish design actually makes them notoriously difficult to destroy. Repairs are fiendishly easy and getting a crippled Ork vehicle up and running again is no great difficulty, even for the common Ork Boy.
Orkish vehicles and their advantages. Its mentioned tha thte lack of standardization in design also is an asset as there are no readily identifiable weak points.



Page 370 - Ork Bikes have a cruising pseed of 75 kph, Tactical speed of 18m. And mount a gun.



Page 370
Those Orks who desire a fair bit more firepower than a bike can carry, yet still wish to remain more mobile and manoeuvrable than the larger tanks and transports, build two-Ork vehicles known as Warbuggies (or the similarily functioning Wartrakk.) These mobile gun platforms are piloted by a single driver, while a second Ork operates the weaponry mounted in the bed behind them.
Wartrack/Warbuggy. 75 kph cruising speed, 18m tactical speed, and can mount rokkit launcha, Big Shootas, or Skorchas as weapons. all are twin linked.



Page 370
The most commonly encountered Orkish vehicle is the Trukk, a multi-wheeled hauler consisting of a drivers' cab pulling a large load-bearing bed.
..
The bed of a Trukk is large enough to fit a dozen Orks or more.
Trukks travle at 60 kph cruising speed, tac speed of 15m



Page 371
The Battlewagon serves as both a transport and a heavy tank.
..
While its armour is not as heavy as an Imperial battle tank, it makes up for this in scale and the sheer number of Orks and weapons it can bring to bear.
..
..there is no standard Battlewagon, and the category can be used ot describe any sort of massive armoured transport. Some are capable of carrying several dozen Orks, while others possess enormous battle-kannons and other artillery.
Battlewagons. Cruising speed of 45 kph, Tactical speed of 12.

Carries 20 orks plus gear.

Weapons it can mount include Fixed Kannon, Fixed Lobba, Pintle mounted rokkit launcha, or a pintle big shootas. It can have two sponson big shootas as welll.



Page 371
collected from the populations of a million world, equipped by the forges of thousands More, the Imperial Guard represents one of the greatest achievements of Mankind's unified will.
Implied thousands of forges, perhaps forge worlds.


Page 372
Given the disparate and nearly countless cultures from which the men and women of the Imperial Guard are drawn, each regiment bears a history and traditions which make them utterly unique. Often this uniqueness is most apparent in the specifics of a regiment's combat doctrines. Some prefer guerrilla tactics, others heavy-artillery sieges; some prefer offensive-hit and run engagements, others defensive take-and-hold strategies.
IG being variable again, up to and including their dcotrines. Offensively it seems to favor mobility more than on defensive (which is how we most often see them when it comes to the static or attrition warfare, unless we talk about specialist forces like siege regiments.)



Page 372
..the soldiers of the Imperial guard all share certain uniformities of equipment and structure. The Guardsmen themselves are most often equipped with the ubiquitous lasgun.
..
..the lasgun is the perfect weapon for a Guardsman - reliable, durable, simple and direct. The Departmento Munitorum outfits their soldiers with lightweight flak armour designed to protect the wearer from small arms fire and shrapnel.
Lasgun and flak. Again implied that most guardsmen are frequently assigned it, but I wouldn't make any assumptions there in the least. Probably what we could say is that if the Munitorum has the time, if the logistics cooperate, and they actually bother going through the motions, the troops will have access to 'standardized' armament.

Also indication of flak (non-rigid) armor providing protection against small arms (las and autoweapons at least.) Presumably its protected against least one hit, minimizing if not neutralizing the hit.



PAge 372
Whether participating in a specific operational mission or acting as support with their unit, Guardsmen are often given mission-specific special issue wargear and weaponry.
..
..each unit is equipped as befits their orders.
Conditions in which 'special' gear may be assigned. Orders or role seem to be the primary determinant.



Page 372-373
Dim-witted, strong as a Space Marine...
...
OGryns are put to work by the Imperial Guard as front-line shock troopers; brutal close combat specialists capable of tearing a man limb from limb or even pummeling a small tank to scrap with their bare hands. Standing between two and three metres tall and thickly muscled, Orgryns are capable of withstanding huge amounts of punishment.
Capaibilites of Ogryn. We do know of plenty of OGryn quite stronger than Space Marines (Space wolf novels, for example) So we can ascribe this to Ogyrns being as variable as all else in the Guard.




Page 373
It is a sign of the efficacy of Imperial training and indoctrination that a subspecies as detestably cowardly as the Ratlings can be trusted to accept, indeed excel at, such missions.
Infiltration and sniping missions. I guess you could say they have good indoctrination (if they have time.) although we dont know the methods.



Page 373
..Storm Troopers are [often] deployed in secret, making use of their training in infiltration and elimination, in order that they might turn the tide of battle by removing key personnel and attaining necessary objectives.
..
Drafting only the most dedicated, fierce and devout children form the Schola Progenium
..
..the recruits are subjected to a rigorous training regimen of military training exercises that push them to the limits of their physical and mental capacity.
Storm trooper recruits and training. Sounds alot like what I've heard of special forces.



Page 374
The heavy carapace armour worn by Storm Troopers can withstand all but the heaviest weapons of the enemies of Man. Their helmets are equipped with precision optics and sophisticated rebreather masks, allowing those wearing them to fight with full combat effectiveness in all but the worst conditions.
Storm trooper armour and helmets. In their stats stormies also have micro beads.



Page 374
..the hot-shot lasgun. These weapons resemble their namesake, yet bear significant modification, primarily to their power supply. Utilising 'hot shot' power packs, the lasguns of the Storm Troopers are capable of felling even the most heavily armoured opponents; the focused darts of high-energy las fire punching through all but the thickest ceramite.
Hotshot lasgun/hellgun. Funny enough the Storm troopers carry a hot shot lasgun with 4 clips of 'hot shot' lasgun power packs, rather than the side/backpack source. Rather amusing in that respect, really.




Page 374
It is the duty of the commissariat to ensure that the men and women of the Imperial Guard do not forget this; to ensure that they not be overcome with thoughts of selfish preservation or vain notions of insubordination or revolt. It is the duty of each Commissar to root out moral decline amongst the soldiers of his detail and excise the taint before it spreads throughout.

...
..would be Commissars are indoctrinated in the Imperial Creed at an incredibly young age. They are trained to be ever-watchful for signs of cowardice, incompetence, sedition or impurity.
..
..they also gird the remaining soldiers with the greatest protection one can have against doubt or insubordination: fear.
Commisars definitions are back to the trigger-happy execution nuts. Funny enough, the listed Commissar has a Carapace chestplate, refractor field, personal encrypted commlink Oh and a powerfist. The shields help in their morale/lead by example role.




Page 376
The last of these [ork] incursions and cleansings occurred 145 years ago..
..
..huge portions of the northern continent were cleansed with fire and radiation.
..

In the decades since that time, the colony has grown to a world with a population of nearly ten million human souls...
Population of a relatively minor deathworld. Also use of radiation weapons ot cleanse orks.



Page 376
..they found vast promethium reserves. The reserves were so vast, in fact, that an attending Explorator estimated the reserves as sufficient to fuel the core worlds of the sector for the next century.
Nearest I could tell for Earth Estimates (which I'll use as an OoM baseline) is one hundred billion tons. Assuming thats roughly equivalent to the total (again order of magnitude) that means that the sector's core worlds in 100 years use up roughly the equivlaent of Earth's total fuel supply, which is roughly consistent with modern oil usage. That they can maintain that for hundreds (nevermind thousands of years) without change tells you something about such outputs and energy usage. How they use it of course is another story.


Page 376-377
Between orbital bombardments and carefully coordinated tactical strikes, the planet's human defenders once more pushed the Ork infestaton to the brink of annihilation.
Planetary PDF And Rogue Trader allies. More orks show up, and a small squadron of Imperial cruisers and a single Guard regiment are dpeloyed to help.



Page 377
..Imperial forces have lost contact with a promethium refinery located several hundred kilometres from the base.
..

..they are issued a powerful vox system with sufficient range to provide any necessary updates.
Implied vox system range of several hundred km. Clarificaiton later implies 250 km or so.



Page 378
Over the centuries since their arrival, humanity gradually took control of the planet. The population grew from tens of thousands of colonists to a population of several million souls.

Implied population growth in a matter of centuries. Suggest Imperial human populations (births) despite this being a deathworld suggest it can grow by several orders of magnitude easily.

The implications for the greater Imperium's population since the Heresy is pretty staggering. EVen if the Imperium started out as mere 'trillions' at that point it could quite easily be in the hundred of trillions if not quadrillions 10 millenia later, even allowing for significant losses (90%)



Page 378
While the world's refineries and manufactories are limited...
..
..substantial quantities [of rare compounds and toxins] could be crated and prepared for shipment on a biannual basis.
Some tithes apparently can be several times a year :D One imagines Hive Worlds and other major industrial regions might be similar (even including troops I imagine.)




Page 378
Because of the limited population, Skyrnne has been historically incapable of tithing soldiers for the war effort. As their numbers have risen and fallen, subsector command has consistently spared it of fufilling this responsibility. Given the state of their current losses, raising a regiment on Skyrnne in the near future is unlikely. Once the population returns to a level of self-sufficiency would the Departmento Munitorum reconsider this issue.
Yet another example of the Munitorum exercising discretion when it comes to tithing. Quality/availability and resources play a role in who they opt to tithe from. While it snot unheard of for them to strip smaller worlds (populations of millions) if a situation requires it (5th IG codex), its clearly not a preference unless they have no other choice as it can provide disruption of a planet's other commodities/tithes (Stripping an agri world of troops means you can't rely on anyone to harvest from said world, for one thing.) It also reflects that the Munitorum does make long term 'planning' - or at least tries to plan this shit out.

Self sufficiency seems to be a big part of the tithing criteria too.




Page 378
When the colonists first arrived upon Skrynne, they attempted to establish a democratic system that remained consistent with the teachings of the Ecclesiarchy and acceptable to the Imperium. However, the combination of constant attacks by indigenous creatures, occasional Ork assualts, and their limited resources kept them from long-term success. Several alternatives were attempted before the political structure devolved into a merit-based oligarchy.
Basically those who could fight the Deathworld's indigenous life rose to positions of power, benefits were provided to that class based on aritstic endeavours. Still democracy can exist.



Page 379
The Military garrison on Skrynne, known locally as the Skrynne-guard...
..
..the ongoing struggle against the xenos and incursions from the planet's wildlife led to a well-trained and competent combat force. All adults were obligated to perform a four year term of service, from age 18 to 22. Many remained in service beyond this obligation, with veterans typically joining the world's military officer corps. In this way, the garrison remained a capable force that helped establish a population of citizen soldiers.
..

A force that numbered more than twenty thousand members has suffered more than eighty per cent losses.
...
The Skrynne garrison force has traditionally been armed with autoguns and equipped with armour sewn from the hides of the world's predators.
..
..few have the opportunity to hunt a predator to replace their armour and their available ammunition has dwindled sharply.
The PDF on Skyrnne. 20K vs 10 million means 1 troop per 500 men. Given a similar ratio throughout the Imperium, (quadrillions) we can get single or double digit trillions of PDF troops. Although we've known worlds who had 1 in 10 in the PDF (Rogue Star) and then there's always Thracian Primaris (22 billion but only 8 million PDF). Consistent roughly within the order of magnitude of PDF forces although we might infer this also varies depending on whether we're talking standing troops (which could be the case of Thracian Primaris) to militia (from Rogue Star.) So if we get with 700-800 billion 'standing' PDF recrits, whilst militia could be several hundred trillion.



Page 379-380
Their preferred heavy weapon is the autocannon, while their favoured assault weapon is the meltagun.

Only their command squads are officially assigned Chimera transports. Platoons are discinplined to maintain daily marches of 30 kilometres or more under conditions of light resistance for weeks at a time. Only in situations where troopers need to travel more than a week's march are they assigned transport. Due to the harsh conditions on Skyrnne and the limits to support from the Imperial Navy, the regiment has been forced to convert civilian vehicles for extended troop transits on several occasions. Once pressed into service, the regiment assumes full responsibility for keeping these vehicles fully functional over an extended period.


As a light infantry regiment, the 4th Brontian Longknives are well suited to combat the native Ork population. Due to the planet's relatively low mineral content, those Orks are relatively poorly armed and have few examples of the race's characteristic vehicles.
..

..the Orks associated with Warboss Tufgob are capable of fielding a substantially higher number of vehicles, most of which they brought with them aboard their Roks. This has led to many situations where the regiment has had to depend upon the efficiency of their meltaguns against Ork vehicles.
Brontian Longknives 4th regiment, all light infantry. Intended to be able to move and fight quickly withoug vehicles, but will be assigned them (or requisition them from local sources) as needed, indicating the Guard/Munitorum's genreally minimalist "worst case scenario' policy. The fact they may rely on transport from the navy hints at either being assigned Valkyries, or drop ship/shuttles too.

Its mentioend that their suitability for taking Feral Orks may have been a deliberate choice by High Command (eg they assigned the right regiment to the job based on their knowledge of the situation and planet.)





Page 380
A less proven regiment might even have been disbanded or sent on a suicide mission, as the mere knowledge of some of these events could lead to heresy.
Which is actually a better fate compared to the earlier fluff saying they'd be purged simply on suspicion of taint.



Page 380
A Rogue Trader house that extends its influence through multiple sectors..
..
..they have gathered a substantial commerce fleet, but they also lay claim to significant military assets. According to official records, they have several light cruisers and transports actively conducting operations within the Calixis Sector.
Some suspect the Rogue Traders may have lowballed their official assets and are hiding others they are unwilling to disclose. They have more than two light cruisers, as well as commanding a Leman Russ Battalion and more than 500 troopers.



Page 381
In the centuries since the cleansing, outbreaks have been an ongoing concern. Short of a complete Exterminatus, cleansing the taint [of orks] from the world is virtually impossible. Massive populations can grow from just a few specimens if left in isolation for just a few decades.
Orks can only be definitively purged via Extermiantus, which fits nicely with that 'life purged to the cellular/microbe' level before, given the need to eradicate Ork spores as well.

Also Ork populations can grow from a small sample in 'a few decades'.



Page 384
The front three quarters of each barracks is a single open room with enough fold out bunks to accomodate a full platoon. There are no lockers. Soldiers either bring a footlocker or live out of their packs, using hooks mounted in the walls.

Each structure has the luxury of running water, complete with full showers and toilets making up the back of each barracks.
The huts are made of local woods rather than metal, bunks fold out from walls with natural fabric mattresses that are elastic and comfortable. Its better than I would anticipate given the usual grimdark BS actually. I mean there's comfort and some basic necessities for one thing.




Page 384-385
This is the recreation tent for enlisted Guardsmen. It is only open from one hour before sunset until four hours past sunset. All enlisted soldiers are provided with weekly chits that offer them one drink per night at The Hole.
..

When it is open, a Commissar always stands watch outside ot make certain that anyone who enters has a valid chit and that nothing too rowdy happens inside.
..
the available drinks are well-watered, but there remains a steady market in chits - particularly from those who are on duty during the club's operating hours. Inside, there are typically amateur musicians playing and at least two tables engaged in illicit games of chance.
They even have a bar/rec area (tolerated by a Commissar even, although they keep an eye on things.) which is by Guard Grimdark downright liberal. I mean contrast it with the Meatbags of Krieg.



Page 385
One of the members of the Ecclesiarchy is on duty at all times to offer counsel and support to any soldiers who choose to visit the chapel for prayer.
Priests offering counseling.



Page 385
This large structure [motor pool] has facilities capable of performing maintenance on up to forty vehicles at a time, though it is seldom fully utilised.
The squad gets assigned a Chimera for their mission. Again vehicles can be assigned if the Munitorum aren't fucking idiots.



Page 385
A ceramite bunker with a reinforced, double width metal hatch represents the above ground entrance of the Quartermaster's station. Servitors, guardsmen, and automated weapons fervently guard the hatch at all times. Upon entry, a hydraulic life occupies the entirety of the bunker. Passengers can use it to descend 25 metres below ground to the heart of the supply depot's stores.

The below ground portion is a sprawling complex that is almost certainly larger than the remainder of the above ground base. The hum of the air circulation system, the whir of forklifts, and the clank of servitors echo constantly through spacious warehouses. Unless assigned duty tow ork with stores, Guardsmen are only permitted entry to the Quartermaster's office. Black and yellow chevrons clearly delimits this region and servo skulls monitor the section for offenders.
Quartermaster facility. Large, air conditioned, well guarded. Gotta protect the valuable supplies and logistics after all!



Page 386
..that a promethium refinery is located roughly 250 kilometres through the jungle from the depot.
Again clarification of the distance between refinery and base, clarifying the vox range from before.



Page 390
The central portion of the complex is dominated by four massive storage tanks. Each is made from reinforced plasteel, 25 metres in height, and sixty metres in diameter.
...
.all of the tanks are nearly full. This yields a volume in each tank of roughly 70,000 kilolitres of promethium.
70,000 tons of fuel per tank, 280,000 tons total for this single refinery. Might be useful if we knew how many on planet. Assuming that the tanks do not extend significantly belowground, we're probably talking ~1030 kg*m^3 density for Prometium. Although if it extends belowground it oculd be less dense. This would also be (presumably) liquid promethium.



Page 392
These forces have the luxury of travelling via Valkyrie assault carriers that are abruptly made available from reserves.
They also arrive with Sentinels, presumably dropped in. Rather well equipped forces on this planet! I have this feeling they're stockpiling Vraks style given the Chimera.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Next up for Only War: Final Testament. The first supplement and the first multi-part adventure for only war. Very short update as these things go.



Page 5
The initial beachhead enabled the Imperium to land a full battalion of troops.
Mention of battalions again.



Page 6
...a continued Imperial Navy presence kept the xenos from ever becoming particularly active on the world’s surface. Any time they showed a significant concentration, orbital bombing quickly dispersed the forces. Imperial forces now believe that this led the Orks to move into the cavern networks where they could breed and plan more effectively.


Use of orbtial bombardment to support troops against large concentrations of enemies.. it forces them to disperse and stay in smaller, more isolated formations. Same as with Tyranids in Duty calls.




Page 6
Because Hervara primarily served the Imperium as a mining world, much of the human population also dwelt far beneath the surface. A seemingly endless labyrinth of natural and man-made caves extends through the planet’s crust. Due to the extensive mining operations, these passages are constantly expanding, even today, as the miners dig in pursuit of the world’s natural ore resources.
I wonder if belowground living might qualify as 'hive world'




Page 7
Before the secession, Hervara’s atmosphere was unpleasant, but largely breathable. Most of the waste from the mines was either contained or dumped into the world’s oceans. While the surviving native plants were overburdened with the volcanic gases, it might have been another millennium before the atmosphere became dangerously toxic.

When the war of secession reached Hervara, however, the additional military engagements resulted in a substantial increase in the airborne pollution. Between the countless detonations from massive cannons and the additional waste pumped into the air by growling engines of war, Hervara’s atmosphere has become increasingly toxic. The impacts of several Ork Roks and two Imperial frigates upon the surface only made the situation worse. Over the past few years, the planet’s atmosphere has gone from breathable to dangerous. Now, most valleys and lowland areas are permanently shrouded by toxic brown smog.
Planetary atmosphere of Herava. Made lousy by industry, even worse by war. Nigh uninhabitable at this point.

Its also mentioned that the mining and shit has polluted the oceans as well as the atmosphere. Which really goes to show the fundamentally exploitative nature of 40K humanity. It spreads out and poolutes and destroys in the name of industrialization, civilization, and war. Kinda like real life when you think about it.




Page 8
Though the war for control of the planet remains young, countless lives have already been lost to the savagery of battle. Similarly, the planet’s environment has been devastated by the expenditure of countless rounds of ammunition and immeasurable tonnes of explosives.
Again the planet has been devastated by the prolonged ground war.



Page 8
As the humans took the surface, reserve forces of the Angevin Crusade began the process of cleansing Hervara of any significant Ork presence. Those xenos who dwelt upon the surface were virtually exterminated. However, the most potent of Imperial weapons were held in reserve, as the Duke wished to keep the surface fertile for the new waves of colonists. This caution allowed a significant number of Orks to flee into the labyrinthine tunnels beneath the world’s surface.
Apparently the most powerufl weapons the Guard (or the Navy, at least in the Angevin crusade) had would presumably have left the planet uninhabitable (and have purged the Orks belowground.)




Pgae 8
..vessels associated with the Great Crusade had travelled through this portion of galaxy. At that time, agents of the Adeptus Mechanicus began the process of transforming Hervara into a Forge World.
..
...they began the process of mining the world’s rich mineral reserves and refining them into alloys more suited for manufacturing. Thanks to a miraculous technology far older than the Imperium itself, the agents of the Adeptus Mechanicus artificially accelerated the planet’s geologic processes. New mountains rose from the planet’s surface and erupted as volcanoes. Their magma served as a ready source of raw materials and supplied the refineries and manufactorums with the necessary power. Hervara continued to produce materials for centuries, but after the Great Crusade faltered, the planet lost contact with the larger Imperium.
...
..Though the current inhabitants do not realise it, the work of the ancients has been critical to their success as a mining world, as the ancient geological shifts bring vast stores of valuable ores much closer to the world’s surface.

Many of the planet’s mines are based upon supposedly natural caverns—which were in truth carved out millennia ago. In fact, some of the most valuable veins of ore and rare “natural” alloys are the stores left behind when the Adeptus Mechanicus abandoned the planet. These extensive, longforgotten reserves have made Hervara the most productive mining world within the Sub-Sector. At some point— possibly during the current war effort—the increased mining is certain to exhaust the ancient supply.
Creation of a Forge World in the Great Crusade era. The interesting thing is the geoforming device, really. If we knew more abut how much resources were used we might be able to make estimates, but all we know is it wasn't anywhere close to being stripped.




Page 9
The overall value of these raw materials makes Hervara a critical resource to the Severan Dominate. Departmento Munitorum analysts estimate that the mining world might provide as much as thirty-five percent of the Sub-Sector’s raw metals. Without its resources, the Severan Dominate’s overall manufacturing could be significantly impacted.
Importance of mining world to Periphery subsector. If we knew how much it output we might get a glimpse into subsector resource usage.




Page 9
A techno-plague swept through the population, slaying Tech-Priests and servitors alike. The few that managed to avoid contagion fled the world, leaving everything behind so that they might escape with their lives. It might even be that some strains of this virulent techno-plague remain within the ancient structures of the Machine Cult, lurking in ancient cogitators far beneath the surface, waiting to strike.
techno-plague.. computer virus?



Page 10
The war of retaliation against Duke Severus the Thirteenth for his secession from the Imperium has spread throughout the Periphery Sub-Sector and beyond, into worlds that have scarcely known the Emperor’s blessings. The Imperium has consistently been on the offensive, simultaneously pressing dozens of worlds.
scope of the Imperial assualt on the Spinward Front.



Page 10
The Orks and Chaos forces, in particular, have come to the region purely to exercise their lust for battle, and any target is a viable one for these heedless blasphemers. The Departmento Munitorum recognises that treating or negotiating with such forces is impossible..
Unsurprisingly you cannot reason with Orks or Chaos.


Page 10
Unfortunately, the Naval elements present are far better suited to striking against worlds still held by the secessionists, where orbital assaults do not risk scorching Imperial holdings.
Downside to orbital bombardment.



Page 11
Trips through the Warp are notably unpredictable in length (among other things). Delays in communications and the overall inconsistency of astrotelepathic messages can also significantly impact access to solid military intelligence, particularly when a war effort is exceptionally broad, like in the Spinward Front.
Unpredictability of communication and travel and it simpact on multisystem wars.



Page 11
..siege infantry from the Death Korps of Krieg were assigned to Hervara even before it became clear that the war would be such a savage and protracted one. These soldiers are well versed in fighting under conditions of toxic atmospheres. Respirators are frequently standard issue for them, so they are thoroughly trained in their use. Further, their ability to effectively man fortifications provides them some additional protection from the near constant strafing runs of the Ork Bommers.
suggesting the Kriegers are good for something other than being meat droids. The funny thing is, in this book the Krieg are less like the Imperial Armour meat droids and more lke the fanatica Kriegers from Warriors of Ultramar. They have personalities, names, etc. THey go off duty, they engage in rumours, etc.




Page 11
..a partial regiment of Tallarn Desert Raiders have been involved in a number of conflicts. Atypically, these forces have had to be issued respirators in order to endure the toxic winds. While the ash-filled environment is substantially different from their native deserts, much of their training remains applicable.
Given what happened to Tallarn and its surface, you'd think they'd be used to respirators or have them.



Page 11
Historically, Hervara’s defensive forces have been noted as particularly competent.
...
...High Command believed that once the secessionists were defeated, loyalists could be quickly identified for immediate training to form a regiment for use against the Severan Dominate. Such a recruitment effort could run the risk of reducing the world’s mining output, but most believed this would only be a temporary setback.
The tradeoffs of recruitment on lower population, or less advanced worlds. One reason why the Munitorum, despite theoretically tithing men from all ove rthe Imperium, might actually be selective about who (and what) they recruit.




Page 11
..the Imperial Guard officers on hand have had to revise their plan. Some rumours indicate that unless the tempo of the war effort changes, more extreme measures might be necessary. Though none have spoken of Exterminatus yet—the mineral wealth of Hervara is simply too tempting to sacrifice—such a destructive sanction might not be completely off the table. At the very least, extensive use of orbital bombardments has been considered. Of course, given the current Ork air and space superiority, such an assault is not currently an option. In the event that additional Imperial Navy assets become available, it is likely that this option would be more seriously considered.
...
Though the sacrifice of the resources on Hervara would be a bitter draught for the Imperium to drink, it might ultimately be necessary in order to deny critical resources to the Severan Dominate as part of a campaign of raw attrition.
...
As a habitable world with worthwhile resources and a population which is, at least, partially loyal to the Emperor, annihilation remains an option of last resort.
Use of Exterminatus when other military options fail. What's more, the sanction not only kills off all life but will apparently deprive the Imperium of the resources of the planet, despite the fact they can colonize dead/uninhabitable worlds (Hive worlds, underground cities, etc.) which probably means Exterminatus can (sometimes) destroy nautral resources.

It also seems to imply exterminatus via orbital bombardment given the 'at least, extensive use of orbital bombardment' as a second option.



Page 12
Both the Imperial Guard and Severan Dominate forces have become well entrenched. The Imperial Guard plan of battle called for a quick strike to overwhelm the native forces, but sadly, the Severan Dominate’s resistance exceeded all reasonable expectations. This was, in part, because of the number of reinforcements that the secessionists had committed to the initial defence of the planet. Even when members of the Hervara Excavatory Warriors turned to ally themselves with the Imperial Guard, it was only enough of a shift in power to establish a foothold.

Again the Guard seems to favor quick, overwhelming applications of force, but if it fails to do so (or to pull off victory through other tactics) they invariably bog down into a more defensive, static warfare stance, and attrition/siege warfare sets in. as mentioned before, its something the guard is capable of pulling off, but its more a last resort thing and a sort of tacit admission of defeat, becuase they cannot beat the enemy other than through overwhelming them.



Page 12
When High Command assembled the invasion forces, few of the groups targeted were operating at peak efficiency. In most cases, the regiments selected were partial units that had either been depleted through attrition or that were already split across multiple worlds. As a relatively quick conflict was anticipated, the intent was that these units could reunite with their regiments once the conflict was resolved.

This strategy also placed several battalions under the direct authority of commanders who were unfamiliar with their fighting styles and equipment. While some of the blame for the slow advance and significant losses can be attributed to the unexpectedly stubborn resistance, it is also clear that the Imperial Guard tactics were inadequate to rapidly overcome the secessionist forces.
...
The initial deployment also failed to take into account the Ork presence on Hervara. The last xenos survey was quite dated and identified the Greenskins as having been cleansed from the mining world.
...
Unprepared Imperial Guard elements sustained significant losses when the Ork forces took them by surprise, depleting both the manpower and equipment of all of the Imperial forces.
Regiments deployed to Herava were only portions of the overall force, by and large, hence the battalion-scale deployment. We also learn of the factors that lead to the initial conflict failing to take Herava - commanders not used to deploying the troops under their command in the most effective manner, or adapting those tactics to the situation. Oh and the lack of knowledge of the Orks, a two front war actually being a three front war. The losses only made victory even less likely.

Such is the nature of IG conflicts.. very few things can always be readily predictable, or to any great depth, and intel can always be off.




Page 12
When the Imperial Navy craft withdrew, this left the Imperial Guard forces with very little air support, further limiting their ability to quickly respond to sweeping changes across the battlefront.
Navy is important to IG mobility, in other words.



PAge 13
“A weapon the size of a Titan. A near-perfect expression of the Omnissiah’s grandeur and, of course, his puissance. Armies are thrown to the wind by its glorious song, and mountains themselves skitter aside at its demand. Nothing stands before a sacred Machine Spirit so mighty without its consent.”

–Tech-Priest Garrulon Vyme
Techpriest opinion on an Ordinatus.



Page 13
An Ordinatus consists of a particularly massive weapon, mounted on the back of what is most commonly a threepart chassis. Each of the three chassis components are arrayed consecutively, end to end. These massive treaded vehicles are each significantly larger than a Baneblade Super Heavy Tank, and the these great, tracked components often served as command centres for endless armies during days long-past. A reinforced and armoured scaffolding extends vertically from the rear two chassis, to support the massive weapon that grants the Ordinatus its true, terrifying power.
Ordinatus defined.




Page 13
Histories of the Great Crusade indicate that the Adeptus Mechanicus constructed more than a dozen of these terrifying vehicles.
Implied numbers of Ordinatus


Page 13
Each Ordinatus was a distinct construct, in much the same way as an Imperial Titan. The ancient devices were best characterised by their massive armaments—each Ordinatus supports only a single weapon, though its scale is comparable to those mounted upon the main vessels of the Imperial Navy. Known examples have included a nova cannon, a series of hellfire missiles, and a sonic disruptor.
Titans and Ordinatus are both distinct (as opposed to mass produced) constructs. Ordinatus mounts Navy-grade weapons, although I doubt any starship ever mounted a sonic weapon.



PAge 13
If repaired and activated, the sonic disruptor’s intense blast should be able to shred every living thing over a field that extends to the planet’s horizon. Physically, because of its armament, the Ordinatus most closely resembles the architectural style of the renowned Ordinatus Mars.
Power of Sonic disruptor.



Page 13
Even given the vehicle’s relatively pristine condition at the beginning of his work, the scale of the transformation is still a massive undertaking. By comparison, the construction of a massive Ork Gargant from scrap metal alone would be a minor project. The Big Mek’s focus on the Ordinatus explains why the Orks have not yet begun constructing any Stompas, or other war engines of their own insane design, on Hervara.
Ordinatus vs Gargant




Page 14
Were it not for the influence of the Commissariat, the separate regiments might have already fallen prey to infighting. Instead, the Commissars of the various groups have often bypassed High Command and communicated with one another directly. They have worked to instil discipline and a sense of unity among the forces. In fact, the Commissars have actually worked to carefully tailor the rumours and propaganda that are sent to each of the different units. In this way, mistrust has been leveraged to create a sense of competition, rather than a source of blame.
Commissariat again acting as the glue and go-betweens for various regiments to keep things unified (or as unified as possible) using psychology and manipulation.



Page 15
Major Natalia Foudrang commands the battalion of the Luggnum Sewer Rats 3rd regiment assigned to Hervara. The entire regiment of light infantry is currently committed to the Spinward Front, but High Command chose to divide the regiment into several battle groups, which were each assigned to different campaigns within the ongoing conflict.
...
Four of the five companies that arrived on Hervara have had to be consolidated down to two, due to the losses sustained through the close quarters fighting.

The Luggnum Sewer Rats light infantry regiment. 5 companies in the battalion.


Page 15
Lieutenant Colonel Heinrich Voorscht is the commanding officer for the four companies of mechanised infantry assigned to Hervara from the Death Korps of Krieg 138th. Shortly after their arrival on Sinophia, this battalion was temporarily split off from the remainder of the regiment, the intention being that they would reunite once Hervara was conquered.
...
..the Death Korps supply line was badly damaged limiting their access to critical siege equipment as a direct consequence of the Ork aerial superiority.
...
The lack of a resupply has further complicated matters, as the regiment is trained specifically to depend upon this equipment.
...
Their initial assignment was to quickly capture and hold all of the Hervaran surface installations held by the forces of the Severan Dominate. While still tasked with this responsibility, they have also recently been charged with finding an effective means to contain and eliminate the Ork Speed Freeks that now freely roam the world’s countryside. With a limited supply of vehicles, the Krieg forces are similarly limited in their abilities to catch and eliminate the xenos.
Yeah.. Krieg MECHANISED infantry. And it too is a battalion. And are supposed to counter Ork Speed freeks. They're also the least experienced, which is kinda hilarious given these are supposed to be part of the Vrakisn brigade. apparently the competent/effective forces deployed to Vraks got redirected here.

This gets even crazier given what we learn later about the size of the force and shit.



Page 15
Major Laurein Al-Fasra commands the Tallarn Desert Raiders battalion assigned to Hervara. A veteran unit, these companies were sent to this world to serve as a quick-striking reserve.
...
...the intention was that the unit would be able to recover from losses sustained during their last mission within the Spinward Front. This was supposed to give them ample opportunity to refit their Sentinels, finish the training of unused mounts, and complete the reconfiguration of their command structure, so that the reconfigured companies could get practice working together prior to receiving a more dangerous assignment.
...
The Tallarns assigned to Hervara are part of a reconnaissance regiment. At the time of their deployment, they were initially well supported by a company of Sentinels and a full company of Rough Riders mounted upon Mukaali.
Tallarn regiment. Rough Riders and Sentinels, but still pretty nasty for all that,.



Page 16
Many of the Speed Freeks are clearly loyal to the Ork whose vision provides them with their beloved (if ramshackle) vehicles, and a disproportionate number of Boyz have begun to show their allegiance to his cult—enabling the Ork air superiority and mobile tactics that have proven so effective against the human forces.
SPeed freeks provide the mobile warfare aspect to Orks. Sort of.


Page 18
the Departmento Munitorum surveys have not acknowledged any long-term or short-term negative effects of breathing the local air in the tunnels or on the surface. Rebreathers are therefore technically unnecessary, but have been issued to certain squads and regiments for their comfort.
It turns out the respirators are in fact necessary, as it turns out the intel the assessments of the planet are based on are out of date (as noted, the conflict and other factors have contributed to worsening the pollution.) Let's hear it for the Munitorum silliness once again!



Page 18
All equipment must be loaded aboard the dropships. In order to minimise the transport's stay within the system, all forces are to deploy through the course of a single transit. Each company is assigned to a single ship, along with their support vehicles and staff. Companies must carry an adequate supply of weapons and ammunition to engage in a brief conflict in the unlikely event of an ambush,


Apparently there are not only enough dropships to deploy all the regimental forces in one go, but also enough hangar space to deploy them more or less all at once. Also transports carry troops, vehicles, and support equipment and supplies.



Page 20
Already depleted by its commitment to the Achilus Crusade, the region’s resources were stretched thin just by suppressing the many threats within the region’s boundaries. Since the invasion of Waaagh! Grimtoof and the secession of the Severan Dominate, the Sector has had to reach beyond its boundaries for assistance in its own defence. The proud Lord Sector Hax has only reluctantly promised appropriate compensation to the Departmento Munitorum in return for its continued support.
Presumably this is meant to reflect Hax having to negotiate with the Segmentum level Munitorum to gain aid to supplement the limited efforts of native forces, given the drain of the Jericho REach conflict.




Page 22
Virtually all of the platoon’s members are present for the briefing. This includes pilots for any support vehicles, aides, and specialists who handle routine needs. A Commissar attached to the platoon, occupies one of the seats up front. For a line infantry platoon, this totals close to one hundred members all together, leaving the conference room mostly empty.
Platoon size and composition. A rather big platoon all told. :P



Page 26
The Angantyr-Class Dropship is a massive, ponderous craft that resembles more than anything else a great leviathan from the sea of some primordial world, and is capable of carrying a full company and all of its support elements. The huge ship is nestled in the landing bay of your transport ship, along with dozens of nearly identical landing shuttles.
...
An Angantyr-Class Dropship has two decks. The upper deck is generally assigned to transport up to a full company of soldiers, while the lower deck accommodates all of the support vehicles necessary for their deployment. This combination allows soldiers to have easy access to the full range of their gear in the event that the craft must land under hostile conditions...
...
If the vehicles, heavy weapons, and ammunition were on a separate landing shuttle, the Guardsmen might become separated from this gear and be unable to use it to respond to hostile actions at the landing zone.
...
While the vessel is boarded from the sides, upon landing, the heavily armoured nosecone opens up, so that tanks can drive down an extendable ramp directly onto the field of battle. Similarly, soldiers on the upper level can use the vehicle’s massive scale to maintain a broad field of fire from their elevated position. Of course, only the soldiers closest to the opening can fire. Further, once the nose cone opens, the soldiers and vehicles lose any of its protective benefits, as they are fully exposed to any incoming fire.
Yet another class of Navy/IG dropship. Doesn't seem to be armed, but it is well armoured, carries a full company (which can vary in size depending on composition) and their vehicles and equipment. What's more, they apparently can act as mobile bases and resupply points (at least to a limited point. These features can make dropships a considerbly important part of a Guard force.



Page 27
Their entire company has boarded this single dropship...
...
Support staff, including Commissars, are also housed within the passenger compartment. Depending upon the size of the company, this group could number between one hundred and nearly one thousand individuals. Regardless of the number, the space within the passenger compartment has been optimally configured by the tireless scribes of the Departmento Munitorum so that everyone, from the lowliest trooper to the most renowned Lord Commissar, is tightly cramped.
Again single company for a dropship, and the size can be 100 or a thousand depending on organization and composition. This means each drop ship can carry up to 1000 troops potentially.




Page 27-28
The pilots are preparing to enter the atmosphere, where they can attempt to land the badly damaged dropship using what little energy remains to power the craft’s anti-gravity systems. Under ideal circumstances, they are much less manoeuvrable and powerful than the main engines.
The Angantyrs also have antigrav systems (repulsor/suspensors)



Page 28
This makes it a very attractive target for the Ork Bommers...
...
Its heavy armour is enough to resist most of the assault...
...
All of the trained Imperial Navy crew are slain. Without them, the massive craft’s machine spirit is trapped in a moment of indecision. Its sacred directives call for it to use the engines as part of its landing procedure. As the engines are not responding, the machine spirit needs the direction of the crew in order to land. Without it, the vessel simply enters free-fall as it approaches Hervara’s surface.
Durability of Angatyrs, as well as it having a limited autopilot machine spirit. This is fancy.



PAge 29
...the dropship’s machine spirit is capable of taking control of the vehicle and making a relatively controlled landing. When they enter the cockpit, its calm, synthesised voice immediately addresses them, asking for their assistance and directing their actions.
Dropship machine spirit capabilities again.



Page 29
The first is to activate the windscreen armour...
...
...seals the windshield behind an opaque barrier.
Windscreen armor, to cover up during reentry or assaults one imagines. With the screen closed I expect the pilot flies by instruments.



Page 30
The sensation of impact and brutal deceleration seems endless. Thousands of litres of safety foam flood the cockpit and passenger areas, as the roaring sound of impact continues. The ship is shaken in every possible direction, and the foam becomes increasingly restrictive and choking as the crash progresses.
...
The foam melts away, leaving a sticky slime coating everything it touched.
Drop ship saftey measures in case of crash or collision, safety foam to help dampen accelerations. Rather neat as a safetey measure.


Page 30
There are enough Chimeras present to transport all of the surviving squads—even if they are not normally a mechanised company. If that is the case, some of these were assigned to specialist groups, command elements, or were designated for assignment.
Someone in the Munitorum must be feeling generous to assign this shit out.



Page 33
Until they reach the surface and consider their maps and tracking systems, they cannot estimate how far they are located from an Imperial outpost.
IG tracking systems. What they are we dont know :P



Page 40
If the company is instead using vehicles for transportation, then the trip length increases to 150 kilometres. Because of the hostile terrain and the fear of incoming assault, making the trip safely requires that the tanks proceed at a conservative pace of roughly 20 kph.
...
..their tanks were not fully fuelled prior to loading on the dropship, and a journey of this length completely exhausts their fuel reserves.
Which suggests Russes can make off road speeds considerably greater than 20 kph. At least in Only War. :P Also one imagines how 'not full' the tanks and vehicles were. Presumably almost empty givne the fire hazard fully loaded tanks would represent.. unless they were going to a drop zone. If it were say 10% of max, then the effective range would be ~1500 km (EG like Defixio.)



Page 40
For units mounted within enclosed vehicles, the atmosphere does not represent a significant threat. Any of the Imperial vehicles have inbuilt air filtration systems that are capable of removing the majority of the contaminants. There are consequences for extended exposure to each vehicle’s systems...
ATmospheric filtration on tanks.



Page 43
The Ork vehicles are not any faster than the Imperial ones, but their drivers are far more familiar with Hervara’s terrain features. Because of this, they should be able to catch up to the Imperial armoured column in fairly short order.
Ork vehicles implied to be as fast as Imperial ones. Which implies at least some Imperial vehicles (possibly including tanks) are much faster than IA suggests.



PAge 44
Its northern and southern walls are each just over two hundred metres in length, while the western and eastern walls are roughly three hundred metres in length. This leaves an interior area of just over six hectares. A large gate is located in the centre of each of the four walls, each wide enough to accommodate the passage of a super-heavy tank. Tank traps, razor wire, and spiked trenches are arranged around the exterior of the depot, to a range of fifty metres.

...
Its fortified walls stand fifteen metres tall and are made of reinforced plascrete. The walls are just over two meters thick and are heavily embossed with generalised Imperial Guard iconography. The only concessions to identify the units currently holding the depot are the company banners flying from the watchtowers, which are placed every twenty-five metres along the wall, for a total of thirty-six watchtowers. Each watchtower mounts a searchlight, an alarm bell, and either an autocannon or a heavy bolter. Two soldiers are stationed in each of the watchtowers. The facility is large enough to provide supplies for a full battalion of Imperial Guardsmen, but does not have much barracks space within its walls.

Twin-linked Hydra Autocannons are mounted atop eight anti-aircraft towers, which are the tallest structures within the supply depot. These towers stand more than thirty metres in height, and each is also equipped with a small radar dish.
IG Supply depot.



Page 49
With every round of ammunition or unit of fuel, she demands a complete accounting of those previously requisitioned. Her attention to detail goes far beyond that required by standard Imperial protocols.

The Supply Officer views every item in the depot’s stores as her personal property. While she is reluctant to surrender any of these goods, she is always thrilled to add to them.
I suspect this is far more common than just this person on Herava :P



Page 50
Unit: Luggnum Sewer Rats
..

Uniform Components: Green Flak Kilt, White Flak Jacket, Preysense Goggles
The 'flak jacket' funny enough looks like a T-shirt. The kilt (yes its a kilt) actually looks more heavily armored :P Funny enough they even seem to have leg-shin guards with rigid plates.



Page 51
Uniform Components: Crested Helmet, Flak Jacket, Flak Skirt, armguards and legguards, boots, gloves
Dominate forces. The upper body armor includes Cadian like rigid carapace, alongside the arm and leg guards (Shin and forearm guards, really, although the skirt is obviously protective.

The lasgun also has a barrel far shorter than the rest of the weapon plus its stock. In fact the barrel assembly seems to be less than 1/3 the length of the overall weapon.



Page 59
One respirator per soldier.
Two demolition charges per soldier.
Two flamers per squad.
One photo-visor per soldier.
IG Mission assigned gear for the forces stationed at the supply depot. We see alot of fancy mission gear assigned, so go figure. Photovisors seem rather common in fact.



Page 61
Three large fuel tanks dominate the base, each with the capacity to store roughly 150 kilolitres of promethium. The tanks are over seven metres in diameter and five metres high.
...
A number of fuel trucks....
...
They [trucks] are each capable of carrying 25 kilolitres of fuel.
Fuel capacity of fuel tanks, and of cargo tanker trucks.



Page 65
Five demolition charges per squad member.
One telescopic sight per member.

One grapnel and line per member.

One signal jammer for the squad.

If the squad plans to use stealth tactics to sneak
into the base, include the following:

One chameleoline cloak per squad member.

One photo visor per squad member.
More Mission assignment gear. Again someone is quite generous.



Page 69
This could include reminders that fallen friends have gone on to continue their service to the God-Emperor in the afterlife, or the promise of posthumous promotions and increased death benefits for their families.
Implying the IG offers death benefits to families :P They get paid and their (economic) data gets transmitted back, like in Imperial Glory.




Page 74-75
Upon their arrival, they are to plant a series of targeting sensors, which can be used to communicate with artillery batteries located more than ten kilometres away, beyond the horizon. The hope is that, even at this extreme range, the artillery can rout the targets with a coordinated series of blasts. Given the range, each gun in the battery must fire several rounds before the first ones even strike home, and so the opening salvo does not betray the brunt of the bombardment.
use of targeting sensors to improve long range artillery accuracy. I have to wonder what sort of 'artillery' it is (except as we learn its Krieg later.) 10 km is far too short for Earthshakers (even by Forgeworld standards) but it might work for howitzers or siege cannon, I suppose.

It also implies the arty has some sort of sensor devices that can track in and home on these signals.


Page 75
One telescopic sight per member.
One chameleoline cloak per squad member.
One photo visor per squad member.
One signal jammer for the squad.
Three targeting sensors for the squad to place.
More 'mission assigned' gear. The scope and jammers are pretty fancy.



PAge 75
Each night, precisely at midnight, the artillery battery is scheduled to check for any active targeting sensors.
...
The Captain believes that their best plan is to place the targeting sensors just prior to midnight, carefully distributing them around the facility, so that artillery can most effectively triangulate upon the central structures.
Sensors provide telemetry and triangulation one figures.



Page 76
One photo-visor per squad member.
One grapnel and line per squad member.
Three glow-globes per squad.
One time-released tank of toxins for the squad.
One portable, two-person drilling unit for the squad.
Yet more mission assignment gear.



Page 77
The fortification stretches for more than a thousand kilometres between two of the world’s major population centres, the cities of Drury and Cobhan.
...
The heart of the Line is a series of bunkers placed over its length. Slight variances are made to allow for terrain types across the length of the Line, but in most locations, only a one kilometre gap separates each of the bunkers. This lengthy series of manned outposts is further supported by a physical wall of plascrete, poured over a foundation of adamant. The wall averages three metres in height, though in places it exceeds this height due to the intervening terrain.

The outer side of the wall—which faced the region most likely to fall under Ork attack—was further supported by an extensive network of tank traps, razor wire, pit traps, land mines, and additional impediments to surface-based assault.
...
These impediments extend for at least twenty metres from the base of the wall, but in some
places it has been expanded to extend much further.
...

...an extensive series of tunnels were carved beneath the Line. These contain redundant communications systems as well as a rail line, which is most commonly used to disperse supplies to the inordinate number of soldiers required to effectively man the fortification. During times of an attack, troops can use the railcars to quickly respond to assaults anywhere along the wall.

It takes more than fifteen thousand front line soldiers to adequately man the entire Line’s fortifications at full combat readiness. This does not include the support elements necessary to keep those troopers fighting effectively. This combination represents a major portion of the Death Korps of Krieg elements assigned to Hervara. Only by taking advantage of the built-in transportation and communications network can the Imperial Guard afford to man this outpost. Within minutes, troopers quickly redeploy from areas of relative calm during an attack, to reinforce locations where the fighting is most intense.

...

The Line’s design only offered minor concessions to deal with aerial assault. Only a small percentage of the bunkers were even equipped with an auspex capable of detecting aerial vehicles. None of the stations included heavy weapons specifically devoted to defending against aerial attacks, though the majority of the bunkers did at least include weapons capable of traversing vertically to fire upon airborne targets.
...
Each of the more than one thousand bunkers follows a common architectural design, with accommodations made to address environmental variations. Every bunker includes various sensors to continually scan the nearby region for movement, noise, and chemical changes. Redundant systems allow for communication using a wired network located within the Line’s tunnels, as well as a vox for use in the event of failures. Two heavy weapons are mounted at each bunker, along with accessible firing ports for smaller weapons. In most instances, the assigned weapons are autocannons or heavy bolters, though the mounts were designed in such a way that weapons could be swapped at the behest of a bunker’s commander.
The trench/siege warfare aspects of Herava. Naturally the Kriegers are assigned. The funny thing is that they're mechanised remember.. and yet they have more than 15K troops (perhaps 20-25 thousand? 30 thousand?) which makes this one of the larger mecahanized regiments this side of the Jouran Dragoons from Storm of Iron. Lacks much in the way of air defense or air auspex, but it has redundant communciations and other neat defenses.



Page 78
One photo-visor per squad member.
Five demolition chargers per soldier.
Five frag grenades per soldier.
One grapnel and line per squad member.
One signal jammer for the squad.
Choice of a flamer, grenade launcher, or meltagun for each Player Character.
Yet more mission assigned gear.



Page 80
Each bunker has a crew of five Death Korps Guardsmen..
..
...and bunk space for five off-duty troopers to rest.

Another five troopers stand guard duty within the tunnel beneath each bunkers. One of these fifteen troopers is a Death Korps Sergeant...
...
The subterranean area is not expected to see combat, so it typically includes a folding table, chairs, and an ongoing card game or other regiment-appropriate activity. A small pantry, kitchenette, and a lavatory complete each below-ground station. Each soldier is allocated three eight hour shifts: one on above-ground duty, one on below-ground duty, and a third to rest in the bunk room.
Yet again these seem hardly like the 'meatdroid' Krieg, not if they gamble, take time off, etc.




Page 82
Generally, they are more lightly armoured, but their constitution and thick skulls are such that they are somewhat more resilient to damage from Lasguns than a human.
Ork durability



Page 85
Newly assigned, las-assisted targeting systems are currently in testing for work with Death Korps artillery assets. The squad is being assigned a set of these for familiarisation and field testing.
The targeting sensor/beacons.. las assisted.. dunno what that means. Also Krieg means siege artillery probably.



Page 88
He brings a full company of Death Korps of Krieg soldiers...
...
This includes ten platoons. Each platoon includes the following: Platoon Command Squad, consisting of a Death Korps Lieutenant and four Death Korps Guardsmen equipped with meltaguns, five Infantry Squads made up of a Death Korps Sergeant and nine Death Korps Guardsmen...
Krieger company makeup.




Page 90
..Psyker and the Lord Commissar are currently engaged in some sort of intense mental communication. Further, he can infer that the Commissar has some degree of access to Cauldwelle’s abilities, perhaps including an ability to discern the truth of statements made within her presence.
An interesting ability for sanctioned psykers - to share their minds/perceptions with others.



Page 102
In a much larger engagement, the effectiveness of an Ordinatus might be at least partly compromised because of Imperial Titans and airborne vehicles. In extreme cases, an orbital bombardment could disable such a weapon before it had an opportunity to fire.
The only things comparable to (or that could harm) an Ordinatus. Titans, Navy starfighters, etc.




Page 105
While it is mobile, its speed and durability are far from that of a machine that had undergone full repairs at the hands of fully qualified members of the Centurio Ordinatus. Currently, it is only capable of moving at a speed of roughly five kilometres per hour.
Lower limit speed on Ordinatus as desecrated by Orks.





Page 108
If they fire it, the sonic disruptor is certain to leave a swath of utter annihilation behind. The enormous weapon is designed to eliminate cities and Titans.
Ordinatus has city/titan killing firepower. Given that each Ordinatus is equivalent to a single navy gun, this means individual starship cannons are also city/Titan killing, which implies at least megaton range firepower in both cases.




Page 111
After the squad has selected a target and aimed the Ordinatus and the sonic disruptor, they can finally fire the weapon. Because of the huge range of modifications that Big Mek Noshdakka performed, the blast of the weapon creates a sixty degree–wide cone of destruction that extends for more than ten kilometres. Essentially everything within that firing arc is utterly annihilated.
It gets more range depending on the charging and tuning aspects, I'm guessing it could have several tens of kms range as designed. Not as long ranged as some titans or ordinatus, but it may reflect the nature of the weapon or the damage the Orks inflicted in modifying it.




Page 111
The first step prior to firing the weapon is activating the charging system. This subsystem brings the massive vehicle to a complete standstill, as its engines begin transferring all of the vehicle’s raw motive power into the sonic disruptor’s energy storage cells. Once this system is activated, the vehicle can no longer move until after the main weapon fires.
Like Shadowswords, Odaintus seem to power their patforms by their engine plant.




Page 122
Luggnum is a backwater mining world situated in a relatively isolated region of the Golgenna Reach.

...
While the Imperial Guard regiments raised from Luggnum may not be as famed as the Brontian Longknives, or as oft-imitated as the Cadian Shock Troops, they are every bit as tough, as dependable...
...
The Luggnum uniform is characterised by a flak kilt, which covers the upper legs and provides the same level of protection as a heavy flak coat.
...
The lack of a helmet is also notable—it’s a common saying that a Luggnum native would as soon take a bullet to the skull as put on another helmet after getting out of the mines.
Luggnum equipment. Fancy sort, flak skirts (kilts), no helmets tho.



Page 122
Uniforms amongst the Imperial Guard vary wildly, from utilitarian camouflage fatigues to embroidered greatcoats. Beyond their bloused shirts and shoulder bags, the Sewer Rats are distinguished by two unique items. While these can be considered standard kit for the Sewer Rats, neither is supplied by the Departmento Munitorum, and are provided by the people of Luggnum.
...

Each Guardsman raised from Luggnum is equipped with a flak kilt. This uncommon armour is made of the same ballistic cloth as the more prevalent flak cloaks and flak coats, and sometimes features additional rigid plates
Flak kilts can have rigid plates (but not the upper body armor? nice) and is made from same materials (Ballistic cloak) as coats and cloaks.




Page 122
Many Luggnum Sewer Rats have experience serving on deep mining operations back home, during which they might operate at lung-crushing depths for weeks or months without returning to the surface. Men serving under such conditions must learn a certain degree of self-sufficiency, as mine collapses, rock pirates, and other hazards can easily prevent the delivery of much-needed supplies. Luggnum miners tithed to the Imperial Guard often ply these skills on the battlefield, making the best of available resources and finding creative uses for common equipment.
Luggnum Sewer Rats expertise, which is based very much on macguyvering and creativity.



Page 123
Luggnum 3rd light infantry regiment (and all regiments from there) have a lascarbine and 4 charge packs, one good craftsmanship sword, one knife, preysense goggles, one flak coat and a flak kilt, tow frag and two smoke grenades, uniform, poor weather gear, bandolier, rucksack, basic tool set, one mess kit and canteen, one blanket and sleeping bag, one rechargable lamp pack, one grooming kit, one copy of the uplifting primer, two weeks rations, and one set of ident coins. Favoured weapons are heavy bolter and meltagun.




Page 127
During prolonged engagements and campaigns, it is often not feasible to reinforce depleted squads. In other cases, Departmento Munitorum officers turn a blind eye on regiments from warrior cultures that favour different squad configurations.
Regimental consolidation amongst regiments of differing kinds.



Page 128
Each Guardsman carries a clan sword, of a craftsmanship that would mark out an officer among most regiments. The Sewer Rats disdain the use of helmets, but their standard issue preysense goggles provide a keen advantage in the dark caverns and tunnels of Hervara.
...
The uniform of the Luggnum 3rd consists of a dark green flak kilt and white bloused shirt under a flak vest.
Sewer Rat equipment again. Note the lack of hlemet replaced by preysense goggles.



Page 128
Some enterprising Luggnum nobles have discovered that, with a few modifications, the adamantium-tipped teeth of Departmento Munitorum Calixis-issue chainswords work wonders for carving through the stone of Luggnum’s mines.
Use of chainswords as rock drills



Page 129
The men of the 138th Death Korps, like those of all Krieg regiments, are grim individuals who obliterate any perception of self with skull-visaged respirator masks and unflinching devotion to the Emperor.
...
As their supply of transport vehicles has decreased, the Guardsmen of the Krieg 138th have been assigned primarily to garrison duties.
Krieg equipment and gear. Note again they're mechanised, and thus would normally have vehicles.



Page 130
The officers who lead the platoons of the Death Korps of Krieg are merciless individuals, as willing to sacrifice their own men as they are civilians, if it means gaining an advantage for the Imperium.
And sometimes they may restrain themselves, and other times not. Which is why you need Commisars acting out on their behalf.



Page 132
Standing easily over two metres tall at the shoulders, Mukaali are hairless, quasi-reptilian beasts. Their tough, thick hide hangs in great folds, and is strong enough to not only provide protection from predators, but also offer a limited defence against weapons.
...
Mukaali can sustain their pace for long periods of time, even longer than horses.
...
Due to their size and gait, Mukaali require a completely different approach to handling than the horses more commonly used by Rough Riders. Those riders willing to learn are rewarded with a dependable and durable beast of burden, capable of handling much heavier loads than other comparable mounts...
Mukaali advnatages over horses. Combat, obviously is not one of them, but textreme duration is.



Page 136
In his heavy, black flak coat and peaked cap, emblazoned with a death’s head, and the gleaming gas mask he has taken to wearing in Hervara’s harsh environs..
Commissar weairng flak coat. He also has a refractor field as mentioned earlier.



Page 138
The Scutum-Pattern Bunker is a Departmento Munitorum standard throughout the Spinward Front, but the Scutum’s basic design allows for modifications by Tech-Priest Enginseers when warranted. Over four metres high, seven across, and six deep, with 50 centimetre-thick plascrete walls, the Scutum makes a formidable defence for a squad of troops. A ladder within the bunker provides access to the roof, where the wall of the bunker provides cover for gunners manning the two pintle-mounted weapons. Most bunkers are equipped with vox and auspex systems.
Autocannon and heavy bolter



Page 139
The Synford-Pattern Mk III Promethium Transport, a variant of the commonly used Cargo-8 STC design, is well-suited to its intended task: moving volatile fuel from one location to another. Unfortunately, the Synford-pattern lacks the heavier armour of promethium transports manufactured on the Lathes of the Calixis Sector, and was never intended for use in a combat zone.
Cruising speed of 70 kph.


Page 139
..the four-wheeled Tauros Assault Vehicle, was the pinnacle of Imperial Guard ground craft, as it allowed him to deliver the Emperor’s judgement with greatest haste....
...
Fitted space for extra passengers and a nonstandard heavy bolter...
...
The Tauros’ wheels are each powered individually, allowing it to keep plowing forward to the bitter end.

Tauros has 90 kph cruising speeed, 25m tact pseed.


Page 141
Mega-armour represents the pinnacle of Mekaniak expertise. Massive suits of thick armour plating that provide defence to rival even the power armour of the Adeptus Astartes, mega-armour is so heavy that even the biggest, toughest Orks cannot bear the load unaided. Crude servo-actuators and pistons propel megaarmour, fed by an unstable power plant that belches smoke.
[/quote][/quote]


Page 144 - Ork Bommers move at 2300 kph.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Here we go: Only War: Enemies of the Imperium. Technically I'm skipping Hammer of the Emperor, as that was next in line, but its longer and I'll cover it eventually. Enemies of the Imperium is pretty self-explanatory - a supplement describing details about the various factions opposing the Imperium in the Only War theatre of operations. Background and RPG material both. As such its less detailed than other 'flavour' supplements but there's still plenty of detail to cover. Dual updates as always.

First, part 1
Page 7
For as they developed their worlds, using the blessings and grace provided by the Imperium’s most devout servants, they failed to fulfil the duties and responsibilities that came with those most holy gifts. Even as they maintained the pretence of loyalty to the Imperium, they misrepresented the size of their holdings. As their worlds grew in number and population, the inhabitants of the Severan worlds failed to report the success that the gifts of the Imperium had garnered. Instead, they continued to demand additional support from the structures of the Imperium from which they had sprung, when they should have been paying their fair share to support the growth of other worlds under His protection.
This might suggest that the Imperium actually contributes/invests resources in some worlds beyond the contributions you expect to specialized worlds (food and raw materials to hive and forge worlds, for example.) We might assume the Imperium invests a portion of its tithes back in individual worlds to improve their productivity (and thus increase the tithing/exploitation.)

Of course its also possible this is just Imperial propoganda - it wouldn't be beyond them to think the 'intangible' benefits they provide (protection, access to trade, AdMech tech, etc.) is the 'bounty' that earns them those tithes.




Page 9
The Duke carefully began to redirect the majority of all shipments of food, equipment, and other necessary supplies away from the highly dependent worlds of the Periphery. Without those imports, these worlds—which were scarcely self-sufficient—struggled to survive, particularly during some of the more treacherous seasons, when locally produced goods were in shorter supply.
Suggesting at least some, if not many of the worlds in the Calixis Sector were largely self-sufficient.









Page 9
Through careful monitoring, Duke Severus determined when each of the worlds approached their tipping point. He had to be certain that the majority of each world’s inhabitants were thoroughly disillusioned.
Suggesting that, at the subsector level at least, it is possible to carefully keep in contact/monitor over interstellar distances. Given that transit times between worlds at this scale would be measured in the minutes (at worst?) this is hardly surprising.







Page 9
As the legitimate leader of the worlds within the Periphery Sub-Sector, the Duke initially had the full assets of the Imperium of Man to assist him in spreading his deceitful tales to the populace.
...
He was able to limit off world communication and trade, ensuring that the only messages which reached each world were the ones that he sought to deliver, and that the only goods shipped were transported with his permission.
Suggesting the people in charge of subsectors (and probably sectors) have great control over the communication and general flow of information through a sector. Considering this would largely be astropathic traffic (and the majority of merchant/naval traffic as a secondary means) this is hardly surprising. Of course as this example shows, those contemplating treason cam also more easily hide their perfidy.








Page 10
A further complication is that the Duke has also promised an unprecedented degree of personal freedoms among the population. Within the Imperium, such liberties have historically varied substantially from world to world, based upon each system’s particular system of government, subject to the standards of the Adeptus Arbites and Ecclesiarchy, but it is usually stringent. The Duke has suggested that under his authority, all individuals would enjoy the right to make decisions about how they live their lives.
Comment about the 'freedoms' of the Imperium, such as they are (or aren't.) We know some democratic societies do exist, but they aren't common. Like most things I suspect its on a case by case basis, leaning more towards oppression and security over freedom.







Page 10
In the absence of strong Imperial oversight, few of the region’s citizens fully appreciate just how dangerous these freedoms could become. Such a liberal notion of personal freedom might even expose the populace to heresies, which could quickly draw the attention of xenos, psykers, or even the Ruinous Powers. While the general devotion to the Immortal Emperor might forestall such a crisis, some might even begin to advocate for religious freedoms that could handicap the power of the Imperial Creed to protect humanity within the region.
Alarmist? Yeah. But not wholly without reason. Knowledge IS dangerous in the Imperium, and free knowledge can be manipualted (by Chaos) to be devastating. Of course, ignorance is also dangerous as the Horus Heresy demonstrates, but I suppose its a case of 'lesser of two evils.'


And the Emperor DOES protect, literally, so diluting Imperial worship in any way could be detrimental (worship and belief is power to a Warp God, even the Emperor, and fewer followers means less power with which the Emperor can act and fight other warp threats.








Page 10
Key among these was the presence of the Warp Conduit between the Calixis and Scarus Sectors. As traffic passed through the region, the Duke knew that he could legitimately levy a tariff on some of that traffic—along with bribes and the seizure of anything that he could reasonably label as contraband. In a worst case scenario, the vital trade route might also offer an opportunity for piracy.
Value of control/positioning by Warp Conduits. Giving us another reason why proximity to warp points/routes is crucial to the wealth/influence of a given world.









Page 11
Stalynthia has a heavily polluted atmosphere, which retains heat to a nearly insufferable degree. Centuries of aggressive strip mining have heavily polluted the planet’s surface and her atmosphere. The air is thickly packed with particulates, reducing visibility to only a few metres on the clearest days. At times, conditions can be so severe that surface navigation is entirely dependent upon radar signals—even the brightest of headlights are unable to pierce the densely polluted air.
Mining world for the Severan Dominate and the level of pollution from the strip mining. World has not been stripped bare yet.


Also radar navigation in dense enviroment. Auspex?







Page 11
This also diffuses the heat and light, so that the temperature varies little from day to night, also showing little seasonal variation. An additional consequence is that the planet’s surface is always clouded in a gloomy twilight. Very few atmospheric craft are capable of travelling through Stalynthia’s densely polluted air. The amount of matter suspended in the atmosphere is simply too destructive to traditional engines. Most craft which even attempt to enter the atmosphere crash upon the surface as their systems become hopelessly fouled. This makes transport extremely inefficient, and makes any military operations on Stalynthia cumbersome at best.
Indication of durabilities of Imperial craft - at least the ones that CAN make it through the atmosphere. Note as well the mention of (air/space) transport as hampering military operations on the planet.







Page 12
Instead, Imperial forces chose to only commit a minimal colonising effort to Fourtheden.
...
...with a minimal effort, a small group of colonists could establish a thriving population in relatively short order. An initial commitment of less than a million Imperial citizens soon proved this prediction true.
A million colonists is considered a 'minimal' colonising effort lol. Gives a lower limit on Imperial populations, consistent with other examples of Imperial 'populations' (millions are typically treated as unimportant backwaters and minor planets.)









Page 12
Initially, they stripped the Southern hemisphere bare of human life—servitors are the only forces now undertaking agricultural work in that region.
serivtor-run agriculture. Makes you wonder what the human inhabitants were for.








PAge 13
Through careful atmosphere filtration, the inhabitants can obtain several chemicals and compounds key in the creation of Adamantine.
...
A vast network of delicate tendrils, constructed of near microscopic tendrils, which resemble minute feathers, filter the world’s atmosphere.
...
..the filters carefully identify and isolate the most valuable of the rare ores. The immeasurable numbers of microscopic tendrils capture flecks of each component—far smaller than a grain of sand. The filtration devices pass these precious elements to collection systems. The ore is then smelted into larger bars, which can be transported to off-world refineries and manufactorums.
'chemicals and compounts' used in making Adamantine. Something different from Adamantium, which we know is supposed to be some naturally-occuring material (EG Nostramo.) The Sabbat Worlds Anthology has a Nick Kyme short story has an 'adamantine steel' sword, so it may be referencing this.


Also Archeotech superfilters.








Page 17
It was his frantic plea for help to Lord Sector Hax that began the downward spiral into the current situation.
..
Initially, the Duke hoped to overcome the brewing Waaagh! with the forces he had mustered on his own. However, he simply lacked access to the assets necessary to effectively resist an Ork onslaught of this scale.
...
Some of the assets that the Duke reassigned in preparation for secession had even been originally budgeted for use against a theoretical Ork incursion. Because he had misappropriated these forces and equipment for his own projects of expansion, they were no longer available for their intended purpose.
...
Of course, the Imperial Guard answered the call under their own authority, rather than ceding command to the Duke, as he initially requested. Consequently, on those worlds where they were able to most effectively resist the Ork advance, the traitor lost any control he might have had. Sector Lord Hax used the Imperial Guard forces to subdue worlds key to the Duke’s fledgling domain, and thus brought them back to the Imperial fold.
Resources allocated/budged to subsector for defense (and in this case misappropriated.) I suspect its an example of the Imperium (in this case the Munitourm) investing part of its tithes back into the world - in this case potential security.) Also indication of sector and subsector level 'assets' or military reserves


It also seems that IG authority is not automatically under a subsector governor if they're responding from a request at the sector level. Whether this reflects Guard autonomy as a rule or becuase the Sector Lord is higher authority, we don't know.








Page 17
Ork starfaring technology is based largely around travelling on the winds of chance, casting themselves into the void aboard barely-guided Roks and waiting until they crash into something worthwhile.
Or Space hulks. Or any starship they might 'build'. Basically Ork navigation of warp space.









Page 18
Only the Imperial Guard, however, are likely to be able to eliminate one of their foes by directly assassinating the Duke. Notably, the Imperial Guard are also the ones most likely to resort to using assassination as a direct means of eliminating him. This is at least partly because they realise that without his political savvy and drive, many of the secessionists might quickly reaffirm their loyalty to the Imperium of Man.
...
The Imperium’s assets are far too vast for him to even fully comprehend. His only hope is to make the prospect of defeating him far too expensive in terms of manpower and resources compared to the pitiful return that his holdings could ever offer.
Indication that the Guard is not above assasination (Kill Teams, perhaps) and is aware of the psychological impact of important leaders/political figures in a military context (will to fight, etc.)


Also the counter-indication that it is possible for the Guard to find some targets 'too tough' to crack despite the whole 'LIMITLESS MANPOWER' and attrition-happy implication from other sources. Clearly its not an anywhere near an absolute.








Page 18
Even within the Calixis Sector, the clandestine Achilus Crusade continues to present a significant draw upon available assets—though few people fighting in the Spinward Front are aware of where these resources are truly going
Jericho Reach conflict is a 'significant' draw on Calixian assets.








Page 19
He oversaw the conversion of countless manufactorums from the production of materials necessary to sustain life, into forges required for the war effort. These efforts were monumental, as they completely changed the economies and focus of billions of lives on dozens of worlds
Wartime economics affects 'billions' on 'dozens' of worlds. Indiciatve of the scale of Subsector populations in the Periphery.








Page 20
...there is some evidence that the Scarus Sector authorities may not be fully aware of the existence of the Severan Dominate. Because of this, trade has generally continued unimpeded between this region and the worlds beyond the Periphery.
An indication again of how self-contained sectors can be. It also seems that Sector Lords can exter some control over the flow of information in and out of the sector - including keeping surrounding areas form learning of internal problems . This naturally can be a double-edged sword.








Page 23
...it is very clear that the Duke’s military philosophy is unyielding. It is also clear that he is unwilling to accept the advice of those with greater tactical training and acumen. This has significantly limited the tactical flexibility of those under his command.

In reaction to this crackdown, many of the Severan Dominate officers have become extremely conservative in their tactical decisions. With very few exceptions, the secessionists have devoted a substantial portion of their forces towards the construction of bunkers and other defensive installations.

Now, these commanders see fortifications as the core of any strategy.
..
On several planets, commanding officers have taken this to an extreme. Sorties and scouting missions have actually been eliminated, and the secessionists have conceded any effort at aerial superiority. Military units normally assigned to vehicles have instead dismantled their war machines, so that the components could be transformed into immobile defensive structures.
Its mentioned that this makes them more vulnerable to a carefully planned/executed attack, but they also sustain fewer casaulties in the short term as long as their supply lines aren't cut, but isn't viable in the long term because of how defensively minded it is. This suggests it is actually possible to be MORE static than the Guard, although this doesn't neccesarily say much :P

It does suggest (indirectly) that the Imperium might consider a purely 'defensive minded' strategy to be generally foolish, although how it wages offensives is not clarified.







Page 23
...the Duke has also commanded that his forces are to avoid unnecessary losses, at all costs. This directive applies not only to the soldiers, but also to their equipment, and to the commodities they defend. Again, this is in keeping with the core Severan Dominate philosophy, that their resources are finite...
...
This represents a significant change in tactical philosophy from that originally used to train many of the officers who learned under the Tactica Imperialis. Many Imperial Guard commanders are completely dependent upon using a vast wave of soldiers to overcome a target. Commissars are renowned for their willingness to execute soldiers who hesitate in combat.

The secessionist forces eschew both of these approaches. Instead, they actively attempt to rehabilitate any troopers who show signs of cowardice or treachery. Human wave tactics are replaced, whenever possible, by artillery bombardments.
Whilst there are plenty of officers who ARE attrition happy (Chenkov or Dravere come to mind) and it is hardly rare, I suspect this speaks more to their willingness to suffer greater losses than the enemy if it achieves their objectives. There are plenty of sources that indicate that while they don't have any particular concern for individual lives, manpower is still a resource the Imperium cannot afford to squander (They're not Tyranids or Orks, after all.)

Oddly this makes the Dominate similar in some ways to the Tau. :P






Page 23
Troops are also trained to take care to salvage materials whenever possible.
...
Damaged goods are typically repaired rather than replaced. In many cases, this has left the secessionists wearing threadbare uniforms and using well-worn equipment.
...
..few of the soldiers have the necessary training to perform effective field repairs. As time has passed and equipment has continued to exceed its planned life expectancy, the traitors have had to deal with increasingly unreliable gear.
Older is not always better, I guess :P








Page 24
As they unleash their resources, the invaders are capable of using their momentum to roll over worlds before an effective defence can even be mustered. In order to prevent this, the traitors have begun to utilise a variety of different techniques that might delay the efficiency and effectiveness of their foes.
I suspect this applies to both the Orks and the Guard both.









Page 24-25
During the earliest stages, the secessionists have focused their psychological efforts upon the troopers and line officers of the Imperial Guard. To date, all of their efforts have been focused on encouraging desertion among the ranks.
...
The key to their message was to convince the Imperial soldiers that the secessionists were the ones acting in the right.
..
Of course, delivering this message to the thoroughly trained soldiers of the Imperial Guard is extremely difficult. The most loyal of soldiers are already under orders to ignore any enemy propaganda. Because of this, the most effective means to distribute such information requires that the secessionists have active agents operating among the Imperial forces.
Psychological warfare between the Dominate and the Guard.







Page 25
This specifically regards any actions which might be taken to secure supplies.
..
In at least two cases in the Spinward Front, Imperial assaults floundered, and turned short conflicts into extended wars, when secessionists secured equipment that had been intended for loyalist troops.
This plays up a certain fact outlined in certain sources (Epic Armageddon's Swordwind and Tactica Imperialis) where if short, overwhelming force cannot defeat the enemy, then the conflicst can degenerate into attritional trench warfare (which as I've noted before, is a bit of an admission of defeat on the part of the Imperium as they have to resort to brute force to crush the enemy.)








Page 25
After several early successes, the Imperium has become cognizant of the Severan Dominate tendency towards targeting its supplies. They have recently begun to leak false information to the secessionists about timing and security of various deliveries. In two attacks since this change in tactics, the traitors were defeated without a significant loss of Imperial life. This change in strategy is quite recent, so it remains unclear how the Severan Dominate may respond to this new development in Imperial tactics.
Use of deception and entrapment to engage the enemy. It is not always attrition.







Page 27
Ohmsworld Spireguard 12th regiment (Severan Dominate forces) have a M36 lasgun and four charge packs, a suit of IG flak armour, 2 frag and 2 krak grenades, 1 good craftsmanship sword, a respirator, a photo-visor, a micro-bead, uniform, and poor weather gear, rucksack, toolkit, mess kit and water canteen, blanket and sleeping bag, rechargeable lamp-pack, and 2 weeks’ rations. Plus the Severan version of the uplifting primer.

Favoured weapons are Meltagun and heavy flamer.






Page 27
On Ohmsworld, each small hive tithes a percentage of its population to join the Spireguard.
...
When the Angevin Crusade re-established contact with the planet, the Spireguard began using training methodologies consistent with those of the Imperial Guard. The intention at the time was that, eventually, the Spireguard might be assembled into a full Regiment and delivered to the Imperial Guard.
...
...the tithing and training has continued for hundreds of years.
This suggests the Guard (at least at sector/subsector levels) makes attempts at standardizing training and recruitment from Imperial worlds. Which owuld make sense in streamlining the process, at least at a relatively local level. The extent of standardization and how consistent it is from world to world is, of course, unknown.


Its mentioned that the vast majority of 'training/experience' came from battles within the hive, but some outside the hives (which were costlier due to the hostile enviroment) occured, as well as some training on planets offworld as well as on.






Page 27 - 3 or so lasgun powerpacks in a fire made up of (near as I can tell) 4 logs, each of which is perhaps between 6-10 cm in diamter and some 30-40 cm across roughly. I estimate they mass probably between half a kilo and several kilos per log (assuming a density somewhere between 600-900 kg*m^3, or about something like oak, although according to here it could be possibly half or even a third of that. although most fairly dense woods are as noted closer to 500-600 kg*m^3 than the lesser end.. whereas the less dense are more 'cork-like' and the wood depicted looks more like a 'typical' firewood fire. As a bit of laziness I used wikipedia for energy density but the sources are cited, with around 15-16 MJ per kg, and 10-11 MJ recoverable at 70% efficiency.


Which means with 4 logs and at least .5-1 kg per log thats between 2-4 kg, or 20-40 MJ roughly. Not all of that will go into the powerpacks, of course, since the fire is open and much bigger than the powerpacks, but going by an estimated disfference in surface area (the fire is roughly triangular.. say 30 cm tall and a 40-50 cm diameter maybe. which is around 2350 sq cm assuming a roughly conical shape.


if each powerpack has a 10x15 cm surface area on its side. If we go with just the front its 10x5 or 50 cm, so 150 cm total for just the tops. which means between 2% and 6% of the fire's total energy output will go into each powerpack. This yields at least 400 kj and possibly as much as 2.4 MJ given the aforementioend assumptions. Half a MJ to several MJ, roughly.


We unfortunatley can't estimate conversion efficiency (and at least part of that goes into damaging the powerpack of course) but we also know it reduces capacity by half, so the actual powerpack yield would be twice that (at peast per shot. A 150 shot lasgun would have 75 shots at the stated capacity, and a 60 shot one as in OW and other FFG RPGs would have 30 shots.) If we figure 30%-100% efficiency in conversion as our benchmark you get at least 1.6-4 kj per shot to 5-14 kj per shot at 400 kj packs and 30-75 shots. If the powerpack has 2.4 MJ you get between 9.6-24 kj to 32-80 kj per shot (30-75 shots with a 2.4 MJ pack.) Which is within the same order of magnitude estimates of previous calcs for powerpack capacity, anyhow.






Page 28 - heavy bolter ejecting casings in artwork lol. We actually get this alot in the book, although it was also common in early fluff artwork as well.






Page 28
As the worlds beyond the Periphery grew in population, techniques were introduced that utilised training systems consistent with those of regiments raised for the Imperial Guard. The intention of this change was that the systems could be immediately ready to provide their tithe, once formally inducted into the Imperium. In many cases, the Departmento Munitorum provided a substantial supply of military equipment to facilitate this process, as Duke Severus the Thirteenth had made it a point to request generous levels of supplies, under the condition that they were to be used for training.
Again at least at subsector (and perhaps sector) levels, attempts are made to standardise the training and recruitment practices of the local worlds to make tithing easier for the Guard (means they have an easier time honing disparate forces from different worlds. In theory.) We also get mention again of the investment of resources by the Imperium back in the worlds for specific purposes and long term benefit (again here, security.)


They go on to mention the 'differences' in SD military training from the Imperium, mostly stemming from the policies of the Duke and his minions as described before: conservative (defensive) tactics, minimizing casualities and loss of material (which was noted to be contrary to Guard training for many officers) and so on.








Page 28
...an increasing percentage of Severan Dominate units have taken to wielding autoguns and shotguns in place of lasguns. This is largely due to a limitation in the available supplies of power packs necessary for the lasguns.

The secessionists have a much greater manufacturing capacity for autogun ammunition..
Despite the fact lasguns are supposedly 'low tech' Autoguns, shotguns, and probably stub weapons are more easily produced still. I suspect it also is meant to reflect their 'less well equipped' than the Guard, suggesting lasweapons could be better than auto/stub weapons at least in some ways.







Page 29
The line troopers of the Severan Dominate are much like their Imperial Guard counterparts—they are well-trained and skilled soldiers, and they are only human. As such, they tend to employ tactical thinking and avoid unnecessary risks when they properly identify them.
...
Like almost all soldiers, Severan Dominate troopers prefer to launch ambushes than be on the receiving end of them. In either case, however, they frequently try to use cover to their advantage, fanning out so as to avoid being hit with blast weapons and making the most of the terrain to avoid volley fire. If charged or caught off-guard, they often attempt to fall back to a more defensible position.
...
Severan Dominate soldiers follow the lead of their Sergeant, Lieutenant, or other officer on the battlefield, fighting as coordinated units that support one another.
..
Most Severan Dominate soldiers are professional and efficient, trying to eliminate threats in order of the danger they pose to the squad using sustained volleys of fire with their lasguns (and any special weapons the squad might have). Severan Dominate soldiers typically prefer not to engage their foes in melee combat unless they are in the midst of a rout and victory is assured.
Comparison of Imperial Guard and Severan Dominate troopers and their means of waging war, again implying something aobut the fighting approach of the Guard (at least within the confines of Calixis.) Remember that the Munitorum spent some effort and resources in trying to standardize that training.







Page 35
...Orks are extremely resistant to harm. Expert xenologists have debated whether this is the cause of their incredible clumsiness or a result of it, but such academic concerns aside, their blasphemous physiology makes them difficult to kill. Though their misshapen bodies are vastly inferior to the perfect form of humanity as created in His image, it is so strange and alien that their organs are not where one would expect.

As such, melee attacks are an extremely slow method for killing Orks, and should be avoided except in emergencies. Further, thanks to their woefully underdeveloped nervous system, they do not feel pain the way other species do. In fact, it is in question whether they feel pain at all. When Orks are wounded, unless they are rent limb from limb or otherwise killed outright, they can regenerate from even the most heinous wounds quickly.
...
Saw one fighting without a head today. Guess the guide is right this time.
Comment on Orkish durability and healing capability. This, hilariously, is actually more honest and accurate than the Uplifting Primer depiction, although nowhere near as fully honest as it should be (and as a VEteran would be.) It also emphasizes how close combat with an Ork is a Bad Idea.


If we believe this then Orkish physiology is different from humans not just in the symbiotic fungal aspects, but also in the internal placement of organs (which can make it harder to kill them. Of course the head is always a good bet, since we know thats where their brain is if you allow for the thicker skulls.)


The last setnence was an addition by a Guardsman - apparently they CAN fight for some time without their heads. Given you can re-attach the head to the Ork this is hardly surprising.







Page 36
The following worlds are just a small selection of the hundreds of worlds currently occupied by the forces of Waaagh! Grimtoof...
Either he's occupied worlds outside Calixis, he's claimed worlds that had no human occupation, or the Spinward Front is much bigger than I previously assumed. Or quite possibly they hold large numbers of worlds (moons, etc.) between systems. Given that the SD had 'dozens' of worlds under its control I'm leaning more towards 'worlds outside calixis' or 'claimed worlds not occupied by humans.'







Page 38
As for the few inhabitants, the few attempts at contacting them via astrotelepathy or passing reconnaissance ships have failed. However, there is some hope, as one astropath recently discovered a suspiciously blank spot on the world, close to the reported site of the religious colony,
and shielded from all psychic prying. Imperial Guard intelligence is unsure if this is the colonists hiding themselves somehow, some undiscovered quirk of the planet’s energy fields...
Use of astrotelepathy as some sort of surveillance/spying method. not sure what 'planetary energy fields' would fuck wit astrotelepathy though. Ley lines? lol.







Page 41
Industrial concerns, both private and set up by the Priesthood of Mars, grew up around the numerous mines, drawing their power from smouldering geothermal furnaces constructed kilometres beneath the planet’s surface.
AdMech apparently still has its geothermal power. Whethre this is the 'normal' geothermal or the 'weird' Geothermal ew've known (atomic geothrmal!) we dont know.






Page 41
...the Imperial Navy picket ship Vindication. Part of a small Imperial Navy squadron stationed in orbit over Letum to guide incoming and outgoing voidships and to protect their cargoes from the predation of pirates and scavengers, she was on station near the system’s Oort cloud when the Greenskins appeared.
They tumbled out of the Warp in an instant...
...
...the searing light of concentrated broadsides from more than a dozen warships. Within the brief span of a minute, Vindication was completely destroyed, set afire and drifting with her dead crew out into the cold, dark fringes of the system. No warning was sent, and the Orkish Kommodore wasted little time in getting his battlegroup underway. Within hours, the Ork squadron was in orbit over Letum.
***






Page 42
Strange stone formations litter the planet, formed by wind erosion and long dormant tectonic forces, each one disturbingly beautiful and covered in wicked, obsidian-like stone flakes that pierce even flak armour with ease.
'obsidian like' mateiral that can easily penetrate flak. May not be all that surpirising given how 'mono' has been implied before (scalpel sharp?) and 'obsidian like' does not mean it is neccesarily identical.







Page 42
Hundreds of mines litter the mountains and valleys of this splendid world. Shafts cut deep beneath the crust, where men and servitors toil like ants in their warrens, and massive strip mines hundreds of kilometres across are tended by titanic, slowly moving digging machines that can draw up millions of tonnes of rock and stone as easily as a man would heft a lasgun. For years, this mining operation provided much needed raw materials to the forges on the far away Lathes, and thousands of miners worked rotating assignments, carefully organised by Explorator administrators...
Capabilities of AdMech mining machines - implied they can suck up millions of tonnes of rock in a matter of seconds (given the lasgun analogy) Implied that they have been working for years to make the strip mines 'hiundreds of kilometre's across. Assuming a 200 km circular mine 1 km deep and excavated over a decade it would mean 13 million tons excavated every minute, which is approximately consistent (ooM)







42 - Laspistol in hand of trooper.. powerpack seems to be smaller than a hand.. maybe 6-7 cm across, 8-9 cm or so 'tall' and maybe 2-3 cm 'wide' - call it 96-189 cubic cm. Call it 120-235 kj per pack at 1.25 kj per cubic cm. At 20-80 shots per pack you get between 1.5 kj and 12 kj per shot total.







Page 43
To the Greenskins, humans are humans. It makes no difference what colours they wear or to whom they pledge their fealty, as long as they provide the Orks enough sport and loot to keep them entertained.
..
Though Grimtoof has more foresight that many of his kin, he does not hesitate to destroy whole worlds if they provide too much resistance (or if the fighting becomes too exhilarating).
Ork objectives are, as always, fairly straightforward. And they can destroy worlds if they get too enthusiastic (although the manner of 'destruction' remains vague.)







Page 46
...claiming the people, resources, and vast industrial infrastructure of the Subsector for his own personal use. Billions of human slaves are now held firmly beneath his calloused green thumb, toiling endlessly in forges, foundries, and mines throughout the region, producing the raw materials and finished products...
Billions enslaved by the Orks. Along with the billions enslaved by the Dominate.







Page 46
Countless millions of Orks fight and die for him at the smallest command.
...
Millions of Orks flocked to his banner, drawn by the promise of more fights than they could handle and more loot than they could carry. He surrounded himself with Nobz that were both surprisingly loyal and relatively decent leaders.
Implied scope of Ork forces. Probably an underestimate, given he had millions even before he headed the WAAGH.







Page 47
The Greenskins’ approach to making war reflects the basic tenets of their culture, and their combat style is direct, brutal, lightning-fast, and deadly
..
...Orks are completely unburdened by many of the considerations that must be weighed by their enemies’ commanders.

Orks do not worry themselves about paltry things such as friendly fire, fratricide, heavy casualties, the loss of leaders in battle, fear, panic, or shell shock. They have no sense of self-preservation, no fear of death, and they gleefully run hooting and laughing into an enemy’s guns for little more than the thrill of battle and a chance for loot and glory.
..

..they tend to take in stride routs, savage defeats, and losses of troops and materiel that would demoralize other armies or make them quit the field in disgrace.
Military advantages Orks have. They're basically well suited to attritional warfare (Better than the Imperium, really, as they collectively outnumber, outproduce, can outdo them in logistics and industry) and they have little conception of sensitivty to losses, psychological intimidation, or defeat. They are persistant in the long term, which is a huge advantage (and a problem in decisively defeating them.) This can also be enhanced by the WAAAGH effect, as the more orks there are the higher their morale/confidence (whereas the fewer the less.)

Which goes a long way to balance some of the obvious flaws to the Orks (lack of generally complex tactics - although not always, their straightforward approach, etc.) They do possess much in the way of speed, though. But what it really shows is how differently their goals and objectives are compared to humanity - what woudl be insane or foolish or wasteful to humans is not neccesarily so to Orks, even when going by Imperium standards.






Page 47
In large scale engagements, as between regiments or full armies, an Ork army uses every asset at their disposal, holding nothing back and practising the fine art of total war. When taking the field in this manner, Orks typically outnumber their enemies by at least three-to- one, if not more. This great number of warriors is required for the success of the Greenskins’ headlong, swarming fighting style, which is designed to sacrifice waves and waves of Orks and Grots to allow the main force of the army to sweep the enemy from the battlefield. To achieve the desired effect, Ork armies often consist of numerous different tribes, and can contain tens or hundreds of thousands of Orks, and Gretchin. During a full-fledged Waaagh!, the number of Orks is usually tallied in the millions or more.
3:1 for Orks also should take into account their difference in size/mass and toughness which can make the ratio even worse, although their preference for close range combat and relativ inaccuracy mitigate this at range.


Also the scale of Ork conflicts typically, and again their adaptability to attrition.







Page 47
...the Gretchin are used as cannon fodder, to soak enemy fire and to draw their attention away from the primary thrust of the upcoming charge. Occasionally, this first wave is accompanied by Killa Kans, to add extra punch and help keep the Gretchin on task. As the wave of Grots crash on the enemy position, a running, shouting, hollering band of Slugga Boyz follow quickly behind...
...
Supporting the Slugga Boyz is typically a mix of Shoota Boyz firing for effect from medium range, and Stikk Bommas lobbing grenades and explosive Squigs indiscriminately into the melee.







Page 47
Warbikers and warbuggies, along with trukks full of Orks, run around the enemy flanks, harassing outliers and attempting to cut the opposing force into easily defeated pieces. Elsewhere, Tankbustas dismantle enemy armour, while Burna Boyz flush enemy troops from cover and fill bunkers and pillboxes with searing flame. When called for, Ork armoured units composed of looted tanks, wartrukks, gunwagons, bigtrakks, and the occasional battlewagon clank across the field to engage enemy tank columns, supported by infantry, Deff Dreads, and scores of Mekboys.





Page 47
Once the battle is joined, Orks typically fight until they win or are utterly destroyed. They use their numbers, their savagery, and their sheer glee in battle to grind their enemies to dust, and win the day against any odds. Occasionally, especially when led by a particularly cunning leader, Orks retreat or regroup in the face of overwhelming odds. Even then, it is only a temporary lull in the fight. Ever the eternal optimists, Orks consider all of these options as great successes. Either they win, they’re dead and it doesn’t matter any more, or they can come back and fight again.
IE you can drive off Orks or push them into retreat (in some cases at least, either because of a cunning leader who knows the value of withdrawl, or because you can overcome the effects of the WAAAGH driving them on and demoralize them.) but that is only until they can amass forces to return. Such as with the two conflicts in Armageddon.

That said its not totally unheard of for Orks to be routed, so this should not be taken as absolute (and thus giving races like th eldar/DE/Tau a chance to defeat Orks.)





PAge 48
In the heat of battle, a Warboss expresses the qualities to which every Ork aspires, and they become, in a sense, living avatars of Gork and Mork, the twin gods of the Orkish pantheon.
Much as Gargants are, because it fits in with the ork psyche and Ethos (biggest, most powerful, etc.) Of course that is also a weakness and a good way of defeating them psychologically (as with the 'mob rule' thing).






Page 48
Occasionally, however, such an army turns into a fullblown Waaagh! and can pose a grave threat to even the most strongly fortified Sector or Segmentum.
Scope of threat a WAAAAGH can represent.





Page 50
Orks grasp the rudiments of their technology on an instinctual level. How exactly this works remains largely a mystery, although some studies performed by the Magos Biologis suggest that this may be a result of the latent psychic potential possessed by all Greenskins. Whatever the case might be, whether Orks understand technology due to psychic powers, from hard-coded genetic memory, or simply by rote or inclination, every Ork in the galaxy can design, build, and maintain the basic weapons and vehicles used by their race. This general basic mechanical aptitude possessed by the Greenskins means each boy in a mob can easily build and repair their own weapons, armour, and assorted wargear without having to rely on any kind of maintenance or supply infrastructure. In turn, this mobility and adaptability makes them an incredibly adaptable and frightfully efficient species.
Odd as this sounds its probably true, since it probably originated as a joke. The main asset as I see it is that it doesn't require any particular precision or finess to be reliable or effective - the psychic 'WAAAGH' factor probably is the big factor in ensuring that (Why Ork weapons are reliable for them but unreliable for others.) It also means they can take hulks/scrap or even asteorids and convert them into things they need with some measure of effectivesness even though by other races's standards its pretty simplistic or crude.


It doesn't mean they DON'T need an indsutry to be effective of course - else why would they bother enslaving races and turning their factories to their use. but the adaptability inherent in this means they expend less effort developing it than others (because in a sense they 'loot' others industrial and economic capabilities.) This is teh technological version of the Ork 'recruitment.' - they grow from spores (as needed and in what quantities and develop faster than humans) they do not need to 'learn' as such (eg no training), they have their more or less mobile ecosystem (which is varierty of benefits) and their tech/logistics base is highly adaptable.







Page 50
Some of these Big Meks, occasionally called “Mek Bosses,” become so powerful that they command entire warbands or tribes and have thousands of Boyz at their command. Clans run by Big Meks are more technology-oriented, and tend to have a higher than normal concentration of “kustom” gear and combi-weapons among the ranks. They also have more cyborks and advanced war machines like Deff Dreads, Mega-Dreads, Stompas, and even the highly volatile and destructive Gargants, as well.
Different from 'Flash Gitz' but along the same lines I suppose. One of several ways Ork 'bands' can be high tech (by Ork standards anyhow.)







Page 51
Ork technology captured in battle and examined by the Adeptus Mechanicus defies all description and classification. Guided by each individual Mekboy’s particular, for lack of a better term, “design vision,” no two pieces of Ork equipment are alike. They show no signs of standardisation or mass production, and vary so widely in their construction, design, and make-up as to make each piece of equipment essentially unique. The only commonality among Ork technology is that, as far as any learned Magos of the Priesthood of Mars can determine, every shoota, trukk, lobba, and suit of mega-armour seems to be nothing more than a random collection of scrap parts, gubbins, and metal plates bashed together in random fashion that simply should not function.

Somehow, their ramshackle vehicles run, their terrifyingly crude flyers stay in the air despite lacking any kind of aerodynamic qualities, and their weapons to fire chattering bursts of slugs or to disgorge gouts of flame, plasma, or other types of energy, despite seeming nothing more than collections of flammable junk. For this to work, however, a Mekboy must have an idea of what it is that he wants to build. He cannot simply build a basic item that resembles a firearm, and then dictate what kind of ammunition it fires or what effects it inflicts on its enemies at a whim. If, for example, a Mekboy needs to build a plasma pistol, he begins to construct what he imagines a plasma pistol to be. Sometime during this process (assuming that it is not cut short in an explosive fashion), it occasionally begins to function as such, even if Imperial scholars and tech-adepts cannot determine how this occurred.
***






Page 51
Orks also hold numerous related and seemingly bizarre beliefs regarding the importance of colour and how it affects their wargear
..
The fact that this actually seems to have any bearing on reality continues to confound the Adeptus Mechanicus. The beliefs and superstitions of the Orks, and the gestalt phenomena that accompanies them, added to each Ork’s ability to carry out basic construction and maintenance of his wargear...
***






Page 52
A single Nob can easily endanger whole squads of Imperial Guardsmen..
Which I interpret to mean a single squad, but possibly more. Meanin they might be equal toa Space Marine or better.








Page 53
Bashed together from thick steel plates, scavenged power-exoskeletons, powerful hydraulic rams, and other bits and gubbins of military and industrial detritus, mega-armour is one of the heights of the Mek’s craft.
...

These ponderous, clanking, smoke-belching suits of armour allow an Ork Warboss or Nob to stand toe to toe against even a Space Marine in Tactical Dreadnought Armour, and make them nigh unassailable by Imperial Guard troopers armed with anything less than potent antitank weaponry.
Mega-armour. Orkish equivalent of Terminator armor, it seems. Like termy armour you need anti-tank weapons to take them out.







Page 54
Killa Kans are smallish, bipedal walkers composed of a rickety, lightly armoured “kan” perched atop a pair of piston driven legs, and armed with a selection of ranged and close-combat weapons. Relatively primitive and weak by Ork standards, they are nonetheless fast and incredibly dangerous for their size, and one or two are more than a match for an Imperial Guard Sentinel Walker.
...
..hard-wiring a volunteer Grot directly into the control systems. This painful procedure is not unlike the technology used in the creation of Space Marine Dreadnoughts, although significantly cruder and messier.
...
..implanting a Grot into a Killa Kan often increases the creature’s aggression and brute savagery by an inordinate amount.
Killa Kans capabilities compared to Sentinels, albeit with something akin to Dreadnought MIU linkage.. Also, armed with one heavy wepaon and one melee weapon (power claw or saw)) typically but could mount two melee or two ranged weapons as well.







PAge 56
Based around a similar, if infinitely cruder technology than those venerable machines of war, Deff Dreads are infinitely more powerful than their smaller Killa Kan cousins. With heavier armour, bigger guns, and a more powerful power plant than many walkers of their size and class, Deff Dreads pack an incredible amount of firepower and destructive potential in a relatively compact package.
Deff Dreads vs Dreadnoughts and Killa Kans.






PAge 56
They are typically armed with two forward-facing heavy weapons like skorchas, rokkit launchas, or big shootas bolted directly to the kan, along with anywhere from two to six mechanical arms. These arms usually end in some combination of slashing power klaws, hammers, and numerous types of loud and cruel flesh-tearing saws.
They are relatively rare due to the implantation process though. This oddly makes them closer to CSM Dreadnoughts, given the frenzy it inspires and suchlike, same with Killa Kans. They are also less expendable than Kans.


Like Kans the armament described is 'typical' but hardly absolute, but they mount generally only four weapons of any type (so the other four arms must be something else, or are always melee weapons, or are just rare variants.) So 'typically' they could have four melee or four ranged weapons also, or possibly up to eight (six arm and two fixed.) ranged weapons.






Page 56
..Deff Dread involves surgically implanting numerous tubes, nerve probes, cranial jacks, and other, more esoteric bits of mechanical device plugged directly into his brain and spinal column
Orkish MIU analogue, I suppose.






Page 58
Squiggoths range in size from roughly the size of a Leman Russ main battle tank to nearly as large as a Warhound Titan. The size of a Squiggoth depends largely on the mix of food they are fed as they grow.
...
Squiggoths are used as a combination battle tank, personnel carrier, and mobile siege engine.
..
...a Squiggoth is first fitted for a suit of Squiggoth armour, an articulated suit of cobbled barding.
..
..Squiggoths are fitted for fighting platforms called Howdahs, which mount heavy weapons and carry an assortment of Boyz...
Squiggoth - Organic Ork armour/war engine of varying sizes. Howdah plus squiggoth is an Orkish version of 'heavy fire support/mobile artillery platform' and APC.






Page 58
Gargantuan Squiggoths often mount an entire fortress on their back, a fortified and enclosed pillbox bristling with artillery and heavy weapons..
Orkish Squiggoth superheavy/Titan analogue, I'm guessing.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

And part 2:


Page 59
Massive on a scale typically reserved for super-heavy tanks and small-to-midsized Titans, Squiggoths are simply too large for most infantry squads to harm directly. Armoured companies, siege weapons, and wide orbital bombardments have all been used to bring such creatures down in the Spinward Front..
Again Squiggoth size and analogy, as well as the firepower needed to take one down. Possibly implies what may be needed to take out Titans (if not at least some kinds of Superheavies) as well.







Page 59
Typically the size of a Chimera transport, Squiggoth Howdahs are pieced together by a warband’s Meks from scrap metal, scavenged armour plates, and the stripped hulls of enemy fighting vehicles..
Approximate size of a 'typical' Howdah gives a scaling benchmark for typical squiggoths. Mounted with big shootas (2 on each side) and a supa-lobba. plus two other weapons (kannon or kill kannon) Carries 10 Orks inside the Howday and up to 12 hanging outside. Garganguant carry twice that.






Page 60
Warbands are typically part of a larger tribe, which can number in the hundreds, thousands, or even millions of Greenskins, and is led by a powerful Warlord.
Whether this means the warband or tribe numbers that much we dont know.







Page 60
The Orkish economy, such as it is, is based on “teef,” which are literally Ork teeth, harvested from living and dead Orks. An Ork’s teeth constantly grow, and those that are lost are quickly replaced, which means a nearly endless, if slowly produced, supply of currency. In such an economy, the Orks whose teeth grow the quickest are the wealthiest, and the teeth of the Bad Moons grow the fastest of all.
Orkish economy. Rather simple, straightforward, and sort of egalitarian in its own Orky way.






Page 61
Though they do live to acquire wealth and material possessions, the Bad Moons do serve an important function within Ork society. Bad Moons make excellent merchants and money lenders. They know the value of any item at a glance, and with a quick study of an individual, they can discern exactly how much that individual is willing to pay for something.
Orks actually DO have a banking system, it would seem. Who'd have thunk it.





Page 61
Considered untrustworthy by their fellow Orks due to their peculiar ways, these Orks put a greater emphasis on “cunning and tactics than on the typical brute force approach favoured by other Greenskins. Blood Axes often trade instead of steal, parley instead of bellow, sneak instead of charging headlong into the withering fire of their enemies, and even retreat instead of dying in a heap with nothing to show for their effort. In addition to their decidedly un-Orky tactics, they have been known to fight for the Imperium as mercenaries, taking their pay in coin and materiel instead of teef. Some have even taken to the stars as Freebootas, where they split their time between piracy, raiding, and honest trade.
The Orkish standard for 'competent tactics' such as it is :P Make your own judgements/jokes relative to Imperium, I am sure others would.

Also freebooters may engage in actual trade instead of just piracy. Again, whod've thunk it.





Page 61
In combat, they use battlefield tactics closer to those of a professional army as opposed to the more usual Ork tide of violence, using moderately organized squads instead of mobs and employing basic tactics like enfilading fire, feints, staggered advances, and even the occasional clever ruse
Again Blood Axe tactics and how they differ form other Orks (as well as identifiying traits of a 'professional' army in 40K terms.)






Page 62
...perhaps the most confounding to their enemies are their use of stealth and camouflage, and their proclivity for clandestine warfare.
...
..many Ork Kommandos come from the Blood Axe clan. While not perhaps as stealthy or as well-trained as those special forces operatives of the Imperium, Eldar, or Tau, they are still brutally effective. It is their use of obfuscation, misdirection, and plain sneakiness that has given them an unsavoury reputation among others of their race.
Ork (and Blood Axe) Kommando tactics.




Page 62
While they alone among the Ork clans use camouflage, the Blood Axes do not understand why it works, only that it does.
...
...no matter what kind of camouflage they wear, and no matter what branches, bits of moss, scraps of metal, and the like, that they strap, pin, nail, or glue to themselves, the camouflage keeps them hidden as long as they think it keeps them hidden.
'Forest Colored ones are sneakier?' The WAAAGH effect clearly extends not just ot technology and speed, but also to their tactics and warfare to some extent.







Page 62
They are among the most daring drivers and pilots in the galaxy, and the prowess of an experienced Evil Sun in the cockpit or behind the wheel is easily the match for any Imperial Navy pilot or Imperial Guard tank driver.
Which is perhaps saying something.






Page 63
The use of red paint is a tradition stemming from an ancient Orkish rite of slathering one’s mount with the blood of one’s enemies. While blood is still used among the older, more traditional Evil Sunz, in modern usage the blood has given way to thick, bright red or crimson paint, the application of which has become a practical superstition.
...
..it seems that any vehicle painted red actually has its speed significantly increased, a fact that baffles Imperial observers.
Again the WAAAGH effect makes (collective) and strongly held belief a reality - a more straightforward and simple version of Imperial Faith ttrnaslating into Miracles. And perhaps Chaos sorcery at that.

I like the origins they ascribe to it as well, which is appropriately Orky.







Page 63
This knack for knowing the value of junk and what (if any) use it might be, combined with a natural technical aptitude, would make the Deathskulls the pre-eminent engineers of the Orkish race if not for their drastically short attention span, which typically extends only as long as it takes to steal an item....
..

...the Deathskulls do turn out an inordinate number of Mekboys from their ranks...
Meks seem to need an innate ability to scrouge, which makes sense when you consider how they function.







Page 64
In longer engagements, Baneblades, the remains of heavy grav tanks, and even the occasional Titan has been seen wearing the horned skull of the Deathskulls.
Looted Baneblades, Titans, and Grav vehicles. Oh my. :D








Page 64
..the Deathskulls consider blue to be a lucky colour that protects from harm and misfortune.
...
...arms, armour, and vehicles to mundane workaday gear, is slathered in numerous shades of blue in an attempt to court fate. They even paint their proud green skin in shades of blue to ward off attacks, accidents, wounds, and illness.
Blue Ones Hurt less? Yet another example of the WAAAGH effect in action. If this collective belief does produce some tangible effect, it could again go some way to mitigating their striaghtforward 'Ork wave/attrition' tactics. One imagines the same might be true in Imperials if their conviction/faith is intense enough (like the meat droids of Krieg, perhaps??)







Page 64
..the Snakebites build up a natural immunity to all but the most potent venoms.
Useful trait I bet.






Page 65
..the Snakebites have a reputation as the finest breeders of Grots and Squigs among all the clans. Their Runtherds breed the fiercest, toughest, and most easily biddable stock,..
...
...only the Snakebites possess the skill and knowledge to breed, and mix the special feed for, the terrible Squiggoth. These massive Squiggoths and ferocious Grots come in extremely handy in battle, as the Snakebites favour a fast, savage, frontal assault backed up with Grots armed with all manner of crude melee weapons.
Orkish equivalent of organic and biological technologies. Also melee Gretchin.






Page 65
Goffs are longer of arm and broader across the shoulder than nearly any other Ork. With their reach and their immense strength and endurance, they can out-swing, out-punch, and outlast all but the toughest foes, such as the Battle-Brothers of the Adeptus Astartes, making them powerful and incredibly capable brawlers and melee fighters.
Meaning the average Goff is roughly as capable as a Nob (asusming 1 Space Marine = 10 Guardsmen).







Page 65
...huge, snarling mobs are the calling card of the Goff clan, and their armies tend to be larger and more homogeneous than those of other clans. While they make decent battlefield strategists, their tactics lack any kind of subtlety, and begin and end largely with the time-honoured “screaming charge directly into the enemy guns” manoeuvre. Their preferred weapons for this kind of action are the ubiquitous slugga, often with some kind of bayonet or other melee attachment, and the heaviest, choppiest, wickedest choppas they can carry. Goffs also love a good explosion, and typically carry about their persons a clutch of stikkbombs for lobbing into trenches and clearing out bunkers and pillboxes.
Goff tactics. Straightforward and even more attritional than typical Orks.






Page 68
The armour is sharp, but it’s not very thick. The problem is hitting them. Lead your shots as much as you can
Suggesting its possible for DE armour to be penterated by lasfire.






Page 68
These guns are poisoned. Try to get extra de-tox doses before fighting Eldar
Suggesting DE poisons MIGHT be stopped by Imperial de-tox.






Page 69
Their xenos technology allows them a singular disregard for what the other races might consider their front lines, causing no end of consternation among those on the Lord Marshal’s staff charged with securing the Imperium’s territories.
Mobility and unpredictability being the Dark Eldar (and to an extent Eldar) specialty, giving them mobility (especially at galactic levels) that outstrips virtually everyone else in the galaxy except perhaps the Necrons and Chaos Daemons.






Page 70
Although a battlegroup of four full regiments is now operating out of the Kalf staging area, efforts to root out the raiders have been thoroughly unsuccessful.
at least 4 regiments in a 'battlegroup' - at least within Calixis definitions.






Page 70
The incredible speed with which they can travel between warzones means the same force can engage in numerous conflicts across the Front with impossible haste, or abandon the entire Sector for a fight halfway across the galaxy.
DE mobility.






Page 71
..on Ohmsworld, where the brutally dismembered corpses of missing patrols and reconnaissance platoons have been found scattered about the mist-shrouded plains.
...
Attempts to safeguard these operations with additional troops or to reinforce them via rapid-response units have thus far been unsuccessful. The only hint at the killer comes from a panicked vox transmission sent by a Sentinel patrol, which warns only of “shadows that walk like men.”
If you recall Ohmsworld is the 'hive-world' like place with the archeotech superfilters that can accumulate and filter tiny ore particles and is basically an utter shithole to fight or see in outside. Use of recon assets and rapid-response units. Which are at least sentinels.


I'm guessing the hunters are Mandrakes.






Page 71
Though there is not a single officer amongst the Lord Marshal’s command structure who would admit to it, the standard doctrines of the Imperial Guard are singularly unsuited to warfare against a foe like the Dark Eldar. While the raids and lightning strikes typical of the breed can be stymied or driven back by fortified garrisons or well-manned defensive lines, there are not enough soldiers in the Imperium to fortify every possible target to the necessary degree. This uneven distribution inevitably leads to weak points in the defensive line, with supply posts and listening stations being crippled by lightning fast raids in preparation for a major assault.
..
..the Children of Thorns have learned to torture Guardsmen for information on their commander’s strategic inclinations, and prepare accordingly.
..
Matters only become more complicated when the Imperial Guard must contend with protecting a civilian population. Expanding defensive perimeters to include every significant settlement is generally impossible to achieve...
I suspect its not just the fact they have massively faster vehciles (grav vehicles at that), but its their ability to use the webway to make unpredictable tacticla strikes - both because the webway is faster and more reliable, but it also allows direct strikes on the planet from unknown directions. That is, they can strike not only at parts of the planet the Guard may not fortify (or divert them), they can strike at whole planets before forces can be redeployed to respond to that planet even.


Coupled with the DE tactic of seeking only to raid and plunder and enslave rather than crush enemies, its perhaps small wonder why the DE are hard to engage (whereas the Eldar might be comparatively easier, as when they go to war its to defeat/destroy a particular threat.)


After all the DE can give the Tau problems also based on the same reasons.






Page 71-72
The officers who have commanded such victories [against Dark Eldar] can be found across a variety of regiments and hail from all manner of worlds, but they are invariably those who can bring a flexible frame of mind to bear on an ever-changing battlefield. As each triumphant strategy is applied, it loses some of its potency, as the swift and devious xenos adapt more easily than the dogmatic guardsmen.

However, if there is one thing as bottomless as the reserves of the Imperial Guard, it is the arrogance of the Eldar race.
...
Veteran commanders across the Spinward Front are learning how to bait the Children of Thorns into suicidal confrontations across a killing field only the Imperial Guard could provide.
Entrapment/deception is perhaps the best-used counter to the Eldar, as the examples of DE being defeated are most often a result of that (Shadow Point, the 'Hellbreak' Short story from Let the Galaxy Burn, various Space Marine engagements with them like the Iron Snakes in Tactica Imperailis or Brothers of the Snake, etc.)






Page 72
Even what little knowledge of the xenos is allowed to the rank and file of the Imperial Guard is utterly forbidden to the civilian populace of Imperial worlds, a measure that keeps the faith and fervour of such populations burning strong with pride in humanity.
So there is at least some leeway in the whole 'secrecy vs knowledge' thing for the Imperium, at least when it comes to aliens. Nice to know they're not totally inflexible, even if grudgingly so.






Page 72
If the Dark Eldar are a threat and a terror to the trained soldiers of the Imperial Guard, then their effect on the helpless and superstitious populations of the Imperium at large is nearly beyond description.
...
..finding the remnants of a once-thriving outpost to be home to nothing but empty houses and the unburied dead can pose a severe blow to a regiment’s morale, sometimes impairing their fitness for duty to unacceptable degrees.
..
..blame for their suffering is often transferred to the very soldiers whose intervention saved them [civilians] from a fate worse than death.
...
Only the most diplomatically minded commanders are able to restore a raided settlement to anything resembling efficiency, and many have found it more expedient for Imperial interests to raze the area at the first sign of unrest, and place a call for new settlers or colonists to take the place of the survivors. No matter how cunning or ruthless the solution, such efforts often leave weak links behind in the local garrisons, which are often targeted for follow-up attacks...
Probably another big reason which makes the Guard unsuited to fighitng the DE. They specialize in terror, torture, psychologicla warfare, etc. and the Guard are mere humans, not Space Marines or Orks or other aliens. The shit the DE are into make anything that a non-Chaos human would consider tame by comparison. It also again reflects just how differnetly alien 'doctrines' and objectives can be - the DE don't fight to take or hold territory (much like the Eldar or Tau), they seek slaves and suffering, both of which have tangible benefits to them, and can complicate attempts to fight them.








Page 73
...made the relationship between the Children of Thorns and the various heretic forces impossible to categorize with any single designation. High Command passed down orders to cease any further efforts towards this end rather than risk further exposure to the works of the Ruinous Powers...
...
...several officers were publicly executed for authorizing intelligence operations against the Children of Thorns, and many other high-ranking commanders have decided limited intelligence to be a more acceptable risk than the charge of heresy. Others question the cost of self-enforced blindness to enemy actions, and accumulate support for their viewpoint with each raid past Imperial lines...
Intel efforts against Xenos - at least when they're not being suppressed by paranoid officers. At least some Guard officers know the value of information about the enemy.







Page 74
Detailed analyses, run through the logicengines of the Mechanicum and illuminated by the Emperor’s Tarot, show that the Children of Thorns are seeking some goal entirely unrelated to their pacts with Duke Severus..

Predictive engines and precog to anticipate DE intentions.







Page 75
War, as it is commonly considered in the Imperium, is a notion entirely anathema to Commorrite sensibilities. To the Dark Eldar, the only objective worth seizing is power, and any method, tactic, or stratagem that can claim it is valid so long as it succeeds. The ruthless struggles of their society quickly weed out anyone capable of grasping concepts such as “civilians,” “lines of battle,” or “rules of engagement” as anything but weaknesses to exploit. The Imperium may practice total war, but the Dark Eldar only practice slaughter.
Difference between DE and Imperial ways of waging war. The fact the Imperium may actually make even slight distinctions of 'civilians' or 'rules' is kind of bizarre, especially given the 'total war' reference later, but there you go.







PAge 75
Cunning and stealthy scouts are sent ahead to find worthwhile targets, or to warn against guarded ones. By the time a Kabal has committed any true measure of its strength, it knows all that can be learned about its foe, while showing no sign of its intentions. Every Webway gate within range flares with a sudden life, and more are opened by the arts of the forward leaders. Such raids are invariably over strength compared to what is actually necessary to take the objective, but the crushing force of the assault allows them to shatter any resistance and seize whatever prize they might like before even the word of their presence can be spread.

In most cases, this is the whole of their strategy...


Larger conflicts see the same pattern repeated endlessly against new targets, always striking at the openings forced wide by their most recent assault.

Eventually the terror and confusion brought into their foes collapsing infrastructure....
Dark Eldar approach to warfare - extensive knowledge, speed, surprise, overwhelming force and strike where weakest.. Part of this is because the DE can't last outside the webway's protection (which apparnetly accelerates the soul-sucking of Slaanesh) so they go for quick, overwhelming and absolute victory. Given their advantage with the webway and grav vehicles this is hardly surprising.

It shoudl also hardly be a surprise that the Imperium is considered sluggish relative to this, given even the slowest Eldar superheavies could pull up to several hundred km/hr at top speed, had highly supersonic (if not hypersonic) jetbikes, and such.





Page 75-76
...the slave raid is something of a template from which all other notions of battle held by the Dark Eldar are derived, and is a rare conflict where they cannot find an opportunity to take captives.
..
Dark Eldar are also quite skilful at preserving the lives of their targets to eke out every drop of their suffering..
...
...a goal found without exception on some level of the planning for every raid is the spreading of terror and pain to those involved. In most cases, this is a secondary goal, with torments inflicted during the raid serving to invigorate the Kabalite forces and help them endure the vitality-sapping effects of realspace.
Such torment might also be simply the purpose, not unlike the Emperor's Children, as they can be driven by whim/passion/emotion like any Slaaneshi. Or to sow terror. Or for 'artistic' reasons. Or whatever.






Page 76
After disposing of the failed Kabal that so humiliated the lords of the Dark City, a new raid may be planned that combines the efforts of many prominent factions.
...
...these raids are rarely executed in actuality, typically falling apart in a frenzy of power plays and opportunistic strikes.
...
..but not even a blow to their pride can stir the inhabitants of the Dark City to true warfare. Instead, the soldiers and materiel that might be mustered for a campaign of decades or even centuries are wielded in a single, brutal stroke..
Dark Eldar not only have ego problems, but they have infighting and unity issues which can hamper their ability to coordinat elarge scale attacks.





Page 77
The Kabal seems to take its name from a relic of arcane technology borne by their Archon...
...
he tears down ferrocrete bastions with its blackened grip.
Kabal of the Obsidian Gauntlet and their ancient super-powerfist.





Page 78
The majority of a Kabal’s ranks are grown rather than birthed, and brought to maturity by the sciences of the Haemonculi, rather than the attention of their biological progenitors. Dark Eldar who hold themselves especially powerful will flaunt their status by indulging in the expense and effort of raising a naturally born scion of their blood.
As we learn from the DE codex they use 'vitae womb' stuff which means artificial birthing, but may or may not involve cloning also.







Page 80
..one or more members of an Archon’s retinue has arrived on the battlefield as the host of an alien parasite known as a Medusae, forced to operate as a puppet and vehicle for the creature’s hungers..
..
Medusae have a natural affinity for certain psychic forces, although weak and narrowly focused. They are drawn to strong emotion, which is believed to provide a degree of sustenance for their kind. When threatened, they can project these energies in an assault on the attacker’s mind. The Medusae found in their service have been outfitted with devices to amplify this attack into a truly deadly weapon that liquefies brains.
Medusae psychic mind control parasites. I'm betting its a psychosonic attack too.






Page 86-87
The echoes of psykers tortured to death by the Crucible’s maker are trapped within the artefact, bound into a physical space that binds their spiritual essence in a perversion of the Warp and realspace
Crucible of Malediciton. Renders people catatonic. Psychic bomb.





Page 87
Each has been crafted to channel pain and suffering into its depths like a reservoir of cruelty, and has drunk deep of such darkness over centuries or millennia. When these energies are released, they hammer at those nearby with an indescribable fury, transforming sensation into a physical and psychic blow
Orb of Despair. another psychic bomb.






PAge 87
A Shattershard is a particularly deadly Dark Eldar ranged weapon made from a fragment of the transdimensional portal known as the “Mirror of Planes” that cruelly traps its targets reflections before dashing them to pieces. Anyone whose reflection is smashed in this way suffers the same terrible fate.
Not psychic bomb per se, but still nasty.





Page 88
The transformation a Dark Eldar must undergo is in equal parts delicate and brutal, a series of surgeries that hollow their bones, reshape and repurpose their musculature, and add a number of other augmentations that allow the Scourge the ability to fly.
Scourges and an indication of Haemonculus fleshcrafting.






Page 90
These killers venerate to Khaine, the Bloody-Handed God, whose iron statues decorate their obsidian shrines, lit by the burning corpses of those too weak to achieve the status of Incubus.
...
..he must hunt and destroy an Aspect Warrior in a duel, defiling his foe’s soulstone to create a psychic torture device aptly named a tormentor.

Though Incubi do not have a sense of honour in the way humans would define such a thing, they are highly disciplined and obsessed with an ideal of perfection through ascetic study of the art of murder.
Incubi. As we know from other sources they're sort of the Dark Eldar version of Aspect Warriors as created by Arhra after he turned from the Striking Scorpions.





Page 92

- Some sort of jungle fighter - Catachan, apparently wielding a huge bolter.







Page 92
And yet, even their dark dreams are haunted by some creatures too terrible to fully imagine, things that tug at the corners of reality by their mere, abominable existence. Mandrakes are such creatures, vile things that hail from the labyrinth dimensions.
...
While their form recalls that of the Eldar, they are shadowy, half-real creatures that simultaneously inhabit both reality and somewhere beyond the grasp of such logic.
..
Mandrakes feed directly upon the essence of life, casting a pall of frost over any place they enter and stealing energy from their hapless victims.
Whether they're warp-based or not seems to vary according to the source, but I believe the FFG stuff is going with the more recent interpretation of Mandrakes.







Page 93

DE Ravager - 130 kph, 1 pilot 3 gunners, 3 sponson weapons (Dark Lance or Disintegrator.) Also have flicker shields which seem to be DE version of holofields.







PAge 93
Though the Tantalus is not a particularly common vessel and is only occasionally used in realspace raids in the Spinward Front, its value as a weapon of terror is inestimable. It seems an aerial impossibility that spurns the grip of physics, an elegant mass of razors sliding along through the sky to dismember anything in its path.
..
Though more fragile than other vehicles of its scale, its speed and agility make it extremely difficult to hit with many of the infantry weapons that are even capable of damaging it, such as meltaguns and grenades.
..
The frame of a Tantalus is defined by the vast, power field-shrouded scythes running along its sides.
I'm guessing its meant for ramming anything fleshy and meaty, even though its an Eldar Skimmer. Bladed hit and run whilst high on combat drugs seems sooo appropriately Dark Eldar.


Its mentioned that the blades also mean that anyone who fails to destroy one by grneade or melta will risk evisceraiton. Would suggest a range of between 40-50 metres tops (meshing with approximate grenade throw range) for meltas.


Stats: 80 kph , carries 16 Dark Eldar. Also has flickerfields.






Page 95
The Ordos Xenos is still at a loss to explain the Kroot’s ability to construct and operate such advanced vessels, though some theorise that it is perhaps the product of innate genetic information obtained from devouring Ork Mekaniaks at some point in the past. The Kroot Warspheres are peculiar vessels, with no two alike, that serve as both homes and warships to the Kroot who travel among the stars. While relatively slow and ungainly, the Warspheres are sturdy and reliable, and unlike Tau vessels, they are capable of long-distance Warp travel. How the Kroot manage to safely navigate the dangerous ebbs and tides of the Empyrean without the benefit of Navigators is a mystery.
Speculation on the origin of Kroot Warspheres. As good an answer as any I suppose although you have to wonder how they manage to make them more reliable if its based on Orky 'know whats' - and why they don't build other orky things if they have such info-absorbing abilities. Then again who knows, they may have that knowledge. And possibly knowledge from other races (that they somehow don't apply...)


Also they navigate the Warp somehow, and one assumes better than Orks do.




Page 96-97
The dominant Tau tactical doctrines—the Kauyon and the Mont’ka—are essentially hunting techniques, practiced by the Kroot long before they came into contact with the Tau. The Kauyon, or Patient Hunter, is nothing more than baiting the trap with a lure, to allow the hunter to strike from a hidden position.

The Kroot, masters of stealth and ambush, will often attempt to lure their foes into carefully orchestrated traps...
...
Mont’ka, or the Killing Blow, is a method not regularly practiced by the often impetuous Kroot, though it is a favoured technique of some strategically minded Shapers. There are effectively two variants of the Mont’ka. The first relies on patience and clear tactical vision to wait for a target of opportunity to present itself, and strike at the precise moment to cause the greatest harm. The more aggressive alternative is to actively seek out the exposed target, often the enemy’s command element, and eliminate it with a swift, fierce strike.
Kroot tactics. They seem naturally well suited to Tau tactics, which probably is not all that surprising.





Page 97
Though predisposed to ambush and guerrilla-style hit and run tactics, the Kroot are quite capable foes when confronted in the open, often relying on fearsome charges to carry the day.
..
..against the massed firepower of Imperial Guardsmen entrenched in a fortified position, the Kroot are at a severe disadvantage, and avoid exposing themselves to enemy fire if at all possible.

Unlike their tau allies, they seem to have no reservations about direct assaults. Although they're not as stupid as the orks as to charge directly into gunfire directly if they can help it.






Page 98
At some point, some Kroot developed the innate ability to isolate and determine the suitability (or lack thereof ) of the genetic traits of a creature’s flesh before actually absorbing it.

By instinctively isolating and analysing the DNA contained with the flesh of potential food sources, these exceptional Kroot, known as Shapers, can determine whether the prey’s characteristics are favourable or detrimental to the genetic advancement of their Kindred, and can thereby guide the development of the other Kroot.
Kroot genetic 'adaption' ability. sort of like yet unlike abilities possessed by Orks/Tyranids/Space Marines in that its more manually instituted.






Page 100
Standing around two metres tall, the Kroot have a deceptively frail appearance, but their wiry bodies possess inhuman strength and speed. The arboreal xenos are able to spring among trunks and branches of trees with amazing swiftness and dexterity, and move with a loping, bounding gait on the ground.
..
..the efficient Kroot digestive system is capable of breaking down nearly any organic material and converting it into energy that can be stored in specialised organs called nymunes.
Kroot height and physical capabilities.






Page 100
..and wield exotic hybrid weapons that combine primitive slug rounds with advanced pulse technology..
The latest codex also makes them sniper weapons in some cases, but it does reinforce the 'projectile weapon' aspect of pulse ammo.






Page 102
Muscular, ape-like beasts, the Krootox would likely have been hunted to extinction did the other Kroot not find them useful as beasts of burden and war.
...
Among the Ogryn assigned to the Spinward Front, it has become something of a fundamental test of strength to attempt to overpower a Krootox in the heat of combat, a quirk that has cost more than one Ogryn a limb or two.
Krootox - if Ogryn were mobile heavy weapon mounts (Actually they have been, if we recall Imperial Glory) Seem to be similar in capability to Ogryn too.





Page 104
..the Great Knarloc is an evolutionary offshoot of its smaller cousins, with full-grown specimens standing four-and-a- half to five metres or more at the shoulder. Though
..
Great Knarlocs used as baggage animals are typically muzzled and attended by one or more handlers...
..
A Great Knarloc might carry a Kroot Gun, similar to those lashed to the backs of the more common Krootox, or they might sport huge crossbows or ballistae with explosivetipped bolts, or even scavenged Imperial battle cannons.
Great Knarloc - Kroot version of the Squiggoth. Interesting they can pack Battlecannon if salvaged. You have to wonder how much ammo they can carry.






Page 106
Never forget that apostasy can lurk in any heart, even those of your comrades and allies on the field of battle (except for those anointed by the Emperor as spiritual guardians such as Commissars, priests of the Adeptus Ministorum, representatives of the Adeptus Mechanicus, and any superior officers).
Which is why rebellions still happen, since you cannot ensure those you 'excuse' from this are inherently pure (no matter how hard you state it to your troops.) But that unfailing obedience also makes it easier for the commanders to lead their troops unquestioningly INTO treason (since the guys in charge clearly know best and should not be questioned.)


You could actually create an interesting contradiction here - I mean the guys in charge are never wrong, should never be questioned or disobeyed... and yet you can bet that if there were signs of 'heresy' or 'treason' the expectation would be that the troops not only disobey but turn on their leader because he's a HERETIC. You have to love the 'damned if you do, damned if you don't' doublethink inherent in that. Don't question what you're told.. . unless you're supposed to question what you're told.






Page 106
Any of the following can indicate the presence of a witch: spontaneous frost, nasal bleeding, the appearance of strange glyphs, poor sleep, gravitic anomalies, paranoia, aversion to holy symbols or fire, evil omens, and implausible buoyancy.
Whislt they describe heretics, mutants and witches in the same context, that is not neccesarily the case (any more than 'Renegade Marines' neccesarily means Chaos Space Marines.) But the Imperium deals in absolutes generally (or tries to lol.)

Also note whilst they allow the Guardsmen limited knowledge about traitor psykers and such they never outright mention daemons. Probably blame alot of daemonic activity on psykers I bet.






Page 108
These ragged warriors are ill-equipped by Imperial standards, wielding stub guns, hand cannons, and other primitive solid-shot weapons, as well as cleavers and rusty knives. Cultists often wear improvised armour, torn robes, or filthy uniforms, and the strongest among them may be found hoisting a heavy stubber or improvised flamer.
Chaos cultists. Again the solid projectile weapons they pack are considered inferior ot what Guardsmen would use.






Page 110
Recently, a daring Chaos warband raided an Ork force en route to Avitohol.
...
..the Chaos forces were nearly decimated. In the end, victory was gained through the liberal use of virus bombs, and the Ork vessels were scuttled not far from the Avitohol system.
CSM warband using virus weapons on orks in what I gather to be a tactical sense (as they engaged them in ground combat) although it could just as easily be them abandoning the planet and bombing it from orbit, I suppose.






Page 111
..the Chaos warbands operating in the Spinward Front can be grouped into four broad categories of tactics they employ: terror, shock, infiltration, and corruption
CSM/cutlist approach to warfare. Either amazingly blunt (Terror and shock) or sneaky (infiltration/corruption.) depending on who they worship/inclinvations/time of day.







Page 111
Some Chaos warbands prefer to use fear as a weapon, and choose to strike at their enemies’ morale. These warbands execute assassinations of key leaders, isolate and destroy small units, and leave gruesome displays of their handiwork where an early-morning patrol is sure to discover it.
One could argue fear/terror is a weapon ALL Space Marines use, but of course the Night Lords were best known for it.






Page 111
Savage assaults and swift strikes are the hallmarks of a Chaos warband that embraces shock tactics. The main goal of this approach is to hit the enemy as hard as possible, and maintain the momentum until the optimal time for an orderly retreat. Keeping the enemy off balance is another key point for shock tactics, so generally no exact assault is used more than once.
Again a traditionally 'Space Marine' tactic.






Page 111
These warbands have adopted infiltration tactics, which are based around stealth, surprise, and numbers. Chaos warbands using this approach often begin by fomenting and organising rebellion in the local population.
Tactics most Chaos adherents like Slaanesh or Tzeentch use, but also well known amongst the Alpha Legion.





Page 111
Rather than straightforward attacks, the tactics of corruption focus instead on physical and spiritual defilement. This goal can be accomplished in a number of ways, all of them generally clandestine. Introducing psychotropic drugs or mutated human flesh into an Imperial Guard platoon’s food supply is one method...
...
Spiritual corruption often takes the form of seduction—whispers of ambition, wealth, or forbidden lusts in the right ears can bring down supply lines and medicae stations from within.
...
At the extremes, this approach can involve exposing enemy forces to specialised plagues, viruses, chemical weapons, radiation, or even the horrific energies of the Warp itself
Corruption might be considered the most basic of Chaos's tactics, as they 'corrupt' in various ways obvious and subtle, depending on the God. It is also probably one of their most effective, as it enables them to turn almost anyone against the Imperium (or Eldar, or whatever race they may stem from) and towards the purposes of Chaos.






Page 112
Dark Apostles command great respect from other servants and champions of Chaos. They possess magnetic charm and powerful gravitas that can ignite wild and frightening passions in those they inspire. The brutal regime of the Imperium can give rise to boiling tensions and bitter animosity in those with weak
faith or convictions. Dark Apostles are masters at targeting this underlying resentment with their sermons, exposing horrifying truths to inflame the population into revolt.

We've seen some of this in the Word Bearer novels. Dark Apostles perhaps embrace the 'corruption' tactic of Chaos most deeply.





Page 114
The primary weapon for Chaos Space Marines is the bolter, constructed in a multitude of marks over the millennia. These weapons are capable of burst-firing explosive, mass-reactive shells that instantly reduce most infantry targets to splattered clumps of meat and viscera.
Blah blah pretty typical Bolter fluff.





Page 118
Daemon Princes wield incredible power, and a single such adversary could easily butcher squad upon squad of Imperial Guard troopers with ease, its Daemonic hide deflecting almost all blows and its brutal weapons or claws tearing apart those nearby with contemptuous ease.
Powers of Daemon Princes. And this is in addition to the potential for sorcery. It should be noted they are stated to be far from standardized even given this.






Page 143
The men and women of the Imperial Guard are taught to revere the Space Marines of the Adeptus Astartes as mighty embodiments of the Emperor’s martial power made manifest. Consider the horror, then, at the revelation that some of these mighty champions have turned from the Emperor’s grace and embraced the foul and twisted gods of Chaos.

This is a set of medals, usually awarded in secret, and marks the bearer as a member of this secret order. The official reason for the award is always given as something else, a service medal, for example, or an honour for exemplary marksmanship. Those who know what to look for, however, can spot the true nature of this commendation immediately. They and others like them remember full well the horrors of facing a Chaos Space Marine in battle.
Apparently knowledge of Chaos Space Marines (and Primarchs?) amongst the Guard does not result in immediate execution in every case. I admit I could kind of see value in this - it would put in another safeguard/layer of security for some organization (Inquisitors?) when it came to dealing with such things - trusted agents and suchlike.


Of course it also begs the question if there is one such order devoted to CSM.. how many others might there be devoted ot hunting Tau, or Tyranids, or other threats?
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Time for another update. We at last get into only war: Hammer of the emperor. I probably will only toss out the first part here, since I did a ton earlier. Even though its kinda big I should be able to cover it in 3-4 updates (one might be a double, whoknows.) I'll just start out small :P

Page 7
“The regiment is the basic building block of the Imperial Guard. It is its primary force projection vector and its standard formation for every type of unit from reconnaissance to heavy armour. The regimental structure defines both the mission and the man carrying out that mission..
Talk about the regiment being the building block of the Imperial Guard. Which is true, because everything is formed into regiments more or less, but when you get down into specifics of a regiment and how variable the shit is it becomes a bit goofy. Recall that they treat regiments as being roughly 'equal' even though they can vary enormously in size for various reasons (from a few hundred or thousand to hundreds of thousands or more.) composition, gear, doctrine, etc. although in principle since regiments are meant to be 'uniform' that shouldn't be a problem (in reality it depends on how the regiment is raised and who raises it.)

As a rule I much prefer using the company as a building block, and the regiment as an administrative term, as companies are meant to be mixed and matched to create other formations, whilst regiments just (sort of) simplify the logistics for the Munitorum (who can't be trusted to know the true state of their forces at any given time more often than not.)





Page 7
..I knew this might happen, ever since the Emperor smiled upon me and I was moved from triplicating tithe records from the world of Dreah to the august task of secondary calculation of the flow of Imperial Guard rations to the regiments stationed on the world of Cepyrsk in the Spinward Front.
Behold the Munitorum in all its glory! So meticulous that it involves MULTIPLE calculations simply for the rations. I wonder if this is actually neccessary (part of teh calculations of some much bigger bit of logistical something or other) or if this is just more pointless complexity. Who can say.




Page 8
Civilization, training, and technology levels are wildly varied from one culture to the next within the Imperium, resulting in forces mounted on horseback and carrying spears next to elite troops bearing advanced grav-chutes deploying from Valkyrie Assault Carriers. Within these parameters, large formations of mechanised infantry are very uncommon within the Imperial Guard.

The reason for this rarity is because the resources required to equip and maintain vast numbers of armoured vehicles are difficult to acquire, even for such personages as Imperial Commanders and Planetary Governors. Typically, gathering so many war machines also requires a pact or agreement with the Adeptus Mechanicus, for it is the Tech- Priests and Enginseers of Mars who ensure that these vehicles can operate (and be repaired should they suffer damage) in the heat of battle.
Again militaries are variable on world to world which means those raised from those worlds are similarily variable.

We also get the fluff about 'mechanised being rare' in the Guard, even though chimeras themselves (and all their varients) are not neccesarily rare. Heck there's a shitload of countless other vehicles types too from various novels. Now that said, Like how FFG phrased it (uncommon) and explaining why. I can totally buy that logisitcs and maintenance (Especially getting the AdMech cooperation) would be a limiting factor, because we know that a world's tech base (and technical support) are dependent upon pacts and cooperation and such, and not every world will be on the same terms with the Admech. So basically its more a matter of AdMech monopolization and the logistical inconsistency of the warp and the Munitorum that dictates the availability of such vehicles and how common mechanised are, just like it dictates every other facet of the Guard really.

It is also possible to interpret this variation on the IG Codex quote as meaning 'mechanised regiments are much smaller' than infantry regiments typically due to the maintenance and logistics issues above, which would also be consistent with many observed examples (Valhallan 597th, the Cadians from Cadian blood, etc.)

Locally-acquired vehicles (say from a PDF, or whatever.) would probably not suffer this problem, nor would vehicles provided by the Munitorum (one assumes they would provide the logisitcal support as well, as they would know beforehand what is needed.)




Page 8
Armageddon is one of the foremost manufacturing planets for Chimeras and produces vast numbers of this vehicle for use across the Imperium of Man. So great is Armageddon’s output of Chimeras that an extremely high proportion of regiments raised from that world are mechanised infantry. These highly mobile forces are skilled at rapidly redeploying convoys of vehicles to engage the enemy.
Explanation for why the Steel Legions are so heavily mechanised. I suspect the main difference is that, for the Steel Legions, they can just make bigger mechanised regiments than usual - CF the Valhallan and Cadians having mechanised regiments of 1000 or so, perhaps a few thousand (the CAdian 114th from Imperial armour). Which is generally the biggest they get outside of a McNeill/Abnett novel :P

And being mechanised, that means mobility (Maybe not up to Tau/Eldar standards, but when you consider that most people think of the Guard as LOLZ WW1/WW2 TRENCH WARFARE you take what you can get.)




Page 8
These conditions give rise to a seemingly endless series of savage gang wars that erupt regularly amongst the underclasses on Armageddon. Many recruits into the Steel Legions are taken directly from veterans of these brutal struggles for dominance of the underhive, as only the fiercest and most implacable gangers manage to survive and even thrive upon the carnage. The gangs of Armageddon are sometimes conscripted en masse into the Steel Legions, and it is said that most of these gangs require little to no additional training to be effective soldiers. In fact, some squads that were formerly gangers excel at inventive and cunning small-unit tactics on the battlefield.
Steel Legionnaries are described as subscribing to the hive world tithing standard - EG many being former gangres conscripted intot he military. Which isn't bad when you consider the sort of fighting that goes on in certain underhives (Necromunda always comes to mind first and foremost..) especially (As the fluff notes) when it comes to small unit tactics. Between that and the 'survival of the fittest' aspects of the Underhive, and one would imagine (in theory) underhivers don't really need much training. Discipline and unity, however, may be another matter entirely.




Page 9
Standard regiment kit for the 808th Steel Legion is:

M36 lasgun and four charge packs, knife, toxic environment trenchcoat, Armageddon rebreather, three frag grenades, three krak grenades, uniform, 1 set of field gear (rucksack, mess kit and water canteen, blanket and sleep bag, 1 set of basic tools, rechargeable lamp pack, grooming kit, 1 set of ident tags, Uplifting Primer, 4 weeks’ rations, Oddly no body armour whatsoever is mentioned, which is weird considering they are always shown wearing helmets (and that would be important - protecting the head in the toxic atmopsheres and whatnot.) Unless the greatcoats are also body armour like they are for the Valhallans. Considering even the Krieg and Penal legionnaries get body armor...

1 Chimera per squad. Favoured weapons are grenade launcher and missile launcher.




Page 10
Each Steel Legion soldier wears a protective trenchcoat, gloves, and a visor to keep his exposure to the corrosive atmosphere at a minimum.
...
...the rebreather unit carried by every trooper. These units are capable of filtering out the worst effects of any airborne poisons...
Having a visor would suggest a helmet.. and also we learn again they have protective clothing against nasty enviorments (Apparently toxic/chemical/corrosive stuff.) Interestingly enough is that the aimed goal is at minimizing exposure rather than preventing it. Given that many uniforms cannot be totally 'sealed' (although there are exceptions), this probably makes a measure of sense.




Page 10
Throughout the Steel Legions, all vehicles are fully enclosed and possess airtight seals to ward passengers from the foul and acidic atmosphere encountered by convoys traversing the ash wastes.
Which could also explain why Steel Legionnaries gear only focuses on minimizing rather than eliminating exposure hazards - let the vehicle carry most of the burden of protecting the crews.




Page 11
..Guardsman from Armageddon make fine assault troops for fighting urban and hive environments as well as heavy industrial zones, chemical sumps, and other such toxic regions. Their equipment and experience with such acrid environments make them invaluable for trudging through all sorts of polluted or otherwise noxious wastelands, from underhives filled with the toxic residue of ancient atomic generators to ruin-filled swamps rife with hallucinogenic flora, quicksand, and near-invisible pockets of lethal gas
This would suggest that Steel Legion (and probably Krieg) uniforms and gear can provide NBC equivalent protection, but that can also be debated depending on how you define 'equipment.' Does that include the vehicles, or does it mean the stuff the people wear? And like I mentioned before it may not be 'perfect' protection either, given the whole 'minimize' thing earlier.




Page 11
The Armageddon Steel Legion uniform consists of a chemically-treated toxic-resistant trenchcoat, usually worn buckled along the chest, a helmet with special straps and lockplates for the Armageddon-pattern rebreather that every soldier is issued. Additionally, soldiers of the Steel Legion wear thick, toxic-resistant gloves and boots, a basic set of trousers and an undershirt. Unusually, the fabric and condition of these uniforms are quite standard, thanks to the standard resources of their highly industrialised home world.
More on Steel Legion outfits. Note they actually have a helmet here, even though the gear listing didn't mention a helmet. It seems more or less 'full body' coverage though







Page 11
..the rebreather consists of a mask (often shaped like a skull for senior officers) connected by hose to a small air supply.
Armageddon pattern rebreather.






Page 11
Due to a bureaucratic error somewhere in the byzantine organisation of the Departmento Munitorum, a large number of Deathstrike missile launchers were mistakenly routed to the Steel Legion mustering areas on Ganf Magna.
I wonder how many is 'a large number'. Even more it suggests that if they can be deployed by a logistical error, they might have a sizable number on the Spinward Front. Considering this is largely a 'sideshow' conflict compared to (For example) Jericho Reach that says some interesting things about Deathstrike availability, and all that.






Page 13
While the Attilans possess the understanding of technology required to wield their
weapons and sufficient knowledge of august tech-rites to maintain their own equipment, life on Attila does not prepare them for many of the arcane machines and devices that they encounter in service of the God-Emperor.
Which perhaps gives us a good indicator of the 'standards' of most feral/feudal worlds 'uplifted' into Guard service.







Page 13


Regimental Kit for Attilan rough Riders:

Good craftsmanship hunting lance, good craftsmanship laspistol and 4 charge packs, two frag grenades, mono knife, two krak grenades, two smoke grenades, flak jacket and flak helm, 1 set of field gear (poor weather gear, rucksack, mess kit and water canteen, blanket and sleep bag, rechargeable lamp–pack, grooming kit, dog tags, Uplifting Primer, 2 weeks’ rations), gas mask.

Naturally they have a horse, plus saddle and saddlebags and riding tack.

Favored weapons are hunting lance and bolt pistol.






Page 14
The hunting lance is roughly half again as tall as a man, is balanced and reinforced to absorb the shock of charging and thrusting, and is tipped with a bayonet-style mount that allows the trooper to use a number of speciality tips depending on their mission. These tips range from anti-armour tips using shaped charges or melta technology to mono-edged blades and even deadly plasma tips that rely on the detonation of a small plasma core to inflict their damage. In addition, they carry either laspistols or bolt pistols, which they use once their initial charge is complete, along with heavy, curved, single-edged sabres designed for the kind of heavy hacking and slashing that fighting from horseback entails.
I think this is a really good application of the 'inconsistency' in technology.. you can have some really sophisitcated weapons.. all delivered by a fucking pole. The variety of 'heads' is interesting, from regular to mono, to shaped and melta and even plasma tips, which is pretty interesting. When you consider that Rough Riders may serve some sort of anti-armour role at times, its also useful.







Page 14
..the Attilans wear a specially designed light flak armour based on their traditional lamellar riding armour that gives them adequate protection while not encumbering them overmuch or limiting their range of movement.
In the gear entry above this was described as a 'flak jacket and helmet' . Which is odd because I find no 'flak jacket' entries in the OW Core rules - the closest being a 'flak coat' So I'm just guessing the two are the same since they're nearly the same weight and coverage. It also qualifies as 'light' armour, compared to what the Guard normally wears.

It is also interesting as the lamellar type construction hints at flak that can have both rigid and flexible components yet again.







Page 14
For the most part, the Attilan Rough Riders are raiders and skirmishers. They use guerrilla tactics honed over thousands of years of tribal warfare.
..
The Attilans are also well trained in fast attack anti-armour tactics where their speed, agility, and pinpoint accuracy with the hunting lance can disable all but the most powerful armoured vehicles.
Attilan tacitcs, which help define Rough Rider tactics by and large as well. Obviously also anti-infantry, although that goes without saying methinks. It also goes some ways to pointing out their anti-armour roles are far from typical, reflecting instead the 'capable of doing it if need be' mindset of the Guard (in much the same way they outfit infantry with anti-armour capability.)







Page 16
While not originally a hive world, Bront was swiftly industrialised, and was reclassified as a hive world within a mere thousand years of its founding.
Which is positively hasty by Imperium standards! :P Sometimes the Imperium and its institutions make Ents look impulsive. lol






Page 16
The hive world of Bront, located within the Golgenna Reach sub-sector, is known to be a particularly violent place, yet possesses a level of order and discipline not found in many other hive worlds.

Bront’s populace was formed from the descendants of countless thousands of Imperial Guardsmen and their families from dozens of worlds, who had been brought together by the shared experience of conflict. As such, the population of Bront have strong traditions of military discipline and ancestral ties, with old regimental affiliations forming a system of clan-houses.
Making it notable and unusual for having the attirbutes of a hive world with the disciplined nature (and probably mindset) of a fortress world. I have to say that having a world settled by soldiers raised from many other worlds can have other advantages - since worlds often 'specialize' in some way or another, this means you can get a singel world embracing multiple specialties/doctrines/ways of fighting, which can be helpful in a versatility standpoint. And as far as the usual political structures of hives go (EG houses, and shit) basing it on the military is no worse than usual.

They also mention that when regiments are raised, they draw from all the different clans/houses equally to form a regiment, which probably goes some way to explaining the unity (at lest as described) as well as providing a diversity of specialties (at least in potentia.)




Page 16
Brontian regiments are most commonly infantry, mechanised infantry or light infantry, with Brontian armoured regiments being extremely rare. The Brontian preference and talent for close assaults are ill-suited to armour or artillery...
Brontians seem to produce at lest a fair number of mechanised, which seems typical for hives.







Page 17
5th Brontian Longknives

lasgun and 6 charge packs, Best craftsmanship mono-knife, 2 knives, flak armour, 3 frag grenades, 3 krak grenades, uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, lamp-pack, grooming kit, dog tags, Uplifting Primer, 4 weeks’ rations, micro-bead, photo-visor.

Favoured weapons are autocannon and meltagun. Like most hive regiments they seem to be ludicrously well outfitted :P







Page 18
...it became increasingly more difficult for the loyalists and their traitorous enemies to field tanks and fighting vehicles. Supplies of parts and fuel quickly became scarce, the knowledge and manpower needed to pilot the vehicles and keep them operational dwindled...
..
...the very land itself became so blasted and broken that not even tracked vehicles could cross it with any ease. As vehicles succumbed to supply shortages, battle damage, and lack of crewmen, the loyalist Krieg turned to the ancient tactics of mounted cavalry to give them a competitive edge over their enemies. Breeding and genetically modifying the hardy local equines as warhorses...
Explanation/excuse for why Kriegers have mounted cavalry. In some ways I suppose it makes sense (although if you go into the Epic Swordwind stuff, the Kriegers and siege regiments are supposed to use vehicles that are easy to build/maintain/reproduce for this reason... and I'm hard pressed to think of terrain that would stop a vehicle but allow a horse but I digress.) It also seems peculiar that there would a.) still be horses alive after the nuclear and industrial shitstorm they unelash at the beginning of the war, nevermind at some point they can no longer build/maintain vehicles and b.) they can genetically engineer them to survive in said shithole (eg they have that tech but not vehicle tech?)

Such are the mysteries and oddities of 40K, I suppose :P






Page 18
Despite the fact that the Death Korps is now equipped with Leman Russ tanks, Chimeras in all of their variety, and sufficient fuel, parts, and ammunition, the Death Riders still make up an important part of Krieg’s tithe to the Imperial Guard
Probably because its traditional, and the Krieg are if nothing else hard core traditionalists.







Page 18
..even their Krieg Steeds wear heavy armoured respirators over their eyes and mouths,..
Again, because its Krieg. Although it would be hilariously ironic if the Krieg didn't have armour but their horses did. (Well in Imperial Armour that was the case...)







Page 18
Like their Rough Rider counterparts from Attila, the Death Riders are mounted on loyal steeds and used as fast attack units and scouting companies. However, whereas the Attilans use guerrilla tactics and lightning attacks to sow fear and confusion among their enemies, the heavy cavalry companies of the Death Riders use brute force and the strength of their mounts to carry the day.
Krieg Deathrider tactics. Whilst being Rough Riders, I guess merely 'scouting and fast attack' aren't grimdark and sacrificial enough, so they seem to want to use them in something more attritonal. Which includes sending them up against tanks, or something.






Page 18
The Krieg Steeds, as they are colloquially known, are heavily genetically modified, vat-grown beasts descended from Terran horses genetically engineered for aggression, strength, endurance, and resistance to hostile environments. They are tall, sinister looking creatures with red eyes and pale, hairless flesh stretched over dense and powerful muscles. Instead of hooves their feet end in two thick toes capped with strong, pointed talons, a trait that gives them both stability and a vicious kick. Cloned under the watchful eye of Magos Biologis from the Adeptus Mechanicus mission on Krieg, these creatures possess numerous unique bio-sculpted organs that allow them to survive in the most polluted and hostile environments. In addition, once they are decanted from their cloning vats they are further modified with the addition of sub-dermal armour, osmotic lungs, and an implanted chem injection system loaded with a potent cocktail of stimulants, pain blockers, combat drugs, and other chemicals designed to increase the animal’s healing, senses, and combat prowess.
Christ these are the Space Marines of the Horse kingdom. Or at the very least the Gland Warrior analogues. They really went all out. Which in a 'theme' sense is rather nice because it combines the whole 'old vs new/low and high tech' dynamic 40K seems to favor much like with the lances. The 'talons instead of hoofs' bit is also creepy yet kinda cool. That they are cloned, have speical 'organs' and the chem injeciton system is only more impressive. (although how this was the 'low tech' solution compared to vehicles... they couldn't even build steam powered tanks?)

Also the whole cloning/vat grown thing, which is also interestig given they supposeldy had grown them from horses already on the planet, or something.... but also given the hints that the Kriegers were supposed to be artificially grown/cloned themselves, and we knwo from the Cain novels some Krieg even have the 'chem injectors' too. Could that mean the Krieg themselves might be genetically engineered or organ implanted? Could they have 'dermal armor? That might explain the lack of body armor, but this is all really just speculation anyhow.







PAge 19

9th Ulhans Death Rider regiment equipment:
2 hunting lances, laspistol and four charge packs, 2 krak grenades, 2 frag grenades, 2 smoke grenades, flak jacket and flak helmet, field gear (uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp-pack, grooming kit, dog tags, Uplifting Primer, 2 weeks rations)

And of course one horse with all the riding gear features. Also their favoured weapons are cavalry sabres and hunting lances.






Page 19
The 9th, led by the grim faced and fatalistic Lieutenant Johann Maucher..
This can't be Forgeworld Krieg. They have names (or at least, the commander does.)





Page 20
...their veteran warriors, superior training, and advanced wargear...
..
The heavy armour and improved weapons carried by Kasrkin into battle have also earned them another title—some formations are named “Grenadiers” in recognition of their achievements on the front lines of war.
Kasrkin. Basically stormtroopers who aren't stormtroopers. The previous IG codex (2003 I think) had alot of doctrines that could allow for Grenadiers, which were elite troops equipped like storm troopers and Kasrkin were a prime example of that. Historically Grenadiers have always been 'elite' troops as well (Which I gather is the analogy) but this seems to suggest the title is more honorary than referencing them being a special class/variant of stormies. And they were often good with grenades. lol.







Page 20
Many potential recruits for the Kasrkin are chosen at a young age when they are still serving as Whiteshields in the Cadian Youth Army.

Those who are chosen must first prove themselves in the Shock Troops and become hardened veterans before they are guided to the Kasrkin. Punishing regimes of additional training in the harshest warzones tempers each Kasrkin into a hardened fighter..
Kasrkin training. Since they're cadians, that means HARDCORE.






Page 20
Kasrkin are entrusted with special equipment of high quality and rare craftsmanship such as hot-shot lasguns, carapace armour, and helmets sealed for hazardous environments. Kasrkin sergeants often wield rare and powerful equipment more commonly used by Imperial Guard officers such as power swords and hot-shot laspistols.
...
True to their nature as Grenadiers, the Kasrkin also carry both frag and krak grenades and are extensively trained in the use of these weapons.
Kasrkin gear again. They mention them carrying alot of plasma and melta guns, flamers and grenade launchers due to their assault role and marksmanship. Between the mention of 'assault' role' and being Grenadiers (and using them) as well as the carapace, I think we can say Grenadiers are basically a form of heavy infantry (or such a specialty) within the regiment, just as a regiment might have scouts or snipers. A spearhead for Cadian assaults, more or less.






Page 20
Sturnn’s orders were to proceed to the ice world of Lorn V and recover a fallen Imperator-class Titan bearing the name Dominatus.
This is honestly the first time I'd heard of this being the case, since in the DoW novels (my first glimpse of the Dawn of War shit really) it was the Dominatus-class Titan. apparently it was an Imperator and Goto just fucked up. If I was told this before, I forgot. Go figure :P







Page 21
Kasrkin gear:
Good craftsmanship hot-shot lasgun, environmentally-sealed carapace armour with helmet,
backpack power generator, combat knife, grenades, 3 frag grenades, 3 krak grenades, field kit (pretty much standard by this point, except the main difference is 2 weeks rations and ident-tags rather than dogtags), environmentally-sealed helmet with vox-bead.

One anointed toolkit, one lascutter, six demolitions charges, one siege auspex. The lascutter, demo charges and siege auspex are per squad, not per man.

They also get a Chimera with a turreted autocannon, a hull–mounted heavy flamer, and a pintle–mounted heavy stubber, plus dozer blade and camo netting.

Their favoured weapons are grenade launchers and plasma guns.







PAge 22
Most Imperial Guard Penal Legions are vast hordes of scum dredged from the bottom of the Imperium, turned loose from Imperial prisons, given the cheapest equipment, and used as cannon fodder ahead of more valuable and accomplished units. The condemned soldiers who populate these regiments fight knowing that death is their only escape, and fight savagely to seize their last chance at redemption.
Penal Legions in a nutshell. Proof that there is always a worse place to be in the Guard.






Page 22
However, there are other regiments that have been similarly condemned but are two valuable to
simply discard...
..
Some regiments also carry this practice out on a squad level, sending those who have disgraced themselves in the eyes of the Emperor on critical but nonetheless suicidal missions.

...
Sometimes, multiple regiments sharing a field of operations even expunge all of their “undesirable” elements and form these condemned soldiers into a savage (if short-lived) battle group...
Of course some Penal Legions are more 'valuable' than others - a clear reflection of Schaefer's last chancers (which this is based on and of course get mentioned, since they're a core IG element.) The practice of 'last Chancer's in a regiment is similar to what Cain did in 'For the Emperor.' as well.





Page 22
Unlike the majority of Penal Legions, men and women belonging to groups like Colonel Schaeffer’s 13th Penal Legion and other, similar organisations are remarkably well equipped for groups of incorrigible criminals.
..
..the weapons they carry often pack an incredible punch in a small package, and are well suited to their
stealthy and clandestine assignments.
..
Even their standard weapons, such as the run-of-the-mill lasguns they are issued, are heavily modified.
...
..they are even assigned light armour that still allows them the freedom of movement to execute their savage stealth raids upon enemy positions.
'well equipped' by Penal Legion standards does not neccesarily mean 'better than Guardsmen' - it mainyl seems to suggest modification (eg focusing on performance rather than reliability/endurance) also some light body armour.




Page 22
Another thing that sets the “Last Chancers” and other, similar apart from their common Penal Legion counterparts is the special training regimen they are put through to fulfil their clandestine missions.
Again like in the Last Chancer novels, and a reflection that their training can be highly specialized for the mission. and also rather grueling, as survival is not required for the missions (EG they can die in training). They're basically the IG version of Eversors and Assassins - a Kill Team dedicated to doing psychological, logisticla/industrial, or other damage on the enemy, gain information, assasinate, mass murder and devastation, infiltration and sabotage, etc.



Page 23
13th Legion gear:
lascarbine with the compact upgrade and four charge packs, 2 mono knives, flak vest and flak helmet, 3 frag grenades, 3 krak grenades, inhaler with 4 doses of frenzon, field kit (1 weeks rations only but typical otherwise), gas mask, micro–bead. Favour autocannon and sniper rifle.


PAge 23
Upon accepting Schaeffer’s offer, each new recruit is whisked off to a private, secret penal colony administered by Schaeffer for the sole purpose of raising his 13th Penal Legion. Once there, the recruits spend months training for every kind of mission in every kind of environment
imaginable. If the recruit survives with body and wits intact, he is assigned to one of the many small clandestine units organised under the 13th Penal Legion’s aegis. These small units are deployed across the galaxy to fight a shadowy war rarely seen by the average Imperial Guardsman.
What strikes me as odd is how tihs suggests the scope of Schaefer's operations (and the size of his forces) is far larger than what the novels hint at - Schaeffer seems to have multiple small units operating at once at any one time (although not neccesarily all in the field at once.) which may explain why he relies on individuals like Kage so often.. sort of 'designated authorities' he can rely upon (or has shaped into his purposes).





Page 24
The Scintillan Fusiliers is the name given to the combined arms groups hailing from the capitol world of Scintilla. Composed largely of mechanised and line infantry regiments with a handful of armoured formations and Grenadier units, the men and women of the Scintillan Fusiliers are drawn from the best and brightest that the Scintillan nobility has to offer.
Another interesting 'variant' which perhaps gives us an explanation of how possible 'combined arms' formations may arise (CF Imperial armour, certain BL authors like Graham McNeill and Dan Abnett, etc.) as well as how regiments could be both 'noble' and 'underhive' from the same world (and differences in quality, potentially).. although it may also be an execption due to the favouritism the Fusiliers get.





Page 24
These pampered sons and daughters of idle nobility receive the finest training, are equipped with the highest quality wargear, and are assigned to the most prestigious billets in the Spinward Front.
Nobles get the best shit.





Page 24
Instead, most have self-serving aspirations behind their choice to take up the life of a soldier. For some, it is a form of rebellion..
..
For others it is simply a lark...
...
Some are also second and third sons and daughters, children with little to inherit in the twisted web of Scintillan society.
...
Many officers are in the regiment simply to further their political or social goals, or to gain wealth and glory and eventually a highly-paid and respected administration position as a general officer with a noble title, a staff, and a generous stipend from the Departmento Munitorum.
..
..precious few among the Scintillan Fusiliers who see their duty as anything but a means to an end.
Reasons nobles and nobles children join the Scintillan fusilliers. Basically alot of personal, political, or economic reasons but not alot of duty or honour ones. Probably also reflects their status and connections and influence and wealth and shit influencing military matters (as we learn the Fusiliers get preference for logistics and requisitions, postings, barracks space, and all the other stuff.)







Page 24
They are rarely deployed far from Scintilla, and when they are it is in the softest and most luxurious billets available in theatre. A large portion of the soldiers of most Scintillan Fusiliers regiments, even a surprising number of infantrymen, are accompanied by a servant, adjutant, or other lackey to assist in day-to-day tasks.
Again politics and position influencing the operation of the Guard. Some troops have it better than others, which can have drawbacks. We see this with the Jantine and Volpone as well.






Page 25
While most Imperial Guard regiments must make do with what the Departmento Munitorum sees fit to provide, the men and women of the Scintillan 17th are not so beholden to far off bureaucrats. Thanks both to their connections and the attention and favour lavished upon them by their commanding officer, Commander-General Pailus, the 17th is incredibly well found in weapons, ammunition, and other materiel and their quartermasters have a much easier time requisitioning equipment.
Again the Scintillans have wealth and connections to facilitate their equipment and logistics, which means you can expect them to be better equipped (and with better gear) than standard, even if they buy it for themselves. In theory this could mean the rich joining the Guard could buy/equip/maintain anything, since we know many 'spire-born' on other worlds maintain power armor or exoskeletons (the spyrer rigs of Necromunda and the storm/thundersuits of the Arkhan in Fire Caste being two examples. And as noted in Inquisitor's Handbook, we know the Scintillan Guard have officers in Power Armour fairly commonly.)





Page 25
regimental kit for 17th Scintillan Fusiliers:

good craftsmanship lascarbine and 4 charge packs or best craftsmanship laspistol and 4 charge packs, good craftsmanship knife, best craftsmanship ornamented light carapace armour, anointed maintenance kit, 1 set of field gear (dress uniform, poor weather gear, rucksack, basic tool kit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp–pack, grooming kit, dog tags, Uplifting Primer, 6 weeks’ rations), 1 gas mask.

The squad has a Leman Russ battle tank with smoke launchers, a searchlight, and track guards.

Favoured weapons are bolt pistol and powersword. Oddly you'd think they'd use preysense goggles or photovisors or micro beads. Maybe being tank crews makes that redundant.







Page 25
Officers of the Scintillan Fusiliers tend to have many servants and aides de camp, and the regiment always travels with all of the amenities of home that can be provided by the Departmento Munitorum and their own personal purses.
Again status and influence have advantages, and even moreso for officers. This is intresting considering that the Dark HEresy stuff mentions the Scintillan Guard having 'light' power armour common amongst it.





Page 25
..aside from the aforementioned infantry and armour companies, the Scintillan Fusiliers tend to field few of the common Imperial Guard units. They consider siege work to be beneath them..
..
..there is no glory, as far as their leaders are concerned, in light infantry and reconnaissance work.
..
..various Scintillan Fusiliers regiments over the centuries have been forced by circumstance to fight in protracted sieges, close urban combats...
An indication of what might be considered 'common' IG units, at least in Calixis. It mentions they've been spared much of that due to their Scintillan connections. Its also mentioned that they consider these (and others, although unnamed) worth the time of 'lesser' regiments.





Page 26
The magazines, hangars, and armouries of the entire Departmento Munitorum are open to the Scintillan Fusiliers to use as they please, when they please—or so they believe, at least. With his not insignificant influence within the Imperial Guard and the Calixian military-industrial complex, Commander-General Pailus has seen to it that the regiments form his home world—especially his favoured Scintillan 17th—only the finest wargear for their service in the Spinward Front. Through political wrangling, arm twisting, spreading around copious amounts of Throne Gelt, and even tampering with and re-routing shipments slated for other regiments in need, the Commander-General has ensured that these regiments are well-stocked. The most obvious evidence of Pailus’ favour and influence is the fully equipped complement of Valkyrie troop transports that are often called in to support the 17th and many other Scintillan regiments. These aircraft allow the regiment to deploy fully airborne companies, especially those composed of veteran strike units, giving them the ability to perform deep strikes into enemy territory and the flexibility to respond to the fluid tactical situations found in the Spinward Front.
Favouritism and connections at work in a more obvious way. It allows the Scintillans access to gunships to s upport their operations in vairous ways, as well as giving them the beast of gear (once again.) It shows us that with connections and wealth anything is possible in the Guard, which may explain the wide variety of gear outlined in this book and the core rules.

Of course (and the text describes this) it goes without saying that their superior and condescending attitudes and the 'advantages' they get from their status also make them no friends amongst the other Guard regiments.







Page 26
The regiment’s commander, an unimaginative and blaggardly Colonel by the name of Eli Hamsha, is a strict literalist when it comes to military orthodoxy. He hews closely to the letter of both his orders and well-worn tactical doctrine showing little initiative and a distinct inability to interpret the nuance of the battlefield. Though the soldiers of the regiment are quite competent, their training extends only to what is laid down in the Uplifting Primer.
Basically well equipped but largely inexperienced. Its mentioned they largely gain experience in low intensity conflicts (Such as hunting underhivers, which makes them pretty typical spyrer types) and fairly limited (Although skilled within those limits.) Note as well how the 'lack of ineitiative' and predictability (and literal-mindedness) is considered a disadvatnage.






Page 26
..certain individual formations within the regiment are better-run than others. The leader of the several armoured companies, Major Eldin de Mole has largely disregarded Colonel Hamsha’s ideas that the intimidation factor of an armoured column and the inherent grit of the Imperial armour crews rather than intensive training in gunnery and armoured assault tactics are all that is needed to defeat the enemies of the Imperium. In fact, Major de Mole is a staunch believer in a scientific approach to battle, and trains his tank crews thoroughly in gunnery, piloting, movement, and efficient armour tactics. He has even been accused of being an innovator, a charge bordering on heresy to some of the more orthodox Imperial Guard commanders...
An exception to the above rule, which is actually a positive (at least when it comes to armour.) Again it shows what the Guard (in theory) favours in its military forces (even if it can't always enforce it) within Calixis and it is mentioned that despite the complaints his approach gets, his results speak even louder. Still it also shows that the Guard is as prone to the 'conservative vs radical' tension as any other faction (AdMech, Inquisition, etc.)

It is hilarious to hear 'scientific' and 'innovator' applied though :D

Its mentioned the armoured companies have several Executioners (plasma tanks) and Vanquishers and even two baneblades, but they don't serve int he Spinward Front.





Page 28
A splinter Chaos fleet, fleeing from an Imperial victory, descended upon Tanith.
...
...the new regiment escaped with just enough time to watch the Chaos ships utterly annihilate their planet.
Suggesting that Tanith was destroyed in a very short period of time, as I've suggested the novels themselves indicate. A 'splinter fleet' also suggests we're not talking huge numbers of ships, either.





Page 29
Good Craftsmanship las carbine with melee attachment and Home Materials upgrade
and 4 charge packs, silver warknife (good craftsmanship mono knife), flak jacket and flak helmet, 1 tube charge, two smoke grenades, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, 9-70 entrenching tool, dog tags, uplifting primer, 2 weeks’ rations, cameleoline cloak, microbead, magnoculars, home world memento.

in line with the series the Tanith favor the tread fether and the long las (which is odd considering they also favor the flamer quite a bit, autocannons and the like.)





Page 30
The exact make-up of the squad can vary given the mission, but Tanith squads often feature troopers with roles and titles such as Scout, dedicated Marksman, Heavy Weapons team (such as missile launcher or heavy stubber), Corpsman, Flamer, Voxsman. As squads reconsolidate after losses, this makeup alters depending on availability.
..
In contrast to some other, more rigidly structured Imperial Guard regiments, the Tanith give an extraordinary amount of freedom to individual squads.
...
The Tanith First-and-Only frequently leverages its combination small-unit tactics, independent squads, and tight communication network to outmanoeuvre the opponent. This allows them to be extremely fluid on the battlefield, reacting to the enemy much faster than they could otherwise. Even squads are modular, and often break down into two smaller fire-teams, the second led by the squad’s Corporal, granting them an even greater degree of tactical flexibility.
Unsurprisingly the Tanith's approach to warfare and tactics are considered unusual but highly effective. I also suspect this outlining is meant to convey how the structure and approach of the tanith to warfare (as well as equipment) have changed over time as first the Verghast and then Belladon elements were integrated, as well as the various other factors. We've noted, for example, they've switched from 50 man platoons to something more like 30 or so, which means they have more platoons and more flexibility overall. The Ghosts largely operate more as platoons and squads than as companies and a whole regiment, although the latter are not unheard of either.

They also mention much of the responsibility for battlefield decisions is in the hands of Squad sergeants and Corporals.

It is interesting to consider whether this might be indicative of many 'frontier', 'recon' or 'light infantry' regiments as well.. we know of simialr gorups (EG the Tallarn) behaving in something like this way, for example.






Page 30
Tanith troopers’ weapons of choice are almost invariably stealth, mobility, and coordination rather than brute force and overwhelming firepower.
..
..as a last resort, the Tanith are trained to use their signature silver warknives to deadly effect in close quarters
Tanith tactics again. note close in weapons are a 'last resort'. They mention their regular use of weapons (flamer, tread fethers, long las, tube charges, and 'controlled and precise' lasfire.)




Page 32
..Valhalla was once a verdant paradise.
..
..the planet’s defence lasers blasted the comet again and again, the target was simply too dense and too massive to be deterred.
..
The collision was on such a scale that Valhalla’s planetary orbit was shifted further away from its sun.

Temperatures plummeted, wiping out nearly every trace of life and covering the world’s formerly lush plains with glaciers.
Which is pretty much consistent with how things have been since the 2nd edition IG Codex, although we might add that the comet was noted to be 'unusual' in composition as to why it was not destroyed by the defence lasers.





Page 32
The indigenous population of Imperial citizens struggled to survive, battling the elements until finally carving out new homes in enormous subterranean caverns deep beneath the permafrost and ice. Only far below the surface and close to the planetary core was there any form of heat, forcing the survivors to adapt to life underground.
Rather intersting they're considered 'Imperial' citizens so soon after the catastrophe, and that so many seem to have survived WITHOUT burrowing underground. That may say something about the survival shelters and such of fairly sophisticated Imperial planets. Even more impressive if we factor in the vairous effects from the 2nd edition codex.

Its also interesting that they've apparently dug down underground close to the core of the planet (by which I gather they are deep below the surface close to the mantle, not digging THROUGH the mantle. Even for the imperium, such tech is fairly exotic.)



PAge 32
Lasguns were fired until their capacitors melted.
Lasguns have capacitors. How long they have to fire, what this says about cooling systems/efficiency, and so on we don't know, but its still interesting.




Page 33
The population of Valhalla exists entirely in vast subterranean caverns carved out from the rock and ice beneath the planet’s surface, warmed by the planetary core. These underground habitats are woefully overcrowded, packed with citizens so thickly that human life on Valhalla is considered inconsequential and cheap. To sustain the peoples’ hunger, nutrient slime is cultivated on the cavern walls by generations of ceaseless toil and sacrifice.
Basically like an inverted hive-- rather than going up it goes down. Although it apparently is more self-sufficient and far less corrupt (at the top) compared to places like Necromunda. Also emphasizing that 'disregard for life' soicism that marks out the likes of Chenkov. You have to wonder what differentiates these guys from the Krieg (other than the fact that Forge World hasn't screwed these guys over, that is.)





PAge 33
442nd VAlallhan standard kit:

M36 lasgun and four charge packs, knife, thermal-insulated flak greatcoat and thermal-insulated flak helmet, 2 frag grenades, 2 krak grenades, field gear (uniform, cold weather gear, bandolier, rucksack, set of basic tools, mess kit and water canteen, blanket and sleep bag, rechargeable lamp pack, grooming kit, set of ident tags, uplifting primer, 2 weeks’ rations)

favoured weapons are flamer and mortar. Flak greatcoat is the armour, as opposed to the cain novels where the coats are worn over their flak jackets. This, by FFG standards (Inquisitors handbook has flak greatcoats listed) is actually less protective than using armoured greatcoats which are comparable to Guard issue flak, although not the full coverage (not the head - which makes sense - or legs - which does not, given that most greatcoated troops - Krieg, Steel Legion, and Valhallans, all have coats that cover their legs at least to the knees.)






PAge 34
The uniform of the Valhallan Ice Warriors consists of a thick, thermally-insulated greatcoat—often worn buckled up to the neck—and a similarly thermally-insulated helmet with flaps that can be secured to protect the soldier’s neck and ears from the environment.
..
The thermal insulants for both items render the wearer nearly immune to the elements commonly encountered by Imperial Guardsmen.
More on the Valhallan's gear. Cheaper than a survival suit, I suppose. Its mentioned their gear makes them experts in hazardous/harsh climate combat, although one would think thats more cold weather rathre than deserts (That'd be the Tallarn.) or radioactive/toxic enviorments (Steel Legion, or the Krieg.)





Page 34
The Departmento Munitorum has kept the Valhallan Ice Warriors regiments well-supplied with such wargear, and it is very rare for Valhallan troops to face an environment for which they are not at least marginally prepared.
Which is interesting, givne that the other non-Valhallan regiments in the novel 'Ice Guard' couldn't get such greatcoats. again the peculiarities of Munitorum logistics.






Page 36
These verdant planets are given over almost entirely to industrialscale agriculture, and are home to massive, city-sized farms and ranches controlled by sector wide agriculture business concerns. They produce the bulk of the Sector’s food, as well as many plant and animal-based products such as oils, medicines, building materials, and textiles. While some of these worlds are fully automated, home only to a handful of technicians and overseers keeping tabs on ancient cultivating apparatus and armies of servitors, most are home to millions of Imperial citizens, both cosmopolitan, business-minded merchants and agents in the port cities and the many hardy homesteaders and labourers who do the actual work of tilling fields and breeding beasts.
Agri worlds described. It basically hits all t he basses - massive farms covering the planet, sometimes automated and sometimes manual labour, can be livestock or crops. The interesting thing is that they include many 'derivative' industries in agir worlds, like textiles and oils. One imagines things like fertilizer may or may not be exported, plus alot of the mention of 'sector level' businesses in charge (which points at economy at the sector level.)






Page 36
Many agri-worlders serve with distinction as infantrymen in the Imperial Guard, and there are quite a few armoured and mechanised regiments where these Guardsmen have put their skills operating heavy machinery to more martial uses.
Cue "IG tanks are based on farm machines" quips here. Although given STC it wouldnt surprise me if running a tractor or something gave you experience with a combat vehicle.





Page 37
Feral worlds frequently house deadly environments, from boiling seas and blistering winters to deadly rad-zones that swallow entire continents to the broken shells of long-forgotten hives still spewing toxins into the choked skies.
As we have noted many times before, many Feral worlds can include more than just 'stone age tribesmen' type shit - it can mean mad-max type post-apocalyptic worlds and many shit that can rival death worlds for adversity. Indeed, the main difference noted in the book between the feral and death world is that the main danger on feral worlds is that the inhabitants rather than the ecosystem try to kill you. So basically, same principles, different sources.




Page 37
Some feral worlds are dominated by reaver tribes who clash over hunting grounds or the small tracts of arable land, while others are dominated by massive gangs of transient warriors who travel on technological mounts their ancestors forgot how to build or maintain long ages ago. Feral worlds are the source of many of the most violent and dangerous warriors across the Imperium, and some contribute to regiments of the Imperial Guard.
Its also mentioned that they are favoured for their 'violent and opportunistic' tendencies. AS with the Armageddon Steel Legion entry (and hive worlders in general) the rationale for recruiting feral worlders seems to be the same as using underhivers and penal legions - the 'Sardukar' approach I suppose we could say.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Another hammer of the Emperor update. Halfway through.







Page 37
Woefully primitive by Imperial standards, feudal worlds are home to low-technology, largely pre-gun powder societies with a population made up largely of peasants and serfs ruled over by warrior aristocracies. While nominally part of the Imperium, they are generally of little use to the Adeptus Terra due to their lack of technical acumen, their isolation, and their often heterodox beliefs. They do, however, pay tithes to the Imperium, and due to their largely agricultural society they are often converted into agri-worlds. Despite the fact that the sword, the spear, and the crossbow are considered state of the art weapons on most feudal worlds, regiments are occasionally raised on these worlds.
Oddly, feudal world seem to be considered less valuable for troops than Feral, despite having an arguably lower tech level. This may reflect that only the 'post apocalyptic' type worlds are typically worth raising from (like Iocanthos, or Baal were it not under Blood Angel jurisdiction) because of their parallels to underhivers and even slight familiarity with tech, or it may reflect worlds of truly primitive nature with something important to provide (like the Canak skulltakers, although this is no different for feudal worlds when it comes to shit like providing Rough Riders, like the Attilans.) Most feudal worlds as a result seem more destined to be agri worlds if anything, are amongst the less important (and thus nominally part) of the Imperium. Also amusement at how primtiive feudal (and thus feral) worlds are culturally and technologically by Imperial standards.






PAge 38
Few feudal worlders take the time to learn to read and write, consumed as their lives are by toil and warfare, with written language largely the domain of scribes and other specialists.
..
Regiments raised from feudal worlds are led by officers drawn from the local nobility and the common men and women in the enlisted ranks tend to revere their officers as not just their leaders but as their betters.
...
The beliefs and general understanding of the galaxy possessed by the average feudal worlder seems woefully backward and benighted to many other Guardsmen.
Again its an interesting contrast to the perception of IGNORANCE AND SUPERSTITION of the Imperium - there are degrees of both, much as there are in real life. The average Imperial (civilian and soldier) is more sophisticated than a feral or feudal worlder equivalent in superstitions, but that doesn't mean he doesn't hold certain mythical/mystical beliefs (EG religion, ideology, etc.) And ignorance of technology is not unusual in real life either. I think its arrogance to think these things don't exist in real life just because 40K may sometimes exaggerate them. Same with the education levels implied - basic literacy (Readnig and writing) seems to be considered 'typical' for Imperail worlds (if they weren't, how could they read and understand all that propoganda?)

Also we get the idea that feudal regiments are distinct for their 'obedience to nobility'.. which is interesting given how often aristocracies supposedly provide officers fo rthe Guard (And are supposed to be obeyed.)






Page 38
In addition, feudal worlds are by their nature millennia behind many worlds that provide soldiers to the Imperial Guard when it comes to technological advancement, and their wars are still fought with sword and shield, longbow and catapult.
Implied difference in tech base between Imperium and feudal worlds. If we compare that to real life we might infer the Imperium is, in broad, general terms, at least centuries if not millenia ahead of real life in technologies (At least in potential. Technological sophistication is not the Imperium's problem - standardization across all of its planets is. OF course the Imperium's standardization difficulties are far greater than just with tech.)






PAge 38
Characters drawn from the Adeptus Mechanicus’ forge worlds tend to be highly intelligent, clear-minded technomats who have an innate talent for using and caring for the mysteries of technology..
..
..these craftsmen, engineers, and technicians bring an immense font of knowledge to the Imperial Guard and form the backbone of its engineering and technical abilities.
...
They pilot the tanks and infantry fighting vehicles, they raise fortifications, dig trenches, build and destroy infrastructure, and even bring the devastating power of the ancient Titans to bear on the enemies of the Imperium. While such regiments are certainly not revered by their counterparts in other Imperial Guard regiments, they are unparalleled in their ability to keeping the weapons working and the tanks running.
Forge world 'regiments' described. Even though they're described as a regiment (implying soldiers) the context suggests its more a logistical/support arm, basically doing everything but fight/shoot the bad guys. Whats more it implies this is just more than techpriests and enginseers and servitors, but perhaps reflecting their Munitorum counterparts.






Page 38
Where most Imperial citizens see a machine as a singular and mysterious entity, those from a forge world view machines as a collection of discreet, sacred components, each with a uniquely important purpose. They are highly prized by armoured, mechanised, and siege regiments for their ability to both keep friendly machines running in the worst conditions and to efficiently dismantle enemy equipment.
Difference in perception of technology between Imperial citizens and forge worlders. Implies forge world 'regiments' are common amongst armoured/mechanised and siege regiments (And may provide those types.) also amusement at 'dismantlnig' enemy equipment.






Page 38
..the mysteries and wonders of technology are as common to them as a herd of Grox to an agri-worlder. While this makes these relatively tech-savvy Guardsmen well suited for more technological occupations in the Imperial Guard, such as Operators and Tech-Priest Enginseers, it also has a tendency to produce insular, awkward troopers not fit for polite company.
Again these ARE Guardsmen, they may not neccesarily fight. Thy do seem to be the eggheads and geeks of the Guard, all told. lol






Page 38
Frontier worlders are rugged survivalists, and many frontier worlds are chosen for the founding of Imperial Guard regiments because of the relentless drive to endure and practical ingenuity that their harsh home worlds breed.
Sort of Death/Feral world lite, I suppose. Not as darwinian in many respects, but still breeding tough, independent spirits who can provide initiative and free thinking to the Guard (whether it wants it or not.)





Page 39
Frontier worlders are more accustomed to working far from others than many of their counterparts in other regiments.
..
On the battlefield, this frequently translates into a willingness to strike out beyond the sight of allies, confident that their compatriots will react swiftly to danger.
...
Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency.
Again like Death world regiments, or the Tanith, or Sentinel pilots (or the Tallarn) the Frontier worlders seem to be very independently minded, although for the more orderly and consevative minded regimental types this can cause conflict (Esp with officers.)





Page 39
Their bodies and minds have adapted to a life of living underground and heavy toil, and the constant threat of accident and sudden death has sharpened their senses to a preternatural degree. These Guardsmen have an innate sense of direction, are accomplished in demolitions and the operation of heavy equipment, and have built up a resistance to the natural dangers found in mines. Regiments raised from mining colonies are typically Siege Infantry regiments.
specialities and qualities of Guardsmen tithed from mining worlds. Some similarities, I think, again to hive worlders (less feral than underhivers.) A prime example being the mordant regiments mentioned in various sources like Tactica Imperialis.






Page 40
Artillerymen operate the numerous towed and self-propelled artillery pieces fielded by the Imperial Guard such as the Basilisk, the Medusa Siege Gun, and the Griffon Heavy Mortar Platform.
...
Imperial artillery supplies precision, medium and long-range indirect fire in support of infantry and armoured regiments. Artillery units also operate the Guard’s anti-aircraft weapons, including the Hydra flak tank and the Deathstrike missile launcher vehicle.
..
Even if indirect fire has a tendency to be whimsically inaccurate at times, despite the presence of forward observers and orbital telemetry, most Guardsmen owe their lives at least once to a well timed artillery barrage..
Comments on artillery forces, what they operate and their mods of precision. Operate indirect fire and anti-air units, and also rely on forward obsevers (Described later) and orbital telemetry to provide accuracy for bombardment (which suggests they have the capacity to receive data from both sources.) Pretty nifty.





Page 40
These Guardsmen are light infantry units trained in covert warfare tactics and deployed against the Imperium’s enemies as infiltrators, assassins, and saboteurs.
..
They tend to show more initiative and creative thinking in the field than the average Guardsman. Indeed, it is this ability to think on their feet and adapt to quickly changing tactical situations that keeps them alive...
...
Experts at asymmetric warfare, their missions typically include killing or capturing enemy leaders, interrogation, and deep infiltration strikes via grav chute or other aeronautica against enemy installations and infrastructure.
Guerilla regiments. Come with lascarbine and 4 charge packs, 2 stun, blind and frag grenades (apiece). I like the emphasis on 'asymmetrical warfare', and it shows that the Guard raelly does embrace all manner of combat styles. The problem isn't so much that such capabilities exist, its finding them available when needed and adequatley supplying them (again, standardization.)





Page 40
These Guardsmen are highly trained heavy infantry specialists trained in the use of grenades, grenade launchers, and the other numerous types of deployable explosive devices used by the Imperial Guard. These heavy-hitting soldiers work either in their own units as powerful heavy shock troopers or in mixed infantry units as heavy support troopers, using their heavy weapons to deny areas, defend their comrades, destroy lightly armoured fighting vehicles, and shatter close-packed groups of enemy infantry.
definition of grenadiers (They use grenades, but are otherwise heavy infantry with heavy weapons). Get one auxillairy grenade launcher upgrade per soldier, 1 extra krak/frag grenade, one suit of ligth carapace armour, 1 deadspace earpiece and 2 grenade launchers per squad.
In the case of the Kasrkin for example, they provide a assault spearhead for troops.





Page 40
While most regiments dedicated to forward scouting are equipped as normal forward infantry supported by no more than a single Sentinel walker, some rare regiments are formed entirely of soldiers dedicated to piloting and maintaining these light walkers.
Heavy reconnaissance regiment. Recon in walkers like sentinels, with heavy weapons. High tech alternative to rough riders and Salamanders




PAge 41
While they might seem a strange anachronism in a military force that fields enough firepower both on the ground and in space to annihilate an entire planet, the Imperial Guard’s Rough Riders are as dangerous as any armoured or mechanised regiment. Possessed of a flexibility and speed nearly unrivalled among the numerous regiments of the Guard, different groups of Rough Riders ride a myriad of different beasts, from hardy, war-hardened common horses to lumbering grox to creatures even more exotic like small carnosaurs or winged felines.
Uses and advantages of Rough Riders. Note the amusing reference to Ground AND space forces having enough firepower (in totality?) to annihilate planets. Read into that what you will, it will be argued over lol.






Page 41
Rough Riders are typically raised from low technology level feral and feudal worlds where nomadic or cavalry centric societies are the norm..
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Rough Riders are lightly armed and armoured, drilled in close-range combat and anti-armour tactics. They wear light flak armour and carry their unique, multi-purpose hunting lances, laspistols, a handful of grenades, and precious little else.
..
..most Rough Riders are accomplished at fieldcraft and survival, able to live, if not comfortably, then at least reasonably off the land in nearly any environment. In theatre, they are deployed as scouts, skirmishers, and guerrilla fighters, in squads of four to nine troopers led by a sergeant.
Origin, tactics, and equipment of Rough Riders. Again light flak is their body armour, they do anti-infantry and anti-armour.





Page 41
Using man-portable surface to air launchers, dedicated antiaircraft emplacements, and armoured vehicles like the Hydra flak tank, these eagle eyed Guardsmen keep the skies clear of enemy aerospace craft and flying beasts..
Anti-Aircraft regiment. The notable bit is that they can use man portable missile launcher as wel as stuff like Sabre platforms and (of course) Hydras.






Page 42
Typically composed of light or line infantry, they are instilled with an encyclopaedic knowledge of enemy armour and equipped with rocket and missile launchers, anti-tank mines, melta guns, and other destructive devices. These Guardsmen are frequently deployed on foot or mounted in a Chimera and can cripple an enemy’s armoured advance or mechanised units..
Anti-armour: destroy and disable enemy vehicles, made up of equal parts knowledge and equipment. That they can be mechanised is interesting, not unlike Space Marine Devastators in that regard.






PAge 42
Lightly armoured and armed with carbines, bullpups, and other short-barrelled weapons along with numerous deadly melee weapons, close quarters specialists are trained to move and fight effectively in confined spaces.


Close quarters battles regimental specialists - underground, underhive, urban enviroments (habs, etc.) CQB troops are equipped with a lascarbine with the compact modification, 4 charge packs, 1 mono knife, and a suit of light carapace armour. Which is alot of neat gear, but the carapace is really the surprising bit, because you'd think that is heavy and bulky in a situation where mobility is key. Still the protection it provides makes sense as well. Note the mention of bullpup weaponry as well as carbines (we know about bullpup lasguns of course.)






Page 42
These soldiers are powerful units usually mounted on massive, powerful, fleet-footed beasts bred for the charge. Heavily armed and armoured, even the beasts they ride frequently wear thick protective plates to turn aside the blasts, bolts, and blades of the enemy. Such warriors specialise in breaking infantry lines, destroying vehicles, and demoralising nearly any foe.
Heavy lancers. Heavy Infantry/Grenaider verison of Rough Riders, I gather. Of course they come with mono-equipped great spears or hunting lances. Not quite as usefula s Rough Riders but I suppoes they have a role somewhere.






Page 42
This regiment uses stealth, cunning, and every ruse de guerre known to military science to sow fear and havoc among the enemies of the Imperium. Well versed in clandestine warfare..
Infiltrators. How they differ from Guerillas I'm not sure, except they seem to be more about trickery and stealth,





Page 42
Typically mounted on small, fierce, agile creatures, some regiments are specialise in using cover, terrain, weather, and darkness to shroud their movements. Skirmishers are trained to use every advantage to stealthily approach their quarry then overwhelm them in a single cascading assault. Once they strike, they disappear as quickly as they arrive, leaving shattered and confused enemy troops in their wake.
Skirmishers. Mounted on light horses I gather, lighter than Rough Riders, at least, although like with the infiltrators I'm not seeing much difference.




PAge 43
This regiment’s missions require them to operate well behind enemy lines, often amongst the enemy soldiers themselves, and their equipment reflects their need for speed, stealth, and flexibility.
Covert Strike regiment. Start out with 1 suit of synskin and 1 set of preysense goggles per trooper. They also get a easier time acquiring gear like chameleoline cloaks or armour, clip/drop harnesses, rebreathers, survival suits, auspex/scanners, demolitions charges, grav chutes, multikeys, multicompasses, stummers, static generators, and other stealth/infiltration type gear. IT also includes silencer and tox dispenser upgrades ,as well as 'stealth'w eapons like needle pistols and rifles and sniper rifles. Again ilke the CQB troops they have some damn fancy gear and high end stuff at that, which is damn impressive, but again makes you wonder how they differ (Aside from material advantages) from guerillas and infiltrators. It may just be a game based 'flavour' thing.





Page 43
Requiring an in-depth knowledge of the ins and outs of battlefield communication such as broadcast frequencies, electronic attack, cryptography, power generation, maintenance, and the dizzying array of communications gear fielded across the galaxy, electronic warfare is typically the purview of Operators, Tech-Priest Enginseers, and the occasional astute and tech-savvy Guardsman. No matter where they fight, these Guardsmen are equipped with some of the most sophisticated listening and broadcasting equipment issued by the Departmento Munitorum.
electro-vox warfare forces. Start out with a data slate, micro bead, and electronics toolkit per member. Each squad has 2 auspex, 1 voxcaster, 2 static generators and 1 signal jammer. WE dont often think of the Guard paying much attention to EW even though they have comms and sensor dudes, but it makes a sort of sense that such officers exist in the various roles. Again very techy for guard standards and nice to have because of it (in my mind, anyhow.)






Page 43
Forward Observers use stealth, speed, and knowledge of navigation and survival to observe the enemy and call in air strikes, orbital bombardment, or artillery barrages. This unit excels in directing indirect fire, and their special load-out helps them ensure their colleagues in the air and behind the lines hit what they are aiming for.
Forward observers. 1 pair magnoculars, 1 handheld targeter, and ome chameleoline cloak per person. forward observers were mentioned as being useful to the aforementioned artillery regiments for precision bombardment, and we see why here, although they can b used for air strikes and orbital bombardment as well as artillery.





Page 43
Considered elite among siege regiments, these regiments combine the deadly combat prowess of elite infantry with the cunning and technical acumen of siege engineers. Where the average siege engineer’s mission is more defensive, digging trenches, breaching walls, and building fortifications, a vanguard unit’s mission is more focused on offence and mayhem. These Guardsmen travel deep behind enemy lines, either on foot or mounted in well-equipped Chimeras, to destroy infrastructure, sabotage logistical and communication lines, and cause as many problems for the enemy as they can.
Basically high-tier siege regimental types, the grenadier/heavy infantry type dedicated to the assault, probably like Assault Pioneers and such. Its mentioned they work often in cooperation with storm troopers. Gear-wise, they pack 1 lascarbine and 4 charge packs, or a shotgun and 4 clips, 1 combi tool, 1 data slate, one entrenching tool, an anointed toolkit. We've seen sorts like this in the Krieg regiments in IA6 with the Death Korps engineers.

Squads get a lascutter, 6 demo charges, a siege auspex and a single Chimera with autocannon turret, hull heavy flamer, and a pintle heavy stubber, plus dozer blade and camo netting, so like the Anti-armour forces they are surprisingly mechanised. I imagine that Centaurs can fill in when Chimeras aren't available.






Page 44
Either due to pernicious acts unbefitting a chosen soldier of the Imperial Guard, incompetence and failure, cowardice in the face of the enemy, unfair accusations, or simple, terrible luck, this regiment has been condemned to die on the battlefield as penance for its sins.
..
Departmento Munitorum support for such regiments is token at best, and they receive the most dangerous missions that command can concoct for them.
Regiments that get decreed 'expendable'. Showing yet again how vairable the logistics can be in the Guard. And the whole 'politicla' thing and how it can fuck shit up of course.





Page 45-46
Incompetent leadership could take the form of ignorant and inexperienced field officers, general officers more interested in their own personal political goals, indolent, permissive, or particularly savage squad leaders, thieving logistics officers, or any combination thereof.
Incompetence in the Guard. Yes I know how SHOCKING it is to contemplate such a thing existing, but sadly it does, in forms varied and diverse. Showing yet again the ways in which the Guard can fuck itself over, from the political and glory seekers to the inflexible and bloodthirsty.







Page 46
In an age when swarms of slavering life forms from beyond the galaxy consume whole star systems unopposed, and when a middling fleet of voidships commands enough destructive power to reduce a planet to cinders in the blink of an eye, the loss of a single planet in a sector is unremarkable.

A fleet of starships can destroy a planet 'in the blink of an eye'. If we figure broadly its mass extinction in a single volley. The question is 'what is a middling fleet'? PRobably far fewer than thousands of ships - those tend to be large fleets by 40K standards, and even hundreds of ships are not typical (hardly rare either, but far from average.) dozens of ships is more likely (A battlegroup), and probably more than a handful (since for all intents and purposes that would be a squadron.) If we figure around a a score to several hundred ships and 1e8-1e9 megaton firepower range for mass extinction, we'd be talkng anywhere from 500 gigatons per salvo to 50 teratons. Even if we figure some 10k starships (something as big as a large crusade fleet or a major expeditionary force, like the one from Rynn's world.) we'd still be talking over 10 gigatons per salvo. Broadly speaking, it points to gigaton-teraton range firepower, although the nature of the starship weapons (and whether its fore/dorsal/broadside/some combination) isn't known either. Given that exterminatus and virus bombing (Which itself is oddly separates) are treated as distinct from this (next quote) it probably isn't referring to any of those measures either (although its odd to keep bombardment separate from this also, as you can exterminatus a planet with conventional firepower, as per 6th edition rules.)

We might also infer, if we take 'blink of an eye' literally, that it infers that the ordnance can travel hundreds or thousands of kilometers (or tens of thousands) in a fraction of a second (implying again fairly high velocities for ordnance - at 200 km orbit, plus altitude, and assuming .4 second duration we might get at least 500-900 km/s at least, probably for ORdnance: shells and missiles would arguably be faster.





Page 46
Some are consumed by Tyranids or Chaos forces, some are burned in the holy fires of Exterminatus or laid waste with virus bombs, and others simply succumb to the death of their star or some other freak celestial accident.
Various ways a planet can be lost/destroyed. Interesting that Chaos itself can be a WMD, although its hardly surprising given its mutational natures. Interesting too that virus bombing is distinct from Exterminatus, rather than a kind of Exterminatus here too.






PAge 46
Being one of a handful of survivors of a disaster that snuffed out the lives of teeming millions or billions has a deleterious effect on the human psyche.
Implied population range of Imperial worlds.





Page 47
While the officials in the Departmento Munitorum are known far and wide for their fecklessness and capriciousness, and while every unit that has ever born arms in the Emperor’s service has suffered supply shortages and incorrect shipments at their hands, the poorly provisioned regiment is worse off than most. Perhaps the regiment is stationed on a planet far off the normal resupply lines, or they have been embroiled in their campaign for so long and at so great a cost that they are reduced to throwing chunks of rockcrete at their enemies and messing on grass and boiled boot leather. Whatever the case, this regiment has precious little of what it needs to operate in theatre and what equipment they do possess is in a sad state of disrepair.
More about the utter unpredictability of the Munitorum, and how for some it can clearly be worse than others. Politics and bureaucracy, as we've learned, dictate things as much as necessity does.







Page 47
This regiment is surprisingly small, whether because of its specialist doctrines, its harsh training methods, a dearth of potential soldiers on its founding world, or grievous battlefield losses. Whatever the reason, it continues to operate despite having far fewer soldiers than many other regiments. and thus cannot rely on the brute force tactics for which many great regiments are so renowned. Instead of assaulting in massive, overwhelming waves of soldiers, this regiment’s troopers must strike in smaller units. Each soldier must rely on the competence of close squad mates rather than the raw might of the regiment itself.
Circumstances allowing for regiments to be small (although what 'small' means in this context we don't know. It also reflects the simple fact that not every Imperial regiment fights the same way - the Munitorum may think in attritional terms, but because of the lack of micromanagement they have to delegate command, and the way those leaders operate is as variable as the regiments they can command.

One may be able to generalize that the size of a regiment dictates its kind of tactics in a broad way - large formations (especially of men) probably means something more brute force/attritional than smaller formations. This can be justified if we look at many of the more sophisitcated or competent regiments - mechanized forces like the Valhallan 597th (barely a thousand), or the Tanith 1st (a few thousand tops.) or any armoured regiment versus other forces (like the Kriegers in Siege of Vraks (tens if not hundreds of thousands of troops for siege regiments), or the Valhallan 18th Tundra Wolves from the 5th edition codex (120K men)






Page 48
Though the overwhelming majority of regiments within the Imperial Guard are internally uniform—every squad, platoon, and company interchangeable with the others within the regiment—there are a few who differ for one reason or another. There are two particularly common reasons for this difference. The first is because of some fundamental cultural divide upon the regiment’s home world—often a difference between the commoners and the noble rulers, or between hive-dwellers and the techno-barbarian nomads from the wastelands beyond, or a similarly odd dynamic.

The other common reason is simple attrition: few regiments are reinforced from their home worlds, but depleted regiments are often merged when they fall below a useful fighting strength. While it is generally preferred to merge two regiments of the same home world and of similar types, this is not always possible or practical, and the resultant combinations can be quite unusual.
Comments on uniformity vs variability in Guard regiments. It probably can be summarized as 'broadly uniform' in structure - in the sense they may have guns and armour, be formed into squads and platoons and companies and regiments - but the exact details within that structure can be highly variable (The equipment, the training and doctrines, etc.) And in typical 40K fashion it is possible for that variation to extend to the composition of the troops - so while you might have squads that are all the same number, they may not be of the same type (The 'techno barbarians working alongisde mid-hivers and spire born, in different elements.)

Whether this can explain cases (like from the IA books) of 'combined arms' force regiments from the same planet or not, is probably up for debate.

The other option is the amalgamation, like the Ghosts or Valhallans from the Cain novels. Take two or more depleted units and combine them to form a new unit. As mentioned oftne in the codex and other sources, teh result and capability of this force can be variable - and can sometimes lead to odd/interesting variations (like the 5th Codex mentioning the amalgmated Catachan/Elysian force which resulted in Airmobile Rambo jungle fighters.)






Page 48
The first is for regiments that were created from multiple different regiments at some point in the past, and now function as a single combat group. Though such regiments have likely become cohesive fighting units, honed to work together effectively by the rigours of the battlefield, the original elements often maintain a sense of identity, even within the whole, thanks to their different training doctrines, leaders, and histories.
This reflects the 'mix and match' nature of the regiment as a whole -whilst they may be raised uniformly from within a world, they can also be broken down and re-integrated with different forces, or have elements detached and seconded (or exchanged) with another regiment. Such as armoured regiments trading a tank company for a company of infantry or artillery, or both. Or having three different regiments of infantry, armour, and artillery broken down and re-formed into one or more new, combined-arms formations. This oculd even be done on the home world shortly after raising, in theory - since many worlds raise multiple kinds of regiments, and there is the established preference to keep amalgamation within the forces of a given homerworld, you could create the sort of 'combined arms' formations we see so often and yet still have regiments be largely uniform (again reflecting that the Regiment is largely an administrative convenience rather than a strictly-adhered to formation. Although some probably still do 'adhere strictly', since military conservatism is hardly unknown in the Guard.)







Page 49
In some cases, circumstances conspire to merge regiments with extremely different training and combat styles, creating all manner of logistical and organisational oddities that must be overcome before the newly-combined force can function effectively. Overcoming these problems can create potent and specialised forces, but failing to solve these issues can result in mismatched and ineffectual forces that seldom survive for long on the front lines. However, this diversity of training can also be extremely advantageous, if the regiment’s officers can change their paradigms of thought enough to make use of it and individual squads can learn to leverage it to serve the God-Emperor’s cause.
Again analogues to the airmobile Rambo-soldiers I mentioned before, and reflecting the double-edged sword of amalgamation. It can compound the already complicated nature of the Munitorum's logistics, which can cripple the regiment, but if that can be sorted out and the differences between the regiments sorted, it can lead to a highly effective force.

Its actually a very good example of 'theory vs practice' - as this is not something that is 'oficially' a reason for Munitorum policies, but the fact it results from them can reflect that some may exploiot this for that end.






Page 49
The Departmento Munitorum has a tendency to paint in the broadest of strokes when dealing with organising groups of Guardsmen, regardless of the specialities and needs of individuals within the whole. Regiments that have been merged together are sometimes assigned gear that is unfamiliar to some members of the regiment—or worse, equipment that they are not trained to use at all.
The Munitorum deals in generalities rather than specifics? I'm SHOCKED, I tell you! But remember they never make mistakes (and if they do its just your imagination/deliberate heretical misinformation to sow distrust!) See all previous comments referring to inconsistency of Munitorum, which this further reinforces contrary to propoganda,





Page 50
I observed the first combined strategy meeting today, recording what I could as faithfully as possible for posterity. Although I recorded the full conversation via data-slate..
Data slate recording strategy meadings, reflecting perhaps that video and/or audio capture function we have seen in other novels (EG cain novels)





Page 52
Imperial Guardsmen receive training that varies regiment-by-regiment, ranging from strict military drill from birth to deadly coming-of-age rituals to unrelenting urban violence that winnows away the weak.
Can we be surprised things like training in the Guard are variable? :P No, we cannot.





Page 52
No two regiments in the Imperial Guard are wholly alike. ven different regiments from the same world can vary immensely based on their doctrines, commanders, and individual histories.
Again despite 'standardization' existing, in very broad strokes, there is ample room for variation (or inconsistency, if you prefer.)





Page 54
The brawler is the individual who is invariably tasked with leading the charge against the enemy and of engaging the largest, most unpleasant foe he can.
..
Some regiments make specific use of troopers who prove to be especially gifted at melee combat with additional training and equipment and designate them as close combat specialists.

Other regiments frequently assign their particularly talented scrappers to certain roles, taking advantage of their particular skills as Rough Riders, scouts, or in other ways.

Plenty of regiments do not designate specific individuals as melee specialists but field them nonetheless. This generally happens on an ad hoc basis, where the largest or most belligerent troopers find themselves at the head of the charge time and time again.
Brawlers. BAsically the Guard version of melee experts. May be an official role (with official gear) or unofficial. AGain variable. Its mentioned brawlers are oftne the largest, toughtest (and sometimes meanest) troopers in the squad. Someone like Krylock from the Dark Heresy novels, or Bragg from the Ghosts novels (although technically not a brawler, he does well in that role due to his size and strength quite oftne.) or the Valhallan trooper Borscz from the novel Ice Guard. Some brwalers of course get by on qualities other than raw strength (Cuu being a good example here.)

The brawlers aptitude wise can have speed or agility, may be ambidextrous, or be pugilists/street fighters. They can be issued with a good quality chainsword, best quality great weapon, or common grade powermaul and a best craftsmanship mono knife.

One also imagines that if 'brawlers' can show up this way, you could have any sort of 'specialty' exist officially or unofficially in a regiment this way.






Page 55
..preferring to wield his “Devil’s Claw,” a three foot long blade favoured by the people of Catachan.
Catachans are the only soldiers I have known to have knives bigger than the formerly cubit-long shortswords of the Tanith lol. Apart from Space Marines of course but even this is perhaps large by Astartes standards. 40K melee weapons are always some degree of bizarre or ridiculous.





Page 56
Most brawlers neither require nor receive training in hand-to-hand combat...
..
Such troopers tower over their comrades and while not always the brightest intellects are more than capable of exerting themselves by way of their sheer physical presence.
Brawler training and nature again, reflecting that many are Bragg-types by nature (or maybe Goliaths. take your source pick.) It's also mentioned that hive world underhivers are a good source of brawlers due to the adversity they face making violence a way of life (further reinforcing the Goliath analogy now that I think about it.)







Page 56
The worlds of the Imperium are steeped in death and war and so countless numbers of the Emperor’s faithful exist at the edge of complete homicidal breakdown. It is only by the eternal vigilance of the enforcers that such individuals are kept from venting their madness on their workmates, but when tithed into the Imperial Guard they find an ideal outlet for their pent up violent urges. Those who might have indulged their taste for blood without being caught are likely to be quite skilled in the arts of killing and to require little or no additional training.
Basically there must be plenty of potential killers within the Imperum as a result of its culture and tradition (FUCK YEAH! he says in sarcastic tones.) and this is of course useful to the Guard as you can always find a role on the battlefield for killers. One assumes these are those who don't get caught and assigned to prison or penal legions, and thus only 'potential' killers, but still...

It must be said that many brawlers may be utilized as silent killers (sentries and such.) which agin echoes the mention of Cuu from the Ghosts novels. Thta said alot of this seems to speak of the same penal-legion-esque cannon fodder role, what with the 'minimal training' aspect.




Page 58
reachers are troopers with a particularly valuable (and volatile) set of skills ranging from using demolition charges to breach enemy fortifications to supervising the fortification of the unit’s own positions.reachers are troopers with a particularly valuable (and volatile) set of skills ranging from using demolition charges to breach enemy fortifications to supervising the fortification of the unit’s own positions.

Such soldiers often have a particular knack for locating and bypassing booby traps, cutting through razorwire, fording ditches, climbing over high obstacles and blowing holes in walls, doors, fortifications, and enemy soldiers unfortunate enough to be in their path. To this end, these troopers often carry a range of specialised equipment to assist with any such tasks they might be assigned. Depending on the equipment available, these can range from the most basic tools such as axes, wire cutters, and collapsible ladders to hand held scanners, helmet-mounted hazard-sense prognosticators and null-vox jammers that disable command operated mines, point defences, and other security measures.
Demo and siege types pertaining to boomage, basically. They're mentioned to be used for clearing paths or openings in terrain for vehicles, in assaults, etc. They also are used for detecting and defusing enemy traps and explosives and dynamic entry type shit. In line with that is the variance in neat gear they can have. Obviously the more advanced the world the greater the potential for the neat stuff. The helmet mounted sensors and vox jammers are especially interesting.

Gear assigned is a demo charge, two frag grenades, two snare mines, a respirator and a combi tool.





Page 58
Where the skills and equipment are to hand, most regiments ensure that at there are enough troopers with the requisite skills to perform such tasks, and some even aim to have one such individual per squad. Some larger or more specialised regiments train all of the troopers in particular squads in these advanced
demolitions tactics, so that they can make better strategic use of explosive surprises for their foes.
ITs mentioned that demo and breacher types can be found at many levels of Guard regiments including line troopers with impromptu knowledge of traps and scouts who rig demolitions to prevent pursuit. Obviously the above speaks more of specialists (like snipers) and whole regiments may exist, which I gather are variations of siege regiments, or pioneer/assault pioneer regiments. Like the underground krieg engineers from siege of vraks.




Page 59
Having breached the outer walls of the fortress, Trooper Nolan’s squad penetrated deep into the foundations and in doing so encountered the nucleonic core that powered the fort’s void shield. Placing a demolition charge that blew out the reactor’s cooling circuits, Nolan caused the largest explosion of her career to date, estimated analogous to a nucleonic detonation with a yield of approximately seven kilotons.
...
..all sustained substantial radiation poisoning which was only cured thanks to the ministrations of the medicae staff attached to the 221st.
'nucleonic' reactors powering void shields, generating radiation poisoning, and with nuclear level yields if they overheat. Rather interesting that 'nucleonic' seems similar to nuclear, although we know from other sources (EG tactica Imperialis) that it is some sort of matter to energy conversion process (one kind of cyclonic is nucleonic, and a rare one at that.) Since it is unlikely this is 'real life' nuclear (no more than plasma reactors are.) this probably reflects a different form of power generation tech alongside the use of plasma fusion and even fission reactors (Depending on context)




Page 60
The level of training a demolitions expert receives depends very much on the base technology level of his home culture. I is rare for troopers to receive hypno-indoctrination or any form of psycho or bionic conditioning on the use of high-explosive devices. Instead, training is often a selective, natural process.
Meaning that as far as Official Guard Training goes, they either learn to be good at it, or die, or avoid doing it entirely, but basic training on explosives is rare or limited (EG Grenades.) It seems they instead rely more on 'locally' provided knowledge (on the job training, or part of a pre-Guard career, or part of miilitary training.) although all will have at least some knowledge about things like grenades.

Also the first mention of hypno-indoctrination as a training method, which will be covered later.




Page 60
...those from a higher technological base are sometimes instructed in the proper use of all manner of scanners, jammers, and equipment for efficiently defusing explosives to overcome the same challenges posed by traps, mine fields, and the other such hazards.
Again more sophisticated the world, the better the potential gear. Especially for specialists.





Page 60
Most troopers can be successfully instructed in the application of demolition charges, though much of the time only those from the more technological planetary backgrounds are generally equipped with the more complex forms of command detonation trigger. Those unused to such technology must rely on simple fuse wire.
Demolitions training and methods of triggering.





PAge 60
Those with the experience to do so must lead their units through areas seeded with every type of mine, from tanglefoot to stasis bursts, as well as locations protected by las-trips, screamer nodes and all manner of disruptive field effects. They must evade, defeat or simply push through all manner of detection systems.
Defensive traps. Note the stasis ursts and las-trip (wires?) and screamers,




PAge 61
At the other end are those regiments that train large numbers of their soldiers in at least basic demolitions technique, and arm them with appropriate weapons and tools to take advantage of these skills accordingly.


The book mentions catachans and elysians being notable for demo-trained troopers as they fit in well with their combat philosophy.



Page 62
The presence of a beloved regimental leader at the forefront can mean the difference between a unit standing firm or collapsing, the troopers fighting to emulate him or simply to protect him from the enemy’s attentions. The downside is that, should such an exemplar fall, a regiment’s morale might be drastically affected.
Silly as it may sound there is merit to this, as I've noted before. The nature of the warp and the effects of large scale belief imposed on it can have a non-trival effect on anything, especially warfare. This is in fact one reason why I suspect the Emperor created the Primarchs and Space Marines - to be visible 'champions' of humanity to inspire and terrorize. Why shouldn't it work on a lesser scale?

That said, such effects are hard to quantify and must be treated cautiously lest it be a no limits fallacy.



Page 62
These [heroes] are often entirely ignorant or apathetic of the fact that their name is known across entire warzones and spoken of by the lord-marshals of entire campaigns. The names and images of some such paragons are used in Imperial propaganda, sometimes without their knowledge or consent, and reproduced dozens of feet high accompanied by slogans extolling the masses to emulate this shining example. Invariably, the persona propagated in this manner is almost entirely false, idealised to such a degree that few would recognise the figure if they had met him in person.
The 'commander' spoken of above can and is often used as a propoganda tool - a highly exaggerated one. The most blatant examples of this of course would be Yarrick or Ciaphas Cain, but lots of other soldiers could be done. Ollianus Pius comes to mind of course. Then there are any of the 'named' characters in an IG codex or Imperial armour book (Creed, Straken, Marbo, etc.) The Imperium is always big on propoganda, and big on using (or creating) 'heroes' with which to inspire and motivate.

But you have to admit the idea that something like ATTACK RUN being literally true is pretty amusing in and of itself as well, especially as a propoganda tool.





Page 66
the field chirurgeon’s expertise lies in keeping his fellow soldiers standing during a given battle so that the entire squad can survive. Although they intervene to save the lives of their comrades, field chirurgeons also often perform their operations with the goal of allowing them to continue fighting, as is their duty to the God-Emperor of Mankind. Though this focus on rapid rehabilitation rather than longterm recovery sometimes means that soldiers fight on with gruesome injuries rather than resting and improving their chances of survival, the field chirurgeon’s intervention might save the regiment even if it cannot save a patient’s life.
Field chiurgeons get Diagnosticator, injector, medikit and 4 field sutures as gear. The basic emphasis is 'short term care' but this can mean either stabilizing them so the medicae can work on them, or if the situation requires get them functioning so they can keep fighting despite the injuries (even if this proves fatal.)







Page 66
Highly experienced Imperial Guard regiments, those that have been operational for many years and whose members are considered veterans, are likely to field a great number of field chirurgeons in their ranks. While some have assuredly received specific training under the tutelage of the regiment’s medics or external Medicae Field Units, others might have simply picked up their skills throughout years of exposure to the horrors of war.
Frequency of field chirurgeons in the Guard and regiments as well as their training. (again variable.)





Page 67
...D Company, was deployed to the surface by way of grav-shunted drop barges mothballed wince the Angevin Crusade and recently pressed into service for the war beyond the Periphery. This operation proved disastrous, the barges proving entirely unsuitable for use in the unusual atmospheric phenomena common on the worlds of that system.
Must be like those drop barges mentioned in tactica imperialis, that have the antigrav device built in and troopers drop to the ground in the grav cone (which can be fatal if the ships get shot down or knocked about by gunfire.)





Page 68
On those worlds possessed of a relatively advanced technological base, the population might have access to many different forms of care, though in practice this is normally drastically limited by station, class, wealth, and other hierarchical factors.
..
Only those who are valued by the monolithic institutions of power are generally afforded treatment for any ailment they might contract, while those deemed of little or no worth are denied it out of hand. In the most extreme of cases, individuals are kept alive long past their years simply because they have been classified by some impenetrable rating system as vital to some process, which itself might be obsolete.
Excluded are the usual mention of 'human fuel' crap - life is cheap, people plentiful, etc. Basically a reflection of medical care and treatment in the Grim Darkness of the future. The mainly interesting bit is that if you are deemed important (for whatever reason) you may literally be forced into juvenat to keep doing what you do if you are not easily replacable (or simply out of habit.)





Page 68
Field chirurgeons are generally trained by the regiment’s ranking medics, and their training usually begins with a focus on how to bring a patient under control until a more experienced individual can enact treatment. Of course, given the chaotic conditions of the battlefield, most troopers with any medical training at all quickly move beyond simply controlling injuries to treating them by simple necessity. Additionally, many formally trained medics possess or develop these rapid treatment skills, which augment their broad base of anatomical knowledge and allow them to perform triage more effectively in the field.
..
Many regiments expect their field chirurgeons to receive periodic training from their more formal medics, but others rely upon their members to learn through putting their skills into practice.
More on Chirurgeon training and duties.





Page 69
The Janissaries are noted for their zealousness and the depth of their faith, venerating Saint Drusus as the font of all holiness beside the Emperor himself.
..
In a galaxy where gods and Daemons are very real phenomena and stalk the battlefields alongside war machines of unutterable destruction, miracles do actually happen from time to time, and countless wounded men have been saved in such a way.


The described methods are individual prayer (of the medic) applying sacred purification unguents, and then if needed get the entire squad to lay on hands and pray, calling on the saint. I consider it interesting because it acknowledges belief can have tangible effects. If your belief is strong enough, why not call upon it to aid in healing, or whatever? I imagine it works well for true priests and Sororitas as well. :P






Page 69
The more veteran Drop Trooper and Jungle Fighter regiments might include several field chirurgeons in every platoon or even squad, in part because of the prevalence of such skills, and in part because of the experience such individuals have amassed...
chirurgeons in the Catachan and Elysian regiments.





Page 70
While some regiments allow any officer equipped with a vox link or accompanied by a vox operator to request artillery fire, the Master of Ordnance has the command authority to order such bombardments...
..

..it [Master of Ordnance] relies on the individual interacting with units outside of his regiment on a regular basis. After all, most Imperial Guard regiments consist almost entirely of the same general type of sub units.
..
Communication between regiments can be very difficult, and facilitating this communication is the role of the Master of Ordnance.
the MoO is basically a diplomat and interpreter of sorts.. givne the varieties of language, custom, culture as well as the differences in organization of differnet kinds of regiment (infantry, artillery, etc.) Anyone can 'request' a bombardment order, but MoO basically cut out the middleman which can be an advantage in anoutfit like the Guard. But it also reflects that many 'specialists' in a regiment may serve more than a military role - they're the envoys and facilitators for the regiment in various areas of expertise, particularily with elements outside of the regiment.

MoO's start out with a Good craftsmanship mortar, 6 frag rounds, a deadspace earpiece, and a hand-held targeter.






Page 70
..the Master of Ordnance might also be required to coordinate with members of the Imperial Navy as vessels in low orbit offer super heavy fire support to the “ground pounders” or with the servants of the Adeptus Mechanicus, the custodians of all manner of arcane war machines from mighty Titans to arrays of exotic city-razing archeotech weaponry.
Again that 'facilitator with external elements' role. Not only do they work with other artillery elements within the Guard, but they can work with the AdMech and Navy too.

Also mention of city levelling weaponry (although not in the form of Titans in this case lol.)
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Another hammer of the Emperor update. Halfway through.







Page 37
Woefully primitive by Imperial standards, feudal worlds are home to low-technology, largely pre-gun powder societies with a population made up largely of peasants and serfs ruled over by warrior aristocracies. While nominally part of the Imperium, they are generally of little use to the Adeptus Terra due to their lack of technical acumen, their isolation, and their often heterodox beliefs. They do, however, pay tithes to the Imperium, and due to their largely agricultural society they are often converted into agri-worlds. Despite the fact that the sword, the spear, and the crossbow are considered state of the art weapons on most feudal worlds, regiments are occasionally raised on these worlds.
Oddly, feudal world seem to be considered less valuable for troops than Feral, despite having an arguably lower tech level. This may reflect that only the 'post apocalyptic' type worlds are typically worth raising from (like Iocanthos, or Baal were it not under Blood Angel jurisdiction) because of their parallels to underhivers and even slight familiarity with tech, or it may reflect worlds of truly primitive nature with something important to provide (like the Canak skulltakers, although this is no different for feudal worlds when it comes to shit like providing Rough Riders, like the Attilans.) Most feudal worlds as a result seem more destined to be agri worlds if anything, are amongst the less important (and thus nominally part) of the Imperium. Also amusement at how primtiive feudal (and thus feral) worlds are culturally and technologically by Imperial standards.






PAge 38
Few feudal worlders take the time to learn to read and write, consumed as their lives are by toil and warfare, with written language largely the domain of scribes and other specialists.
..
Regiments raised from feudal worlds are led by officers drawn from the local nobility and the common men and women in the enlisted ranks tend to revere their officers as not just their leaders but as their betters.
...
The beliefs and general understanding of the galaxy possessed by the average feudal worlder seems woefully backward and benighted to many other Guardsmen.
Again its an interesting contrast to the perception of IGNORANCE AND SUPERSTITION of the Imperium - there are degrees of both, much as there are in real life. The average Imperial (civilian and soldier) is more sophisticated than a feral or feudal worlder equivalent in superstitions, but that doesn't mean he doesn't hold certain mythical/mystical beliefs (EG religion, ideology, etc.) And ignorance of technology is not unusual in real life either. I think its arrogance to think these things don't exist in real life just because 40K may sometimes exaggerate them. Same with the education levels implied - basic literacy (Readnig and writing) seems to be considered 'typical' for Imperail worlds (if they weren't, how could they read and understand all that propoganda?)

Also we get the idea that feudal regiments are distinct for their 'obedience to nobility'.. which is interesting given how often aristocracies supposedly provide officers fo rthe Guard (And are supposed to be obeyed.)






Page 38
In addition, feudal worlds are by their nature millennia behind many worlds that provide soldiers to the Imperial Guard when it comes to technological advancement, and their wars are still fought with sword and shield, longbow and catapult.
Implied difference in tech base between Imperium and feudal worlds. If we compare that to real life we might infer the Imperium is, in broad, general terms, at least centuries if not millenia ahead of real life in technologies (At least in potential. Technological sophistication is not the Imperium's problem - standardization across all of its planets is. OF course the Imperium's standardization difficulties are far greater than just with tech.)






PAge 38
Characters drawn from the Adeptus Mechanicus’ forge worlds tend to be highly intelligent, clear-minded technomats who have an innate talent for using and caring for the mysteries of technology..
..
..these craftsmen, engineers, and technicians bring an immense font of knowledge to the Imperial Guard and form the backbone of its engineering and technical abilities.
...
They pilot the tanks and infantry fighting vehicles, they raise fortifications, dig trenches, build and destroy infrastructure, and even bring the devastating power of the ancient Titans to bear on the enemies of the Imperium. While such regiments are certainly not revered by their counterparts in other Imperial Guard regiments, they are unparalleled in their ability to keeping the weapons working and the tanks running.
Forge world 'regiments' described. Even though they're described as a regiment (implying soldiers) the context suggests its more a logistical/support arm, basically doing everything but fight/shoot the bad guys. Whats more it implies this is just more than techpriests and enginseers and servitors, but perhaps reflecting their Munitorum counterparts.






Page 38
Where most Imperial citizens see a machine as a singular and mysterious entity, those from a forge world view machines as a collection of discreet, sacred components, each with a uniquely important purpose. They are highly prized by armoured, mechanised, and siege regiments for their ability to both keep friendly machines running in the worst conditions and to efficiently dismantle enemy equipment.
Difference in perception of technology between Imperial citizens and forge worlders. Implies forge world 'regiments' are common amongst armoured/mechanised and siege regiments (And may provide those types.) also amusement at 'dismantlnig' enemy equipment.






Page 38
..the mysteries and wonders of technology are as common to them as a herd of Grox to an agri-worlder. While this makes these relatively tech-savvy Guardsmen well suited for more technological occupations in the Imperial Guard, such as Operators and Tech-Priest Enginseers, it also has a tendency to produce insular, awkward troopers not fit for polite company.
Again these ARE Guardsmen, they may not neccesarily fight. Thy do seem to be the eggheads and geeks of the Guard, all told. lol






Page 38
Frontier worlders are rugged survivalists, and many frontier worlds are chosen for the founding of Imperial Guard regiments because of the relentless drive to endure and practical ingenuity that their harsh home worlds breed.
Sort of Death/Feral world lite, I suppose. Not as darwinian in many respects, but still breeding tough, independent spirits who can provide initiative and free thinking to the Guard (whether it wants it or not.)





Page 39
Frontier worlders are more accustomed to working far from others than many of their counterparts in other regiments.
..
On the battlefield, this frequently translates into a willingness to strike out beyond the sight of allies, confident that their compatriots will react swiftly to danger.
...
Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency.
Again like Death world regiments, or the Tanith, or Sentinel pilots (or the Tallarn) the Frontier worlders seem to be very independently minded, although for the more orderly and consevative minded regimental types this can cause conflict (Esp with officers.)





Page 39
Their bodies and minds have adapted to a life of living underground and heavy toil, and the constant threat of accident and sudden death has sharpened their senses to a preternatural degree. These Guardsmen have an innate sense of direction, are accomplished in demolitions and the operation of heavy equipment, and have built up a resistance to the natural dangers found in mines. Regiments raised from mining colonies are typically Siege Infantry regiments.
specialities and qualities of Guardsmen tithed from mining worlds. Some similarities, I think, again to hive worlders (less feral than underhivers.) A prime example being the mordant regiments mentioned in various sources like Tactica Imperialis.






Page 40
Artillerymen operate the numerous towed and self-propelled artillery pieces fielded by the Imperial Guard such as the Basilisk, the Medusa Siege Gun, and the Griffon Heavy Mortar Platform.
...
Imperial artillery supplies precision, medium and long-range indirect fire in support of infantry and armoured regiments. Artillery units also operate the Guard’s anti-aircraft weapons, including the Hydra flak tank and the Deathstrike missile launcher vehicle.
..
Even if indirect fire has a tendency to be whimsically inaccurate at times, despite the presence of forward observers and orbital telemetry, most Guardsmen owe their lives at least once to a well timed artillery barrage..
Comments on artillery forces, what they operate and their mods of precision. Operate indirect fire and anti-air units, and also rely on forward obsevers (Described later) and orbital telemetry to provide accuracy for bombardment (which suggests they have the capacity to receive data from both sources.) Pretty nifty.





Page 40
These Guardsmen are light infantry units trained in covert warfare tactics and deployed against the Imperium’s enemies as infiltrators, assassins, and saboteurs.
..
They tend to show more initiative and creative thinking in the field than the average Guardsman. Indeed, it is this ability to think on their feet and adapt to quickly changing tactical situations that keeps them alive...
...
Experts at asymmetric warfare, their missions typically include killing or capturing enemy leaders, interrogation, and deep infiltration strikes via grav chute or other aeronautica against enemy installations and infrastructure.
Guerilla regiments. Come with lascarbine and 4 charge packs, 2 stun, blind and frag grenades (apiece). I like the emphasis on 'asymmetrical warfare', and it shows that the Guard raelly does embrace all manner of combat styles. The problem isn't so much that such capabilities exist, its finding them available when needed and adequatley supplying them (again, standardization.)





Page 40
These Guardsmen are highly trained heavy infantry specialists trained in the use of grenades, grenade launchers, and the other numerous types of deployable explosive devices used by the Imperial Guard. These heavy-hitting soldiers work either in their own units as powerful heavy shock troopers or in mixed infantry units as heavy support troopers, using their heavy weapons to deny areas, defend their comrades, destroy lightly armoured fighting vehicles, and shatter close-packed groups of enemy infantry.
definition of grenadiers (They use grenades, but are otherwise heavy infantry with heavy weapons). Get one auxillairy grenade launcher upgrade per soldier, 1 extra krak/frag grenade, one suit of ligth carapace armour, 1 deadspace earpiece and 2 grenade launchers per squad.
In the case of the Kasrkin for example, they provide a assault spearhead for troops.





Page 40
While most regiments dedicated to forward scouting are equipped as normal forward infantry supported by no more than a single Sentinel walker, some rare regiments are formed entirely of soldiers dedicated to piloting and maintaining these light walkers.
Heavy reconnaissance regiment. Recon in walkers like sentinels, with heavy weapons. High tech alternative to rough riders and Salamanders




PAge 41
While they might seem a strange anachronism in a military force that fields enough firepower both on the ground and in space to annihilate an entire planet, the Imperial Guard’s Rough Riders are as dangerous as any armoured or mechanised regiment. Possessed of a flexibility and speed nearly unrivalled among the numerous regiments of the Guard, different groups of Rough Riders ride a myriad of different beasts, from hardy, war-hardened common horses to lumbering grox to creatures even more exotic like small carnosaurs or winged felines.
Uses and advantages of Rough Riders. Note the amusing reference to Ground AND space forces having enough firepower (in totality?) to annihilate planets. Read into that what you will, it will be argued over lol.






Page 41
Rough Riders are typically raised from low technology level feral and feudal worlds where nomadic or cavalry centric societies are the norm..
..
Rough Riders are lightly armed and armoured, drilled in close-range combat and anti-armour tactics. They wear light flak armour and carry their unique, multi-purpose hunting lances, laspistols, a handful of grenades, and precious little else.
..
..most Rough Riders are accomplished at fieldcraft and survival, able to live, if not comfortably, then at least reasonably off the land in nearly any environment. In theatre, they are deployed as scouts, skirmishers, and guerrilla fighters, in squads of four to nine troopers led by a sergeant.
Origin, tactics, and equipment of Rough Riders. Again light flak is their body armour, they do anti-infantry and anti-armour.





Page 41
Using man-portable surface to air launchers, dedicated antiaircraft emplacements, and armoured vehicles like the Hydra flak tank, these eagle eyed Guardsmen keep the skies clear of enemy aerospace craft and flying beasts..
Anti-Aircraft regiment. The notable bit is that they can use man portable missile launcher as wel as stuff like Sabre platforms and (of course) Hydras.






Page 42
Typically composed of light or line infantry, they are instilled with an encyclopaedic knowledge of enemy armour and equipped with rocket and missile launchers, anti-tank mines, melta guns, and other destructive devices. These Guardsmen are frequently deployed on foot or mounted in a Chimera and can cripple an enemy’s armoured advance or mechanised units..
Anti-armour: destroy and disable enemy vehicles, made up of equal parts knowledge and equipment. That they can be mechanised is interesting, not unlike Space Marine Devastators in that regard.






PAge 42
Lightly armoured and armed with carbines, bullpups, and other short-barrelled weapons along with numerous deadly melee weapons, close quarters specialists are trained to move and fight effectively in confined spaces.


Close quarters battles regimental specialists - underground, underhive, urban enviroments (habs, etc.) CQB troops are equipped with a lascarbine with the compact modification, 4 charge packs, 1 mono knife, and a suit of light carapace armour. Which is alot of neat gear, but the carapace is really the surprising bit, because you'd think that is heavy and bulky in a situation where mobility is key. Still the protection it provides makes sense as well. Note the mention of bullpup weaponry as well as carbines (we know about bullpup lasguns of course.)






Page 42
These soldiers are powerful units usually mounted on massive, powerful, fleet-footed beasts bred for the charge. Heavily armed and armoured, even the beasts they ride frequently wear thick protective plates to turn aside the blasts, bolts, and blades of the enemy. Such warriors specialise in breaking infantry lines, destroying vehicles, and demoralising nearly any foe.
Heavy lancers. Heavy Infantry/Grenaider verison of Rough Riders, I gather. Of course they come with mono-equipped great spears or hunting lances. Not quite as usefula s Rough Riders but I suppoes they have a role somewhere.






Page 42
This regiment uses stealth, cunning, and every ruse de guerre known to military science to sow fear and havoc among the enemies of the Imperium. Well versed in clandestine warfare..
Infiltrators. How they differ from Guerillas I'm not sure, except they seem to be more about trickery and stealth,





Page 42
Typically mounted on small, fierce, agile creatures, some regiments are specialise in using cover, terrain, weather, and darkness to shroud their movements. Skirmishers are trained to use every advantage to stealthily approach their quarry then overwhelm them in a single cascading assault. Once they strike, they disappear as quickly as they arrive, leaving shattered and confused enemy troops in their wake.
Skirmishers. Mounted on light horses I gather, lighter than Rough Riders, at least, although like with the infiltrators I'm not seeing much difference.




PAge 43
This regiment’s missions require them to operate well behind enemy lines, often amongst the enemy soldiers themselves, and their equipment reflects their need for speed, stealth, and flexibility.
Covert Strike regiment. Start out with 1 suit of synskin and 1 set of preysense goggles per trooper. They also get a easier time acquiring gear like chameleoline cloaks or armour, clip/drop harnesses, rebreathers, survival suits, auspex/scanners, demolitions charges, grav chutes, multikeys, multicompasses, stummers, static generators, and other stealth/infiltration type gear. IT also includes silencer and tox dispenser upgrades ,as well as 'stealth'w eapons like needle pistols and rifles and sniper rifles. Again ilke the CQB troops they have some damn fancy gear and high end stuff at that, which is damn impressive, but again makes you wonder how they differ (Aside from material advantages) from guerillas and infiltrators. It may just be a game based 'flavour' thing.





Page 43
Requiring an in-depth knowledge of the ins and outs of battlefield communication such as broadcast frequencies, electronic attack, cryptography, power generation, maintenance, and the dizzying array of communications gear fielded across the galaxy, electronic warfare is typically the purview of Operators, Tech-Priest Enginseers, and the occasional astute and tech-savvy Guardsman. No matter where they fight, these Guardsmen are equipped with some of the most sophisticated listening and broadcasting equipment issued by the Departmento Munitorum.
electro-vox warfare forces. Start out with a data slate, micro bead, and electronics toolkit per member. Each squad has 2 auspex, 1 voxcaster, 2 static generators and 1 signal jammer. WE dont often think of the Guard paying much attention to EW even though they have comms and sensor dudes, but it makes a sort of sense that such officers exist in the various roles. Again very techy for guard standards and nice to have because of it (in my mind, anyhow.)






Page 43
Forward Observers use stealth, speed, and knowledge of navigation and survival to observe the enemy and call in air strikes, orbital bombardment, or artillery barrages. This unit excels in directing indirect fire, and their special load-out helps them ensure their colleagues in the air and behind the lines hit what they are aiming for.
Forward observers. 1 pair magnoculars, 1 handheld targeter, and ome chameleoline cloak per person. forward observers were mentioned as being useful to the aforementioned artillery regiments for precision bombardment, and we see why here, although they can b used for air strikes and orbital bombardment as well as artillery.





Page 43
Considered elite among siege regiments, these regiments combine the deadly combat prowess of elite infantry with the cunning and technical acumen of siege engineers. Where the average siege engineer’s mission is more defensive, digging trenches, breaching walls, and building fortifications, a vanguard unit’s mission is more focused on offence and mayhem. These Guardsmen travel deep behind enemy lines, either on foot or mounted in well-equipped Chimeras, to destroy infrastructure, sabotage logistical and communication lines, and cause as many problems for the enemy as they can.
Basically high-tier siege regimental types, the grenadier/heavy infantry type dedicated to the assault, probably like Assault Pioneers and such. Its mentioned they work often in cooperation with storm troopers. Gear-wise, they pack 1 lascarbine and 4 charge packs, or a shotgun and 4 clips, 1 combi tool, 1 data slate, one entrenching tool, an anointed toolkit. We've seen sorts like this in the Krieg regiments in IA6 with the Death Korps engineers.

Squads get a lascutter, 6 demo charges, a siege auspex and a single Chimera with autocannon turret, hull heavy flamer, and a pintle heavy stubber, plus dozer blade and camo netting, so like the Anti-armour forces they are surprisingly mechanised. I imagine that Centaurs can fill in when Chimeras aren't available.






Page 44
Either due to pernicious acts unbefitting a chosen soldier of the Imperial Guard, incompetence and failure, cowardice in the face of the enemy, unfair accusations, or simple, terrible luck, this regiment has been condemned to die on the battlefield as penance for its sins.
..
Departmento Munitorum support for such regiments is token at best, and they receive the most dangerous missions that command can concoct for them.
Regiments that get decreed 'expendable'. Showing yet again how vairable the logistics can be in the Guard. And the whole 'politicla' thing and how it can fuck shit up of course.





Page 45-46
Incompetent leadership could take the form of ignorant and inexperienced field officers, general officers more interested in their own personal political goals, indolent, permissive, or particularly savage squad leaders, thieving logistics officers, or any combination thereof.
Incompetence in the Guard. Yes I know how SHOCKING it is to contemplate such a thing existing, but sadly it does, in forms varied and diverse. Showing yet again the ways in which the Guard can fuck itself over, from the political and glory seekers to the inflexible and bloodthirsty.







Page 46
In an age when swarms of slavering life forms from beyond the galaxy consume whole star systems unopposed, and when a middling fleet of voidships commands enough destructive power to reduce a planet to cinders in the blink of an eye, the loss of a single planet in a sector is unremarkable.

A fleet of starships can destroy a planet 'in the blink of an eye'. If we figure broadly its mass extinction in a single volley. The question is 'what is a middling fleet'? PRobably far fewer than thousands of ships - those tend to be large fleets by 40K standards, and even hundreds of ships are not typical (hardly rare either, but far from average.) dozens of ships is more likely (A battlegroup), and probably more than a handful (since for all intents and purposes that would be a squadron.) If we figure around a a score to several hundred ships and 1e8-1e9 megaton firepower range for mass extinction, we'd be talkng anywhere from 500 gigatons per salvo to 50 teratons. Even if we figure some 10k starships (something as big as a large crusade fleet or a major expeditionary force, like the one from Rynn's world.) we'd still be talking over 10 gigatons per salvo. Broadly speaking, it points to gigaton-teraton range firepower, although the nature of the starship weapons (and whether its fore/dorsal/broadside/some combination) isn't known either. Given that exterminatus and virus bombing (Which itself is oddly separates) are treated as distinct from this (next quote) it probably isn't referring to any of those measures either (although its odd to keep bombardment separate from this also, as you can exterminatus a planet with conventional firepower, as per 6th edition rules.)

We might also infer, if we take 'blink of an eye' literally, that it infers that the ordnance can travel hundreds or thousands of kilometers (or tens of thousands) in a fraction of a second (implying again fairly high velocities for ordnance - at 200 km orbit, plus altitude, and assuming .4 second duration we might get at least 500-900 km/s at least, probably for ORdnance: shells and missiles would arguably be faster.





Page 46
Some are consumed by Tyranids or Chaos forces, some are burned in the holy fires of Exterminatus or laid waste with virus bombs, and others simply succumb to the death of their star or some other freak celestial accident.
Various ways a planet can be lost/destroyed. Interesting that Chaos itself can be a WMD, although its hardly surprising given its mutational natures. Interesting too that virus bombing is distinct from Exterminatus, rather than a kind of Exterminatus here too.






PAge 46
Being one of a handful of survivors of a disaster that snuffed out the lives of teeming millions or billions has a deleterious effect on the human psyche.
Implied population range of Imperial worlds.





Page 47
While the officials in the Departmento Munitorum are known far and wide for their fecklessness and capriciousness, and while every unit that has ever born arms in the Emperor’s service has suffered supply shortages and incorrect shipments at their hands, the poorly provisioned regiment is worse off than most. Perhaps the regiment is stationed on a planet far off the normal resupply lines, or they have been embroiled in their campaign for so long and at so great a cost that they are reduced to throwing chunks of rockcrete at their enemies and messing on grass and boiled boot leather. Whatever the case, this regiment has precious little of what it needs to operate in theatre and what equipment they do possess is in a sad state of disrepair.
More about the utter unpredictability of the Munitorum, and how for some it can clearly be worse than others. Politics and bureaucracy, as we've learned, dictate things as much as necessity does.







Page 47
This regiment is surprisingly small, whether because of its specialist doctrines, its harsh training methods, a dearth of potential soldiers on its founding world, or grievous battlefield losses. Whatever the reason, it continues to operate despite having far fewer soldiers than many other regiments. and thus cannot rely on the brute force tactics for which many great regiments are so renowned. Instead of assaulting in massive, overwhelming waves of soldiers, this regiment’s troopers must strike in smaller units. Each soldier must rely on the competence of close squad mates rather than the raw might of the regiment itself.
Circumstances allowing for regiments to be small (although what 'small' means in this context we don't know. It also reflects the simple fact that not every Imperial regiment fights the same way - the Munitorum may think in attritional terms, but because of the lack of micromanagement they have to delegate command, and the way those leaders operate is as variable as the regiments they can command.

One may be able to generalize that the size of a regiment dictates its kind of tactics in a broad way - large formations (especially of men) probably means something more brute force/attritional than smaller formations. This can be justified if we look at many of the more sophisitcated or competent regiments - mechanized forces like the Valhallan 597th (barely a thousand), or the Tanith 1st (a few thousand tops.) or any armoured regiment versus other forces (like the Kriegers in Siege of Vraks (tens if not hundreds of thousands of troops for siege regiments), or the Valhallan 18th Tundra Wolves from the 5th edition codex (120K men)






Page 48
Though the overwhelming majority of regiments within the Imperial Guard are internally uniform—every squad, platoon, and company interchangeable with the others within the regiment—there are a few who differ for one reason or another. There are two particularly common reasons for this difference. The first is because of some fundamental cultural divide upon the regiment’s home world—often a difference between the commoners and the noble rulers, or between hive-dwellers and the techno-barbarian nomads from the wastelands beyond, or a similarly odd dynamic.

The other common reason is simple attrition: few regiments are reinforced from their home worlds, but depleted regiments are often merged when they fall below a useful fighting strength. While it is generally preferred to merge two regiments of the same home world and of similar types, this is not always possible or practical, and the resultant combinations can be quite unusual.
Comments on uniformity vs variability in Guard regiments. It probably can be summarized as 'broadly uniform' in structure - in the sense they may have guns and armour, be formed into squads and platoons and companies and regiments - but the exact details within that structure can be highly variable (The equipment, the training and doctrines, etc.) And in typical 40K fashion it is possible for that variation to extend to the composition of the troops - so while you might have squads that are all the same number, they may not be of the same type (The 'techno barbarians working alongisde mid-hivers and spire born, in different elements.)

Whether this can explain cases (like from the IA books) of 'combined arms' force regiments from the same planet or not, is probably up for debate.

The other option is the amalgamation, like the Ghosts or Valhallans from the Cain novels. Take two or more depleted units and combine them to form a new unit. As mentioned oftne in the codex and other sources, teh result and capability of this force can be variable - and can sometimes lead to odd/interesting variations (like the 5th Codex mentioning the amalgmated Catachan/Elysian force which resulted in Airmobile Rambo jungle fighters.)






Page 48
The first is for regiments that were created from multiple different regiments at some point in the past, and now function as a single combat group. Though such regiments have likely become cohesive fighting units, honed to work together effectively by the rigours of the battlefield, the original elements often maintain a sense of identity, even within the whole, thanks to their different training doctrines, leaders, and histories.
This reflects the 'mix and match' nature of the regiment as a whole -whilst they may be raised uniformly from within a world, they can also be broken down and re-integrated with different forces, or have elements detached and seconded (or exchanged) with another regiment. Such as armoured regiments trading a tank company for a company of infantry or artillery, or both. Or having three different regiments of infantry, armour, and artillery broken down and re-formed into one or more new, combined-arms formations. This oculd even be done on the home world shortly after raising, in theory - since many worlds raise multiple kinds of regiments, and there is the established preference to keep amalgamation within the forces of a given homerworld, you could create the sort of 'combined arms' formations we see so often and yet still have regiments be largely uniform (again reflecting that the Regiment is largely an administrative convenience rather than a strictly-adhered to formation. Although some probably still do 'adhere strictly', since military conservatism is hardly unknown in the Guard.)







Page 49
In some cases, circumstances conspire to merge regiments with extremely different training and combat styles, creating all manner of logistical and organisational oddities that must be overcome before the newly-combined force can function effectively. Overcoming these problems can create potent and specialised forces, but failing to solve these issues can result in mismatched and ineffectual forces that seldom survive for long on the front lines. However, this diversity of training can also be extremely advantageous, if the regiment’s officers can change their paradigms of thought enough to make use of it and individual squads can learn to leverage it to serve the God-Emperor’s cause.
Again analogues to the airmobile Rambo-soldiers I mentioned before, and reflecting the double-edged sword of amalgamation. It can compound the already complicated nature of the Munitorum's logistics, which can cripple the regiment, but if that can be sorted out and the differences between the regiments sorted, it can lead to a highly effective force.

Its actually a very good example of 'theory vs practice' - as this is not something that is 'oficially' a reason for Munitorum policies, but the fact it results from them can reflect that some may exploiot this for that end.






Page 49
The Departmento Munitorum has a tendency to paint in the broadest of strokes when dealing with organising groups of Guardsmen, regardless of the specialities and needs of individuals within the whole. Regiments that have been merged together are sometimes assigned gear that is unfamiliar to some members of the regiment—or worse, equipment that they are not trained to use at all.
The Munitorum deals in generalities rather than specifics? I'm SHOCKED, I tell you! But remember they never make mistakes (and if they do its just your imagination/deliberate heretical misinformation to sow distrust!) See all previous comments referring to inconsistency of Munitorum, which this further reinforces contrary to propoganda,





Page 50
I observed the first combined strategy meeting today, recording what I could as faithfully as possible for posterity. Although I recorded the full conversation via data-slate..
Data slate recording strategy meadings, reflecting perhaps that video and/or audio capture function we have seen in other novels (EG cain novels)





Page 52
Imperial Guardsmen receive training that varies regiment-by-regiment, ranging from strict military drill from birth to deadly coming-of-age rituals to unrelenting urban violence that winnows away the weak.
Can we be surprised things like training in the Guard are variable? :P No, we cannot.





Page 52
No two regiments in the Imperial Guard are wholly alike. ven different regiments from the same world can vary immensely based on their doctrines, commanders, and individual histories.
Again despite 'standardization' existing, in very broad strokes, there is ample room for variation (or inconsistency, if you prefer.)





Page 54
The brawler is the individual who is invariably tasked with leading the charge against the enemy and of engaging the largest, most unpleasant foe he can.
..
Some regiments make specific use of troopers who prove to be especially gifted at melee combat with additional training and equipment and designate them as close combat specialists.

Other regiments frequently assign their particularly talented scrappers to certain roles, taking advantage of their particular skills as Rough Riders, scouts, or in other ways.

Plenty of regiments do not designate specific individuals as melee specialists but field them nonetheless. This generally happens on an ad hoc basis, where the largest or most belligerent troopers find themselves at the head of the charge time and time again.
Brawlers. BAsically the Guard version of melee experts. May be an official role (with official gear) or unofficial. AGain variable. Its mentioned brawlers are oftne the largest, toughtest (and sometimes meanest) troopers in the squad. Someone like Krylock from the Dark Heresy novels, or Bragg from the Ghosts novels (although technically not a brawler, he does well in that role due to his size and strength quite oftne.) or the Valhallan trooper Borscz from the novel Ice Guard. Some brwalers of course get by on qualities other than raw strength (Cuu being a good example here.)

The brawlers aptitude wise can have speed or agility, may be ambidextrous, or be pugilists/street fighters. They can be issued with a good quality chainsword, best quality great weapon, or common grade powermaul and a best craftsmanship mono knife.

One also imagines that if 'brawlers' can show up this way, you could have any sort of 'specialty' exist officially or unofficially in a regiment this way.






Page 55
..preferring to wield his “Devil’s Claw,” a three foot long blade favoured by the people of Catachan.
Catachans are the only soldiers I have known to have knives bigger than the formerly cubit-long shortswords of the Tanith lol. Apart from Space Marines of course but even this is perhaps large by Astartes standards. 40K melee weapons are always some degree of bizarre or ridiculous.





Page 56
Most brawlers neither require nor receive training in hand-to-hand combat...
..
Such troopers tower over their comrades and while not always the brightest intellects are more than capable of exerting themselves by way of their sheer physical presence.
Brawler training and nature again, reflecting that many are Bragg-types by nature (or maybe Goliaths. take your source pick.) It's also mentioned that hive world underhivers are a good source of brawlers due to the adversity they face making violence a way of life (further reinforcing the Goliath analogy now that I think about it.)







Page 56
The worlds of the Imperium are steeped in death and war and so countless numbers of the Emperor’s faithful exist at the edge of complete homicidal breakdown. It is only by the eternal vigilance of the enforcers that such individuals are kept from venting their madness on their workmates, but when tithed into the Imperial Guard they find an ideal outlet for their pent up violent urges. Those who might have indulged their taste for blood without being caught are likely to be quite skilled in the arts of killing and to require little or no additional training.
Basically there must be plenty of potential killers within the Imperum as a result of its culture and tradition (FUCK YEAH! he says in sarcastic tones.) and this is of course useful to the Guard as you can always find a role on the battlefield for killers. One assumes these are those who don't get caught and assigned to prison or penal legions, and thus only 'potential' killers, but still...

It must be said that many brawlers may be utilized as silent killers (sentries and such.) which agin echoes the mention of Cuu from the Ghosts novels. Thta said alot of this seems to speak of the same penal-legion-esque cannon fodder role, what with the 'minimal training' aspect.




Page 58
reachers are troopers with a particularly valuable (and volatile) set of skills ranging from using demolition charges to breach enemy fortifications to supervising the fortification of the unit’s own positions.reachers are troopers with a particularly valuable (and volatile) set of skills ranging from using demolition charges to breach enemy fortifications to supervising the fortification of the unit’s own positions.

Such soldiers often have a particular knack for locating and bypassing booby traps, cutting through razorwire, fording ditches, climbing over high obstacles and blowing holes in walls, doors, fortifications, and enemy soldiers unfortunate enough to be in their path. To this end, these troopers often carry a range of specialised equipment to assist with any such tasks they might be assigned. Depending on the equipment available, these can range from the most basic tools such as axes, wire cutters, and collapsible ladders to hand held scanners, helmet-mounted hazard-sense prognosticators and null-vox jammers that disable command operated mines, point defences, and other security measures.
Demo and siege types pertaining to boomage, basically. They're mentioned to be used for clearing paths or openings in terrain for vehicles, in assaults, etc. They also are used for detecting and defusing enemy traps and explosives and dynamic entry type shit. In line with that is the variance in neat gear they can have. Obviously the more advanced the world the greater the potential for the neat stuff. The helmet mounted sensors and vox jammers are especially interesting.

Gear assigned is a demo charge, two frag grenades, two snare mines, a respirator and a combi tool.





Page 58
Where the skills and equipment are to hand, most regiments ensure that at there are enough troopers with the requisite skills to perform such tasks, and some even aim to have one such individual per squad. Some larger or more specialised regiments train all of the troopers in particular squads in these advanced
demolitions tactics, so that they can make better strategic use of explosive surprises for their foes.
ITs mentioned that demo and breacher types can be found at many levels of Guard regiments including line troopers with impromptu knowledge of traps and scouts who rig demolitions to prevent pursuit. Obviously the above speaks more of specialists (like snipers) and whole regiments may exist, which I gather are variations of siege regiments, or pioneer/assault pioneer regiments. Like the underground krieg engineers from siege of vraks.




Page 59
Having breached the outer walls of the fortress, Trooper Nolan’s squad penetrated deep into the foundations and in doing so encountered the nucleonic core that powered the fort’s void shield. Placing a demolition charge that blew out the reactor’s cooling circuits, Nolan caused the largest explosion of her career to date, estimated analogous to a nucleonic detonation with a yield of approximately seven kilotons.
...
..all sustained substantial radiation poisoning which was only cured thanks to the ministrations of the medicae staff attached to the 221st.
'nucleonic' reactors powering void shields, generating radiation poisoning, and with nuclear level yields if they overheat. Rather interesting that 'nucleonic' seems similar to nuclear, although we know from other sources (EG tactica Imperialis) that it is some sort of matter to energy conversion process (one kind of cyclonic is nucleonic, and a rare one at that.) Since it is unlikely this is 'real life' nuclear (no more than plasma reactors are.) this probably reflects a different form of power generation tech alongside the use of plasma fusion and even fission reactors (Depending on context)




Page 60
The level of training a demolitions expert receives depends very much on the base technology level of his home culture. I is rare for troopers to receive hypno-indoctrination or any form of psycho or bionic conditioning on the use of high-explosive devices. Instead, training is often a selective, natural process.
Meaning that as far as Official Guard Training goes, they either learn to be good at it, or die, or avoid doing it entirely, but basic training on explosives is rare or limited (EG Grenades.) It seems they instead rely more on 'locally' provided knowledge (on the job training, or part of a pre-Guard career, or part of miilitary training.) although all will have at least some knowledge about things like grenades.

Also the first mention of hypno-indoctrination as a training method, which will be covered later.




Page 60
...those from a higher technological base are sometimes instructed in the proper use of all manner of scanners, jammers, and equipment for efficiently defusing explosives to overcome the same challenges posed by traps, mine fields, and the other such hazards.
Again more sophisticated the world, the better the potential gear. Especially for specialists.





Page 60
Most troopers can be successfully instructed in the application of demolition charges, though much of the time only those from the more technological planetary backgrounds are generally equipped with the more complex forms of command detonation trigger. Those unused to such technology must rely on simple fuse wire.
Demolitions training and methods of triggering.





PAge 60
Those with the experience to do so must lead their units through areas seeded with every type of mine, from tanglefoot to stasis bursts, as well as locations protected by las-trips, screamer nodes and all manner of disruptive field effects. They must evade, defeat or simply push through all manner of detection systems.
Defensive traps. Note the stasis ursts and las-trip (wires?) and screamers,




PAge 61
At the other end are those regiments that train large numbers of their soldiers in at least basic demolitions technique, and arm them with appropriate weapons and tools to take advantage of these skills accordingly.


The book mentions catachans and elysians being notable for demo-trained troopers as they fit in well with their combat philosophy.



Page 62
The presence of a beloved regimental leader at the forefront can mean the difference between a unit standing firm or collapsing, the troopers fighting to emulate him or simply to protect him from the enemy’s attentions. The downside is that, should such an exemplar fall, a regiment’s morale might be drastically affected.
Silly as it may sound there is merit to this, as I've noted before. The nature of the warp and the effects of large scale belief imposed on it can have a non-trival effect on anything, especially warfare. This is in fact one reason why I suspect the Emperor created the Primarchs and Space Marines - to be visible 'champions' of humanity to inspire and terrorize. Why shouldn't it work on a lesser scale?

That said, such effects are hard to quantify and must be treated cautiously lest it be a no limits fallacy.



Page 62
These [heroes] are often entirely ignorant or apathetic of the fact that their name is known across entire warzones and spoken of by the lord-marshals of entire campaigns. The names and images of some such paragons are used in Imperial propaganda, sometimes without their knowledge or consent, and reproduced dozens of feet high accompanied by slogans extolling the masses to emulate this shining example. Invariably, the persona propagated in this manner is almost entirely false, idealised to such a degree that few would recognise the figure if they had met him in person.
The 'commander' spoken of above can and is often used as a propoganda tool - a highly exaggerated one. The most blatant examples of this of course would be Yarrick or Ciaphas Cain, but lots of other soldiers could be done. Ollianus Pius comes to mind of course. Then there are any of the 'named' characters in an IG codex or Imperial armour book (Creed, Straken, Marbo, etc.) The Imperium is always big on propoganda, and big on using (or creating) 'heroes' with which to inspire and motivate.

But you have to admit the idea that something like ATTACK RUN being literally true is pretty amusing in and of itself as well, especially as a propoganda tool.





Page 66
the field chirurgeon’s expertise lies in keeping his fellow soldiers standing during a given battle so that the entire squad can survive. Although they intervene to save the lives of their comrades, field chirurgeons also often perform their operations with the goal of allowing them to continue fighting, as is their duty to the God-Emperor of Mankind. Though this focus on rapid rehabilitation rather than longterm recovery sometimes means that soldiers fight on with gruesome injuries rather than resting and improving their chances of survival, the field chirurgeon’s intervention might save the regiment even if it cannot save a patient’s life.
Field chiurgeons get Diagnosticator, injector, medikit and 4 field sutures as gear. The basic emphasis is 'short term care' but this can mean either stabilizing them so the medicae can work on them, or if the situation requires get them functioning so they can keep fighting despite the injuries (even if this proves fatal.)







Page 66
Highly experienced Imperial Guard regiments, those that have been operational for many years and whose members are considered veterans, are likely to field a great number of field chirurgeons in their ranks. While some have assuredly received specific training under the tutelage of the regiment’s medics or external Medicae Field Units, others might have simply picked up their skills throughout years of exposure to the horrors of war.
Frequency of field chirurgeons in the Guard and regiments as well as their training. (again variable.)





Page 67
...D Company, was deployed to the surface by way of grav-shunted drop barges mothballed wince the Angevin Crusade and recently pressed into service for the war beyond the Periphery. This operation proved disastrous, the barges proving entirely unsuitable for use in the unusual atmospheric phenomena common on the worlds of that system.
Must be like those drop barges mentioned in tactica imperialis, that have the antigrav device built in and troopers drop to the ground in the grav cone (which can be fatal if the ships get shot down or knocked about by gunfire.)





Page 68
On those worlds possessed of a relatively advanced technological base, the population might have access to many different forms of care, though in practice this is normally drastically limited by station, class, wealth, and other hierarchical factors.
..
Only those who are valued by the monolithic institutions of power are generally afforded treatment for any ailment they might contract, while those deemed of little or no worth are denied it out of hand. In the most extreme of cases, individuals are kept alive long past their years simply because they have been classified by some impenetrable rating system as vital to some process, which itself might be obsolete.
Excluded are the usual mention of 'human fuel' crap - life is cheap, people plentiful, etc. Basically a reflection of medical care and treatment in the Grim Darkness of the future. The mainly interesting bit is that if you are deemed important (for whatever reason) you may literally be forced into juvenat to keep doing what you do if you are not easily replacable (or simply out of habit.)





Page 68
Field chirurgeons are generally trained by the regiment’s ranking medics, and their training usually begins with a focus on how to bring a patient under control until a more experienced individual can enact treatment. Of course, given the chaotic conditions of the battlefield, most troopers with any medical training at all quickly move beyond simply controlling injuries to treating them by simple necessity. Additionally, many formally trained medics possess or develop these rapid treatment skills, which augment their broad base of anatomical knowledge and allow them to perform triage more effectively in the field.
..
Many regiments expect their field chirurgeons to receive periodic training from their more formal medics, but others rely upon their members to learn through putting their skills into practice.
More on Chirurgeon training and duties.





Page 69
The Janissaries are noted for their zealousness and the depth of their faith, venerating Saint Drusus as the font of all holiness beside the Emperor himself.
..
In a galaxy where gods and Daemons are very real phenomena and stalk the battlefields alongside war machines of unutterable destruction, miracles do actually happen from time to time, and countless wounded men have been saved in such a way.


The described methods are individual prayer (of the medic) applying sacred purification unguents, and then if needed get the entire squad to lay on hands and pray, calling on the saint. I consider it interesting because it acknowledges belief can have tangible effects. If your belief is strong enough, why not call upon it to aid in healing, or whatever? I imagine it works well for true priests and Sororitas as well. :P






Page 69
The more veteran Drop Trooper and Jungle Fighter regiments might include several field chirurgeons in every platoon or even squad, in part because of the prevalence of such skills, and in part because of the experience such individuals have amassed...
chirurgeons in the Catachan and Elysian regiments.





Page 70
While some regiments allow any officer equipped with a vox link or accompanied by a vox operator to request artillery fire, the Master of Ordnance has the command authority to order such bombardments...
..

..it [Master of Ordnance] relies on the individual interacting with units outside of his regiment on a regular basis. After all, most Imperial Guard regiments consist almost entirely of the same general type of sub units.
..
Communication between regiments can be very difficult, and facilitating this communication is the role of the Master of Ordnance.
the MoO is basically a diplomat and interpreter of sorts.. givne the varieties of language, custom, culture as well as the differences in organization of differnet kinds of regiment (infantry, artillery, etc.) Anyone can 'request' a bombardment order, but MoO basically cut out the middleman which can be an advantage in anoutfit like the Guard. But it also reflects that many 'specialists' in a regiment may serve more than a military role - they're the envoys and facilitators for the regiment in various areas of expertise, particularily with elements outside of the regiment.

MoO's start out with a Good craftsmanship mortar, 6 frag rounds, a deadspace earpiece, and a hand-held targeter.






Page 70
..the Master of Ordnance might also be required to coordinate with members of the Imperial Navy as vessels in low orbit offer super heavy fire support to the “ground pounders” or with the servants of the Adeptus Mechanicus, the custodians of all manner of arcane war machines from mighty Titans to arrays of exotic city-razing archeotech weaponry.
Again that 'facilitator with external elements' role. Not only do they work with other artillery elements within the Guard, but they can work with the AdMech and Navy too.

Also mention of city levelling weaponry (although not in the form of Titans in this case lol.)
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Cykeisme
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Re: Only War analysis/discussion thread

Post by Cykeisme »

Connor MacLeod wrote:Demolishers are battle cannon 'variants', although how they qualify as a variant given the stupid-huge calibre and massive shell weight... of course if this were a useful comparison it might imply that the High explosive shells of the Russ had some AP qualities too, but I dont think we could be that lucky :p
The Demolisher cannon's inspiration is pretty clear, as it's got the ring of exhaust gas ventilation ports around the barrel opening, just like the real-life 380mm rocket-propelled projectile launcher on the Sturmtiger:
http://en.wikipedia.org/wiki/Sturmtiger
The ring of exhaust ports around the muzzle is clearly visible in the model kits for both the most well-known examples of vehicles that mount the weapon- the LR Demolisher which is also in Only War, and the Astartes Vindicator.

Thus, I'd say that through the many iterations of the fiction between the inception of the fictional weapon, all the way up to the modern fiction (including Only War), somewhere along the way, the writers have forgotten what the Demolisher was based on, hence the description here that it's somehow a "variant" of the battle cannon.
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

I somehow always forget or miss stuff like that for some reason. Its odd because I don't remember the Demolisher having those vents (or using rocket-propelled ammo), but the Baneblade from Forgeworld has those vents on its gun and use rocket propelled ammo for both the Battle Cannon AND the Demolisher (at least in the Mars pattern Baneblade) as do the Space Marine Vindicators. But they're the only ones that occur to me OTOH.


Anyhow next update for Hammer of the Emperor. FFG stuff seems to have tapered off in the 40K front: it seems like their Star Wars shit is getting most of the love (hooray, I guess?) I wonder how long that will last now that Disney is in charge.






Page 72
While almost every world in the Imperium is required to render its tithes of men and materiel to fuel the ceaseless wars of the Imperium, the skills and qualities of the human component of the tithing process vary enormously.
Which should hardly be surprising now. I only expound on the utter unpredictability of the quality and scope of tithes every other quote or something, and it can only be expressed in precise terms either at very limited scales (Sector level or less) or in very very broad terms (EG the 'number of hive worlds in the Imperium' estimate times the known tithes of Hive worlds.)





Page 72
A few regiments do maintain their own regimental programs and practices to train these artillery experts. A number of these are specialised regiments, those whose primary role is to provide artillery support for other units in the field. For these regiments where artillery weapons are common, the troopers are taught to calculate the landing point of high-impact shells alongside proper maintenance and use of their lasguns. Though most such regiments do not teach their troopers of the line to truly understand the mechanics behind firing their indirect weapons, some troopers nonetheless grow to excel through raw practice and innate spacial awareness, becoming incredibly accurate and deadly with their artillery weapons.
Whilst the last bit may certainly emphasize that whole 'ha ha ignorance' bit, I would point out that learning does not neccesarily require 'understanding'. Rote learning or simple memorization of the mechanical aspects is quite possible without understanding what is being learned in a way that allows it to be applied in other ways. And of course there is always the 'foolproof' approaches the Guard uses with some gear (EG the auspex/scanners mentioned in the Munitorum manual being very intuitive and colour and symbol oriented.)





Page 72
There are certain other regiments, especially those that draw a large portion of their troops from worlds where one’s primary education is raw survival and all other concerns are secondary, that subject promising troopers to extensive and often highly invasive processes designed to implant the necessary skills for calculating artillery trajectories directly into the minds of the recipients. This process is most often carried out soon after a regiment is tithed into the Imperial Guard. Some of these troopers are volunteers who wish to better serve their comrades and the Emperor by enhancing their skills with indirect fire weapons. Others undergo the process less of their own volition and more by order of their regimental commander. Sometimes, the trooper rejoins his fellows with no knowledge of what happened whilst he was unconscious, while in others the trooper recalls every last excruciating procedure in painful detail and has extensive scarring or obvious bionic augmentation to show for it. Either way, the individual is granted the skills and knowledge needed to order complex fire support missions from allied artillery units, Imperial Navy orbital units, or other similar formations.
More on 'alternate' training methods. Whilst they may not use such exotic methods where explosives are concerned, it seems acceptable for artillery or similar effects. And it reinforces what I just said above - 'not understanding' is not the same as 'not learning'

Whats more, between this passage, the one in the breacher entry, and what we learn to follow it seems these approaches and the 'hypno-indoctrination' are reserved more for specialist roles more than anything, but it shows 'shortcuts' in training can and are used, at least sometimes.






PAge 72
An Imperial Guardsman designated as a Master of Ordnance might serve at almost any level of his regiment’s chain of command. The most experienced often serve in the command squads of company captains or higher, but the less senior are simply line troopers with additional training and responsibility.
The caveat being that rank determines the level of destruction they can command. Those at squad and platoon level cannot call in as great of devastation as a regimental lever MoO. Given that 'cut the middleman out' element to MoO's I mentioned before, this is only reasonable as a precaution.





Page 72
Because the role of Master of Ordnance is relatively formalised above the regimental level by the Departmento Munitorum, there tends to be little in the way of variation in how different regiments actually utilise their capabilities. The procedures used to call in artillery fire support are by necessity standardised, and so little variation is possible.
One of those cases where standardization may actually be standardized. :P





Page 73
the Catachans believe that the Emperor is usually best served by their continued survival, and thus prefer it to be their immediate comrades who are calling down hundreds of pounds of high explosive within such close ranges rather than far-away officers uninterested in the collateral damage.
Would be interesting to know the scope of the bombardment here to compare to that yield, although it might indicate the 'typical' scale of an artillery barrage of some kind. that is a non-trivial amount of ordnance.





Page 73
Many regiments of the Elysian Drop Troopers make extensive use of large-scale fire support, in their particular case often delivered by the warships of the Imperial Navy. This is because the Elysians specialise in planetfall missions...
..
..the Elysian regiments rarely carry any type of heavy weapon nor field any vehicle larger than a Sentinel, and must therefore rely on external formations to provide any heavy support.
Elysian fire support. It interestingly reflects their 'shipboard' nature from earlier fluff, rather than their 'paratrooper' aspects from later, as they are capable of planetfall missions (orbit to ground.) rather than simply deploying from Valkyries (which as a rule are not orbit-to-ground capable.) One would have to wonder why 'orbit to ground' - which would probably rqeuire shuttles or drop ships of some kind - prevent the use of heavy weapons or bigger vehicles - its not as if drop ships are incapable of carrying vehicles after all....





Page 73
Cadian Shock Trooper regiments make extensive use of Masters of Ordnance. So militarised is the fortress world of Cadia, and so dedicated to all forms of warfare are its regiments, that almost every type of unit possible is represented amongst its forces.
Cadians and MoOs and their general approach to warfare - they're truly reinassance warriors :P





Page 73
There exists an almost unique relationship between the different Cadian regiments, the officers of many regiments having trained together or served together in the Cadian Youth Army before being tithed into the Imperial Guard. Because there are so many Cadian regiments in service, it is not unusual for entire armies to be made up of units from that same world, and for there to exist an especially close relationship between commanders. These ties simplify the process of mutual support enormously, making Cadian forces far more effective than their sum of their parts.
Which not only emphasizes that Cadians are very common in the armies of the Guard (At least relative to the million-plus other worlds contribvuting regiments - which itself is interesting given how Hive worlds can contribute anywhere from a hundred million to a billion troops in a single tithe by themselves.) but their origins and doctrines create strong ties which carry over into the 'larger than regiment' formations - which itself can be a considerable advantage in terms of trust, coordination, camaraderie and morale, etc. The Cadians of Gunheads are perhaps a good example of this (except for DeViers, who was a great man in decline..)





Page 74
The primary role of a scout is to lead the way through arduous or hostile terrain, and to advise his comrades how best to do so too...
...
Thus, in matters relating to the exploitation of terrain,...
..
Having received additional training in waging war in a wide range of environments the Scout must pass on the knowledge of every last threat the environment might pose to his comrades.
..
Lastly, the scout must be a master of stealth.
Scouts are sneakers, advisors on terrain and enviroment, and the effective movement through and survival within, more or less. They can also detect and warn of enemy traps and ambushes, and advise on countering such tactics.






Page 76
Beyond the easily classified planet types are those troops raised from the staggering range of highly exotic environments to be found all over the Imperium. Such environments range from settlements adrift upon endless oceans of caustic sludge to cities slung beneath island-sized airships drifting through the upper reaches of the atmospheres of resource rich gas giants.
Its also mentioned there are the 'easily classified', like hive worlders are used to fighting in confined (urban) enviroments like hives. Basically its another variation of 'Imperium is variable in many ways' shit, but I liekd the sorts of variations presented - island iszed airships and floating settlements and such.





Page 76
When possible, regiments are despatched to fight in warzones suited to their particular speciality, but in practice there are so many different types that this is rarely possible. However, regiments are frequently deployed to worlds beyond their expertise, and in those cases, they must trust such individuals to quickly assimilate the specifics of the terrain they are deployed to and to learn its unique features and dangers as rapidly as possible.
...
Generally, this level of preparation [intel on a world's enviroment] is only possible when vast numbers of troops are being mustered and prepared for long-planned campaigns. In many cases, the regiments are pitched into unfamiliar warzones with little or no warning of what to expect, forcing the scouts to adapt once on the ground.
It also mentions when resources permit, the scouts are provided ample intel and instruction on the enviroment of a given planet they are fighting on. But if this info is not complete the training can backfire. By and large though its an indication that whatever negative things I say about the Munitorum (and they are legion, and generally true) they can still make an effort at trying to be practical and efficient when it comes to deploying and supplying forces, even if events (or their own incompetence) may confound such efforts.

It also reflects the nature of the Guard as a 'do anything' organization - they can't rely on things being ideal or perfectly suited to their specialties or abilities, and have to adapt as best as they can and achieve the objective by whatever means they can (Even if it means horrendous losses.)





Page 77
At their founding, almost all regiments have in their ranks individuals with the background or predisposition to make them ideal in the role of scout, whether or not such a specialisation is recognised.
Suggesting that scouts are rather common within regiments, at least as a specialization.




Page 78
..the soldiers who are truly gifted at using defensive fire to suppress enemy snipers and shatter charging hordes before they can gain momentum are invaluable to their comrades in arms..
..
..all of these soldiers share a common spark—an innate awareness of their surroundings that transcends circumstance and situation, allowing them to select targets methodically even from behind the roar of an autocannon...
Sentries and their roles/assets. Basically another form of specialist: the guys with fast firing, heavy firepower who stand in place and protect/resist attack as well as watch over things (like camps.) Part guard and part machine gunner (in this role at least.) Start out with a Best Craftsmanship autogun and/or Best Craftsmanship heavy stubber, or good craftsmanship heavy bolter, or common craftsmanship M41 multilaser.






Page 78
Some of these soldiers develop their skills wielding heavy weapons, but others are equipped only with the humble lasgun and have sharpened their talents to make it as deadly a weapon as possible in their hand...
..
The use of extremely dense fire to deny positions to the enemy is a particularly valuable skill, and a good sentry in sufficient cover can often hold off what should be overwhelming numbers of foes for far longer than would otherwise be possible...
Alternate sentry. Rather than using emplaced heavy weapons they can use standard weapons like a machine gun, but still shares the quality of 'stands against attack and protects/watches over something' aspect of the sentry. The sort you want guarding doorways and tunnels and checkpoints.





Page 80
Those troopers identified at a regiment’s founding as having a special affinity for rapid-fire ballistic weapons are often assigned to wield roaring heavy bolters, mighty autocannons, and even the turret-mounted multi-lasers placed on some Chimeras.
..

[many troops] also possess the skills to be excellent sentries, able to deliver punishing volleys as adeptly... ...with their lasguns as with a larger scale weapon. Often, these individuals come to the regiment with a pre-existing affinity for ballistic weaponry, probably having been brought up as a hunter from an early age.
training and specialization of the Sentry in more detail, outlining their gift with guns that have high rate of fire (interesting that its ballistic in this context even though they mention lasguns and multilasers as well.) Those sentries who specialize with the more basic sidearms instead of heavy weapons probably are more common and less a specialist and more an 'innate gift' type.

It also mentions affinity for firearms would be rare on Imperial worlds, but sentries are familiar with the details of operation, placement, construction and maintenance. And may also be rather calm and controlled under fire. They are utilized for establishing fire lanes and killzones for squads or platoons, ideal firing positions, and assigning guards during encampment.






Page 82
Sharpshooters, also referred to as marksmen, hawkeyes, scopes, reapers, and dozens of other terms both official and informal, are experts with single shot weapons. Such troopers are generally identified during basic training, but just as often are singled out during operations as their natural talents become obvious.
Like most specializations they are a line trooper with extra responsibilities even though some are sought out and formally trained whilst others just rely on innate skill and opportunity. It does show however that the Guard makes an effort to train marksman.

The one thing I'm not sure aboutis whether this is the same thing as a sniper, or something else entirely. This was a similar problem in Dark Heresy, as in some cases they seemed to treat marksman and sniper as separate and in others as synonymous. They certainly don't mention it but they also get access to long las (which is often identified as a sniper weapon.) But no sniper rifle (or needle rifle) so its possible they aren't the same thing.







PAge 82
The troopers who possess these particular and deadly skills often carry specialised targeting equipment. Usually, this includes a powerful scope mounted on a main weapon, but sometimes takes the form of helmet-mounted sighting devices or even permanently grafted-on cybernetic augmentations. In those regiments with close ties to the Adeptus Mechanicus, a sharpshooter might have received extensive augmetics and tactical neural implants, all wrought to maximise the native talent he already has for precise fire.
As a rule they start out with either a Good craftsmanship triplex-pattern lasgun or good craftsmanship long las or a good craftsmanship missile launcher with 4 krak missiles. The missile launcher as a 'precision' weapon is interesting, as it isn't with anything else (like a lascannon, whcih would also be big on precision) or a plasma gun (possibly considered too flamethrower, like?) or a grenade launcher (which in some ways is just a low powered and more compact missile launcher.) It could reflect that the Sharpshooters seem to be the opposite of (or complement to) Sentries, in the sense they specialize in precision rather than volume of fire.

We also get extensive mention of targeting toys they get to play with, which range from simply better scopes, to neat helmet mounted targeting gear or actual augmetics. The high end stuff (augmetics and tac neural implants - whatever they are.) is pretty neat, makes me think of the section 9 agents in Ghost in the Shell.






Page 82
While their talents frequently manifest themselves through the use of the lasgun to engage targets too far distant for most troopers to hit, they usually extend to other weapon systems.
...
..all are well able to use a wide range of different systems, from missile launchers to sniper rifles.
..
..the sharpshooter displays a keen ability to locate an enemy, draw a bead on him, and to unleash the killing round at the most opportune moment.
Here they mention sniper weapons in relation to the marksman again opening up the idea if they are one in the same, or (as in real life) somewhat different roles. It seems like it could actually go either way (amazing that things might vary isnt it?? and yes that was sarcasm lol.) Another distinction between the marksman and sentry is that whilst both also focus on 'awareness' and sharp senses, the sentry is more passive/defensive in role (they need sharp senses to locate and prioritize threats to whatever they are guarding.) whereas sharpshooters are more 'active/offensive' - using those senses to hunt down and eliminate the potential threat.






Page 84
While the vast majority of Imperial Guardsmen recruited across the length and breadth of the Imperium are issued with the ubiquitous lasgun, the degree to which they are trained to use it varies enormously. The bulk of regiments are raised from existing military organisations on their home worlds and so it can be assumed that most warriors have some affinity with their weapons, but this is not always the case.
Training and troop quality are, again, highly variable depending on many factors. In theory they are standardized to some degree, but the degree of (and impact of) said standardization itself varies, so its hardly surprising that everything else spawning from that might vary. There are also always political/human factors too as to why troops may not be well trained in weapons some of te reasons given are cultural/religious (wasting ammo is a sin), ceremonial (forbidden to use them period.) or lack of resources.





Pgae 84
Some forces are so lacking in resources that only a proportion of those inducted into the Imperial Guard have ever handled a lasgun, even though they are required to render up the best of their forces and to arm them for the travails ahead. Needless to say, such laxity is a crime of the worst order for which the Imperial Commander responsible is likely to pay with his life.
Even the definition of 'best troops' of a given world can be variable. And people wonder why I get irate when generalizations are made (although to be fair I still make them too. Do as I say not as I do and all that, lol :P :P)

That the 'punishment' may be standardized is hardly surprising, but even there politics can overturn what might be a 'standard' threat.





Page 84
Conversely, other planetary defence forces are drawn from cultures steeped in the use of the lasgun and a myriad of other forms of weapons technology. Some populations exist in a state of total war..
..
..Imperial Guardsmen recruited from such cultures require little in the way of training and often respond badly to any drill-abbot that attempts to do so.
Such as oh, Cadians! Amazing how examples like this always seem to bring the Cadians to the fore. Must be the 'total war' thing. :P







Page 84
Because of the huge disparity in training and familiarity with the weapons they will use, the Officio Munitorum has a gargantuan task to perform in terms of imposing standardised doctrines and drills.
...
..they are often subjected to a brutally intensive training regime whilst aboard the troop ship. It is during these punishing sessions that those with a natural aptitude with ranged weapons are identified and assigned to yet more intensive instruction. Depending on the length of the voyage, these individuals might have time for familiarisation with every weapon in the regiment’s arsenal, or with just a few.
There is a grain of truth to this too. Despite all the harping I do about the inefficiency and buraucracy of the Munitorum, there are certain things that are simply out of their hands evne though they have a huge impact in their efforts (mostly hampering them.) Warp travel and communication are big ones there, as it can impact both the logistics and supply of forces as well as the raising and deployment of troops, and communication can obviously impact coordination - especially over large distances. Politics is just another layer of complexity there, some of which is entirely out of the Munitorum's hands (dealing with the Ecclesiarchy, or the AdMech for example.)

So even though 40K warp travel is slower relative to some other forms of travel (EG star wars hyperdrive) that does provide some benefits - as it can give a recently raised/amased military force time to sort itself out and organize, to train together and get familiarized with new allies and equipment, receive further training and indoctrination, and other things like that. there are always tradeoffs in a given way of doing things - its just a matter of whether the tradeoffs in a given circumstances are more an asset or a liability.






Page 84
To augment the training aboard the transport vessels, some regiments employ courses of hypno-indoctrination to give their troopers new skills. The knowledge to operate a wide range of weapons are blasted directly into the recipient’s mind by a highly invasive procedure that bypasses conventional procedural memory processes and implants the necessary expertise indelibly upon the individual’s psyche. This technique does not necessarily improve the recipient’s native talent, but it can vastly increase the range of applications for which that innate ability can be used. For a Guardsman, this might mean gaining the ability to wield weapons he has never even seen before as if he had been using them his entire life, the implanted memories imposing themselves upon his mind when required.
Hypno indoctrination again. It seems to be more 'mechanically' oriented - it provides the knowledge of how to do things (operations, guidelines and rules, etc.) but it does not neccesarily impart talent for it (which still depends upon the recipient.) This is not absolute of course.

It also reflects interesting implication about how this is achieved - evidently its a process of implanting memories of another person into the recipient - how and where they are acquired and transfered is interesting. Is it psychic, mechanical or perhaps a bit of both? WE've seen similar in other sources - most notably to my mind the Deathwatch novel by Steve Parker (where magic memory crystals held the sensory data of countless Space MArine chapters, deathwatch members, etc. which could be replayed for anyone at need.) The hypno-indoctrination seems similar.

We also knw from other novels (EG Bill King Space wolf ones) that such processes may actually alter the mind in different ways (such as indoctrinating space marines into greater loyalty.) And if it can impart skills, it also probably reinforce the loyalty of even Guardsmen (although with lesser effect and to a lesser degree in such troops.)\

It does beg the question of how widespread it is too, since earlier references to processes lke this suggest it is done more for specialists than as a general rule (probably due to potential tradeoffs and damage it can inflict. 'highly invasive' indeed.)





Page 84-85
No two regiments utilise sharpshooters in exactly the same manner, and indeed some rarely if ever use such specialists at all. Even when a particular planet’s regiments employ Munitorum approved doctrine, individual regiments often implement such drills according to their own, sometime idiosyncratic traditions

Some regiments that have a particular predilection for fostering the specialised expertise of individual soldiers employ sharpshooters in a highly formalised manner. Several such regiments even maintain regimental marksmanship schools through which the specialists must pass before being awarded the highly prised insignia that marks out their role.
Use of sharpshooters/snipers. There exists 'munitorum approved doctrine' for such as well. It also reflects that regiments take up the task of their own training of recruits for various tasks, meaning they have at least access to some sort of tools for such.







Page 85
More rugged regiments, by contrast, often do things entirely differently. These regiments rarely maintain standing marksmanship schools, their individualistic troopers much more interested in grand actions and violent achievements...
...
..the role of sharpshooter is simply applied to whichever member of the squad is the best shot, and shifts based on who can get the job done best at a given time
'More rugged' probably refers to primitive or frontier type forces, sort of like the Tanith, although we still know the Tanith have limited numbers of slots for marksman even if there is no formal process (unless you consider Larkin's instructon formal lol.)





Page 85
Some [Sharpshooters] are issued specialist equipment, while others are merely better with the precision weapons that the regiment already fields.
Again variations in sharpshooters. This seems to reflect again that they may represent both marksmen AND snipers as well, depending on how they ar designed/outfitted, handled in broad.




Page 86
..tank aces exist throughout the Imperial Guard, as the armies of the Emperor employ so many forms of armoured war machine and rely so heavily upon them to bring down the numberless horrors that threaten the Imperium. Tanks range in size from super-heavy behemoths like the Baneblade to battle tanks such as the ubiquitous Leman Russ and its numerous sub-types.

The category can be extended to cover the drivers, gunners and commanders of armoured fighting vehicles such as the Chimera as well as more unusual variants such as the Hellhound flame tank.

Lighter vehicles an ace might operate include the Sentinel armoured walker and fast-moving Tauros assault vehicle. It can even extend to the numerous types of tracked artillery vehicles...
Tank ace is basically just a category encompassing any person who has exceptional skill or knowledge in one (or possibly more) aspects of an armoured vehicle. The fluff mentions it could be a driver, gunner, commander, technician, loader, signaller, whatever and may be known by many different names or skills and regarded differently (accurate shooting, skilled driving, knowledge of armoured warfare tactics, etc.)

Gear wise they get auspex/scanner, data slate, combi-tool and a good craftsmanship laspistol.




Page 88
Technology is viewed with a mixture of fear, awe, and superstition in the Imperium and so on many planets individuals displaying a latent affinity for it are likely to be treated with extreme suspicion. On plenty of worlds, simply refusing to perform the proper canticle of ignition before striking the machine’s rune of activation is sufficient to earn a punishment of the most severe kind. In some cultures those displaying a knack for operating any form of technology are considered witches or in cultures more integrated with the Imperium forced, whether they want to or not, to take the vows of the Omnissiah and join the Cult Mechanicus. Despite the risks of displaying their talents however, there will always be people seemingly possessed of or born into exceptional skill with the machine.
..
Others are simply born with the ability to get the best out of certain machines..
It's fair to say that the way 'technical' sorts who aren't AdMech are regarded depends on the locale - we've seen with Necromunda and the underhive that the AdMech beliefs don't hold and are even considered silly, whereas at the upper levels of the hive the opposite might be true. we've run across plenty of people who are unofficially technicians (particularily in penal legions as punishment for said aptitude/curiosity.) and sometimes it may simply be necessity driving that knowledge - the local techpriest or enginseer too lazy/busy/far away to do his duties and simply delegating (As in Fifteen hours.)

And of course it could also reflect warp based 'affinity' - faith or belief influencing the operation of machinery the same way the Orks can, but in a less formalized/organized manner.



Page 88
...often to the chagrin of their commanding officers. It is in the very nature of most tank aces that they exist somewhat apart from the ranks of their regiment and so they
often excel in roles that allow them to exercise their own initiative and judgement. Such individuality is regarded as extremely dangerous and is ruthlessly suppressed in many
regiments..
Unless its a regiment like the Tanith or Catachans, or Tallarn, or Sentinel pilots :P




Page 88
Many tank aces serve not in a regiment equipped for armoured warfare, but in infantry or some other type formation. Even an infantry regiment is likely to be equipped with a stock of vehicles however, from Sentinel walkers to command Chimeras and the commanders can afford to be selective about which troopers are assigned to operate them.

A few regiments are entirely without any form of vehicle..
So whilst 'fully mechanised' may be rare, its still likely for regiments to have some vehicles in some form or another, even if its just Sentinels and some command vehicles. So unless logistics is a major issue, vehicles is more a matter of degree in regiments rather than absence or presence.



Page 88
Cadians are raised from birth as members of their home world’s military and as such even those not directly employed in Cadia’s defence are constantly drilled, tested, and trained so that when the call to serve inevitably comes all they need do is don their armour and take up their lasgun, both of which they keep ever close at hand.
..
..Cadia’s people are well used to operating all forms of machinery and well versed in the prayers and invocations required to do so.
Being a Cadian citizen is synonymous with being a militiaman, in other words. And as a rule very mechanically adept.



Page 89
...some regiments from Krieg and Valhalla are notorious for assigning new recruits to armoured formations with little or no training or preparation and throwing them at the enemy in wave after wave. Charging forward like the armoured cavalry of the Imperium’s feudal worlds, gunners firing weapons they are barely able to operate, these waves are intended to crush any enemy that stands before them.

Behind these waves are often to be found entire companies of tanks painted in the ominous black of the Commissariat.
Commissars have tanks, and we find out that not only do Krieg regard 'precious' machinery as expendable as human life, but some Valhallan regiments do as well. remember, vehicles arne't to be wasted!



Page 93
"I’m the best shot in the platoon. I could shoot the pipe from an officer’s mouth at 300 metres. Don’t believe me?”

–Guardsman Varrant, six minutes before his execution
Purported accuracy of Guardsmen at 300 metres. Context might imply he either was successful (and executed) or failed (and was executed because he killed the officer.) WE also don't know what weapon it was, but it has at least a 300m range and he probably hit *something* at that range.




Page 96
The Tactica Imperialis teaches that a battle is easily won if the enemy does not know he is fighting.
Whether the person dictating tactics and strategy believes it also is another matter, as the Tactica Imperialis does not promote a standardized doctrine as such.





Page 97
..chain weapons are a common sight amongst the armouries of the Imperial Guard.
In what context this is meant we dont know, and is up for debate I suppose.




Page 97
Cybernetics are an important part of life for many members of the Imperial Guard, for soldiers often need to replace lost or crippled limbs and organs of vulnerable flesh and blood with assuredly superior appendages and devices of metal and oil. Though most Guardsmen know better than to tamper with these sacred devices, some enterprising (or foolish) individuals have been known to modify the baseline capacities of these devices, allowing them to get a short burst of power by overloading the device in a semi-controlled fashion.
Augmetics are commonplace (again) in some quality, and apparently without logistics being dramatically complicated by such (EG very reliable.) And it is possible to trade reliability for performance, suggesting that the capabilitties may be 'throttled' back in some fashion (to make them more reliable.) like it may be with other Imperial tech (Souped up engines of Salamanders, for example.)

It also reflects that technical knowledge of some sort can still exist outside the AdMech, even if unofficially.



Page 97
This character, either through initiation into the mysteries of the Omnissiah or tinkering that would certainly attract negative attention from such individuals, has fine-tuned his cybernetic implants to a point of optimization.
Again suggesting augmetics may be deliberately 'degrade'd in performance to enchance their reliability/operational lifetime (reduced performance for less wear and tear.) and again implication that some people even in the Guard have working knowledge of technologies (officially or unofficially) without being techpriests.



Page 100
Through a harsh mental regimen, this character has developed a system of mental defence against mental intrusion that puts not only his strength of will but also his cunning to work, trapping his foe in a disorienting cage of memory and thought.
Mental resilience against mental attacks and such.


PAge 100
This character has learned to compensate for the disadvantages of these powerful weapons over the course of numerous and varied missions, keeping the blast focused over longer ranges with careful shots.
Implying effective 'range' for a melta could be improved if you aim for weak points carefully.




Page 101
In many squads, there is one soldier who is always tinkering with the sacred munitions handed down by the Departmento Munitorum, tweaking their specifications so that they are as lethal to the enemies of the Emperor as possible
I wonder how one would modify munitions for improved lethality. More/different explosives?



Page 102
This character has devised a method for operating the controls of a vehicles that falls somewhat outside the standards of operation meticulously set forth in the doctrinal manuals of the Departmento Munitorum, to say nothing of the august tech-rites of the Enginseers responsible for maintaining the vehicle. Though it can sometimes put unnecessary strain on the vehicle, many operators nonetheless find that such methods can mean the difference between life and death, especially in the deadly battles between armoured units.
Again thorugh whatever means, exceeding the 'approved' or 'prescribed' limits of tech (this time vehicles) for enhanced performance (At the cost of reliability.) A more direct analogy to souped up engines, of course.




Page 103
Cybernetic limbs and mechadendrites are typically designed to be insulated against any loss of control over the energies within, thus protecting their users from the risks associated with powerful electric currents running through the body. However, some users of such cybernetic appendages learn to unleash the energies that control these limbs, in a more or less controlled fashion depending on whether or not the Omnissiah smiles upon their efforts.
Augmetic insulation, which can be modified to make hand to hand attacks electrified.




PAge 107
The warriors of the Imperial Guard are often expected to bring down massive foes and vehicles with minimal support (or die trying). Those who survive do so by learning to identify and exploit the vulnerabilities in massive targets that they have no hope of engaging head-on. One of the best ways to do this is by focussing all fire on a small area..
IG is expected to acheive its goals regardless of losses incurred or the lack of support/equipment needed to acheive it. Very grimdark and darwinian. :P

Also emphasizes concentration of fire.






Page 110
"Will you look at that? Five million rounds of large-calibre ammunition, five-hundred thousand Munitorum-standard charge cells, and one tonne of M38 Hett-pattern frag grenades. Truly, blessed are the gunmakers."
Ammo requirements. What its for and how it breaks down, we don't know. It is alot, however



Page 110
Despite the Departmento Munitorum’s best efforts to enforce standardisation, the sheer size of the fighting forces it must equip, combined with pattern deviations amongst the forge worlds and hive manufactorums that fabricate the tools of war, inevitably result in considerable variation, even amongst the ubiquitous lasgun.
More evidence of 'standardization' being more of a distant hope than a reality. Its made even worse (logistically speaking) when you consider that the sheer diversity of weapons they employ (and the different ammunition required for many) complicate it even more.




Page 111
From the humble lasgun to the immensely destructive macro shell, the Imperial Guard wields a massive array of ranged weapons against the enemies of the Imperium.
The Guard has access to macro-shells, which may very well be something akin to the large battleship-caliber rounds or something like Schewer gustav (EG multi ton shells with a huge range.) Possibly as super-heavy artillery mounts, serving as the cannon version of a Deathstrike, more than likely.



Page 111
The ammunition efficiency of the lasgun is particularly renowned, allowing the soldiers of the Imperial Guard to fight without the frequent interruption of reloading and thus letting them grind their foes to dust with an unhalting hail of fire.
Big advatnage of lasguns. They seem to be much more efficient ammo wise than projectile weapons - which may mena they have a more efficient energy usage, hence the increased ammo supply (EG same energy per shot and cartridge, but less of that energy per cartridge is wasted, meaning more shorts compared to autoweapons.)





Page 111
Accatran MkII emits a more powerful discharge than other laspistol models. In order to meet the needs of the power-hungry sidearm, the MkII is designed to accept standard Departmento Munitorum lasgun power packs. As such, the weapon is heavier than most las pistols, but its destructive power can make all the difference in a close-quarters encounter.
Pretty much as depicted in the Imperial ARmour elysian stuff. The calcy side will be handled later, and benefits from variable settings rule (regular, overcharge, overload)



Page 111
...the Accatran MkIV is a bullpup-style lasgun with an integrated lamp pack. The lamp pack is powered by the same power cell that provides the lasgun’s ammunition, but the power draw is so small as to be negligible. The compact design of the weapon is due in part to the power cell’s location in the stock.
The flashlight bit is interesting, as it is a trivial draw from the lasgun powerpack for continous use compared to the gun itself. I expect it is meant to last far longer than a typical lamp pack (or at least a FFG one) else there wouldn't be much point in mentioning it as trivial (the laspack would probably drain in an obvious timeframe) meaning it lasts longer than 5 hours.

How we can extrapolate beyond that is up for debate We know for example that in the Dark Heresy 'Ascension' book mentions Kasrkin and Arbites Judge carapace armours both running off a lasgun-powerpack sized source which lasted for about a week of continuous use (of all systems) and both sets included a light of some kind (the Kasrkin armour could mount a lamp pack or vid recorder on the helmet, plus the wrist mounted auspex, night vision gear, and comms.) The judge armour had a vox amplifier, photo visor and micro bead, and could attach 'stab lights' to the shoulder pads which again was powered by a lasgun charge-pack sized power source that lasted for a full week of use. Assuming similar usage in this case, and a couple watts we could figure at least 600 kj to several MJ of capacity for the power pack as a whole. Over a 60 shot lasgun blast that would be at least 10-30 kj per shot.

If we figure its equivalent to a 5 hour flashlight (which seems low for 'negligble) on the othre hand if its 600 hour as per 'first and only' which is similar to the implied luminator lifespan in the Night lords novels. we'd again be talking several megajoules potentially if the output were a few watts.

Other advantages are its compact design (good for close quarter/short range fights) and its light weight (more gear can be carried.) It also beneftis from the usual variable settings rule (regular, overcharge, and overload)




Page 111
...the Lucius-pattern lasgun operates in the 21 megathoule range, but is designed to draw from a standard Munitorum-issue power pack. Consequently, the Lucius lasgun discharges a more powerful shot, but drains the power pack at a correspondingly increased rate. This also puts a great strain on the weapon, limiting the rate of fire and requiring such features as additional heat sink rings lining the exterior of the barrel. Even with such considerations, an over-taxed Lucius lasgun can quickly overheat. The added danger of the weapon overheating does not perturb the famously stoic Krieg.
Pretty much as depicted in Siege of Vraks, although the fluff gives it a 35 rather than 25 shot capacity in this book. It also says some interesting things about lasgun performance and configuration - the increased output corresponds to a decrease in number of shots - around half the number of shots for (roughly) twice the implied energy output. Also, like with hellweapons or hotshot packs it can strain the components (and cooling system) of the weapon for this increased performance, even with the increased 'heat sink' surface area. In game terms, the weapon benefits like all others from variable setting rules, but it is less reliable on higher settings. On the highest setting it can risk (dangerous) overheating. One wonders what an overcharge pack would do for such a weapon lol.

The heat sink bit also suggests that lasweapons are, comparatively speaking incredibly efficient weapons - far more than real life examples (closer to theoretical efficiences, if not moreso.) which is consistent with the advantages lasweapons are supposed to have over projectile weapons. In many ways the lucius pattern is much like a hellgun perforamnce wise - trading reliability for power, but with more drawbacks than the hellgun (perhaps not as reliable.) It just really reflects the variability of lasguns depending on design and manufacture, overall.




Page 111

Las weapons depicted:
Accatran-pattern Mk2 heavy laspistol has a range increment of 40m, single/semi(2) ROF, 60 shot clip, and weighs 2 kg total.


Accatran Pattern MkIV lasgun has an 80m range increment, single/semi(3) ROF, 60 shot clip, and weighs 4 kg

The Lucius-pattern lasgun has a 100m range increment, 35 shot clip (and is single shot only) and weighs 5 kg. Oddly it lacks the 'reliable' quality of normal lasguns, probably due to the greater output. (21 as opposed to 19 megathule.)

All weapons are 'average' availability. ASsuming 600 kj per kg energy density for laspacks, we could get 120 kj for the Mk2 laspistol.. except its uspposed to use a full sized powerpack, meaning its more like .4 kg, and thus twice that, which does give it (by game stats) output comparable to a lasgun. The Bullpup has the same output 4 kj per shot as the Mk2 heavy laspistol. The Lucius pattern, at 35 shot clip and 500 gram clip (300 kj capacity) would be 8.6 kj per shot. If we use the 25 shot from IA5 it would be 12 kj per shot. More if you use the varaible setting rules. If we figure the Lucius uses an overcharge pack it would be a whopping 600 kj, 1 kg pack, and with 12-18 shots per pack roughly on 'regular' settings. which is 33-50 kj per shot. With varaible settings that can easily quadruple into 'triple digit' lasgun ranges, although good for only a few shots before needing to replace the pack (3-5 shots at max power, tops.) The weapon would have to overheat like a motherfucker too.






Page 111

solid projectile weapons:

Naval pistol 20m range increment, single/semi(3) ROF, 6 shot clip, weighs 3 kg, and has a 'tearing' qulaity Rare availability

ripper pistol is 30m range increment, single/semi(2) ROF, 8 shot clip, tearing and toxic qualities, 4 kg mass, and is extremely rare.

Not really sure there's anything else to say, except they both seem to use propellant and fragmenting ammo, and are incredibly heavy (and possibly powerful) for their size. Ludicrously heavy, indeed, as the S&W model 500 revolver is, at worst, barely 2.5 kg. ASsuming we play into that (I mean 40k IS full of oversized people by many sources so why not) the clips are .3-.4 kg respectivley. Figure 50-60% of magazine is bullets, and 50% of that is casing/propellant call it 150-180 grams for 6 shots its 25-30 grams per cartridge, so 12-15 gram bullet for the naval pistol. 200-240 grams for the ripper pistol, which is again 25-30 grams per bullet, and 12-15 grams for the round. Going by range increment we might figure the ripper pistol fires at higher velocity (call it 300-400 m/s for the naval pistol, 400-500 m/s for the ripper) which is 540-1200 j for the naval pistol, 960-1900 j for the Ripper. Which is respectably powerful, firearm wise.







Page 112
While solid projectile weapons lack the efficiency and unceasing functionality of lasguns, they are nonetheless the chosen weapon of some regiments of the Imperial Guard and many others within the Imperium of Mankind thanks to their versatility. This is especially reflected in their ability to use multiple different kinds of ammunition that can give the user selective advantages depending on his target.

Tradeoffs between solid projectile and lasweapons. Again lasweapons have greater efficiency than projectile weapons when it comes to their 'shots' (although whether the increased efficieciency neccesarily translates into more damage, or if it explains the increased ammo capacity.. we don't know. although with variable settings it can be both. lol)

Versatility... I don't know about that. Lasguns have certain versatilities slugthrowers don't. Variable setting is versatile in allowing different 'caliber' (or rather the laser equivalents) without having to reconfigure the entire gun or carrying different kinds of ammo (run off the same pack.) We've also seen lasguns operate in myriad ways - pulsed and heat ray, narrow and wide-focus, piercing/raking/slicing, or shooting like bullets, etc. The 'versatility' advantage is a particular one, in teh sense you can employ specially tailored ammo that you would not be able to employ with a lasgun (not unlike shotguns 'versatility' over real life firearms.) such as toxic/envenomed ammo. Which is an advantage of sorts, but does not give the SP weapons a blanket 'versatility' advantage either.






Page 112
Naval pistols are heavy, large-calibre autopistols characterised by their robust construction, which allows them to deliver solid blows in melee combat...
...
Naval pistols use special fragmenting ammunition designed to inflict minimal damage to ship systems while having a devastating effect on unarmoured flesh.
Naval pistols are metntioned to be never issued ot the Guard offically (acquired unofficially however) - only the Navy. The fragmenting ammo used is 'specialised' ammo - if they use a different kind of ammo it is less effective (the 'tearing' quality)

Also it may reflect why some 40K weapons seem to make such large holes in people, if the 40K bullets can efficiently fragment inside the target.




Page 112
The ripper pistol is a modified autopistol, firing armourpiercing, poisoned rounds capable of dropping even the largest of foes or predators in a single burst. The diamantine-tipped rounds fired by a ripper pistol can puncture carapace or even power armour as easily as the hide of a xenos beast. The
rounds fragment after penetrating, inflicting severe damage to soft tissue while simultaneously releasing the toxic payload held within. If the high-calibre bullets do not bring down the target, the vicious cocktail of toxins surely will.

Marbo is known for carrying such a weapon. It seems to be a conventional slugthrower crossed with a needle pistol on steroids. big bullet, which fragments inside the target (making big holes period) plus poisoning effects. Oh and its armour piercing (diamantine tipped, just like many bolter rounds.)





Page 112
...the Hesh-pattern M38 MkII was never widely adopted by the Departmento Munitorum due to its temperamental nature, difficult to maintain even by the standards of bolt weaponry. The M38 MkII almost seems as if it was designed to be used by individuals more knowledgeable of firearms than even those august members of the Imperial Guard who wield such weapons.
..
The MkII’s distinctive drum magazine allows for a higher rate of fire than other bolt pistols, but is also prone to more frequent malfunction.
Calixis variant bolt pistol.



Page 112
Bolt weapon: Hesh-pattern M38 Mk2 Bolt pistol. 25m range increment, single/semi(3), 12 shot clip, tearing quality, 4 kg weight. Very Rare.

Again huge gun. 4 kg bolt pistol. If we figure 12 shots for the 200-240 gram 'clip' from before, and ignore casings (even though we know they eject casings or something like it) you get between 17-20 grams per 'bullet' if we figure 350-400 m/s for a 'supersonic' bolt pistol round it woudl have a KE between 1and 1.6 kj at least, but more moemntum than eithe prior pistol due to heavier bullets. If the explosive payload was half the mass and TNT you get about 7-10 grams of TNT in th shell, which could blow head-sized holes in targets quite easily I figure.




Flame weapons

Hades assault flamer: 20m range increment, 10 shot clip, 12 kg, scare availability. since it uses a backpack source there's no real point using its mass as a benchmark for firepower. Its also like most weapons ludicrously heavy, as the WW2 military flamethrowers weighed close to that on their own empty including the tanks.






Page 113
The Hades-pattern features a long, narrow barrel and nozzle connected by a sturdy cable to a fuel canister worn on the user’s back. This design grants an increased fuel reserve, while keeping the weapon itself light.
..
The Hades’ simple construction has earned it a reputation for reliability and efficiency, and it is a favourite of many light infantry regiments that prefer the speed it allows to raw killing power
The assault lasgun of flamethrowers. Probably reflective of the Ghost flamers we see those like Brostin using.






Page 114
Launcher weapons:

Accatran automatic mortar Range 25-200m range increment, Single/Full(5) ROF, 5 shot clip, indirect fire mode, weighs 50 kg, very rare availability.


Voss automatic grenade launcher: 40m range increment, single/semi(3), 6 shot clip, 12.5 kg mass, scarece availability.

Tread fether: 250m range increment, 1 shot clip, 20 kg weight, scarce avialability.






Page 114
The Achillan MkIII is representative of a category of light, highly portable missile launchers that many regiments colloquially refer to as “tread fethers.” So-called for their utility against tanks and other armoured vehicles, tread fethers are more portable and less encumbering than other missile launchers, while sacrificing none of the destructive potential. This added mobility makes tread fethers a favourite amongst light infantry regiments, for whom the reduced range and accuracy of the missile tube are of small concern.
The tanith rocket launchers are more widespread than we believed. Basically a lightweight and shorter ranged missile launcher. What's interesting is that by game terms you could reach out to 500-750m with one (possibly a km) whilst in the novels they are shorter ranged than lasguns (300m or less.)





Page 114
The Accatran-pattern MkIX Automatic Mortar holds a fiveround integral magazine, which can be emptied in a single salvo. Designed for close-range fire support, after setup the MkIX is fired by a remote activation unit with a range of approximately 100 metres, although this can vary based on local conditions and vox interference. One benefit of this mechanism is that the firer can effectively act as his own spotter. When triggered, the user can choose to fire single rounds, as he would with most mortars, or to fire all five rounds in rapid succession, providing an effective, concentrated barrage from a single source

Elysian-model mortar. Useful in some situations really.
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PainRack
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Re: Only War analysis/discussion thread

Post by PainRack »

The regiment differentiation is..... kinda confusing and smells entirely of game mechanics rather than some formal designation from the Tactica Imperialis.

For example
Reconnaissance Regiment
A key part of any war effort, reconnaissance units allow
an army to scout out enemy movements and positions, and
their keen senses and training allow them to swiftly ambush
enemy patrols attempting to do the same. Due to their role,
reconnaissance units invariably operate far ahead of army
commanders, requiring considerable autonomy and personal
initiative, traits that often breed a strong sense of daring and
recklessness. For all their typical ill-discipline, reconnaissance
units are invaluable assets to any army commander.
Light Infantry
Lightly-equipped infantry units are key to the complex
tactical manoeuvres required on the battlefields of the 41st
Millennium. Lacking the firepower to effectively fight on
the front lines, their talents are better employed in dense
terrain, where they can lay ambushes and engage in shortlived
skirmishes.
Cost: 2 points
Characteristics: +3 Agility, –3 Toughness
Starting Skills: Navigate (Surface)
Starting Talents: Sprint
Standard Kit: One lascarbine and four charge packs per
Player Character (Main Weapon), one flak vest and flak
helmet per Player Character, two frag grenades and two
smoke grenades per Player Character.
Hunter-Killer
Being used as the linchpin units in many grand strategies,
hunter-killer units use light vehicles with deceptively heavy
firepower to linger behind the front lines until called upon,
then pushing forward quickly to strike down priority targets
in support of the rank-and-file. Many hunter-killer units
develop a hero mentality from their exploits, dealing the
killing blow to enemy after enemy, and so outsiders tend to
regard them as glory-seeking mavericks.

In reality, these mission/unit types have a lot of overlap. A light mechanised force can be both recon and 'hunter killer'/strike. It can even function as light infantry, in particular, Force Recon marines took on this role during Desert Storm, even though they weren't supposed to be motorized.

Light infantry description in particular is especially gameish, because this IS how infantry fight on the battlefield. All modern infantry fight in this manner........ just give them more ammo and the like and they function as 'line' infantry. You could of course assume that these light infantry are more akin to Ranger battalions than conventional infantry but Ranger battalions are shock troops, not skirmishers.

In the context of Wh40k warfare, this becomes even more important. If you aren't dug in, any successful battle against the alien or Chaos forces would be a series of skirmishes and ambushes. A typical Imperium infantry platoon simply doesn't have the firepower required to face an equivalent Ork mob or the like head on. So, what is the difference between line infantry and light infantry? Armour? But Line infantry are armoured with flak as well, not carapace........

Even if we go the Gaunt Ghost route, remember, Gaunt Ghosts were also shock troops, skirmishers and scouts. Which these light infantry aren't.
Let him land on any Lyran world to taste firsthand the wrath of peace loving people thwarted by the myopic greed of a few miserly old farts- Katrina Steiner
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

PainRack wrote:The regiment differentiation is..... kinda confusing and smells entirely of game mechanics rather than some formal designation from the Tactica Imperialis.
...
In reality, these mission/unit types have a lot of overlap. A light mechanised force can be both recon and 'hunter killer'/strike. It can even function as light infantry, in particular, Force Recon marines took on this role during Desert Storm, even though they weren't supposed to be motorized.
..
Light infantry description in particular is especially gameish, because this IS how infantry fight on the battlefield. All modern infantry fight in this manner........ just give them more ammo and the like and they function as 'line' infantry. You could of course assume that these light infantry are more akin to Ranger battalions than conventional infantry but Ranger battalions are shock troops, not skirmishers.
Light infantry isn't the same as Hunter-Killer or Reconnasisance as defined in Only War. Light infantry is only infantry, whereas Hunter Killers get a sentinel or Hellhound of some kind, recon gets a sentinel or Chimera (and presumably includes variants) Light infantry falling into the 'reconnaisance' regiment role was purely my own speculation (maybe I didn't clarify things well enough when I covered this shit, I don't know.) Recon and Hunter-Killer are basically just two different sorts of the 'fast attack' options you get in the codexes.

In the context of Wh40k warfare, this becomes even more important. If you aren't dug in, any successful battle against the alien or Chaos forces would be a series of skirmishes and ambushes. A typical Imperium infantry platoon simply doesn't have the firepower required to face an equivalent Ork mob or the like head on. So, what is the difference between line infantry and light infantry? Armour? But Line infantry are armoured with flak as well, not carapace........

Even if we go the Gaunt Ghost route, remember, Gaunt Ghosts were also shock troops, skirmishers and scouts. Which these light infantry aren't.
[/quote]

Technically the reason the Ghosts get used in so many different formats beyond their specialty is because of the ad-hoc nature of the Guard. Basically despite having 'specializations' their lack of centralized control means they will throw whatever infantry they have on hand into whatever situation if the situation is dire enough (or they have no other assets around.) They try not to do this (Having your armoured, mechanised or artillery formations act as line infantry is generally wasteful even by Munitorum's lax standards.) but they expect a certain versatility of Guardsmen regardless (they even mention this in the Uplifting primer. Whether they actually GET that versatility, is, of course, another matter.)

This doesn't even get into the bureaucratic and semantical insanity of the Munitorum itself and its rules/guidelines/terms or the tactica Imperialis itself (which can be summed up best as 'here's a whole bunch of books to study, you figure out the best way to fight on your own.' as outlined in the 5th edition rules.) Definitions, as alwas, are mutable.

Also there's lots of different kinds of flak. Flak plate, flak wave, flakcloth. Flak coats, cloaks, jackets, armour, etc. Different designs, materials, coverage and protective levels, etc. (Remember the uplifting primer mentions flak armor can use insert plates to augment the protection of flak armor as well, and thsi was separate from carapace.)
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Final Hammer of the Emperor update. Actually have another one after this although it shouldn't be long and I'll do it as a single update.


Page 114
Though similar in appearance to other patterns of grenade launcher incorporating a drum magazine, the Vosspattern revolves much faster, and is capable of firing almost as quickly as the user can pull the trigger. The high rate of fire of the Voss MkV suits it well to drop infantry and other elite regiments, who often lack the numbers of traditional infantry regiments.

They mention the rate of fire trades off with poor accuracy. Still a high ROF is damn useful in a grenade launcher.



Page 115

Maccabian Frag grenades are .5 kg and rare, as are Iron-Eater Grenades (which are very rare). Tube Charges are 1 kg and are scarce.

the Maccabian frags are basically frag grenades of Good/best craftsmanship which are sanctified with a shrine world's soil in the payload (or rock/masonry fragments.) Morale booster, but also sanctified weapons, meaning they're effective against daemons and such. If we figure the tube charge is half explosive by weight (roughly like grenades) we could get between maybe 2-3 MJ per charge, depending on how the REF/quality of explosive (something like Compositon B for example is some 20-30% more powerful than regular TNT, IIRc.)





Page 115
The rare iron-eater grenade houses an incredibly caustic acid, powerful enough to eat through even hardened plasteel in moments. Due to the potency of the acid, no readily available material is strong enough to feasibly house it in the form of a grenade. As such, the iron-eater grenade incorporates a weak grav-generator, which pushes against the acid from all sides, holding it scant millimetres from the grenade casing. Once primed, the user of the grenade has exactly three seconds before the grav-field shuts down, releasing the deadly contents.
Acid grenade using a grav field for containment. risky to do (what if containment fails?) but the hilarious bit is that the Salvar use them oftne despite being 'rare'. Shows how much grav tech can be minaturized on a producible scale.





Page 115
More powerful than a frag grenade and better suited for combat use than the bulky demolition charge, the versatile tube charge, or frag pipe, is used to great effect by many veteran guardsmen. While lacking the range of a grenade or the sheer destructive power of a demolition charge, the tube charge finds a middle ground that appeals to many regiments favouring mobility, stealth, and sabotage tactics.
..
..can pose a significant threat to light vehicles, as well as infantry.

A standard tube charge is armed by ripping off a small patch, which leaves about 5 seconds to detonation.
Tube charges, made famous by the Ghosts novels. As I've noted in the ghosts series, its implied that tube charges may be comparable to the combined (single use) output of a lasgun power pack (one of the latter novels) which is useful to note in context here. We know they're easily more powerful than a grenade, which is at least around a MJ or so of energy, which for a 50-150 shot lasgun you can figure between 6.5-20 kj per shot, at least.





Page 116
Rarely seen amongst the Imperial Guard, but not uncommonly wielded by renegades and traitors, the chainaxe forgoes the defensive capabilities and balance of the chain sword in favour of raw destructive potential. The broad head of a chainaxe, filled with whirring rows of monomolecular-edged teeth, is easily capable of lopping off limbs and splitting open even the strongest body armour.
Chainaxe. Mono teeth. Krylock used a chainaxe in the Dark Heresy novels.



Page 116
A solid grip with a trigger attached by variousadamantine cables to a whirring head lined by four parallel rows of voracious teeth, the chainflail reminds all who see it that its wielder’s faith is untainted by the fear of death.
Chain-flail. For when sword chucks just aren't enough.



Page 116
Wielded by some members of certain Rough Rider formations, chain glaives are vicious weapons that combine the reach of a pole weapon with the gnashing fury of a chain weapon. These weapons come in a startling variety based on the sundry forge worlds and eras in which they were manufactured,..
Lance with a chainsaw head, basically.



Page 116
The smallest chain weapon available, at the size of a heavy combat knife, the chain knife’s slight profile belies its lethality. With chain teeth moving at high speed, a mere glancing blow from a chain knife can easily rip a man’s flesh open. A single stabbing wound from a chain knife inflicts massive tissue damage, accomplishing in one blow what would require scores from a traditional dagger, allowing a wielder to literally disembowel a foe with but a single wellplaced thrust.
Notable as Tona Criids weapon in Honour Guard (or possibly the vibro weapon from such.) The interesting bit is that a chain knife is implied to be as devastating as scores of dagger cuts/blows/stabs, probably due to the lacerating/vibrational effects. It probably implies the lethality differnece of Chain weapons in general.


Page 116
Chainaxe is 11 kg and rare. Chainflail are 14 kg and very rare. Chain glaive are very rare and 12 kg. Chain knife are rare and 4 kg. No way in hell Tona could carry and wield something like that- thats more massive/heavier than a fricking sword, much less a tiny knife.



Page 117

Power sabre (cavalry) is very rare, and 4 kg. Power flail is 7 kg and extremely rare. Power spear is extremely rare and also 7 kg.

Force axe is near unique and 6.5 kg. Force dagger is extremely rare and 1.5 kg.




Page 117
Sheathed in crackling power fields, power weapons combine the characteristics of Mankind’s most revered and ancient weapons with a destructive capacity matched only by the most powerful of ranged weapons.
Suggesting power weapon power outputs/effects to some sort of powerful weapon - bolter, plasma, melta or lascannon maybe. Or maybe a hellgun.



Page 117
Favoured by many Rough Rider sergeants and officers, the cavalry sabre is heavier than most Departmento Munitorum-issue power swords, with a broad blade and, consequently, a somewhat larger power field.
Power saber.



Page 117
Officers in certain Rough Rider regiments prefer to wield power spears over weapons like cavalry sabres, or even wield them as a secondary weapon for use after a hunting lance charge.
Power spears.



Page 117
Force weapons are not so much manufactured as crafted. Each incorporates rare psycho-active materials and is the result of arcane sciences, all but lost to Mankind.
...
For a sanctioned psyker in service of the Imperial Guard to be granted the use of a force weapon is a great honour..
Force weapons are special, and unusual weapons for a sanctioned psyker.



Page 117
Even rarer than the force staves and swords that are sometimes granted to Primaris Psykers, force axes are more commonly seen amongst the Librarians of the Adeptus Astartes..
Primaris psyker weapons, and the rarity of a force axe.



Page 118
Command Baton is 4 kg (Very rare), Shock glove 1 kg (extremely rare), suppression shield 7 kg (extremely rare)



Page 118
Shock gloves are a range of devices that fit over one’s hands and allow a person to electrify others with a mere touch. They run the gamut from bulky and obvious machines that glow ominously and occasionally spew forth clouds of smoke or steam to subtle micro-weave circuits hidden in seemingly innocuous fabric, depending on the specifics of their manufacture and purpose. Though rarely assigned to Imperial Guardsmen, shock gloves are occasionally used on the battlefields of the Spinward Front.

Variation in shock-glove technology.



Page 118
..suppression shields are sometimes used by Imperial Guard forces engaged long-term in house-tohouse city-fighting operations. A heavy slab of ceramite, the defensive properties of the suppression shield are obvious.

The defining characteristic of a suppression shield, however, is the powerful shock plate that allows the wielder to subdue an opponent in melee. Some models also feature a weapon lock in the upper corner, allowing the wielder to stabilise and fire a lasgun or shotgun while wielding the suppression shield. Taken together, these properties make the suppression shield ideal for combating renegades and traitors in the confines of a hab or the ruins of an Imperial city. The disadvantage of a suppression shield is that its shock generator requires a few moments to recharge after expending its energy.
Shields of any kind would be useful protection in many cases (and we saw this also in boarding operations in Salvation's Reach.


Page 119
Axe weighs 4 kg (common), Cavalry spear (scarecE) is 7 kg, Warknife is 2 kg (average) and a flail is 8.5 kg (scarce).





Page 119
Despite the efforts of the Departmento Munitorum, regiments raised from Feral Worlds are often slow to adapt to the use of lasguns and other advanced weapons, preferring those with which they are familiar. In some cases, such regiments may be provided with carbon alloy versions of their preferred weapons; others simply continue to use the primitive weapons of their home world.
The Munitorum tries to get feral worlders to use sophisticated ranged weapons, and sometimes provides better melee weapons if they can't.



Page 119
While the Departmento Munitorum takes every measure to ensure compatibility of weapons, ammunition, and equipment, this proves quite infeasible in many cases. The Munitorum requirements for the knife included in a standard kit are broad enough that these weapons often reflect the culture of a regiment’s home world to a greater extent than more technologically advanced gear. Many regiments from feral worlds, death worlds, and other brutal home worlds favour a heavier, broader, or longer blade than more “civilised” worlds.
Warknives, or combat knives. Basically analogous to Catachan knives pretending to be swords and the Tanith straithg silver (which itself is 'merely' a short stabbing sword.) lol.





Page 119
The hunting lance inferno tip consists of a broad, blunt head, designed to impact as much surface area of the target as possible, rather than to puncture armour. When the lance impacts a target, promethium canisters affixed below the blade expel their contents in a burst of white-hot flame.
Basically a single shot flamer mounted on a stick.



Page 119
Consisting of a shaped charge similar to that of a krak grenade, a hunting lance krak tip explodes with even more devastating effect than the standard hunting lance charge, making its use preferable against resilient enemies such as Orks. The additional weight of the dense explosives and the irregular, rounded shape make a hunting lance armed with a krak tip somewhat less well-balanced than one equipped with a standard charge.
Krak grenade on a stick. note the mention of 'dense explosives' and that its a shaped charge and effective against orks. Oddly this tends to suggest standard lances aren't shaped charges.




Page 120
Lance head types

Inferno: 4 kg weight (scarece) Krak 5 kg and (rare), Melta is 8 kg and very rare. Plasma is 6 kg and extremely rare. Poison tip 4 kg and reare, Shock tip 4 kg and scarce.



Page 120
Most enemies would not expect that their heavy vehicles would be targeted by cavalry, giving an edge to Rough Rider squads equipped with melta-tipped hunting lances. Nevertheless, making a frontal charge against enemy armour is dangerous at best, and regiments that employ melta tips have a reputation for reckless behaviour and suicide missions.
Melta bomb on a stick, for anti-armour use.




Page 120
Only employed in dire circumstances, and only by regiments hailing from worlds with deep ties to the Adeptus Mechanicus, the plasma tip is as rare as it is dangerous. When a hunting lance plasma tip impacts a target, it triggers a containment breach of the volatile energies stored within.
...
Wielders must take care to direct their mount away as they strike, lest they be caught by the exploding energies of the plasma charge. The risk is deemed acceptable due to the plasma tip’s effectiveness against targets so tough or heavily armoured that even the krak tip is insufficient.
Plasma tips. Probably a small photohydrogen flask mounted on a stick, and detonated. More powerful than krak grenades even though its probably an omindirectional blast.



Page 120
Some xenos monstrosities that the Imperial Guard must face are so unnaturally resilient that even the explosive tip of a hunting lance is insufficient to incapacitate them on the charge.
...
When necessary, a Magos Biologis can tailor the toxic payload to a particular creature, ensuring that even a minor flesh wound brings swift death to the abomination.
Main use of poisoned lances. Note how the Magos Biologis can modify the payload for maximum effect.




Page 120
..there are situations in which the Imperial Guard seeks to take prisoners, be they xenos specimens for study by the Mechanicus or traitors possessing vital intelligence.
..
..The hunting lance shock tip utilises the same technology as other shock weapons, discharging a powerful jolt of electricity on impact, in order to incapacitate a target. Unlike other hunting lance tips, a shock tip is not destroyed when used, but temporarily expends its store of energy.


Tazer on a stick. Less than lethal probably. although one imagines they can make them with lethal shocks if need be.,





Page 121
A cut-down shotgun holding a single cartridge can be affixed to a lasgun or similar weapon, which the user can fire instead of the primary weapon. These upgrades are particularly favoured for city fighting, where the additional close-range stopping power is invaluable when encountering an unexpected enemy at close-quarters.
Suggesting most weapons are less powerful than 40K shotguns. :P



Page 121
Some veteran formations and particularly well-equipped regiments are able to mount chain-blades on their primary weapon, allowing them to be used in close combat with nearly the effectiveness of a chainsword, without requiring the user to switch weapons.
More like a chain knife, but the idea of affixing 3 more kilos to your wepaon is pretty silly anyhow.





Page 121
Preferred by some for their visceral recoil, intimidating sound, and ammunition options, solid projectile weapons are ever at a disadvantage to las weapons in the issue of ammunition capacity. This can be partially remedied by the use of an extended magazine, which, while increasing the weight and possibly throwing off the balance of a gun, requires the user to reload less frequently. Solid projectile weapons are already seldom issued to the Imperial Guard. As such, few regiments have cause to use extended magazines, and so, these deceptively basic upgrades are in fact quite amongst the forces of the Imperial Guard.

A weapon with an extended magazine increases its Clip Size by half and increases its weight by one quarter.
The extended magazine option: Used by any stub or auto weapon, and shotguns. Again tradeoffs between lasweapons and solid projectile is largely between number of shots (lasgun has more) versus ammo versatility (more options). I've already discussed the versatility option, but the ammo issue is in detail here. Obviously extended magazines remedy this (despite the drawbacks) but we know from Black Crusade that lasweapons coudl do extended mags even if in Only War they can't. In any event, we know some lasgun powerpacks are bigger than others (the 'bananna clip' type laspacks) which obviously convey similar advantages, which again explains why lasguns are preferred over projectiles.

We also dont know if it is common or rare (I'm guessing 'deceptively rare due to rarity of slugthrowers in genreal.)

The last interesting bit is that the clip size increases by 50% (30-45 shots depending on clip size estimated for autoguns for example) and increases weight by 25% (by rules an autogun weighing 3-4 kg would have a 300-400 gram clip, which for extended would be some 375-500 grams. If we figure the 50/50 assumptions as with pistols, this means your 'average' autogun bullet would be between 2.8-3.125 grams per bullet.. about analogus to 4-5mm ammo like .223 NATO. Alot smaller than Forge world 'autoguns' but we know autoweapons are damn versatile. and if its caseless ammo, the mass can be considerably greater (upwards of 5-6 grams per bullet).






Page 121
Weapons upgrades: Auxilairy shotgun adds 2 kg and is scarece. Chain attachment is 3 kg and scarece. Extended magazine adds 3 kg and is scarce. Gun carriage is 25 kg and common, gun shield is 15 kg and common. Grapnel mounting is 2 kg and scarce. Spoor targeter is .5 kg and very rare.




Page 121
Usually paired with a gun shield, a gun carriage provides a wheeled platform for moving the weapon and stable bracing for firing.
...
Lacking the mobility of other infantry, some regiments defend their heavy weapons with heavy plasteel shields mounted atop and around their guns
heavy weapons mods. Gun shields are used with gun carriages to make them the least bit mobile.




Page 122
Reserved only for elite forces, these archeotech miracles contain sophisticated spoor-sniffers and micro-cogitators linked directly to the attached weapon. These systems inhibit the gun from firing when pointed directly at someone recognised by the micro-cogitators as an ally, making it nigh impossible for the user to shoot his comrades in the swirling confusion of combat, barring an unfortunate ricochet.

Spoor targeters are particularly valuable when dealing with close-quarters fire fights, and are rarely assigned to anyone deemed more expendable than the ancient and irreplaceable technology of the targeter itself.

Through an esoteric arcane rite, a spoor targeter can be imprinted with the bio-profiles of up to 10 individuals, a process that takes 10 minutes...
...
Once an ally’s signature has been implanted into the targeter, it prevents the attached weapon from triggering so long as there is a risk of hitting that ally. Even if pointed directly at the ally, the weapon’s spirit loyally refuses to fire.
We've seen spoor targeters in the eisenhorn novels and they were mentioned in Dark HEresy.




Page 122
Some modifications to weapons are approved or even performed by the red-robed Enginseers who accompany the Imperial Guard on the field of battle, while others are performed by the Guardsmen themselves, in the hopes that said representatives of the Omnissiah and other figures of authority will fail to notice the changes they have made. In either case, however, weapon customisations can significantly change the form and function of an existing weapon, giving it new utility or changing its purpose entirely.
Weapons modding is common, at least in the Guard :P




Page 122
Some Guardsmen prefer a lighter, more manoeuvrable weapon than a rifle, while also requiring more stability than a pistol can offer. With the addition of a stock and possibly some additional modifications, a pistol weapon can be effectively turned into a carbine.
1.5x range increase for pistol, becomes a basic weapon. Actually not as 'effective' as actual lascarbines, which have a 60-75m range icnrement typicall, whilst this one is more likely to be 30-50m. Although givne some lascarbine performances (anywhere from Ghosts novels with 500m to Legion's 900m) we could figure lasgun ranges are 2-3x that by game stats, tenatively speaking.

Part of me thinks these are 'machine pistol' modifications where you could add a stock to the pistol grip and a foregrip to improve accuracy and controllability, rtaher than an actual carbine (A cut down longarm basically.)






PAge 122
Though this modification results in a slight reduction in range and power, sawn-off weapons are lighter and more easily manoeuvrable, making them desirable for city fighting or boarding actions, where soldiers must be able to move through narrow doors or other openings, while keeping their weapon ready. Sawn-off weapons are also easier to conceal..
Any shotgun or autogun.




PAge 122
While the Departmento Munitorum issues long-lases and sniper rifles to dedicated snipers, some Guardsmen take it upon themselves to modify their weapons to better utilise their skill as a marksman. Often, this is most readily achieved with components from a similar or identical weapon, either scavenged from the field or “borrowed” from the quartermaster.
Range and weight increased by 1.5. Whilst its not as efficient weight wise as a long-las (6 kg for a marksman modded las vs 4.5 for long-las.) the performance is roughly equivalent. If we figure around a 1 km or so range for the modded lasrifle, we get roughly 600-700m range for a 'regular' lasgun.






Page 123
Las weaponry is the Deparmento Munitorum standard in many places, thanks to its dependability and ease of maintenance. Though las weapon power cells can claim a much higher shot capacity, las weaponry sacrifices some of the ammunition variety available to solid projectile weapons./quote]

Again ammo count vs ammo versatility being a big tradeofff between las and projectile weapons. Previous comments still apply. I actually like this quote better as it mentions the lasguns sacrifice only 'some' of the variety, indicating there is still some (And some that may actually outperform projectile guns.) But like most things, lasguns are not really 'munitorum standard' everywhere. :P So yes some world still make do with autoguns or worse lol.





Page 123
Though the practice is not officially sanctioned by the Departmento Munitorum, some Imperial Guard regiments find it effective to apply toxins or poisons to their weapons
...
To prepare such projectiles generally requires some expertise in chymistry, although Guardsmen hailing from death worlds often consider the application of poison to be a basic life skill.
Poisoned ammo on low tech ranged weapons.





Page 123
Solid slug rounds replace the scattershot of standard shotgun cartridges with a solid lead round, giving up spread for improved damage against both armour and flesh.
Shotgun slug.





Page 124
The dizzying array of warzones in which the Imperial Guard must fight require a similarly diverse range of gear and uniform variants. Though depending on availability of resources and accuracy of clerical work, regiments do not always receive the luxury of attire appropriate for the environment in which they find themselves engaged.
Once more variable logistics.



Page 124
In the wake of an assault by these legendary figures, Guardsmen sometimes collect the bolt casings left behind as sacred relics..
Bolt round casings (yet again!). They weigh 100 grams according to the list below, which may give us a rough indicator of the order of magtnitude of astartes bolt round weights. If we figure its between 1/2 and 2/3 of the overall mass of the weapon (analogous to 7.62/5.56mm rounds, or a .50 BMG) we're getting between 50-100 gram bolt rounds, which is around the magnitude of a 100 gram bullet IRC anyhow. If we figure somwehre between 400 and 800 m/s for a bolt round the KE is between 4 and 32 kj and 20-80 kg*m/s of momentum putting it somewhere between .50 Beowulf and some 20mm rifle rounds in power.





Page 124
Bolt round casing is very rare and weighs .1 kg (100 grams). Explosive collar .5 kg and scarce.
Psychic hood is 2 kg and extremely rare. Vid-relay is 1 kg and average availability.





Page 124
Sometimes used to ensure cooperation from the most unruly of penal legionnaires...
..
Fitted around the penal legionnaire’s neck, an explosive collar detonates when triggered remotely, or should it be tampered with. The small, directed charge is more than enough to remove the insubordinate’s head, but inflicts only minor collateral damage.

The range of the remote trigger is typically up to 10 km, though conditions can sometimes limit this.
Explosive collars, penal legionnaire chic.




Page 124
Psychic hoods are arcane devices that augment the powers of a psyker. Constructed of rare psy-conductive materials, the psy-lattice frame of a psychic hood must connect to the wearer’s cranium at numerous points, and is often subdermally anchored for greatest effect.
Psychic hood. Part headgear, part augmetic.





Page 124
On rare occasions, some Imperial Guard squads are issued helmet- or shoulder-mounted vid-casters, allowing a dispersed squad to coordinate their activities much more accurately than verbal communication alone would allow. In many cases, however, the truth is that vid-casters allow a commanding officer to lead a dangerous mission, perhaps a suicide mission, from the safety of his command bunker. The other half of the vid-relay system consists of a receiver, which can take the form of a helmet-mounted visor or “flip-out” eyepiece.

Common-Craftsmanship vid-relays have a maximum range of about 10 km, while Good-Craftsmanship units can often reach 50 km or more. Best-craftsmanship units can maintain a connection between a planetary surface and a ship in orbit, with only minor delay. The effective range of a vid-relay, and
the quality of the signal, can be greatly impacted by dense, intervening material or environmental conditions (such as operating underground or in the midst of a gravitic storm.)

Vid-relays are usually accompanied by a vox-system.
This is an.. interesting toy. Rather unexpected, but welcome. Basically gives the Guard some measure of visual as well as audio relay capability, at least between squad members, but presumably would transmit between higher sources (via voxcaster for example) allowing for more complex relaying of information in certain cases. It may be analogous to the 'visors/eyepieces' of forge world 'Guard' fluff, particularily the Elysians, but also possibly seen with Cadians (eyepieces or helmet mounted vidcasters. We saw them in the 2003 codex on the CAdian helmet IIRC as well. And mentioned in Cadian Blood although that was more 'snapshot.'

The funny thing is the vid relays are implied to have audio capability (thus behaving like a micro bead in at least some ways- at least thats how I interpret 'vox system') but with superior range even at 'average' quality (nevermind higher quality.) And availability wise, they're 'average' like micro beads, so between that and the 'many cases vid casters are used with expendable troops for commander to lead in safety' these things can't really be argued to really be all that 'rare' - at least not in absolute terms (they could be rare in terms of issuance, as the Munitorum is notoriously stingy with all but the most basic stuff, and even then will begrudge allocation.) I also bet its more common wtih Grenadiers (like Kasrkin) and Storm Troopers.





Page 125
..the 9-70 entrenching tool is intended primarily for filling sandbags. This small, folding spade is invaluable for digging trenches, shoring up earthen mounds, and preparing other basic defensive structures. The heavy blade of the 9-70 also makes for an excellent improvised weapon, and many Guardsmen believe that a well-sharpened entrenching tool makes for a better melee weapon than their standard-issue knife.

A trusty, foldign shovel.




Page 125
A drop canister is a device that can hold a single heavy weapon, along with bipod or tripod and ammunition, or a comparable amount of equipment, delivered via grav-chute to a squad in the field. The canister is heavily reinforced, and together with the decreased velocity accorded by the grav-chute array, drop canisters can be relied on to deliver equipment even in the harsh conditions of battle.
Drop canisters for airborne resupply.




Page 125
A sophisticated wrist-mounted medi-pack, a narthecium includes three auto-injectors and a powerful, diamantinetipped saw for cutting through armour to provide emergency treatment to a wounded Guardsman. Consequently, narthecium are typically reserved for very well-supplied regiments, or medics attendant to an officer and his command squad. As well as providing all the benefits of a Good-Craftsmanship medi-pack, the user of a narthecium may administer a dose of a drug from one of the auto-injectors..
Basically like the Space Marine version, only smaller.




Page 125
Often used by veterans and snipers to defend forward firing positions, and typically deployed in groups, snare mines are simply grenades connected to proximity detonators.
Snare mines.


Page 125 - Snare mines are 1 kg and average availability, Narthecium are 3 kg and rare, drop canisters are 25 kg and rare, 9-70 Entrenching tools are 2 kg and plentiful.




Page 126
The prevalence of cybernetics in the Imperial Guard varies wildly. Such technology may be all but unavailable to some regiments and standard issue for lost limbs for others.
..
Given the terrible injuries that many suffer in the course of duty, many Imperial Guardsmen have one or more cybernetic implants.
Augmetics are variable, but still common for 'many' Guardsmen.




Page 126
More specialised than regular cybernetic senses, an ocular sight typically replaces one eye with a system carefully calibrated for use with ballistic weapons. Cybernetic sights are particularly valuable for sharpshooters who are expected to operate multiple different weapons in the course of their duties rather than a single rifle or other firearm with which they intimately familiar.
Basically cybernetic eyes with targeting functions.




Page 126
A servo-arm allows a lone Tech-Priest to fulfil the functions of an entire repair bay, allowing him to even lift a Chimera armoured transport on its side so as to repair a broken tread link. A properly constructed and implanted servo-arm has stabilization and support systems running throughout the Enginseer’s body, allowing him to achieve such feats without harming himself in the process.

Servo-arms. CAn be extended 1.5 M away from the body.




Page 126
A character with a cybernetic limb such as a bionic arm that does not already have a weapon installed in it can have an inbuilt weapon installed in the limb. If the inbuilt power blade is of Best Craftsmanship, then it is concealed within the bionic limb when not active.
Cybernetic inbuilt (power) blade?





Page 126
A character with a cybernetic limb such as a bionic arm that does not already have a weapon installed in it can have an inbuilt weapon installed in the limb. An inbuilt weapon can be any Pistolclass
weapon with the Compact Upgrade. If the inbuilt pistol is of Best Craftsmanship, then it is concealed within the bionic limb when not active.
..
An inbuilt pistol has the same profile as the weapon normally would, but its Clip Size is halved. An inbuilt pistol cannot fire if separated from the cybernetic appendage.

The Availability of an inbuilt pistol is the same as that of the normal version of the weapon.
Inbuilt pistol inside an augmetic. Useful toy.




Page 127
Entire crusades have been waged across the stars to recover a single STC fragment from the clutches of the enemy, and the merest rumour of their existence can spur the Adeptus Mechanicus to deploy incalculable quantities of resources to investigate the matter.
The value of STC to the AdMech.




Page 127
Specific forge worlds often have variations on these venerable designs, and each one seeks to discover new patterns, that it might restore some merest faction of the knowledge lost long ago. Successful patterns not only provide forge worlds with prestige and power, but the most ubiquitous of these sometimes even become the most common version of a device found throughout a given region of the galaxy.

The Lathe Worlds of the Calixis Sector, for instance, create many objects used across the Calixis Sector, and thus by the Guardsmen serving in the Spinward Front. Such consistency offers a tremendous asset for the Imperium, as it means that components are more easily replaced and overall performance specifications may be measured in a consistent fashion.
We learn several interesting details from this. There are variations on STC designs (variations on STANDARD templates... think on that) and they try to uncover new ones all the time. The benefit of this we learn is that it basically provides a competitve advantage for the forge world that does so (over its brethren) and we know the AdMech are competitive as all fuck. This can be seen in things like (for example) the Counterfeit Baneblades and related stuff.

That said, some level of standardization can be said to be possible, at least at the sector level and lower, and at least at those levels you can expect fairly reasonable levels of logistical consistency and for STC to indeed be standard. Beyond the sector, however, its likely to be more of a crap shoot, except perhaps for some of the most basic and straightforward patterns of technology (MG or Mars pattern lasguns for example.)




Page 127
The variations in a pattern most likely reflect some aspect of the regiment’s home world. A weapon might inflict slightly more damage because it needs to be effective against some hideous native xenos. Alternatively, its range might be decreased because the planet inherently suffers from poor visibility, so extended range is less essential. It could also have an increased clip capacity, to deal with particularly resilient enemies. Alternatively, its internal cooling system might be better optimised to deal with planet’s brutal desert climate.

Even the largest modifications in this section are fairly minor compared to the complexity of the patterns themselves...[/quote\

Definition of 'minor' adjustments. That said they have to be fairly notable, as slight damage adjustments or 'slight' increases of clip capacity have to have a noticable benefit over others. Internal cooling systmes is interesting, I wonder if that refers to weapons or other technologies.

Ultimately though it reflects tradeoffs in design.. increasing one thing may decrease one or emore others.



Page 128
Not every Imperial planet capable of raising a regiment also has the manufactorums necessary to provide all of its equipment. Many worlds import heavy weapons and other large-scale equipment.
Importation and trade and its impact on regimental tithing. Note that importing puts the production process one step removed from the regimental raising, and thus can make such gear unavailable or uncommon depending on the supply lines.



Page 129
Positive (general) equipment upgrades/modifications include:
Wide distribution - means that its availability is greater than usual. How this is a modification we dont know

Light construction - weight decreases by 1 kg.

Durable - more rugged than usual.

Elegant Design - one step up in quality (Good craftsmanship = best craftsmanship)

Valuable - its considered valuable by other soldiers for whatever reason.

Superior Pattern: Higher chance of acquiring beter quality versions (good or best craftsmanship versions)

Devotional engravings - provide faith based benefits to resisting psychological effects like fear. Basically a morale booster.


Badge of status - improves how the carrier is viewed/regarded/reacted to.

Intimidating - obviously, it intimidates people.

Redoubtable: Improves performance in some way.


Negative general equipment upgrades are:

Fixed pattern: opposite of superior pattern. higher quality versions are harder to find.

Unneccessary features: increases weight by 2 kg.

Forgotten construction: makes it harder to repair, as the knowhow is 'lost'

Corrupted pattern: Common versions are poor quality instead.

Capricious: opposite of Redoubtable - decreases performance in some way.



Page 130

Ranged weapons pattern positive modifications:

Longbarrel: Range increment increases by 10 meters.

High Impact: extra damage provided when aiming.

Venerable design: Proven quality given (more damage and such) If it already has it, it gets a better enahnced Proven quality.

Lightweight material: Decreases weapon weight by 2 kg. Basic weapons are easier to fire one handed, and pistols can be drawn quicker.

Exceptional pattern: Improves chances of finding a good/best craftsmanship version of the weapon.

Rapid clip ejection: speeds up reloading, obviously.

Piercing: Weapon gains felling quality against target at short range (and if already has it, the quality is much better.) Again benefits damage As I recall.


Crippling munitions: gains crippling quality (or enhanced version if already has it.)

Brutal construction: Ogryn proof.

Incredibly lethal: gains accurate quality. IF inaccurate by nature it becomes neutral. If already accurate gaints Proven quality.


Page 130
Negative pattern mods for ranged weapons

Inefficient barrel - reduces damage against targets beyond short range

Heating issues: overheats and becomes less reliable.

Erratic: unreliable.

Bulky: Weighs 2 kg more than usual. Pistols are like basic weapons

Rare model: trying to find it outside the place its made is much harder than usual

Small clip: Clip size decreases by 5

Corrupted pattern: Common treated as poor quality

Diffuse spread: reduces penetration beyond short range

Recharge cycle: Weapon needs time to recharge.


Delicate: internal mechanisms less reliable and jams/seizes up more often.




Page 131
Melee weapon positive qualities:

Fine tuned - improves the balance and ease of wielding of the wepaon

Serrated: serrated edges score more damage and give tearing quality (lacerating wounds basically)

Venerable design: Proven quality

Lightweight material decreases weapon weight by 2 kg Two handers can be wielded in one hand, one handed weapons can be drawn faster.


Exceptional pattern: Same was with ranged weapons.

Shearing: Razor sharp quality, and if already has, increased penetration.

Symbol of Duty: Improves morale and resistance ot negative psychological effects

Envenomed: Poisoned, obviously. Toxic weapon.

Incredibly Dense: Ogryn Proof, and resistant to damage from power weapons and similar.

Precisely Weighted: Weapon can be thrown, range increment of 10m.



Page 131
Melee weapon negative qualities -

poor grip - hard to hold and may be dropped or sent flying when used

Sub-optimal - reduced damage

Crude - primitive construction

Leaden - increases weapon weight by 2 kg, hard to wield in general due to weight/momentum.

Rare model - like with ranged weapons.

Shallow cuts - less effective at scoring criticla hits.

Corrupted pattern - common pattern treated as poor quality.

Imprecise - its inaccurate

Awkward - its unwieldy

Brittle - more easily broken or shattered.



Page 132
In the endless wars of the 41st Millennium, where tanks and God-Machines stride the battlefield and ships with thousands of crew hang in orbit unleashing megatons of explosive death, the cavalryman and his trusted steed still have a vital role to play.
Starships unleash megatons of 'explosive death', arguably onto battlefields.




Page 141
Large, six-legged omnivores from the frozen world of Modrubeo IV in the Koronus Expanse, Ursir are the favoured mounts of the Martreb 99th “Ragers.”
...
..these muscular predators are covered in a thick fur that slowly adapts to the colour of their current surroundings as they shed.
..
They are particularly deadly fighters when enraged, capable of rearing on to their hind legs to smash their prey with their front legs...
Dear god. BEAR CAVALRY.



Page 141
The Ucernox is a massive, moderately territorial herbivore...
...
..characterised by its bulky quadrupedal frame, thick and segmented hide, and imposing horns, one of which sprouts from its nose and another pair of which form an imposing crest on its head.
...
Besides their thunderous charges, Ucernox are notable for being one of the few mounts capable of carrying an Ogryn into battle without cybernetic augmentation.
Dinosaur cavalry. That can even carry Ogryns. You have to admit FFG thinks pretty broad when it comes to 'rough rider' cavalry.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Only War No Surrender next. Current update for Only War, basically a 3 part adventure book like they do. Deals with combat in zero gee/aboard ships and a star fort. Nothing special, but enjoy regardless:

Part 1
Page 5
..Helena II was colonised at the same time as several other highly regarded worlds within the Periphery. Administratum projections gave the colonisation effort a high probability of success due to its amenable agricultural conditions. Consequently, the Administratum sent a large initial wave of colonists. Additional supplies and the protection offered by a small Imperial Navy presence enabled the colonists to transform Helena II into a thriving agri-world in a remarkably short period of time.

Over the course of just a few centuries, the planet’s harvests began to provide adequate supplies for several of the Periphery’s worlds.

Some even dared to hope that it could eventually become a breadbasket for the Periphery, while still providing much needed foodstuffs to the greater Calixis Sector. Additional assets were accorded the world, including the manpower to revitalise the Lycurgos star fort that had been abandoned in the system during the Angevin crusade. With the star fort’s refit complete, Helena II was regarded as one of the most productive and best defended worlds within the sub-sector.
A colony world dispatched with colonist sand a Imperial navy force to defend (presumably at least some sort of base/station, perhaps attack craft and even sub-stellar warships, if not more.) One presumes the navy presence is due to its relative importance to the Administratum. It also apparently can provide multiple nearby planets with food for its populace, if not the entire subsector.

Also adding the Star fort (plus other, undefined assets) made it one of the bet defended worlds in the subsector. Which, presumably, means something on the level of major industrial worlds. But it does show that agri worlds can be considered important and defended (with good reason. As we know from the Gothic War, agri worlds that are vulnerable and are attacked can deprive nearby forge and hive worlds of valuable foodstuffs which can indirectly destroy their value. Mining worlds are of simila rvalue.



Page 5
Not surprisingly, maintaining the relative prosperity of Helena II and its continued security required additional colonists from within the Calixis Sector. The Administratum gathered population-tithes from dozens of surrounding worlds and reassigned them to the agri-colonies of Helena II.
..
Settlements that had been intended for hundreds of colonists had to instead serve as residences for thousands/ Many who appeared to have escaped the overcrowded hive worlds from which they had been plucked began to despair at their newfound conditions.
More colonization, an order of magnitude increase in populace. This owuld suggest the initial transit of colonists was perhaps hundreds of thousands or millions, depending on how big we figure the Agri world to be. That its from 'dozens' of nearby worlds likewise suggests a significant influx of people



Page 5-6
The planetary governor’s initial reaction to this new population was despair; after all, how
could they be fed without affecting the amount of foodstuffs exported to other worlds?
By working round the clock great distances (hundreds of miles) away from their homes to temporarily offset this disparity. But no new habs are built for the influx, and many new (and old) colonists become migratory labor conscripts.
They also had limited acess to technology (as a colony world) and farm animals were relatively scarce, so foot traffic is common. Apparently this suggests the population grew significant enough that it could impact (significantly) the exports to toher worlds.



Page 6
Annually, the planetary governor demanded that the planet provide a tithe of capable men and women into the Helena II Harvest Guard. All members of the guard were expected to be familiar with the standard Imperial armaments provided as part of the regular Imperial deliveries to the colony.
Amusingly, part of their 'physical training' included continuing to harvest crops. Which might be good physical labor, but I'm not sure how much it contributes to military readiness, and the quality of the military here is up for debate.




Page 6
...the proximity of Lycurgos earned it a reputation as an ideal location in the Periphery for Imperial Navy and Rogue Trader vessels to refit prior to their exploratory expeditions towards the systems beyond the sub-sector. This soon revealed that the system’s location was ideally proximal to the Warp route to the Scarus Sector. Vessels travelling to the Calixis Sector or preparing to embark on a voyage the other way would often refit in the system. Within a few decades, the system garnered a reputation as a key Warp junction. Consequently, most vessels travelling through this region of the sub-sector at least make a brief transition into the system prior to continuing their journey. Though hardly well trafficked by the standards of a more civilised region, the number of vessels passing by the planet were uncommonly high for a colonial world.
The Star fort proves valuable as a space station as well as a defence, due to its (we discover) industrial facilities as much as its proximity. This also contributes (in conjunction with the warp routes it straddles) to its relative position and status, although it is not considered 'civilised' by any stretch. note further the distinctonbetween 'civilised' and 'colonial' worlds, which can impact 'absolute' Imperial territorial numbers (Eg million vs millions.)

Beyond that these factors again show to us what dictates the value of a world and its recognition (and how far that recognition goes.) For every Armageddon, Mars, or Cadia how many other worlds re only 'locally' well known or even unknown?



Page 6
Some of these craft—particularly those owned by Rogue Traders—began to engage the colony world with trade as their vessels underwent refit at the star fort. A broad range of unusual objects—including some xenostech—began to enter circulation within Helena II’s cities. Merchants were satisfied with the surprising quantities of foodstuffs that they could obtain for seemingly minor trinkets. The colonists, in turn, soon became obsessed with these otherworldly artefacts.
An impromptu commercial and economic trade crops up as a result of its status as a 'port'. Again demonstrating that much of the way the Imperium works is through improvisation or as the inadvertent consequence of some other action as by deliberate design (hence its myriad complexity.)



Page 7
In the waning days of the Angevin Crusade, there were, at times, more Imperial assets available than ideal systems for continued expansion. On some occasions, the fleet was badly dispersed and some groups became uncertain about the prioritisation of remaining targets. The repeated successes enjoyed by St. Drusus and communications breakdowns led to situations where fleets arrived in systems that had already been conquered. At other times, poor strategic estimates sent entire armies to worlds that were later deprioritised.

Some of the advance craft remained dutifully in these systems until they met with disaster, or were lost due to insufficient supplies as they waited patiently for contact from the fleet. Others returned to their launch site, where they were executed for treason for daring to abandon their assigned posts.
Again, coordination and allocation of Imperial forces can, due to the warp, be inconsistent even at the best of times occasionally. I feel sorry for the people responsible for coordinating an dmaintaining this shit.

And yet, the Imperium endures :P



Page 7
Dozens of Imperial Navy vessels had towed the enormous Ramilles-class star fort to the Helena II system, with the expectation that the crusade would eventually make use of it.
..
The vessels that had towed the station into place were reassigned to other vital missions. Soon, there were insufficient craft in the subsector to undertake the challenge of moving the fort, and its relocation remained on the Imperial Navy’s roll of unassigned tasks for decades. All the while, other higher-priority tasks that required fewer craft were assigned to duty rosters for immediate resolution.
I wonder what kind of vessels? Warships, or transports? Sub-stellar or warp-capable? Either way it would imply something about the scope of naval detachments in the subsector, at least during the Crusade.



Page 7
Eventually, an Administratum scribe removed Lycurgos from its listings of active facilities, assuming that its continued presence was nothing more than an ongoing typographic error. An enormous and powerful piece of Imperial infrastructure was functionally discarded.
It was bound to happen. You have to wonder how many starships, space stations and other important pieces of hardware and other resources they just manage to 'misplace' like that.



Page 7
..by the time the station’s commander decided that an attempt should be made to return Lycurgos to the more civilised worlds of the Calixis Sector, there were not enough functioning vessels in the system to transport it.
..
..the enormous star fort attempted to hold station in orbit around Helena II, for centuries.
..
..only a few of the station’s servitors remained operational. These tireless automatons had continued to perform their last orders, keeping the station’s essential systems functional, scavenging whatever equipment they could to do so.
I'm guessing, sub stellar vessels. This does give a rough idea of the 'in-system' ship assets of a important colonial world, though.

Also servitors operating for centuries, somewhat autonomously, it seems, maintaining the station.



Page 7
..Imperial Navy craft could hardly ignore the existence of the derelict star fort. Its presence in the planet’s orbit was enough to alter the world’s tidal patterns. Augur arrays immediately indicated that, contrary to all. Augur arrays immediately indicated that, contrary to all appearances, the enormous station still had active plasma generators.
Which suggests that, for whatever reason, they either have significant gravity fields or substantial mass.



Page 7-8
Rogue Trader Captain Jacoby Meddington of the light cruiser Blind Faith was the first captain to successfully identify the star fort as the Lycurgos.
..
His command broadcast was scarcely sent before Howarth Kenningsly, Rear Admiral of Imperial Navy broadcast his battlefleet’s claim to the star fort. Unwilling to relinquish his new, and valuable, acquisition, the Rogue Trader opened fire on the Navy’s vessels.
...
The ensuing combat saw the complete destruction of two Imperial Navy cruisers and the crippling of another before the Rear Admiral successfully assumed command of Lycurgos. Fifty of Meddington’s commanding officers and dozens of bridge crew were executed in the aftermath, all found guilty of treason and piracy. Kenningsly requisitioned additional assets from Calixis Sector Naval Command, which were delivered so that the star fort could begin the reconditioning process.
Rogue trader vs Navy. One of the many reasons the two factions do not like each other much, as well as showing the shifting balances of power endemic to the Imperium.



Page 8
After Naval Command asked for their assistance, the Adeptus Mechanicus willingly committed a significant task force to the reconstruction effort, even sending two of their own vessels, fully crewed with anointed tech-magos to aid in the repair effort.
Rumors state that the fort had some archaeotch with which the AdMech was paid. We can hardly be surprised by this, can we? Technology is their powerbase and its the currency with which you negotiate iwth them



Page 8
It is clear, however, that the Machine God’s faithful went to great lengths in completing their work. After only a few decades of labour, they had restored Lycurgos to its original intended glory. All defensive systems appeared to be functioning properly, the station had a full crew of servitors, and enough members of the Adeptus Mechanicus remained aboard so that the craft could effectively refit most Imperial Navy craft, up to the size of a battle cruiser.

A single large craft, or multiple smaller vessels, can easily be accommodated at each of the four docking arms. In this way, even when a ship was undergoing an extensive refit—a process that can take years—the star fort remained capable of defending itself as well as accommodating the arrival of a number of other craft.
A few decades is fast work in restoring a derelict Ramilies star fort. And unlike other Navy vessels they seem to operate considerable servitor crews. And they can also refit mutlipe vessles up to a battlecruiser (presumably up to one per arm, or multiples of smaller vessels.)



Page 8
However, allocating enough Imperial Navy personnel—or even adequately trained members of the Adeptus Mechanicus— has been a larger issue. To date, much of the station’s functionality remains highly dependent upon the work of servitors. Representatives of the Administratum within the Calixis Sector have been reluctant to devote enough trained personnel to the Periphery sub-sector to keep the star fort adequately staffed. As a consequence, it is inferred that many of the station’s functions still operate at far less than their intended levels of efficacy. It is clear that this includes several of the station’s manufactorums, as the Imperial Navy does not have enough available Tech-Priests to oversee the required number of menials.
It seems the servitor crew is more a convenience/stopgap issue - we know the Navy prefers trained (and versatile) human bodies to mere cyborg zombies (which generally are more specialized - as most servitors are monotask rather than multitask, and they lack the free will/initiative of humans usually.) On the other hand servitors kept the station afloat for centuries, and they often are stated at being 'better' at a given task than a human (for all that lack of flexibility) so it can't be all bad.

It does show, though, that the Navy can and will use servitors on its ship in various roles if the situation requires it - their 'human crews' thing is more a preference.


Page 8
...Rear Admiral Kenningsly decided that it would be necessary for the station to remain self-sufficient. Consequently, many of the systems and storage facilities were redesigned so that the station could make productive use of the space that was initially intended to store components for warships.

In spite of these changes, the station remains largely consistent with the Ramilles STC used for its initial construction.
I guess even with STC, there are always methods to make it MORE STC than it was to start.




Page 8
..Each of its quadrants is armed with a massive ordnance battery capable of wreaking significant damage upon even the most potent of Imperial ships. These are supplemented with lance batteries and myriad launch bays.
Armaments of the Ramilies 'quadrants' This would suggest that the ordnance (macor batteries) alone are probably battleship grade - and that a Ramilies itself carries the firepower of a squadron (or several squadrons) of battleships.

Of course, its realspace mobility is considerably more limited (or rather, nonexistent) so there are tradeoffs.



Page 8
The largest limitation to the star fort’s launch bays is that the Severan Dominate forces currently holding the station lack sufficient pilots and small craft to fully exploit these numerous bays.
..
Less than half of the launch bays currently hold even a single fully functional squadron. Of those squadrons, most of the pilots have flown few, if any, missions.
They're down to 'less than half' the bays having a squadron minimum (or a bunch of partially functioning squadrons). This suggests that the 'full' complement of craft would be many times greater, normally.


Page 8
From its position in orbit, Lycurgos is more than capable of conducting a thorough bombardment of Helena II if such a thing were to prove necessary.
..
The Lycurgos’ potency is such that if it were to unleash its full power, Helena II could sustain damage that might cripple its output for centuries.
..
..members of the Dominate command body are extremely hesitant to bring the star fort’s fury to bear upon the planet. They fear that any attempt at a selective strike might either miss the chosen target or cause more significant damage than intended. Some have speculated that the secessionists are too afraid of the star fort’s capabilities to ever use it effectively.
An indication of the Star fort's firepower. This is a quote open to interpretation several ways. The obvious one is that its an upper limit on star fort firepower, although even there we aren't sure wht it means by 'cripple its output' its an Agri world, so its climate and environemtn are sensitive to sudden changes (injections of large quantitites of energy, etc.) - so its quite likely we're talking large scale climate changes long term (centuries). this would probably ruel out mere 'damage to infrastructure', since even the Imperium should be able to replace those within centuries (esp for an important agricultural world) - but 'fixing' a climate that has been damaged by orbital bombardment is a different story. Still, the context is up for debate.

But what qualifies as crippling the world? Its not just energy that it scales linearly (although energy is an influx) but the method of bombardment matters. Changing the temperature will fuck up the world, but so will kicking up dust and particulate matter into the air (which also contributes to heating), screwing around with the arable land, polluting the air and oceans, etc.

As a rule the 'energy budget' of the earth from the sun is around a couple hundred watts per square meter, leading to (if I did the math right) around 100-200 petawatts average (only part of which is absorbed, the rest reflecting away.) This should be a reasonable order of magnitude estimate, factoring in waste heat production of the Earth and similar (although the 'fucking up' at this is less immediate, of course.) On the other hand, more immediate is akin to something like an asteroid impact.

In terms of asteroid impacts here its hundreds of gigatons to teratons at least, but be noted that even Dino-killer levels did not neccesarily last centuries despite kicking up huge amounts of dust (Mike noted elsewhere that it cleared up within, like, a decade, although that doesn't guarantee its immediately habitable or productive.) This seems liklier, although again we cannot be precise since the Ramilies is not literally dropping a rock (although ordnance bombarmdent of sufficient mass *could* come close.) Interestingly, if the earth radiated about that same magnitude away over a course of centuries it would be well into the petaton range (which isn't really indicative of an absolute nubmer for the reasons I outlined above, nevermind that it assumes CONSTANT energy radiation/dissipation, which would be an approximation at best I think.) so it may not be too far off the 'asteroid impact' magnitudes, at least.

The second possibility is that, context-wise, it is drawing distinctions betwene kinds of bombardments. EG the upper limit for 'ground' bombardment roles that do not involve destroying the planet (and aren't space combat.) That could favor or hinder the argument, depending on where you'd place space firepower relative to ground, but its more vague and open ended that way, anyhow.




Page 9
At least six discrete systems currently receive more than fifty percent of their food rations directly from Helena II.
Suggesting the world may support upwards of a dozen worlds, indicating a lower limit on the size of the Subsector.




Page 9
In addition to being a potent weapons platform, it is also capable of refitting and resupplying voidships. Further, it possesses the ability to manufacture a number of crucial vessel components that are otherwise unavailable within the Spinward Front
Value of the Star fort again. More than just weapons, but also refitting starships and for its industrial facilities. we'll learn more about the latter bit as we go on.





Page 9
A few salvos from its immense plasma batteries are more than sufficient to deter the advance of even the boldest captains. At least two Imperial capital ships were utterly annihilated when they attempted to make an orbital insertion on Helena II.
This probably means 'cruiser scale' unless they meant battleships, as anything smaller would be an 'escort' rather than 'capital ship'. It also suggests, roughly, thousands/tens of thousands of kms range for the guns againt cruisers, assuming the fort is in geostationary and the cruisers have to get low orbit to deploy forces.

We also learn that in addition to its macro batteries having projectiles (ordnance) they have plasma guns as well. This is on top of the attack craft and lasers.





Page 9-10
Rather than attempting to put vessels into orbit, they have begun launching landing shuttles from a significantly further distance. While a star ship is virtually irreplaceable, the Imperial Navy views these landers, their crew, and cargoes as substantially less precious. The landing craft, which must virtually exhaust their fuel supplies to make the safe transits, are much too small to be easily targeted by the station’s systems. Instead, Lycurgos must depend upon its limited wings of fighter craft to engage the shuttles. To date, these flights have met with very minor success for the Imperial forces, but they remain far more effective than a direct confrontation between the station and an Imperial Navy cruiser.
Its mentioned as that the counter to this for the Star fort would be attack craft, but the Severan Dominate has too few to engage such craft. It also mentions Navy Cruisers, which confirms the earlier 'capital ship' reference.

Second, given what we knwo about shuttle capabilities and probable fuel ranges (this assums constant burn one way, at that) and later data, we may be able to infer the ranges for the starfort's guns.






Page 10
The star fort also represents the most capable repair yard that the secessionists control. Considering the limited nature of their naval forces, Lycurgos easily has the facilities and resources to enact repairs on all of their vessels. The Severan Dominate has no other facilities that are even adequately equipped for completing a full refit of an Imperial battle cruiser. Docks exist for smaller craft, as well as escorts, as these are significantly more common.

However, the prize jewels in the Severan fleet become far too precious to even endanger without the knowledge that the star fort can repair them.
Apparnetly the subsector either had, or no longer has, any significant orbital infrastructure to maintain fleets of capital ships beyond the Star fort. or ships larger than a batltecruiser.





Page 10
Similarly, the ordnance ammunition that the largest class of ships require is not easily created, stored, or loaded onto one of the massive cruisers. A Ramilles-class star fort has the capacity to fulfil all of these requirements. Very few can even correctly load the ammunition into the storage bays on a docked vessel. Consequently, if the station were lost to Imperial hands, the Severan fleet could completely lose the ability to reload the heaviest weapons at their disposal. Without an effective space dock, the secessionists would also be incapable of refitting those craft. Over the course of a few larger scale engagements, the fleet could irreplaceably lose as much as twenty percent of its offensive capabilities just by expending ammunition.
The Star fort can fabricate ammunition for starships (and itself) as well. as well as load them. Interesting is the 'fleet engagements' as this suggests the 'ordnance' represents one fifth of a starship (or a fleet's armament). Whether this means torpedoes, or torpedoes and shells, we dont know, but it does suggest that (at least in Calixis) energy weapon armaments may be more prevalent (or it may be lopsided towards the larger cap ships as opposed to escorts.)

On the other hand it describes said 'ordnance' as its heaviest weapons, which may again refer to stuff like torpedoes (or nova cannon) but it may laso suggest that the macro shells are more powerful than the energy weapons mounts also.




Page 10
The soldiers of the Imperial Guard have established and lost more than a dozen different beachheads on the world. Each assault has inevitably faltered when the Imperium’s armies were unable to reinforce and resupply their units. Consequently, each new wave has had to weather brutal anti-aircraft fire as it attempted a landing, and then tried desperately to dig in against the hordes of secessionist soldiers.

Best estimates number the combined casualties into the hundreds of thousands. The threat of an orbital bombardment from Lycurgos represents an ever-present distraction in the minds of the Imperial forces on the ground, though the Severan Dominate has not yet relied upon its potency. Instead, waves of bombers from the star fort’s limited fleets, in conjunction with heavy artillery fire and an unending push by the under-equipped and under-trained rebels, has been sufficient to eliminate each Imperial assault.
IG attempts to invade the world - hundreds of thousands lost over dozens of landings via long-distance shuttle.

Also, the orbital bombardment cpaability of the station is much greater than its (limited) bomber stirke force and ground artillery combined (which we know can be dozens/hundreds of vehicles IIRC.)




Page 10
Though the battles are fought on a limited number of fronts, Helena II has more than earned its Imperial designation as Warzone Epsilon.
Just to define the Warzone for later comment.




Page 10
In addition to a vast mass of foot soldiers, the rebels also include several companies of battle tanks. Geran Bostrok, the commander of the secessionists on the surface of Helena II, has been particularly efficient at redeploying these units to counter each Imperial landing.

This has led some to some speculation among Imperial forces about the sheer quantity of armoured units available. Some now suspect that the star fort may have been reconfigured to actually manufacture the Leman Russ STC. If this is correct, it adds an even greater value to the asset for any force that could control the station.
They probably have a couple hundred tanks all told, given tank companies usually are in the dozens. This also reflects speculation that they have turned the orbital infrastructure of the star fort to building vehicles (which they have.) Showing us that you can build tanks a ton of places (of course from 'Baneblade' we knew they could build superheavies onboard a ship as well so..)



Page 10
Imperial ground forces have consistently reported extremely heavy and precise shelling from the moment of their arrival upon the surface. The precise numbers involved are unclear, but it suggests that there is at least a company of mobile artillery vehicles.
AGain giving us an indicator of the orbital bombardment capability of the star fort, as it would be greater than this.




Page 10
At the same time, both sides have also remained reluctant to significantly damage the agricultural foundation that makes Helena II so valuable.
reinforcing again that the dangers in using the starfort's guns on the plant are fucking up its ability to produce agriculture.



Page 10
This is because they also desperately seek to gain control of the agriworld. If they could exploit its resources, the food supply lines to the armies sent into the Spinward Front could be dramatically shortened. Supplies that have been brought from the heart of the Calixis Sector might no longer be needed. Warzone Epsilon could significantly reduce the drain on the sector’s economy.

This could enable the war effort to continue more efficiently, with far less of an impact on the sector’s worlds and even the Achilus Crusade that the sector also sponsors.
The endless trials of any Imperial military venture.. balancing its military needs vs the supply lines (and the politics in obtaining said supplies from the source.) We saw that with Jericho reach, and its true here. Not only in terms of quantity, but also in terms of distance and the size of those supply lines. As a rule, local 'infrastructure' tends to be more reliable and faster to deliver than relying on long distance (warp-travel) supplying. Also much less politicking. This is why most crusades try to secure planets within the Crusade region to provide troops and equipment (nevermind that they can't rely on long distance supply forever.)





Page 10-11
Instead, the Imperium has begun to consider a different approach towards taking the world. The current strategy seems to be a losing one. They have finally recognised that the lives sent directly to the surface are being spent with little hope of a reward.[
..
Consequently, the decision has been made that the star fort must be taken prior to the capture of the planet. Once that threat is eliminated, then an overwhelming force could make planetfall on the surface of Warzone Epsilon. With such a massive army in place, it is inevitable that the secession forces would renew their loyalty to the Imperium. It is hoped that this action could be undertaken in such a manner that the planet’s infrastructure might even survive..

Imperial guard, once again, adapting when the basic strategies don't work. They at least recognize that there is a point where throwing more men against a obstacle does not work (even if it did take a dozen landings and hundreds of thousands of lives to do it. This IS the Guard, after all.)

They also recognize the importance of the fort, both in terms of its material/industrial value, its defensive/strategic value, and its psychological/morale value. The first two are unsurprising (more attritionally and logistically oriented after all) but the last one most assuredly is not, and reflect sthe Imperium would, if possible, prefer to avoid needless losses (an open ended term as always) in achieving a goal. After all, those resources can be used elsewhere to better use!




Page 11
This is hardly the first star fort to have fallen prey to rebellion forces since the Great Crusade. In all instances, they have posed a significant threat to the Imperium, but loyalist forces have developed tactics to overcome even their substantial capabilities. The primary issue is that the Departmento Munitorum’s preferred strategy is to defer to the Adeptus Astartes in these matters. Many of their specialised assets are far better suited to inserting a select force of troopers into the station’s relatively confined space. With this approach, the station can often be recovered in a condition that can be refitted to proper function and Imperium control.

If the station need not be salvaged, the Imperial Navy would simply pound it to little more than debris. Their vessels have been known to utilise overwhelming salvoes to batter through a star fort’s defences. Repeated assaults are typically sufficient to transform a potent station into a ruin in short order. Unfortunately, in these instances the wreckage is seldom useful for more than scrap.
The Spinward Front campaign of course, has relavietly few Astartes forces available, so that isn't an option. And again 'adaptability' of the Imperium, such as it is, to deal with unsuccessful tactics (eventually) THey do adapt.



Page 11
There are simply no Adeptus Astartes forces available to recover the star fort...
..
Instead, the Imperial forces have had to consider options that have a lower likelihood of success, and most likely a significantly higher cost in terms of both material assets and human lives. The best candidate currently under consideration is an unusual regiment of Imperial Guard soldiers—the 1054th Vostroyan Void Shrikes.
..
By reinforcing the Void Shrikes with other available Imperial forces, High Command hopes that the combined units can weather the star fort’s defensive fire.
It's rather interesting that they don't consider drop troops or Elysians to be more readily applicable to this, or storm troopers. I mean it is sort of in line with what they do (Elysians in earlier fluff were zero gee troops,a nd I'm pretty sure 5th reinstated that. And they are hardly the only drop commandos in the guard.) Space Marines are simply the most effective of such forces.


Note as well that the Imperial Guard is not a force that likes to gamble if it doesn't have to - this is part and parcel of its attritional mindset (playing around with psychology and morale isn't guaranteed to always work against any enemy, whereas you can rely on killing an enemy to stop them permanantly.) - again it doesn' tmean they don't try such tactics or have success with them - its just that by the way the Guard (and the 40K galaxy) operate, it isn't reliable enough to trust on a consistent basis.






Page 11
Fortunately, its major thoroughfares are designed to handle enormous naval ship components. Even the battle tanks of the Imperial Guard can easily travel the station’s massive corridors.
Suggesting the station can store if not build starship components bigger than a battle tank. Probably the ordnance as well.





Page 11
The Void Shrikes have certainly battled aboard Ramilles-class star forts before, but refits and repairs invariably lead to changes in the structure of the interior of the station.
More 'variation!' in design, refit, etc.




Page 11
Best estimates currently indicate that the number of Void Shrikes currently available within the Spinward Front is insufficient for the task at hand. Consequently, the mission must be supplemented with assistance from Imperial Guard from at least one other regiment. As no additional units are available that are known to have low gravity training, the secondary group must be assigned based upon availability. High Command is likely to favour a group whose expertise could complement the Void Shrikes, but a regiment that is currently unassigned is certain to receive higher priority for the task.
Interesting that a regiment gets split up in a way normally associated with Storm troopers or other 'specialists', but I suppose in a way they ARE specialists, so their services are in demand. It also suggests, interestingly, that they may be quite a large regiment to have so many companies scattered around a sector.




Page 11
Further, the propaganda value of overcoming the station will strike a devastating blow to the morale of the secessionist forces.
...
Some members of the Spinward Front High Command have even speculated that Helena II might surrender without a battle. If that were to happen, then the world’s assets would be swiftly utilised for Departmento Munitorum purposes.
Again propoganda and morale are considered factors, when possible. Attrition is a last choice option (and then only if they have the resources they can actually deliver to achieve it.) If they can achive it without attrition, they'll go for it





PAge 12
Control of Warzone Epsilon has been a conflict involving only humans—albeit millions of humans. The forces of the Severan Dominate continue to contest the system against soldiers who remain loyal to the Imperium of Man.
Millions of forces to take this one warzone (A star system) which may put the scope of the larger spinward front into context, even given the strategic importance of the region. This isn't just Imperial forces, and its certainly overall, not just at a given time (hundreds of thousands lost in a dozne beacheads, remember.)






Page 12
To the outside observer, this has made the battle a veritable mirror’s image of similarly armed and equipped forces assaulting one another with comparable tactics. Both sides have a strategic background grounded in the ancient traditions of the Imperium of Man. They recognise the approaches that their opponents take, and they recognise the counter moves as well.
IG unsurprisingly are similar to the Dominate in most respects, at least in terms of tacitcs, gear, etc. (although not quantity) - this perhaps represents one of the rare cases where they have a highly 'familiar' enemy, being human as opposed to mutant, chaos, alien, etc. Another problem with non-attirtional tactics - not every enemy can be 'forced' to surrender (Tau and Eldar can, but not neccesarily Orks, and certainly not Tyranids.)




Page 13
The commanders of the Imperial forces must recognise that they are in a terribly dangerous situation. The past commanders in the system were granted the Emperor’s mercy after their failures to secure the system. The current commanders have analysed those past failings and are the first to attempt a new strategy—that of taking the station prior to the planet. Risking
this variant strategy would lead to a proclamation of heresy as well as incompetence, but it is clear that another assault that began upon the planet instead of the station would be doomed to the same sort of failure as the past attempts.
Again politics, bureaucracy, and other silly human factors which get in the way of blessed efficiency. There are no excuses for failure, but circumstances will not always conspire to help one achieve a goal, and the Imperium (as a rule) does not always make excuses for failure (they do make examples, however.) Again many of the problems with the Imperium as it is are tied up more in the politics and bureaucracy and the lack of centralized control (or the variation) as well as unreliable communications and travel more than anything else.



PAge 13
In part, because of the star fort’s manufacturing capabilities, these secessionist troopers are better equipped than would typically be expected.
Again mention of the industrial capabilities and how they are turned to supplying troops. Makes you wonde rwhere the resources come from, though.




Page 13
To date, they have vastly outnumbered the Imperial resistance, allowing for repeated victories against their foes. In the event that the Imperium of Man can utilise their typical tactics and field a large scale fighting force, it is clear that the Severan Dominate has little hope for a successful resistance.
Basically they can out-attrition the Guard in terms of numbers, but presumably not quality/gear/whatever the Guard advantage is if that number advantage vanishes. Arguably its osmething other than 'equipment' because they supposed to hav e'comparable' armament (of course they also were supposed to be using similar tactics...)

Also attrition for the Guard is not neccesarily always one-dimensional (they can still out-attrition someone whilst taking minimal losses, for example.)



Page 13
The general is also reluctant to fully exploit the presence of the star fort, fearing the damage a misplaced bombardment could wreak upon the planet.
Which again isn't explicitly 'ECOLOGICAL' damage.. but this is a vitally productive Agri-world all the same.



PAge 13
On most Imperial worlds, each new tithe of Imperial Guard soldiers is raised as a new regiment.
...
The Vostroyans break with this practice, instead sending each new generation of soldiers to reinforce their existing regiments. New regiments are only founded when there is an excess of suitable candidates or when all of the active ones are believed to be at full capacity. Not surprisingly, neither of these situations occurs with any regularity.
Vostroyans only create new regiments when there is a surplus of replacements.




Page 13
While the vast majority of the Vostroyan regiment partakes in sieges and pitched urban battles..
Vostroyans seem to be defined as 'siege' and urban warfare specialists, although not neccesarily the 'attirtionalist' siege types like hte Krieg, obviously.




Page 13-14
Called upon by the Departmento Munitorum to besiege the fortified void station of the wayward Imperial system lord Korsus Lenx, the 1054th had until that time, fought with ferocity and vigour on numerous hive-worlds.
...
When the time came for the Hammer of the Emperor to crush Lenx beneath its might, the 1054th was chosen for the job. The bureaucrats of the Departmento Munitorum selected the 1054th on the merits of their classification as a siege regiment, overlooking the inherent differences between sieges in the cold depth of space and grounded planetary assaults.
..
As a result, the 1054th suffered massive losses, both from the poor command decisions of officers inexperienced in void combat and from equipment and weaponry ill-suited to the nature of the siege. Yet, after months of protracted conflict, the Void Shrikes—as the 1054th had come to be known—were victorious.
...
From this time forward the veterans of the 1054th and the subsequent replacements their regiment received from their homeworld have served the Emperor as a dedicated void siege force.
...
Marshalling their hard-won environmental expertise and ingrained technological savvy...
Genesis of the Void Shrikes. Like many 'veteran' formations, its pretty much accidental resulting from a bout of bureaucracy and incompetence on the part of the Munitorum and its inability to fact-check. On the other hand the fact they survived, and thrived despite that proves not only the versatility and flexibility of the Guardsmen (because they have to adapt if they want to succeed and/or not get slaughtered or executed for failure), but also the Munitorums' ability to recognize such success and reinforce it (whilst simultaneously ignoring the fact they were the cause of the problem to begin with.)


Also picture of Vostroyan in armour. Paudlrons. some sort of mail vest (scale mail? disc mail? Flak variant I'd guess?) and forearm guards and elbow guards.




Page 14
Void Shrike equipment is also specialised to better accommodate the unusual environmental requirements of the regiment. All members are issued rebreathers as part of their standard regimental kit. In addition, their flak armour is modified so that it can be made airtight for brief periods of time. While it is hardly as effective as a dedicated void suit, the modified armour is capable of keeping the wearer alive and uninjured for a few minutes. This is typically enough time for the soldiers to breach an airlock or pass through an area that has become depressurised.

Many of the soldiers within the regiment make further personal modifications to their flak armour to increase its effectiveness in such situations. However, those modifications invariably limit the soldier’s manoeuvrability.
I find the 'airtight' flak interesting, because a.) they come issued with good quality void suits, so technically they should be airtight already, b.) at least some regiments 'flak' seems to be able to seal up for NBC protection (Steel Legion, Krieg, most hive regiments in general in fact.) Heck, the Cadians form the 2003 IG codex could seal up to operate in airless environments (including the helmet) as well as hostile weather, nevermind the Elysians or other drop commandos.

This may suggest that its either an ad-hoc enhancement (for an ad-hoc regiment) or that for whatever reason the flak has to be sealed/hardened agaoinst the void in conjunction with the void suit (for whatever reason.) rather than the two being separate. It would also suggest that not all flak armour is inherently 'sealed' against environments or similar dangers (chemical and bio proteciton) and it depends on the world, logistics, and other factors (thus more 'resistance' to such conditions rather than total protection, as a self-sealed suit might provide) Presumably the 'more effective' mods increase weight and bulk, hence impeding mobility (more air for longer endurance in the 'sealed' armor, etc.



The airtight flak may also just be a safety measure, in case the void suit is breached (it can still preserve the person for a matter of minutes to get to safety), or used in situations independently of the void suit (which may be bulkier and take time to don or remove, whereas the 'hardned' void flak could be used for brief periods without long term problems where time is of the essence.)




Page 14
The regiment’s officers do not officially sanction such adaptations, as the changes are inconsistent with the Void Shrike’s stated doctrines. In spite of this, many of the noncommissioned officers make it a regular practice to overlook the modifications. They recognise that, in many cases, the changes are traditions associated with platoons and companies that have served the regiment for millennia. Attempting to enforce the official doctrines could have serious consequences for overall morale. Some officers turn a blind eye to this practice, while others still attempt to enforce the official strictures, a futile task without the support of their noncommissioned officers.
Like iwth most 'adaptations' or modifications the Guard makes, they're unofficial, and the 'effective' ones are ignored or even unofficially 'standardized' (like the Salamander scouts) Again even for the Guard (forge world Guard at that) practicality can overrule politics, at least some of the time, and the 'theory' of how the guard operates does not neccesarily match the reality./




Page 14-15
Company commander Kulikov is a conservative leader who is reluctant to take undue risks in order to take an objective. Like every other officer and soldier of the Void Shrikes, he is more than willing to surrender his life in the service of the Emperor. At the same time, he believes that those lives should not be sacrificed lightly; he realises that it is far better to sacrifice the lives of those heathens who would dare to oppose the Imperium of Man. Because of this, he has strong opinions about differentiating between acceptable and unacceptable losses.
Basically if losses become 'unacceptable' he'll try to dump responsbility on another regiment for the threatre, which is interesting. Its an interesting contrast to peopl elike, say, Chenkov.






Page 15

The Void shrikes carry 1 1 M36 lasgun /w six powerpacks, a knife, their flak armour plus a good craftsmanship void suit, uniform, lamp pack, grooming kit, mess kit/canteen, toolkit, sling bag and poor weather gear (in space?), cognomen tags, uplifting primer, 2 weeks rations, respirator, micro-bead, drop harness, for sandbags and a entrenching tool (again, in space. Supposedly this is because they'rea Siege regiment, so I guess its more of that 'ha ha Munitorum irrationality' flavour)

They favor meltas and missile launchers as support/heavy weapons, and carry 1 demo charge, 1 smoke grenade, and 2 each of photon and frag grenades. Amusingly no carapace mentioned, although this is supposed to be part of their kit as well (at least, a chest plate.)






Page 15
The Departmento Munitorum has seldom been effective in delivering the Void Shrikes to appropriate theatres of combat. Ultimately, this is because the regiment does not fit well with their expectations. Not only are the 1054th Void Shrikes different in disposition from other Vostroyan regiments, they are also quite different from any other regiments of siege infantry—the category into which the Administratum classifies the regiment.
..
In some of these instances, the Void Shrikes completely lacked equipment required to complete an assignment. In other cases, the regiment met with high levels of casualties due to the nature of their mission objectives. Examples have included subterranean assignments on mining worlds, missions to make aerial assaults upon an ocean world, and numerous deployments to face rebellious forge worlds.
Munitorum Bureuacracy seems to be the curse of the Void Shrikes, and yet they prevail. More testament to the versatility of the Imperial guard in the face of its own superiors!




Page 15
Not surprisingly, the Departmento Munitorum has also been incapable of providing the regiment with the necessary wargear to function effectively. Supplies are seldom accurate, making logistics an on-going concern for the regiment. As much of their equipment is more analogous to shipments made to Imperial Navy crews, numerous logistical waivers are required to deliver these supplies through traditional channels. Consequently, the Void Shrikes attempt to rely upon direct shipments of supplies from Vostroya whenever possible. As the Spinward Front is a distant journey from their home planet, these deliveries are infrequent. To compensate, the supply officers of the regiment are exceptionally active in trading equipment with their counterparts in other regiments and even aboard their Imperial Navy transport vessels.
Again success in spite of the Munitorum, not because of it. This sort of reinforces the idea that the void flak armor might be an ad-hoc modification rather than deliberate practice, as they can't rely on the Munitorum to supply what they need.

We also get indications that, at least for those regiments that have enough power/influence to gain recruits from their home world, they apparently can get resupply from there as well, giving them another channel separate from the Munitorum, but not having to rely on local sources/stockpiles either.





Page 15
Throughout the regiment’s history, it has served on many fronts and most often on its own, in part due to its specialised nature.
...
..a history of such independent action has created a regiment of highly capable and perhaps slightly insular soldiers.
Again they're specialists. Specialists seem to be differ from teh rank and file not only in terms of being specialists (devoted to one particular task) but also generally being allowed more latitude, being of a higher status/importance (and thus access to better supply), and generally more indeptendence and initiative. This does, of course, also create barriers between them and the 'regular' troops, but those sorts of frictions are technically unavoidable in the Guard (too many people from too many different home worlds, cultures, etc.)





Page 15
The Departmento Munitorum is understandably reluctant to withdraw a unit that is having success from a battlefield until all of the objectives are fulfilled. They are also understandably hesitant to leave a regiment unassigned for any longer than is absolutely necessary, or to commit an excessive number of forces to any particular mission.
This is supposed to reflect the Void Shrikes serving alone for much of their deployment. It does suggest that the Munitorum, despite the bureaucratic bungling, will try to reinforce success as long as they can.





Page 16
After several thousand years of fighting on its own against all manner of foes, the Vostroyan 1054th has become supremely capable of functioning in an independent fashion. Their service record is such an honour roll of glory and their assignments so far-flung that in recent centuries, the company commanders of the Void Shrikes have only rarely received their regiment’s orders in person. Communications were maintained through a network of astropaths, and it was only through the undeniable evidence of their success that the Void Shrikes were guaranteed to have received their orders at all.
They seem to be WIDELY disperse.d At least across a sector, perhaps probably further. I guess having your own personal astropath could be an asset, in that regard.





Page 16
This independence has served as a further complication for resupply of equipment and provisions and replacement of losses by newly trained soldiers from Vostroya. Often, these replacements can take decades to reach their target regiment. In some instances, this is because the units were initially shipped to as many as four locations where the Void Shrikes had been assigned at the time of shipment.
..
With the various series of redirections, this has left some newly assigned soldiers to travel for years before finally reaching their designated post.
Independent and scattered operations can create further problems with resupply, however.




Page 16
The Void Shrikes regiment has been actively serving within the Calixis Sector for well over a century. When the Achilus Crusade began, sector command assigned several companies to join in that effort. Those that remained behind were kept as a reserve force for dealing with situations best suited to their speciality.
...
The Vostroyan Void Shrikes were flagged as a potentially available and useful regiment. In an uncommon move, the sector’s commanders chose to specifically reassemble several companies into a larger than usual group. Notably, this reassembly was made without regard for logistical concerns or tactical approaches.
Again, this suggests they more routinely deploy in dispersed formations, not unlike Storm Troopers or other 'specialists' like Ogryns, Armoured Fist/Mechanised, Armoured, artillery, and other such forces.

It does reflect as well the ad-hoc nature of deployment when emergencies arise - they often do not have the luxury of time to just wait to assemble forces that are necccesary, they make do with what is available (which is is one of the ways in which we *GET* forces like the Void Shrikes. Creating veteran regiments is itself a darwinian process.)
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Part 2



Page 17 - despite apparently only wearing Flak image of the Vostroyans shows them having upper chest armor (and pauldrons), lower greaves, and knee guards, forearm protection, and elbow pads. All seemingly metal. The Veterans/officers may be the only ones with chest plates, however. The infantry may use some sort of 'mail' like armor.




Page 19
Their regiment has been reassigned to a new front, and all members of their company are aboard this enormous vessel. This includes the soldiers, officers, and support personnel. Their vehicles, wargear, and personal effects are also on board. Over the weeks that they have spent travelling through the Warp, portions of the cruiser have been transformed into a training camp. Barracks were constructed within one of the cargo bays when they arrived. Other portions were reconfigured into training fields and firing ranges.
The image below all this shows what is obviously a Voss pattern vessel due to both the prow and the giant armor plate amidships. Weeks to travel across the sector, which is pretty low speed wise (hundreds of c maybe, depending on how far across the sector.)

Also, the cruiser is reconfigured as a impromptu troop carrier. We know that Navy ships can carry troops if they need to (as far back as Execution Hour, the Ghosts having that Frigate at Gaunt's beck and call, etc.) and that they can reconfigure internal decks even for trianing facilities of a sort. Rather useful way to combine troop transport and orbital support capabilities, especially if oyu use something like a Dictator or otehr carrier type design.





Page 19
Combat training has focused on airless and zero-gravity missions for the duration of the trip. The central theme has been to teach the soldiers how to function while in full void suits and how to make use of these conditions to their best advantage.
Again the Guard adapt and diversify as situations require. The slow travel times (relatively speaking) can be a blessing, in this regard.



Page 19
Servitors, mounted on the platform, are firing practice lasguns at the soldiers as they traverse the zero-gravity hold. These weapons are set only to tag their targets as casualties, not to cause any lasting harm.
...
..they have been struck by a simulated lasgun blast... ..suffered some sort of mechanical failure of their void suits or rebreather mechanisms and suffer the effects of suffocation or depressurisation....
'Practice' lasguns. Either they fire a visible beam that just tags the target, or they might cause some pain (like the 'pain laser' design.) odd that the suits can suffer mecahnical failure from such though, unless that was 'programmed.'




Page 20
...there remains the distinct possibility that the Severan Dominate forces may have the capability to make use of the star forts ordnance and lance batteries.
...
Standing orders therefore dictate that any vessels of frigate class or larger must remain beyond the effective range of those weapons. As a consequence, landers have been reconfigured to sustain an extended transit time to the star fort.
..
Intelligence analysis indicates that the secessionist crew is unlikely to be able to target a landing craft with most of the star fort’s armaments.
But no point defense? Beyond the fighters I mean. most void-structures and ships have at least some sort of point defense.

Also again deployment of craft beyond weapons range of the fort. (effective range, that is.)



Page 20
To date, intelligence resources have been unable to determine how well-manned the station is. Best estimates indicate that the majority of the station’s crew is comprised entirely of servitors.
Again servitor based crews for a Naval facility.



Page 21
Guardsmen in the second wave are being delivered to the site aboard Imperial landers. The assault boats are heavily armoured, lightly armed, and not particularly manoeuvrable. These craft are being used for the wave because the Void Shrikes are expected to have eliminated most of the star fort’s defences prior to the launch of this wave. Each lander is capable of holding a full platoon.
...
..the assault boat is capable of holding a squadron of tanks or transports. Alternatively, it can hold several squadrons of Sentinels or other lighter mounts.
Apparently its either infantry or vehicle capable, but not neccesairly both at the same time, suggesting that, at least for platoon scale forces, drop ships are specialized (they can carry one or the other, but not both), whereas we've seen larger drop ships carpable of carrying not only companies or even regiments, but any possible vehicles they have.

Its also lightly armed, which is better than 'unarmed' anyhow.




Page 21
“Warp translation will occur in two hours from this time. Final mission briefings take place in one hour."
..
The campaign for the system is to begin with the capture of Lycurgos, a star fort in orbit around the system’s only inhabited planet.
..
Landers are expected to launch from Vox Belli’s landing bays in eight hours.
..
During this time, the Guardsmen are expected to complete final preparations, including obtaining their mission equipment, as well as loading and boarding the landers.
Suggesting between 7-8 hours to reach the fort from the edge of the system, which for 1 AU would be between 70-75 gees sustained acceland 3.5% of lightspeed top velocity. Further distance corresponds to a much higher accel of course (close to 700 gees and 1/3 the speed of light at a bit ove ra billion km.

Also hours, top to load up onto landers and prepare.



Page 21
The supply officer also has access to some of the supplies stored aboard Vox Belli. As these are not officially on her record books, if the Guardsmen can make a reasonable argument for how any of this equipment might benefit the mission, she offers to provide it.
I guess the Guard isn't above robbing Navy stores if they cna get away with it. Given the issues of dealing with the Munitorum its hard to blame them.



Page 21
..the supply officer also hands them a pamphlet containing the instructions for their use. The directions provide useful schematics, but the clasp and sealing mechanisms do not match the diagrams. Further, the text is written in Techna- Lingua.
Sort of the 40K equivalent of getting equipment instructions in a foreign language. I can totally see this happening as a result of a miscommunication between the AdMech and the Munitorum.



Page 22
Unit: 1054th Vostroyan Void Shrikes
..
Affiliation: Imperial Guard
Preferred Ranged Weapon: M36 Lasgun
Preferred Melee Weapon: Mono-bayonet
Preferred Heavy Weapon: Missile Launcher
Known Transport Vehicles: None
..
Uniform Components: Red and gold flak coat, black flak pants, tall cylindrical fur-covered flak helmets, black respirator.
Void shrike loadout described again. note the mono-bayonet (Guard having mono-edge weaponry again.) Also note the flak 'armor' Its apparently not just a coat, but the pants and the fur helmet as 'armour' - despite the fact they do, more or less, look like clothing. I guess this is the 'soft' flak rather than the plates or mail (reinforcing that clothing can also be 'flak' armor.)


PAge 22
The Void Shrike’s characteristic uniforms are designed in such a way that the soldiers can sustain exposure to the cold of the void without significant impact. In situations where they are expected to function under such extreme conditions for an extended period of time, they are also extremely capable of utilising void suits. In fact, several of their past successes have included engagements where the soldiers endured in their protective garb for days at a time, continuously engaging the Imperium’s foes from the exterior of a space craft or star fort
Again despite having void suits, their uniforms (the 'flak armour' remember, so they are the same thing despite looking like cloth) can pressurize and protect them against the cold. This further clarifies that the void suits are for regular use, the 'uniform/armour' is more a backup or altenrative measure. In the suits they can function for days, as opposed to 'minutes' in their sealed armour.


Page 23
There is little hope of success, as both Lycurgos’s defensive weapons and the hundreds
of fighters it launches engage the small craft.
Remember this is the 'limited' starfighter capacity of the Dominate in this situation? 'hundreds' of fighters apparently qualifies as 'limited' resources for the Dominate aboard the Star fort. So it must be many times that number (close to a thousand or more, probably?)



PAge 24
The lieutenant explains that the cruiser is going to attempt to dock with the star fort instead of launching landers. The company needs to move from the landing bay to Exterior Airlock 49. That’s up two levels and roughly 1400 metres from the landing bay’s entrance.
An idea of the dimensions of the cruiser in question. Obviously its several km long at least (1400 meters forward, not including the engines, which often are 1/3 the length/mass of the ship)




Page 26
Similarly, there are numerous lasguns, laspistols, and stun batons in the auxiliary armoury as well as the appropriate ammunition.
Ships armoury. Again its possible and even not uncommon to use lasweapons aboard a starship, rather than just sticking to shotguns.




Page 27
The airlock connecting Vox Belli with Lycurgos is a temporary one, intended for boarding actions.
...

The deck of the passage is retractable, folding plasteel plate, which is unstable under ideal circumstances. The outer walls of the lock are constructed of a very thin and flexible plasteel layer. Neither is resistant to any meaningful impact or attack.
Temporary airlock made from flexible folding 'plasteel'



Page 28
The Void Shrikes have been mauled by the Severan Dominate resistance. As the scenario starts, they have less than a company of combined forces assembled. This amounts to roughly 300 foot soldiers and an additional fifteen heavy weapons teams
Ratio of infantry to heavy weapons (about one per 2 squads here)



Page 30
The composition and fighting strength of Imperial Guard regiments can vary dramatically, even between regiments founded upon the same world.
..

The numbers can vary so much between different regiments that the examples presented in this scenario are only accurate for a very small sampling. In fact, if the regiment uses companies that are dramatically larger than the one described in the scenario, it could be appropriate for Vox Belli to have only carried a company.
...
If the regiment is entirely on foot, then assume that a company has roughly six platoons of approximately fifty soldiers each. A sample complete company could include four companies, for a grand total of roughly 1,200 Guardsmen. Roughly five to ten percent of the company’s soldiers could be split off into heavy weapons squads, providing a significant punch if the teams have the opportunity to set up their weapons for use.

If the regiment incorporates support vehicles—such as Scout Sentinels or Hellhounds—these are typically present at a ratio of three per platoon. That works out to 72 support vehicles. In this instance, the sheer number of transports would not easily fit into the docking area previously described.
...
A mounted regiment could contain four transports per platoon, with six platoons per company and four companies per regiment. This works out to a total of 96 transports, carrying approximately 1,000 Guardsmen. Again, the scale of the docking area is likely too small for this many vehicles in addition to the Guardsmen passengers.

An armoured regiment could have three tanks per squadron. Groups of six squadrons can be formed into a platoon. A company would then have four such squadrons, for a total of 72 tanks.
Broadly defined 'ratios' and standards for Guard forces. Whatever its worth (given the variation lack of standards.) - I mean the stuff above basically notes that, but if we had to force standards this is as good an example as any: 5-10% of a force as Heavy wepaons crews, three support vehicles per platoon, 4 transports for platoon in 'mounted' regimens, 3 tanks per squadron, etc.




Page 31
That is, until a lance blast strikes one of the ship’s massive plasma engines. The engines had begun an automated shutdown process, but the severe damage left them unable to complete it. Each of the engines remained partly charged as its plasma cores remained volatile. When the lance breaches the engine, the plasma erupts in a truly dramatic fashion. For an instant, the wreckage ignites as it is consumed by the blast. Then, shrapnel and a wave of plasma energy extend in a sphere kilometres-wide. The wave, of course, impacts the docking bay arm, where the Guardsmen are busily fighting the Severan Dominate defenders.
...
The blast flays the station’s armour and severely damages its outer hull.
Given that the RT stats I've mentioned have listed engines as being at least megaton if not gigaton range for sustained outputs (nevermind as a sudden explosion) the fact the station endured a point blank explosion of that magnitude with only damage to one quadrant says quite alot.


Page 34 - Vostroyan officer in uniform and what seems to be mail. Mesh armor?


Page 34
The hatchway is nearly 100 metres in width, and extends into ceiling, ten metres overhead. It is constructed of plasteel nearly half a metre thick, which is reinforced at many points.
dimensions of a starship/station hatch (internally)




Page 37
The secessionists recognise the threat and deploy weapons well suited to eliminating large numbers of foot soldiers. This begins with an infantry company of roughly 300 soldiers broken into thirty ten-man squads. Each squad includes a flamer. Fifteen two-man heavy weapon teams are split off, and each is armed with a heavy bolter.
Again breakdown of forces and ratios of special and heavy weapons.






Page 40
It takes more than three hours for landing shuttles to reach the docking arm. This is because the Imperial Navy vessels had to remain beyond the effective range of the star fort’s ordnance.
If we assume 11 km/s at 3 hours, 120,000 km roughly (twice that if we assume they exhausted or nearly exhausted fuel to reach the planet - assuming they used their nromal allotment for landing and lifting off from a planet in a single go). But more likely, it would be acceleration and decelerationn over a given timeframe. Assuming a single gee of acceleration and decel over that hour, we could figure roughly 150,000 km at least. More probably several hundred thousand kilometers at least (especially with the 'double speed' estimate from before.)






Page 43
The general reluctantly proclaimed that his life was too critical to the military effort to risk. He decided to remain at the rear and coordinate the advance via the vox network. A servo skull accompanies the secessionist officer commanding the counter strike, and the general nervously watches its feed.
Use of servo skulls to relay information back to officers from the battlefield.




Page 43
General Constantine has secured a Stormlord super-heavy tank from the star fort’s manufactorums to lead the assault. The massive tank can scarcely fit down the docking arm’s broad corridors.
The Star Fort's industrial facilities can make Super-heavies. Nice.




Page 44
Even if they manage this feat, the soldiers have very little familiarity with the process of firing and aiming the targeting systems for a macro cannon.
Macro cannon as part of the 'ordnance' on the station. Also with its own (independent?) targeting systems, it seems.



Page 44
Coercing the terrified weapon crews, the platoon does manage to unleash a few volleys from the station’s macro cannon. These destroy nearly a dozen Imperial Navy landers, killing thousands of relatively defenceless Imperial Guard, which amounts to around ten percent of the regiment.
I assume 'the regiment' refers to the regiment assisting the Void Shrikes. Thousands in a dozen landers killed means at least 120 landers, and tens of thousands of troops, easily for the whole regiment. Ironically those landers must be carrying company sized formations (or at least multiple platoons) as 1 lander woudl avrage 167 men at least at 2000 low end.





Page 45 - picture of vostroyans outside.. still in uniform, shooting at attack craft with heavy weapons.



Page 45
With his assault blunted, General Constantine only has one remaining option if he is to eliminate the incoming fleet of Imperial Navy landers: he moves to scramble every available wing of fighter craft.
..
Best estimates had previously placed the available fighters in the range of ten to twenty small craft. In reality, the Severan Dominate launched more than 100 fighters.
100 fighters instead of hundreds stated before. Either the previous value was an over-estimate or they only have 100 fighters currently functional and able to deploy. Its still a huge number of fighters for the station given this is the 'limited' deployment. But again there's also no point defense on the station, either.



Page 45
Of course, each fighter holds a single pilot, while each lander holds hundreds of Imperial Guard. The ratio in terms of trained soldiers is hardly comparable.
Again, whereas the earlier drop ships were platoon sized, tehse are apparently company sized.




Page 46
Alternatively, the Guardsmen could scramble additional forces to the star fort’s exterior surface. Quick and decisive action would enable them to fire heavy weapons on the fighters as they launched and made their way towards the incoming Imperial Navy landers. Of course, not all weapons would be well suited for making such an attack. Lascannons and autocannons are really the best option.
Guard heavy weapons are capable of harming starfighters of unknonw class/tonnage. Particularily lascannon/autocannon (of unknown caliber and ammo)



Page 47
Transporting the remainder of the regiment to the star fort is a massive and time-consuming undertaking. Each of the landers can only carry a few hundred infantrymen or far fewer vehicles, as appropriate.
...
With hundreds of landers transporting tens of thousands of troops and vehicles, the full transfer requires a great deal of time indeed.
Hundreds of landers carrying hundreds of troops apiece, and tens of thousands of troops and vehicles (although it may be some of those landers only carry one but not the other) it could imply anywhere from 20,000 to 40,000 troops at least (Depending on how many hundreds of landers) and perhaps scores/hundreds of vehicles. This is still a single regiment, mind.




Page 47
It is essentially impossible to target the fighters without inflicting massive collateral damage. Lascannons are the best option, as soldiers wearing void suits can fire them from the star fort’s exterior surface.
Again lascannons are effective at damaging the fort's starfighter contingent, whetever they are.



Page 52
Adepts of the Machine Cult have devoted all of their current efforts to accomplishing this. The first stage is to bring in a powerful plasma generator and an atmospheric processing unit. These two enormous machines are intended to keep the atmosphere breathable, and the gravity and light within the arm functional.
Portable plasma generator and atmospheric unit. For a given value of 'portable.'



Page 55 - its just worth commenting but the Vostroyans in this book sure as hell look like they have carapace or at least rigid flak - greaves, forearms and elbow/knee bits, chest plates. AGain the inconsistency.




Page 55
The Severan Dominate has chosen to focus their assault around a squadron of three super-heavy tanks. Three Stormlords..
So the fort didn't build just one (or had one assigned) but THREE. Or three more.



Page 60
Clearly the construction took advantage of the fact that gravity did not constrain the massive structure. At many points, the builders installed gravity generators at angles inverted or perpendicular to the station’s main deck. In these locations, corridors shift orientation relative to the expected gravity, creating an experience that can induce vertigo or nausea in the unprepared.
Interior decks of the star fort can adjust angle/direction to walk on the 'walls' or 'ceiling' as the orientation of gravity changes.



Page 63
The star fort is a highly specialised facility capable of refitting and resupplying a wide variety of Imperial Navy vessels. Because of its intended role, the engineers that built it in ages long past recognised that it must be capable of constructing many of the supplies required by those warships.
..
Due to its age and isolation, some of the patterns that were deployed with Lycurgos are now considered less common, or even rare.
Starfort's refitting and industiral capability, again. Some of it lost tech or special even.




Page 63
From the time of its initial construction, the star fort included the capability to build the enormous and rare shells fired by the nova cannons aboard some of the Imperial Navy’s most powerful vessels. As the star fort also included these weapons on two of its docking arms, this provided the station with an added tactical advantage.

Building even a single one of these shells requires the effort of countless servitors and menial workers. Tons of explosives and highly specialised materials must be carefully assembled into the core of each heavily reinforced shell. The final product is so massive and unstable that specialised transports are used to transfer the completed shells. The entire manufactorum only has the capacity to store twelve completed shells
It can even build nova cannons, and has two mounted (which seems.. kind of useless on a fixed installation, but go figure.) Which itself says something about the firepower of the station. Also each shell has at least 'tons' of explosives of unknown type. If we use typical HE rounds ratio of mass to explosive charge, we might figure tens or even hundreds of tons ofr a nova cannon shell, at least. And they are, for whatever reason, unstable.




Page 63
...the ordnance manufactorum turns its services to the creation of comparatively mundane ammunitions. The manufactorum also creates shells utilised by many Imperial Guard tanks. This includes munitions for traditional battle cannons, as well as a range of other ordnance.
Which may imply nova cannons, macro shells, etc. share the same traits as 'normal' ground ordnance. This could mean that ground weapons use quasi-nuke munitions (melta, plasma, etc.) or it could be used to justify macro and nova cannons having HE charges :P



Page 64
Tech- Priests familiar with the facility offer assurances that the completed ordnance should be stable. Artillery shells are intended to be stable for long-term storage and transport. While nova cannon shells are dangerously unstable, they ought not detonate to usual small arms fire. Unless they are properly armed, a process that requires a complex ritual which is only completed when the shells have exited the barrel of a massive starship-mounted weapon.
This might suggest there are diffrences betwene the 'conventional' ground munitions and space based munitions (one is more stable than the other, basically.) despite what I alluded before.



Page 64
The ordnance manufactorum is a very large room located within the central core, several decks above the main level where the docking arms attach. The room is more than 200 metres in length, and well over 100 metres in width. Its vaulted ceiling is roughly forty metres in height. The space is filled with conveyor belts, open storage tanks, and racks of both completed munitions and raw materials. Servitors and menial human workers scurry through the area constantly, working at various stations and making adjustments to their procedures. Massive machines connect the conveyor belts, mixing chemicals and producing various components that are assembled by the hundreds of workers.
..
Massive retractable doors on each of the room’s shorter sides are used to deliver raw materials and to remove the completed products, including the enormous nova cannon shells. These doors are well over twenty metres in width and height.
The size of the nova cannon shell manufacturing room. The 'chemicals' again suggests HE ammo, but we also get broad limits on the size of shells (smaller than 200m.. probably smaller than 100 m) and less than 40 m in diameter. Arguably its probably much less.. say 10-20 m diameter for a macro shell, and perhaps 50-100 m tops for length (probably much less. Of course even that allows for a fairly big shel, but it does suggest the dimensions may be smaller than believed (10-15m and perhaps 30-60 long is more likely, which would fit roughly with torpedo dimensions. Which the facility could also build)



Page 67
The deck is roughly 100 metres in width, but only twenty-five metres deep. The ceiling is fifteen metres above the deck level.
...
Several flights of Fury Interceptors are stowed close together, with wings folded inward around the perimeter of the deck. A single flight of six Furies and one Aquila lander stand ready to launch, already fuelled.
..
Each of the attack craft has twin-linked lascannons mounted upon its wings.
Attack craft bay. These must be some damn tiny furies if its 25 m deep (limit on how 'long' the furies are) and 100 m wide (15 m width top.) Of course, that's far larger than many craft, but not as large as other sources imply, either, given their tonnages.



Page 70
...fifty Severan Dominate soldiers on foot. Ten of the soldiers are set up as two-man weapons teams, each equipped with an autocannon. Each ten-man squad includes one member equipped with a meltagun. All of the soldiers are wearing void suits and equipped with photo-visors.
50 soldiers with 5 2 man wepaons teams. 1 heavy weapons team per squad, basically (5 squads, 5 HW teams) and 5 special weapons. Note as well that the Dominate soldiers have photo-visors (even though the Guard is supposed to be better euqipped comparatively.)



Page 71-72
For mission assignment gear, the squad is issued an automated haulercart, which can be used to transport supplies. The cart can accommodate up to a ton of mass. While it is largely self-propelled, the hauler’s machine spirit is not capable of determining its own route or orders.
Automated cargo carrying, although it doesn't seem especially fast.



Page 73
In addition to guards in the corridors, the secessionists also use dozens of servo-skulls to patrol their facilities. These devices are equally capable of reporting any intrusion, though the majority of them are not equipped to engage in combat.
more use of servo skulls for recon and scouting/security duty. And perhaps some combat.



Page 89
With a metallic roar, a newly-created Heldrake emerges from a cross corridor at the
bottom of the chasm....
...
..given the relatively small size of the chasm relative to the size of the massive Daemon Engine—even in its nascent form— this results in a very awkward fight for the two mechanical horrors.
And a Heldrake emerges. And its a baby! (we'll get onto this shortly.)




Page 98
These soldiers have already set up their lascannons—at least twenty per company— and fire freely upon the Heldrakes as they approach.
Like with the dominate starfighters, lascannons seem effective against Heldrakes (At least baby ones.)




Page 99
The servants of the Ruinous Powers have taken the time available to implement significant defensive measures along the most likely paths to the enginarium. They recognise that the Imperial Guard is unlikely to stand by idly as Warpsmith Arkturian enacts his unholy ritual. Because of this, they have assembled every available asset to their cause, with the intentions of giving their lives to the Warp entities that already own their souls. They are prepared to suffer any sacrifice and are willing to exact serious damage to the star fort in the process.

Knowing this, the traitors gleefully embark on a path that they hope should lead to the destruction of the Imperial Guard soldiers. Their attacks and strategies vary throughout the advance, but the overall mission is merciless and almost relentless. The maniacal cultists willingly sacrifice ten or more of their own if it can mean the death of a single Guardsman.

They embrace their destiny with the certainty of the mad zealots that they have become. Every death they inflict and every moment that they manage to delay the Imperial Guard advance improves the chances that their leader could succeed in his mission. They know that his triumph could mean a dramatic victory for the unholy and a grievous loss to those who would dare to oppose their power. The cultists are enthusiastic about giving their lives to aid that cause.
A lengthy quote, but I quoted it preciesly because I wanted to emphasize yet again the differences betwene Dominate forces (mere rebels) and actual, chaos-loving heretics. Dominate soldiers are dedicated, but not fanatical (for the most part.) They can be reasoned with, shocked or terrorised, or made to surrender or retreat. Not so with Chaos. They operate by their own 'logic' and standards, with their own goals. They think nothing of sacrificing themselves in job lots for a higher goal. They will not neccesarily let attritional losses deter them. They only care about their objective. This makes them harder to deal with short of killing them, and it also makes them cunning (They literally have nothing to lose, compared to a 'merely' human Guardsmen or Dominate dude.)

Even worse, they're happy to sacrifice themselves. Nevermind the morale boost this gives them, it can outright shock or terrify people who expect normal humans to behave like normal humans and not fanatics. On top of this you always run the risk of Chaos mutations which can further 'enhance' such troops resistance to pain, injury, lethality, etc.




Page 100
In many instances, these can be overcome with simple strategic conflict, such as the hundreds of murder servitors newly created from the bodies of fallen Severan Dominate soldiers.
This is kind of interesting because in teh game timeframe we're talking a matter of hours, maybe a couple days tops. Its not unusual, though, we had similar performance in Dark Apostle with the AdMech battle servitors/skitarii drones. Given that for the most part a servitor is a human body with little self-awareness and a bunch of cybernetics, this isn't terribly shocking either.






Page 100
..servitors stand fused to the walls, their lobotomised brains providing rudimentary processing power to the corrupt machine, and foul, glowing script seems to crawl across the walls, only to vanish if looked at directly.
Chaos-based cogitator or simialr, I guess.




Page 106
The enginarium is a circular structure over five hundred metres in diameter. Only the outer ring areas are accessible, as the entire facility is constructed around the enormous hyperplasmatic energy conduction system that powers the entire star fort. Throughout the enginarium, the system is more than 300 metres in diameter. This leaves the a distance between the outer wall of the area and the inner wall created by the plasma core which is nearly 100 metres wide. Magnetically shielded viewports permit any who walk through the decks to see the plasma that burns unceasingly within the engine. These same windows shed a fiery blue-white light upon the entirety of the deck that complements the untold millions of flashing status lights on all of the enginarium’s machinery. It constantly emits a roaring sound, which varies in pitch and tone, as the plasma is used to keep the star fort operational.

The plasma energy conduction system extends vertically for well over a kilometre, with its ends lost into distant sections of Lycurgos’s central core.
Given the mention of plasma generators earlier, we might infer from this and the rest of the context that the RAmilies fort's power system is in fact a sort of plasma reactor, which is impressive given the hyper-plasmatic system had a millenia long 'endurance' (whatever that means.) Although it may not just be a reactor but a power transmission system tied into it as well. Also a 300 m 'plasma core'.



Page 107
All of the decks in the area are built of slotted plasteel. The same material is used to construct the various catwalks and stairs that occupy the region. All of the decks and catwalks are designed to be mobile structures, which can be easily moved aside to access the vast array of cables, conduits, and coolant pipes that fill so much of the structure. They lock into place through a combination of mechanical and gravitic links, permitting them to be arranged in a vast array of different methods.
Antigrav 'linked' modular structures for the interior of the reactor area .




Page 107
The passages between the decks, however, are only broad enough for vehicles to travel single file. Anti-gravitic plates built into the flooring of these passages are strong enough to support any Imperial Guard vehicles in place, or even to raise and lower the separate flooring components to reach the other levels and catwalks of the enginarium.
Antigrav plates can be designed to support the deck against the passage of vehicles



Page 107
The most likely first approach is to draw an auspex or make use of a nearby vehicle’s scanners.

Either of these instruments would normally be capable of quickly discerning any signs of organic life within the area. However, the power flow of the massive plasma core and its magnetic shielding is intensely disruptive to any scanning devices.
Limitations of auspex in/near the reactor core.



PAge 107
...they resume function as soon as the characters exit the enginarium, though they remain incapable of scanning its interior, even from outside of the facility. Shielding within its walls—intended to protect the hyper-plasmatic energy conduction system—prevents the devices from penetrating into the facility
It is possible to (either purposely or as a side effect of the reactor facility design) to shield against auspex. Possibly the thickness of the shielding, as we know from other sources that material thickness an block auspex readings.





Page 108
...few weapons are capable of penetrating the shielding of the plasma core. Lasgun fire has no effect upon its thick shielding. However, a concentrated effort from heavier weapons can damage the core, causing it to spew high-energy plasma into the enginarium—and eventually the remainder of the star fort. An incident of this magnitude is certain to destroy Lycurgos and everything that dwells within it.
Heavy weaponry could, possibly, breach the containment of the plasma core and eject plasma into it. Which reinforces again that the Hyper-plasma' thingy is just another form of plasma reactor all told.



Page 111
Everyone, regardless of allegiance, is alerted to the fact that the star fort has irreversibly begun the process of auto-annihilation. All are recommended to travel to a minimum safe distance of 2000 kilometres within the next thirty minutes.
Effect of the fort's self destruct. Whether due to the plasma core or what, we don't know. We know that 40K ships and similar can endure stellar temperatures, so if we figure 10 MW per square meter at least you could figure at elast 125-150 gigatons for the 'explosion'. If we figure 'gigawatts' of resistance (not impossibe, given some yields for ground based weapons) we'd be talking a good 25-30 teratons released at least. Bear in mind that we dont know how much fuel is currently carried or what it might carry, and in this case the 'millenia' of endurance might mean that fuel supply (sustained output over 2000 years even at the teratons level would be single/double digit terawatts - especially for sustained operations but not exactly 'uber' by firepower terms :P)

Also 2000 km in 30 minutes is barely 1 km/s.. rather slow escape velocity, even for shuttles :P



Page 114
The first possibility is a teleportarium integrated into the enginarium. It is located within the facility at its very lowest level. Throughout the centuries that Enginseer Didactus has dwelt upon Lycurgos, it has never been used or even tested. It has remained upon his itinerary of projects throughout that time; sadly, he can offer no further advice concerning its use.

If they investigate the teleportarium, they discover a mix of good and bad news. The platform is large enough to accommodate all of the surviving Guardsmen in a single trip, though not their vehicles, and it appears to be in working order.
A huge-ass teleporter inside the star fort, conveniently enough. And a big one. Rather convenient, but it shows that not all teleporters belong to just the Space Marines or AdMech.

Thousands of men easily at once. Note again men's lives taking precedence over equipment :P



Page 114
..they are confident that the teleportarium could be used to either reach the surface of Warzone Epsilon or directly to a teleportarium aboard one of the Imperial Navy vessels elsewhere in the system
Indicating not only do some Navy vessels actually have teleporters still like in BFG, but they may have large capacities for men AND be able to teleport over huge ranges (thousands or millions of kilometers)




Page 120
The Severan Dominate has only a miniscule number of soldiers at its command in comparison to the innumerable forces of the Imperial Guard, a number that is comparable to a Departmento Munitorum rounding error. Yet the Imperium faces countless threats and, combined with the realities of logistical needs, this ensures that only a fraction of those Guardsmen within the Calixis Sector are actively embroiled in the battle against the secessionists.
The size of the dominate military - probably billions of men, is a 'rounding error' to the guard. Given how many subsectors there are, the idea its less than a fraction of a percent is probably not that surprising.


Page 120
Severan Dominate soldiers are generally equipped in a similar manner to the Imperial Guard. In fact, much of their equipment was supplied by the Departmento Munitorum prior to the secession of the worlds which now swear allegiance to the Severan Dominate. However, the lack of Departmento Munitorum oversight and resources ensures a broader range of equipment than is seen even amongst the diverse regiments of the Imperial Guard. Many Severan Dominate regiments simply utilise the equipment of their home world’s standing armed forces, which they are able to keep maintained and supplied due to their close proximity and short supply lines. Consequently, various patterns of autoguns, shotguns, and other stub weapons are as common as lasguns amongst the forces of the Severan Dominate.
The myriad supply lines of the Dominate. They were lucky enough to get some from the Munitorum at the beginning but over time they have to rely on 'local' production to bolster that. Luckily due to being restricted ot operating within the subsector (rather than between subsectors or in different sectors) the supply lines are relatively close making this practical

One imagines that similar 'practices' will be found in the Guard (as we saw with the Vostroyans actually.. its probably more common the closeer to the homeworld they are.)





Page 122 - Dominate trooper - I'm guessing a Shock trooper given the 'hotshot' lasgun- here in full body armor.. helmet with mask and goggles (full face mask) resembling Cadian helmets and cadian gas mask/goggles) not unlike this. Also has the flak-skirt around its torso/upper legs, plus the greave sand forearm guards. Oh and paudlrnos, and kneep pads. Also quit ethick - they look to be about several cm thick easily even for the foerarm guard and greaves, for example. Given these are shock troopers that makes that carapace. and probably some flak backing.



Page 122
Though typically assigned to special operations missions and lightning raids, shock troopers are sometimes given the duty of protecting an important officer or other official of the Severan Dominate, where their experience and unflinching loyalty can mean all the difference.
Their equivalent of Grenadier/storm troopers, basically. consistent with their carapace and hotshots. Also get rebreather, photo-visor (part of the full face mask I guess) and micro-bead.





Page 123
While their equipment is mostly identical to that of their squad, squad leaders often carry a laspistol and chainsword into battle. Many regiments encourage this, for the sight of a roaring chainsword gesturing onward can inspire men to fight on where mere words might fail.
Chainswords again seem to be largely psychological tools rather than effective weapons (EG any effectiveness is incidental.)



Page 124
While lieutenants in many regiments earn their rank through display of leadership abilities and tactical acumen, others, particularly in regiments from feral worlds, are rated foremost on their strength and skill of arms. Yet still others receive their position purely by dint of noble birth. Lieutenants are usually accompanied by a command squad of four troopers. These soldiers are often selected from amongst the company’s veterans and specialists, and might include medics, weapon specialists, and Sanctioned Psykers.
Command squads and their attached 'advisors. We also get the different routes for officers.. some rise on merit (the good ones, probably, unless its a feral world) others buy into it by status, power, or wealth.




Page 124
By ancient decree, the Imperial Guard does not possess its own void ships, or even aircraft. The Imperial Navy provides all air support and interplanetary transportation for the Imperial Guard. Conversely, the Navy does not possess the materiel or soldiers for ground assaults.
The interesting thing about this is how they treat it as a twofold thing. We often hear about the Guard not supposedly having aircraft or starships, but the Navy not having 'ground' forces is something else entirely. We know about all sorts - armsmen, the landing parties (with dismounted starship guns as support artillery, and landers/aircraft as well)

Nonetheless the 'security' forces the Navy has aboard ship (and crews) form an impromptu ground force regardless of whether they have vehicles or not (The guard will still be better at formal ground war, of course, ignoring orbital support.) the same way you can have at least some 'air' forces in the Guard (like the Phantine, or the gunship forces attached to storm trooper and drop commando regiments, etc.)

One imagines that regardless, however, the IG is as protective of its bailiwick (ground warfare) as the Navy is of space.



Page 124
...all ships carry a contingent of Naval Armsmen to defend the vessel in times of need (although all crew are expected to do their part). The training and equipment borne by armsmen is specifically suited to shipboard combat, and they lack heavy, or even long-ranged, weapons. The more common duty of an armsman is to police the thousands of crew aboard a vessel, doing everything from stopping fist fights in the galley to busting up illegal black markets amongst the lower-deck hands.
Armsmen and their use of shotguns. Note that they also are used to break up black markets.



Page 124
Though few man-portable weapons could hope to damage the hull of a void ship, even a stray lasgun blast can damage important, if not necessarily vital, ship’s systems. Consequently, Naval Armsmen favour weapons with low armour penetration, but that are effective against living targets at short range, where most on-board combats occur.
Risks of lasweapons onboard (even though we learned from earlier they still carry them onboard.)

Lasguns also have better penetration and shotgun (not surprising against buckshot, but perhaps quite against slugs, which we know shotguns can both use.) How good of penetration this is, I don't know, but its worth noting.

Armsmen also wear light carapace. So they're sort of like Enforcerrs or Arbites lite.



Page 126
Like all Vostroyan regiments, the Void Shrikes are well-equipped thanks to their home world’s manufacturing capabilities and ties to the Adeptus Mechanicus. This alliance with the Tech-Priesthood is reflected in the red uniforms worn by most Vostroyan regiments.
The Void Shrikes have void-hardened flak armour (full body) and a void suit, plus the micro-bead. And again the FirstBorn supplies (including the Shrikes) seem to come primarily from their home world and AdMech support.




Page 127
As with their comrades throughout the regiment, most sergeants of the Void Shrikes do not shy away from unconventional tactics. Under ideal circumstance, such decisions are usually made at a higher level. However, in boarding actions and similar missions, it is likely, even necessary, that squads become split off from the main bulk of the fighting. The thick plasteel bulkheads of Imperial ships or the unknown alloys of strange xenos facilities can interfere with vox communications, forcing the leaders of each squad to make important on-the-spot decisions as the mission parameters change.
Again reflecting that specialists of any type are a breed apart from the 'typical' rank and file Guardsmen, in how they operate, are treated, etc. They're much more like Catachans in this respect, and I imagine other zero-gee/ship to ship combat specialists in the Guard act that way.




Page 127
The missions which the Void Shrikes must undertake are dangerous, even by the standards of the Imperial Guard. To command such operations requires training, experience, and a degree of lateral thinking not widely encouraged by the Departmento Munitorum. However, in an environment where gravity and atmosphere could vanish at any moment, it is not always possible to apply accepted stratagems and tactics. There are differences of opinion and preference amongst the Void Shrikes officers, exacerbated by the many years which individual companies spend separated from the rest of the regiment.
Again they're different in many ways from 'regular' Guardsmen, and this reflects the adaptability of the Guard (in spite of the Munitorum sometimes rather than because of it.)



Page 129
While the Imperial Guard fights for the Imperium on the surfaces of a hundred thousand worlds, the Imperial Navy is responsible for delivering them to those warzones.
100,000 ground conflicts, in other words.




Page 130
Kulikov’s heavy flak cloak is further bolstered by the suit of ceramite plate armour beneath, offering an additional degree of protection without the hindrance to mobility that heavier Storm trooper carapace armour imposes.
Void hardened light carapace as the game lists it. I'm guessing the Vostroyans with the solid plating are officers like this guy, whereas the troopers have the mesh/mail like armor.





Page 134
Combat vehicles sport powerful weaponry, which can damage important technological systems, and in some cases potentially breach the hull.
Which can mean either shitty hull or powerful ground weapons!




Page 134
This rare variant of the Hellhound flame tank boasts a powerful melta cannon, an immensely destructive weapon capable of turning a battle tank to slag or breaching the mightiest fortress walls with a single shot. On board Lycurgos, a Devil Dog can easily blast its way through bulkheads and interior walls, granting a powerful advantage within the confines of the star fort.
Slagginga battle tank is maybe double digit GJ, assuming a 30-60 ton tank, made of 'conventional' iron. Duration we dont know.

Cruising speed of 70 kph for the Devil Dog



Page 134
A single operator with a Sentinel Powerlifter can do the work of twenty men or ten servitors. Almost uniquely amongst Imperial Guard vehicles, Sentinel Powerlifters are sometimes possessed by the Imperial Navy, which uses them for loading and unloading of shuttles, or hauling heavy supplies about a vessel to assist with maintenance.
..
Its grip capable of pulping a man or xenos beast with ease, and is even able to crush the armour of another light vehicle
Servitors by this benchmark do twice the work of men (whether this reflects them not sleeping or doing other tasks, or what, we don't know) Powerlifters are even more effective workhorses.

Powerlifters move at 45 kph.





Page 135
Though only bold or extremely unwise commanders are willing to risk a legendary super-heavy tank in a frontal charge, there are few more reliable ways to deliver an entire medium-size platoon to its destination.
Stormlords. Despite being a sort of troop carrier the fact they are superheavy makes people loathe to risk them (totally makes sense!)



Page 135
..the Stormlord’s Vulcan mega-bolter lays down a withering hail of fire, mowing down even the most heavily armoured infantry with contemptuous ease and shredding light vehicles in the barrage of extra-largecalibre mass-reactive shells.
Larger caliber than regular bolt rounds or heavy bolter rounds (large autocannon, probably? 40-50mm maybe?)



Page 135
..A vehicle of such sophistication and rarity is not a common sight amongst the Severan Dominate forces. However, amongst the many advantages gained by possession of star fort Lycurgos is the manufacturing capacity for these god-like tanks. The process is time consuming, labour-intensive, and requires an inordinate amount of resources, therefore limiting the number of tanks the Severan Dominate can produce.


The Fort's ability to make superheavies mentioned again, along with rarity. Presumably other Ramilies can as well. We knew similar feats to be achieved from the Baneblade novel, of course.

Storm lord has a cruising speed of 30 kph. Which is positively blistering for a superheavy, esp off road. Again Baneblades probably could achieve similar (and Russes certianly would be faster.)




Page 137
What these cultists lack in military training, they make up for in devotion and savagery. In a comparably short span of time, these men have been utterly consumed by the ravages of Chaos. Physical mutations are visible on many, and even those whose flesh has not succumb are so broken in mind that they mutilate and scar their own flesh with profane symbols of their newfound allegiance.
Advantages of Chaos Cultists over Guardsmen.



Page 138
The lobotomised cyborgs known as servitors fulfil innumerable functions within the Imperium, and often outnumber sentient humans amongst the domains of the Adeptus Mechanicus.
...
Their circuit-laced brains inlaid with numerous kill-routines and slaughter-protocols, murder servitors are literal killing machines—all the viciousness of the human brain combined with the ruthless efficiency and durability of cold steel.
Roles of servitors (more numerous than humans amongst admech, which maybe says something given there must be billions of humans on ech of the thousands of forge worlds.) And the difference of murder-servitors from the mundane type (an implied ability to move/react faster being one of them.)




Page 138
Murder servitors are almost exclusively utilised aboard spacecraft and orbital stations for a number of reasons. Boarding actions and similar battles are often decided in brutal melee combat. As deadly as these battles are when Imperial forces clash with traitors, ordinary humans are simply no match in these situations for many xenos.
...
Murder servitors are brutally efficient against pirates or mutineers, whereas gun servitors sport heavy weaponry ill-suited to space combat. Murder servitors could be very effective in other environments, from death world jungles to teeming hive cities.
Not really shocking. Probably damn useful, given that yuo can't always hope to have a Space Marine handy (and servitors being expendable and more eaisly replaced.)



Page 138
Birthed from hellish Daemon worldforge...
..
Combining the durability of plasteel and adamantium with the ferocity and otherworldly power of a Daemon...
..

..tearing or blasting men asunder as its steely flesh re-knits wounds from even the fiercest anti-tank weapons.
Daemon engine capabilities, including regeneration from anti-tank level damage (so in context - even if lascannon can penetrate or do damage it does not neccesarily guarantee an insta-kill.)




Page 139
..Daemon Engines grow and change over time, a trait which they share neither with vehicles nor Daemons. Daemon Engines grow and mature, like living biological creatures. Yet they are not alive; their maturation is driven not by biological processes but by the warping power of Chaos. Whereas living creatures must consume nutrition to grow, Daemon Engines feed on the terror and death they inflict.
not unlike living beings in other words. This explains the 'nascent' Heldrakes from before, and reflects perhaps differences in size (akin to size differences between aeronautica and void fighters.)




Page 139
Perhaps the most notable change as Daemon Engines mature, other than a great increase in size, is the transformations that their weapons undergo. Weapon barrels increase in diameter, additional muzzles sprout forth from raw flesh, and the forges in the beasts’ burning cores begin to produce more refined, deadly ammunition, of a larger calibre or impossible Warp-made alloy. Perhaps most disturbing of all is the thought that these mechanical monsters may never stop growing, so long as they continue to survive the conflicts for which they were forged.

Not unliek Obliterators in that regard. So agian as they get larger, they get tougher, and their firepower increases. This in turn suggests te 'heavy weapon' vulnreability applies to small craft rathre than the largest void fighters (and was for Heldrakes a lower limit of firepower/durability, not an upper.)



Page 139
Their limbs end in vicious bladed claws, but these are as nothing compared to the fearsome weaponry that juts from a Heldrake’s maw. Chaos is nothing if not unpredictable, but the armaments favoured by most Warpsmiths are either a multibarrelled high-power Hades cannon, or the soul-searing baleflamer, which ignites Heldrakes’ foes with their own burning Daemonic hatred.
...
Usually, the birth of a Heldrake is a gradual process, as a Chaos fighter and its pilot spend ever more time exposed to the Warp.
Heldrake weaponry, and the implication they aren't as a rule mass produced.




Page 139
Against massed infantry, Heldrakes derive a murderous pleasure from inflicting the greatest casualties they can in a short time, incinerating entire platoons in a single fiery breath, or mowing ranks down in a strafing run.
Capabilities of Heldrakes Assuming incinerate means 'badly burn' - single digit MJ, we'd probably be talking double/triple digit MJ at least, wheras cremation could be tens of GJ or more.

Cruising speed for Heldrake? 200 kph They count as a Daemon engine so have all the previous advantages. Newly created Heldrakes (infants?) move only at 160 kph.




Page 141
Covered in thick armour-plating, these six-legged engines are capable of withstanding blows from all but the most impressive Imperial weapons as they stalk forward, raining ordnance of their own all the while.
Defilers move at 15 kph. Newly crated Defilers move only at 12 kph. Also their durability.




Page 142
As they advance, their powerful techno-Daemonic frames hold their aim steady to unleash torrents of fire, mortals bursting apart under the merciless onslaught. Whether by rapid firing rotary gun clusters or burning plasma, Forgefiends inflict horrendous damage at range.
Forgefiends and their effective firepower (exploding humans - grenade level damage roughly. Whether per shot or barrage of shots, we dont know) . 50 kph cruising speed. Newly forged move at 40 kph.




Page 142
The glowing blasts projected from these weapons are as intensely hot and volatile as any plasma weapon, yet they are further enhanced by boiling ectoplasm straight from the Forgefiend’s hellish gut. These plasma bolts destroy souls as readily as they incinerate flesh and melt armour.
Ectoplasma cannon. Plasma cannon, only more chaos-y.





Page 143
Some say that the souls of a Maulerfiend’s victims fuel the unholy machine, and that the noxious smoke that bellows forth from its fleshmetal chimneys is the scorched remnants of mortal spirits, incinerated in the hellish engine at the beast’s heart.
[/quote]

Maulerfiends powered by souls, which is an appropriately Chaos power source. Regular maulerfiends run at 80 kph, newly forged at 60 kph



Page 144 - Soul Grinders mentioned. 25 kph cruising speed
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