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

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

Post by Connor MacLeod »

Yes, I've started a random thread (Again) but this time to serve as a dumping ground for sources that aren't large enough to warrant their own threads but probably don't fit in the existing categories I have. Canidates for this can include:

- Inquisitor

- Necromunda

- Space hulk (IF I have anything left and/or I decide to re-add stuff.)

- that Horus Heresy game

- any other games or such that matter.

I may think of others, I'm just too lazy to dig through anything. Stuff that won't go in here are "supplemental" codexes like the urban combat ones or the eye of terror ones, since those clearly correspond with the main game editions (and will go in the appropriate category.) I also probably will NOT stick Dark heresy here, since that can go in its own thread.

If anyone has any suggestions for other stuff, they can certainly offer it.

First up I decided to do Necromunda.

Page 22
The most common are explosive fragmentation or "frag" grenades and implosive energy grenades called "krak".
"implosive energy" probably refers to shaped charge explosives - I've seen "implosion" used with shaped charge often (Though I'm not sure whether its technical, colloquial, or both.)


Page 41
The Chainsword is a deadly if noisy weapon with a powered chainsaw edge. Its rending saw-teeth are made from sub-atomically honed adamantium and can slice through plasteel.
"Subatomically honed adamantium" - monomolecular, or monomolecular taken to another level. Still, even if this is a relatively uncommon weapon in th eunderhive that says quite a bit about the average tech level on Necromunda as a whole (and perhaps Hive Worlds in general.)

Page 42
The sword's hilt and blade [Power sword] incorporate an energy source and a disruptor generator which sheathes the blade in a shimmering blue energy field. AS the blade strikes a crackling dischrage enveolops the target and tears it apart.
Must've been lifted wholesale from 2nd edition wargear and such. May or may not be explosive. If it is, its likely to be roughly grernade like in effect( see bolter analysis)

Page 44
Bolt weapons are sophisticated weapons that fire self-propelled explosive ammunition in the form of small missiles called bolts. Bolt pistols and boltguns are manufactured in the facotries of the hive city, but the fine engineering tolerances and quality materials required means few if any are made in the underhive. For the same reason bolt weapons are hard to maintain, spares are rare and ammunition is expsnsie.
Botl guns in the Necromunda context. Despite reference to "fine engineering tolerances" and "quality materials" this doesnt neccesariyl mean they're superior weapons overall. It just means they're very precisely made (and temperamanetal) weapons. Given that they've basically mastered rocket-assisted/gyrojet tech and even improved on it (exploding shells), its probably no surprise that it might be a high-maintenancee weapon. THat can be a disadvantage on Necromunda.

Page 45
A single [hand flamer] container contains very little fuel, so flamers often run out of power after a few shots.
a "few shots" of unknown effect, but it does indicate that the larger flamers carry considerally more "discharges". If we consider some of the Necrom uda examples of hand flamers.. note, the performacec is equal to or better than what real life flamethrowers do. And they're still hardly military issue.

Page 46
The needle pistol or needler is a complex laser-powered weapon. Its tight laser beam carries a tiny toxic needle or dart which pierces the target's flesh to send its deadly poison into their body. The laser carrier beam will dissolve or blow away the armour or clothing and burrow into exposed flesh enabling the darts to penetrate more deeply.
Needler weapons. The laser seems to be the propulsive mechanism as well as a means of damaging inorganic targets and allowing the needle to penetrate armor and clothing.

To be a propulsion method the laser would likely have to vaporize some sort of element behind the needle to generate some sort of propulsive force - making it a "pure electrothermal" weapon of some kind. Some may act like bullet propellants, some may act liek rockets. OR both. Its not specific here. the latter probably would be neccessary for "stealth" operation over any distnace. There's no way those tinyn needles could carry enough mass to be accurate at long ranges, without some sort of sustained "impulse" provided by the laser, or a high velocity (which would likely push it well past supersonic, and be audible.) Also a supersonic needle likely would be able to inflict physical damage all its own (which is why I conjecture needlers aren't just a fancy way of delivering toxins.)

This (like with Wargear) does carry an interesting implication for lasweapons, in that they can, with the right settings (high power/short duration and highly concentrated) can penetrate armor of ANY kind. The stipulation here, though, is that while it can, it won't neccesarily do much damage. Nonetheless, ,a properly designed lasgun could fire a series of pulses - some to pierce the armor and following shots to do the damage underneath. Note that even in a poorly designed weapon, getting enough such beams together (massed firing like the Guard is known for) and with sustained fire you can STILL have your lasguns being nasty weapons even against heavily armored opponents. It would explain why (out of game at least) lasguns can be so nasty even to Spacec Marines and such anyhow.

We might be able to calc the output of the laser by assuming a certain depth of penetration and a diameter for armor. For flehs (assume 5-10 cm penetration, possibly deeper for guaranteed kill) and a 2-3 mm diameter needle and iron armor (say carapace or powered armour) an inch or two thick. - that will be a couple of grams of material (2-3 grams at least) To vaporize that would require 10-15 kilojoules at least (assuming 1 inch thickness.. double for 2 inch, triple for 3 inch, etc.) and ignores inefficicies and durability of sophisticaed armor. Silicon (ceramic) armor would be roughly similar (1/3 the density, ,but nearly twicee the vape energy) It also ignores boiling point. I should say.

Penetrating flehs is gonna be negligible for a narrow beam - half a gram to 3/4 of a gram tops. you could vape out that (neverminding surrounding damage making hte hole bigger) with 1-2 kilojoules easily.

The one thing to remember here is that we're not talking a sustained beam or even a large-bore beam. Its a tiny, narrow, highly concentrated pulsed beam, which means a very fast discharrge (tiny fractions of a second.. likely milliseconds or less) But it does serrve as a nice lower limit for lasweapons and indicative of what they can (on the right settings or with the r ight designs) achieve in their versatility.

This weapon also shows that despite relying heavily on "crude" non-railgun/coilgun/grav acceleration weapons, the Imperium can achieve impressive performance. I should also say this is why I figured on grouping the old (and retconned) Imperial "shuriken" weapons under this category - they're similar enough that that can be managed, and some sourcecs (EG Dark heresy) suggest needlers might use some "railgun"-esque propulsion method..

Page 47
Plasma weapons fire energy shells of bright glowing plasma - matter in a superheated energised state. When a plasma shell strikes its target there is a tremendous release of energy and the target blows apart in an almighty explosion.

...

"You can choose to shoot the weapon on a low energy setting or maximum power
.
Plasma weapons blow the target apart. Assuming it vaporizes enough of (say a quarter kilo to half a kilo) of a person to simulate explosive, ignoring duration or timeframe - half a megajoule to a megajoule at least. Likely to be many times that due to ineffieicnecies. could also be argued to be "low" setting effects - and out of gameplay we dont know how many settings the weapon would have, accuounting for a variety of effects (from simply blowing someone messily appart, which could require very little energy, to vaporizing parts of the body - ie the head, to totlaly cremating the body.)

Page 50
knock-back: The high impact of a shotgun is quite capable of knocking a man off balance or even off his feet.

...

The hundreds of pellets [scatter shot] ricochet around and ofen score hits on partially concealed targets.

...

Man Stopper: This is a partticularily heavy solid cartridge with a massive propellant charge. It is more powerful than normal solid shot and ore accurate at range.

...

Hot shot: This is a hollowed out shot which contains a small charrge of flamer chemical.

...

Bolt: This is a small self-propelled missile. In fact it is a charge adapted from a boltgun round, and has similar properties including being somewhat temperamental.
I've said it before. Shotguns are bloody scary. Interesting that shotguns can be adapted to fire bolter rounds (similar technologies there, suggesting that its not uncommon.)
And they have tremendous recoil (enough to nearly knock someone over is ALOT)
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by andrewgpaul »

Have you checked out the stuff on GW's website? Obviously, it's mostly rules, but the articles might give some useful info on the "Outlander" gangs in Necromunda, for example. The Enforcers article does a reasonable job of explaining the difference between Arbites and local "law enforcement".
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Falkenhayn »

I think you'd have a field day with the 40k Apocalypse books, Connor.
Many thanks! These darned computers always screw me up. I calculated my first death-toll using a hand-cranked adding machine (we actually calculated the average mortality in each city block individually). Ah, those were the days.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Ford Prefect »

I think Connor would have a field day with just about any piece of fiction. I like to think that if you gave him To Kill a Mockingbird he'd end up calculating the force of Atticus Finch's speeches. :)
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Cykeisme »

Ford Prefect wrote:I think Connor would have a field day with just about any piece of fiction. I like to think that if you gave him To Kill a Mockingbird he'd end up calculating the force of Atticus Finch's speeches. :)
That's why Connor's awesome!

Keep it up with the 40k analyses mate, good stuff.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Falkenhayn »

Well, there's method to my madness. Connor's dealing with dated source material, but I'm not going to tell him to buy the books if I'm not ready to send him the $40 to get it.
Many thanks! These darned computers always screw me up. I calculated my first death-toll using a hand-cranked adding machine (we actually calculated the average mortality in each city block individually). Ah, those were the days.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Connor MacLeod »

Falkenhayn wrote:Well, there's method to my madness. Connor's dealing with dated source material, but I'm not going to tell him to buy the books if I'm not ready to send him the $40 to get it.
I've seen some of apocalpyse. Things like the reintroduction of the vortex grenades, or static shield generators as deployable tactics are quite interesting. So are things like, for example, Navy Fighters being used as anti-Titan platforms (suggesting similar firepower, which is in my mind perfectly sensible.) I'm also not above shelling out large amounts of money for texts if I need to. I obviously paid quite a bit to get Space Marine and a few other 40K novels, either (don't ask what I've paid for some rare video games. Hell I've shelled out hundreds simply for materials to use in B5 debates because some of the Fivers I dealt with were lying shitstains.)

I'm not goign to tackle Apocalypse for some time though, simply because its a fairly rececnt source (The same way 5th edition is.) I've kinda developed this policy of not dealing with fluff or material from very recent stuff simpyl as a sort of courtesy both to fans of 40K and to the publishers. Older stuff in my mind is generally "safer", because the'yre either rare books people are unlikely to have, or they've already read them long in the past. And the other fluff (esp the oldest stuff) isnt even put out anymore, so it can't really impact the gaming/universe.)

As it is I have a shit-ton of material to cover, so there's no hurry.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Connor MacLeod »

andrewgpaul wrote:Have you checked out the stuff on GW's website? Obviously, it's mostly rules, but the articles might give some useful info on the "Outlander" gangs in Necromunda, for example. The Enforcers article does a reasonable job of explaining the difference between Arbites and local "law enforcement".
No, I woulnt know where to look, and it often changes (and it depends on the country you look in.) I have looked at more than a few other websites- there are a few placese where old WD articles and stuff are published (one place where I got the Space Fleet stuff, , for example.)

I'm toying with an idea of doing some separate thread that deals with those online sourcecs.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by andrewgpaul »

Here's a link, although sometimes it's a bit hit-and-miss. I think almost all the websites are the same now (except for the currency).

from the main site (once you've selected a country preference), hover over "Specialist Games" and select "Necromunda", then "Necromunda Resources" from the left-hand menu. Same goes for the other Specialist Games systems. If you've got downloads of stuff already, it's no big deal, but if you're looking at print rulebooks, it might save you some typing. Obviously the rules have differences, but the background material should be the same.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Balrog »

Which sucks, because the UK website had an awesome page on the chronology of how a Tyranid invasion affected a planet, and the shit-load of material that they ended stripping off it (can't remember exact tonnage, but it was enough to noticeably shrink the diameter of the planet), but now all that is gone.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Falkenhayn »

Bah. Probably some collaboration with Black Library's decidedly mediocre Planetkill Omnibus. There is some pretty awesome shit in it about how the Administratum strip mines planets, carries off the oceans and all that good stuff.
Many thanks! These darned computers always screw me up. I calculated my first death-toll using a hand-cranked adding machine (we actually calculated the average mortality in each city block individually). Ah, those were the days.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Connor MacLeod »

I've hunted about on the specialist games site for some of the BFG stuff, but I really never bothered much with the webesites because they were a pain in the ass to navigate. Once in awhile when Iran acros something (like the Tyranoforming bit) I would link it or cite it, but that's all.

I also scavenged off some of the old Armageddon site details somewhere on my drive, and I may post those, but that's about it.

Whether I will or won't cover the website is up for debate. Its too nebulous often and not alway useful I think.

There are are a few sites no the Web that have up some older WD related materials (like Space Fleet or the Necromunda stuff) I know of, and that's mostlyh the stuff I was thinking about. Especially since when it comes to detailed fluff the older material tends to be more useful anyways. (And lets face it, someone invariably recycles the older material anyhow.)
Balrog wrote:Which sucks, because the UK website had an awesome page on the chronology of how a Tyranid invasion affected a planet, and the shit-load of material that they ended stripping off it (can't remember exact tonnage, but it was enough to noticeably shrink the diameter of the planet), but now all that is gone.
You might try the internet archives like the waybackmachine. They mgiht have the arrticle somewhere. Otherwise you might try looking through my stuff, ,sincee I linked to or dealt with it more than once. Possibly in the Exterminatus page.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Connor MacLeod »

Page 52
A grenade launcher is a light tubular launcher capable of firing most grenade types by means of a compressed gas charge.

...

The launcher is a robust and very straightforward weapon. Its supply of compressed gass is soon exhuasted, but recharging it is a ismple matter using a high presure source to fill its internal tank.
A rather simple, low tech grenade launcher. Probably well s uited to necromunda. (but the idea that mere gangs hve acceess to such weapons is damn scary, at least in modern terms.)


Page 52
The melta-gun is also known as the melter, cooker, or vape gun. IT works by means of sub-molecualr thermal agitation, literally cooking, melting or eventually vaporizing the target. A melta-gun can melt plasteel and its effect upon living tissue is horrible indeed.

The weapon makes no noise when fired. The passage of the beam heats the air to super-hot temperatures, causing a distinctive hiss which becomes a roaring blast as living flesh is hit and body moisture vaporises explosively.
The "old" style meltagun microwave-type wepaons. Note vaporization is not immediate. Note also it can explosively vaporize a person if it wishes, which (among other soures) suggest meltaguns like all 40K weapons are highly versatile and ariable within their design. (duration, output, etc.)

Page 53
It [needle rifle] is a complex laser-powered device and relatively rare in the underhive. Its tight laser beam carries a tiny toxic needle or dart which can easily penetrate flesh to send its deadly poisons into the target. The laser carrier beam will dissolve or blow away armour or clothing and burrow into exposed flesh enabling the dart to penetrate more deeply.
Largely the same as the needler pistol, save the weapon itself is larger. One presumes a bigger "dart" and a more powerful beam, so we might conjecture that the output is considerably greater (many times greateR) than the mere pistol. THe dart would also have to be quite a bit faster.

PAge 53
When a plasma shell strieks a target energy is released and the target blows apart in an almighty explosion.

....

You can choose to shoot the weapon on a low energy setting or maximum power.[
Plasma targets "blow" a target apart, suggesting power at least equivlaent to a grenade orbolter. In-universe, I attirbute this to variable settings (and this would be a fairly low setting.)

Page 54
The auto-cannon is a heavy automatic weapon - a larger and more powerful version of the autogun. It is a rapid-firing, high velocity weapon capable of spitting out a hail of deadly shells. The blaze of shells, scream of the loading mechanism, and brutal recoil mean that it is a difficult and energy sapping weapon to use.
Necromundan autocannon. Its related to autoguns, only bigger, but what distinguishes it from a heavy stubber I dunno. Its also eminently man-portable, but this being Necromunda and there being large/bulky gangar types (including the goliaths) this can be broadly defined. Other sources indicate autocannon fire explosive shells.

Page 54
All bolt weapons are highly advanced and technically sophisticated, and the heavy version is the most effective and most complex weapon of its type. They are extremely bulk and are often known as the back-breaker by those who carry them

...

The constant and demanding maintenance routine also make it an unwise choice for a novice.
Heavy bolters in Necromunda.

Page 55
This heavy and old fashioned weapon is known as the big stubber. It rattles of a hail of heavy bullets sufficient to stop a man in his tracks. The workshops of the Underhive can turn out weapons like this quite easily, all slightly different in design but basically the same in effect.
Indication of significant momentum in the shells (no surprise from a .50 MG analogue) and that they are quite low tech and easily produced.

Page 56
The lascannon fires a powerful energy burst, a single mighty blast of energy that can burn up a target or vaporise plasteel. It is designed for destroying large armoured vehicles and other fighting machiens, and it smassive energy discharrge is reckoned unnecssarily potent in the cramped underhive where tarrgets are generally living men.
it can "vaporise" plasteel so its probably safe to say it can vaporize flesh as well. "burn up" can be taken to mean incinerate and suggest triple digit MJ to single digit GJ. vaporizing a human is certianly the latter. Admittedly this is somewhat of a conjectural calc, so it probably should not be used as a lascannon estimate by itself.

Page 58
Grenades are thrown by hand or can be fired frrom a grenade launcher - a tubuluar device powered by compressed gas or an electromagnetic charge.
Some grenade launchers operate by "electromagnetic charge" - which would suggest (along with weapons like needlers, plasma guns, etc.) that railguns are not neccsearily an unknown weapon for things other than starships.

It also seems to hint some grenades are multipurpose - they can be thrown or fired.

Page 58
Krak grenades are designed to pierce armoured targets by means of a concentrated implosive charge. Although a Krak grenade can easily kill a man, it scontained blast makes it less useful than frag grenades
"concentrated explosive charge" does not explicitly mean shaped charge, but this is quite likely what it is.

Page 59
melta bombs or thermal bombs contain a subatomic thermal charge capable of melting through a sheet of plasteel or vaporising flesh. The intense heat cause dis very localised in effect, so the weapon is little use in conventional fighting. Its primary purpose is as a demolition charge to melt doors or machines.[
This strongly hints that the energy needed to melt a given quantity of plasteel is equal to the energy needed to vaporise flesh (2.5-3 MJ/kg), that melta charges are shaped (we knew that), and that it melts alot of stuff. Melting a door (assuming 2 m tall, 1 m wide, and 5 cm thick) of iron would require around 900-950 MJ.

Page 60
Plasma is a dangerous and unstable matter in a highly energised state. When a plasma grrenade epxlodes it creates a plasma ball like a miniature sun.

...

The area indicated is undergoing a matter/energy transformation and is glowing like a small sun.
Plasma weapons seem to create a "matter energy transformation", which suggests they are not normal "plasma" as we know them (even though the exact nature of plasma weapons does vary from firing actual plasma to the well known and maligned "super-soaker" varieites to a fancy kind of flamethrower.) It also suggests that plasma reactors are not mere fusion reactors, but involve some matter/energy annihilation process.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Connor MacLeod »

This is where the Necromunda stuff (IMHO) gets REALLY interesting from a Guard POV because you start to see some really sophisticated stuff.. in this case its targeting devices and armor. This is IMHO also indicative of what really high end Guard regiments can put out in temrs of capabilities (which meshes alot with 3rd edition too), which contrasts with some of the "low end" stuff of course (Feral and Feudal regiments, really. I've seen bits of 5th edition, and they seem to really pump up the extremes there.)

Anyhow, on we go.

Page 60
A photon (flash flare) grenade can dazzle fighters and damage sensitive range finding equipment such as targeters.

..

If the target carries a weapon fitted with a mono-sight, red-dot laser sight, or infra-red sight, roll a D6. On the score of a 6 the sight is damaged beyond repair and is useless.
Targeters are designted as "range finding" equipment, and here it is hinted that many of the necromundan sights may fall under the category of "targeter". And that such grenades can damage some sorts of sights.

Page 61
The armed forces of the far future are equipped with advancecd powered armoured suits and protective fields. These bulky and expewnsive devices are necessary to protect a warrior against the awesome weaponry used on the battlefields of the 41st Millenium.

..

Although advanced armour is sometimes traded, ,by far the most common forms of protection are simpler types of protection such as mesh and carapacec.
Rather interesting that "mesh and carapace" are considered simpler. This (at least at this time) implied that powered armor might not be uncommon defense - at least ofr th higher ups. and we know about the spyrer armor.

Page 61
Flak armour is made from high-tensile padded fabric usually in the form of a sleevless jacket which covers the upper torso . Flak is rather uncomfortable and not especially popular despite its lwo cost. It offers minimal protection against low powered weapons and is most useful against blasts and explosive impact from near-misses.

...

A fighter wearing flak armour has a basic D6 saving throw of 6 against a wound. This is increased to 5 or 6 against weapons which use a template as these are generally the low velocity weapons that flak is most effective against - flamers, blast weapons, and frag grenades, for example.
Good old flak, a 40K staple. Construction here differs from depictions in earlier or later sources. Also note that flak is better at certain kinds (low velocity) weapons like flame throwers and grenades. This might imply that "concentrated" weapons (EG lasguns) might be more effective by virtue of intensity.


Page 61
Carapace armour is made of rigid plates of armaplas moulded to fit parts of the body. A typical suit of Carapace covers the vital chest region, with separate plates for the arms and legs. the armaplas plates offer quite good protection from low-powered weaponry, but are rather heavy.
I'm not sure what "low powered" qualifes as, aside from most pistol weapons (save somethign like plasma or inferno pistols as obvious examples)

PAge 61
Mesh armour is a fabric-like material made from tiny cells of bonded thermoplas. The resultant mesh is light but very storng and can be fashioned into garments or used as a protective lining. Mesh absorbs physical blows or heat energy by becoming momentarily solid, effectively absorbing the energy of an attack to switch from one morphic state to another. Repeated hits to the same area will tend to erode this effect and reduce the protective value of the mesh.
We see this in the Inquisition war novels. Mesh also seems to have a semi-ablative effect. Then again, mesh is supposed to be a more sophisticated form of flak for all intents and purposes (preusmably the construction gives it improved effect against higher intensity weapons like lasers or bullets, for example.)

Page 62
The Hotshot pack is an especially powerful version of the standard laser power pack. It uses a more expensive and less robust power matrix, with the advantage that it can force more power through a standard laser weapon. However the risk of burning out the weapon or exhausting the pack itself is much greater than with a standard pack.
Hotshot packs in necromunda. not much different from standard 40K

Page 62
Red dot laser sight: This sight shines a continuous low-powered red laser beam along the barrel of a weapon, placing a red dot wherever it is aimed./quote]

Makes you kinda wonder why they can't modify lasguns to do this already, but it doesnt seem standard. (needlers can do it though)

Page 62
A telescopic sight is a simple but effective optical aid to accuracy.
Does not seem to be standard equipment for most 40k weapons either (At least in the underhive)
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Connor MacLeod »

Page 63
The Underhive presents a weird mixture of advanced technology and primitive technical improvisation

..

To the wealthy inhabitants of the Spire bionic implants and transplants of living tissue are readily available and affordable solutions to disease and injury. Beneath the Wall a few wealthy family patriarchs may be able to afford such services. In the underhive, people cope as best as they can, making do with simple prosthetics and putting up with debilitating injuries. However, even in the Underhive there are a few skilled bio-surgeons able to perform transplants for those who are able to pay the price.
Augmetic/bionic implants. Pretty self explanatry. The "technical improvisation" bit indicates that Techpriests and such are rare in the lower levels of Necromunda. We can infer from this (as we can from the Necromunda novels, and hinted by other things, such as IG tankers modifying their own tanks - that the Machine Spirit thing isn't neccesarily held to 100%, but not at least feigning belief is likely tob e fatal.)

Page 63
A bionic eye is a technical device that replaces a destroyed or damaged eye. The eye's photosensitive cells also offer protection against photon flash flares, and enable the fighter to see through smoke.
..

A bionic leg is very much stronger than an ordinary leg...

...

A bionic arm is a particularily expensive device which offers greatly amplified strength, grip and dexterity compard to a normal arm...

..
Properties/abilities of augmetic/bionic implants. It sets a useful possible benchmark for what military augmetics could be like. The novel "Ice Guard" has a Guardsmen with similarily sophisticated implants, if anyone is interested.

Page 64
An auto-repairer is a large device kept back in the gang's hideout or in one of its owrkshops. The machine is used by a gang's heavies to check and repair equipment, scan for hidden structural weaknesses and test batteries, powerpacks, and internal generators.
A sort of machine shop, in other words. The Heavies (the heavy wepaons operators) also double as the crew's technicians. This is bound to be a useful skill in the Guard.

Page 64
A bio-booster is a small chemical charge that fits into a wrist band or simialr. THe booster's bio-sensor is activated when the wearer is injured, administering a shot of booster chemical into the bloodstrea by means of a pressure diffuror. The bio-booster is self-administering and completely automatic.
A rather sophisticated delivery system, though.

Page 64
A bio-scanner detects life signs within the proximity of the user. The device is small, about the size of a pistol, and can be worn upon a belt or around the owner's neck.
Auspex (scanners) come in a variety of forms.

Page 65
filter plugs, or 'flugs', are simple filters which Necronumdans stick firmly up their nostrils to purify the air they breathe. Cheap and disposable, these are used in their millions throughout the lower regions of Hive City and the Underhive, where smog, pollutant clouds and toxic gases are constant hazards. Flugs sieve out the worst of the pollution includng most harmful substances.
A substitute for rebreather masks, although probably only useful against bio weapons and respiratory dangers. Chemical weapons or anything caustic (such as damage by skin/eye contact) probably don't count, hence why some (like the Guard) still use full face mask rebreathers.

Page 65
The grav chute is a passive gravitic repeller which reduces the downward pull of gravity to a fraction of its normal strength. It enables the wearer to float from great heights and land softly, even from a fall of several hundred feet.
It astounds me that the Imperium can have gravtech in this form but fail in all others (or be able to adapt it readily.) But I probably shouldn't.

Arguably, and an interesting useof this, if it had a prolonged use, is that you could use it to perform great leaps and such (improved mobility, like a jump pack.) Perhaps this is what jump packs are?

Page 66
These [infra-goggles] take the form of a pair of goggles or visor which allows a fighter to see the thermal images of enemy fighters in the underhive. This enables the wearer to see foes who are hiding or who are partially concealed behind cover.
NVG/thermal vision goggles are available in the underhive. Again presumably once gettign into the Guard the Necromundans (and likely other Hive World regiments) have access to such devices.

PAge 66
This is the basic fuel rod [isotropic fuel rod] used to provide power for almost everything in the Underhive. Rods come from uphive where they are made in Hive City, and osmetimes turn up as archeotech.
This may be implied as some sort of fission device perhaps, but I'm guessing its more a technobabble type fuel source. Maybe its Illudium Q-36.

Page 66
The lobotomy chip is similar in apperance and general function to a standard skull chip. The effect is to anaesthetise part of the brain, reducing the wearer's sensitivity and curbing excessive and violent behaviour.

...

Each lobo-chip is individually configured to its recipient's brainwaves.
A curious device, IMHO. Both an implied sort of augmetic to the brain (available in the underhive no less) and a mild shock at there existing a device there to CURB psychotic tendencies. I suppose there are limits even for Hive gangers.

Page 66
A photo-visor is a special visor that enhances vision in poor light conditions. It also incorporates a photochromatic layer that protects the wearer against sudden bright flashes.

....

A fighter wearing a photo-visor can see and move through smoke without penalty.
Another NVG device, although its also useful for protecting against blinding effects and weapons. Presumed availability remains similar as with the infra-goggles.

Page 67
Photo-contacts are multi-layered plastic lenses worn on the eyes to enhance vision in poor light conditions. ThHey also incorporate a photochromatic layer which protects the wearer's sight against sudden bright flashes.
Miniaturized version of photovisors. Probably not considered "standard issue" in the Guard, even though you can technically get them in the Underhive. (Officers, maybe.)

Page 67
Skull Chip
This is a small bio chip that looks like a stud or tiny metal plate covered in circuitry. It is attached to the skull by means of a fine needle-like pin which fixes straight into the brain. The chip melds with the wearer's mind and improves his reactions and memory functions.
Another cybernetic brain augmetic device thingy.

Page 67
The medi-pack is a diagnostic medical computer that can alleviate the major symptoms of wounds by means of electro-chemical impulses.
Necromundans apparently got the more sophisticated medipakcs from earlier editions. Although I believe this version is a rather big and bulky one, likely designd to be deployed in a stationary locale, rather than portible medikits (which aren't nearly so computerized, but might contain a kind of auspex and such for medical purposes.)

PAge 68
Screamers are small proximity alarms used to protect a gang's hideout. Individual screamers are tiny but the noise they make is horrendous. A gang will scatter dozens around the perimeter of its hideout in order to warn of approaching intruders.
Useful warning systems, although their use in military applications? Dunno.

Page 69
Stummers look like screamers (see above). THey are spread about by intruders as they move. Where screamers make a loud noise stummer stop noise dead. Once stummers are activated all sound within a few metres is momentarily muffled and even loud noises are barely audible.
Good for stealth purposes. Useful for infiltration and assasination and likewise missions.

PAge 69
When a fighter carries a weapon such as an autogun or bolter, ,which fires a great many individual shells in a short burst, he is assumed to carry a number of extra magazines. It is simply assumed that these are expended during a fight, and are replenished afterwards as part of the gang's cost of living expenses.
Lasguns are included in this, suggesting they have rates of fire similar to bolters and autoguns, as well as (possibly) similar - at least and on some settings -ammo capacities. tHen again lasguns are considered more reliable reloading from a game perspective, this may indicate as we know from fluff they carry a great many more shots.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Ford Prefect »

Perhaps this is what jump packs are?
Don't quote me on this, but I vaguely remember seeing a description of jump packs which had gravity technology involved.
What is Project Zohar?

Here's to a certain mostly harmless nutcase.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Ryan Thunder »

Dark Heresy - Inquisitor's Handbook - page 151 wrote: Wind Armour
[...] The infamous Splinter Winds of Barsapine travel at over 700 kilometres [per] hour and are more than capable of stripping a lightly armoured person to bone in less than 30 seconds. Against such force, even void shields are hard pressed to cope. Realizing that standing against the wind was ultimately foolhardy, the designers came up with a clever idea of creating a series of auto-reactive ceramsteel plates that would redirect wind force, allowing an individual to advance in lighter dust storms and, at the least, survive in the heavier ones.
Auto-reactive, in this case, seems to imply that the armour angles itself to deflect the wind more effectively. It's relatively expensive at nearly four and a half times the average monthly salary of an Imperial noble-born, if the equipment listing is canon.
Dark Heresy rulebook - page 124 wrote: Throne Gelt
Wealth and money takes many forms throughout the Calixis Sector. On some worlds Acolytes may find people trading with precious shell tokens or coins of rare metals, while on others they may encounter cloth trade scrits and currency tracked only in the circuits of cogitators. [...] A Throne is a measure of currency throughout the Calixis Sector, secured against the massive amounts of wealth generated by Imperial planetary tithes.
There is a widely accepted relative value that all currencies are measured by, the Throne Gelt. This is somewhat like the real world, where many currencies are often measured against the American Dollar or the European Euro. Unlike the real world, however, there seems to be no physical representation of the Throne Gelt; it is only an absolute value, used to make transactions in different currencies somewhat less of a hassle.

Table 5-1 on that page also seems to indicate that the difference in income between Nobility and "drudging classes" (described as "making up the bulk of mankind") is a relatively small factor of ~16.7. Compare this to the real world, where lawyers (never mind business executives) can pull a $250/hour income to a less-fortunate individuals mere $10/hour.

Of course, this could be attributed to mere game mechanics.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by white_rabbit »

Arguably, and an interesting useof this, if it had a prolonged use, is that you could use it to perform great leaps and such (improved mobility, like a jump pack.) Perhaps this is what jump packs are?
I think this device is something you could distinguish as part of a jump pack system. Obviously its slightly less impressive than the militarised and disposable versions the Elysians use, and it lacks the vector thrust of the more advanced packs the Ghosts use at one point. Although the Elysian system shares the two "antlers", which makes me think theres probably a bolt on vector thrust system.

Or you could just push the poor bastards out of a dropship and 50k feet and try and keep them in your anti-grav generator cone :|
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Ford Prefect »

Ryan Thunder wrote:Of course, this could be attributed to mere game mechanics.
Obviously. The difference between an Imperial noble and a hive drudge would be far too vast to accurately depict in Dark Heresy. The notion that a scummy ganger would have a seventeenth of the wealth of a scion of a vast industrial/agricultural noble house is nonsense.

Additionally, the Throne Gelt is only the primary measure of currency in the Calixis Sector, not the entire Imperium. While it's certain that the process used to determine the value of currency will similar from sector to sector, it will definitely not be homogenous. Necromunda's particular currency probably outstrips that of Calixis, for example.
What is Project Zohar?

Here's to a certain mostly harmless nutcase.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Ryan Thunder »

Ford Prefect wrote:
Ryan Thunder wrote:Of course, this could be attributed to mere game mechanics.
Obviously. The difference between an Imperial noble and a hive drudge would be far too vast to accurately depict in Dark Heresy. The notion that a scummy ganger would have a seventeenth of the wealth of a scion of a vast industrial/agricultural noble house is nonsense.
Not his wealth; his monthly income. But yeah. I figured that perhaps everybody was just relatively poor due to the constant war footing.
Additionally, the Throne Gelt is only the primary measure of currency in the Calixis Sector, not the entire Imperium.
Oh. My bad...
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Connor MacLeod »

Page 72
Its people live in huge, sealed cities called hives - constructions so tall that their higher levels rise into the upper reaches of the atmosphere, piercing the toxic clouds that cling to the surface of the planet.
Technically the actual height for the hives (like Hive Primus) is 10 miles (16 km), but this does give an indication of the height and scale.

Page 75
To its [hive city] millions of inhabitants each hive is a diverse and complete world as isolated from the surrounding ash wates and adjoining hives as from deep space and the distant stars.
"millions" of inhabitants of each hive (average). Its noted in other places/sources there are "billions", including earlier Necromunda fluff.

PAge 75
The deepest and oldest layers [of hives] now lie far undeground, buried by the corrosive ash that pile saround the hive's base.

...

Where the hive breaks the surface its broad base spans ten miles or more from edge to edge. From ground level the man-made mountain rises ever more steeply upwards. Weathered walls of adamantium climb through the phosphorescent layer of undercloud, a pall of acidic dust which clings to the surface of Necromunda like a shroud.. The hive reaches skywards through ghostly shadow, until it eventually penetrates the cloud base and emerges into the hard light of the sun. At cloud-top level the hive-walls stand almost five miles above the ash waste.

...

Cantilevered balconies hundreds of meters long jut out into open space forming the base for new construction sites.

The visible parts of the hive's base span 10 miles or more in diameter.. but the "base" is implied to be even larger, buried deep below the ash wastes and debris (which may mesh with larger estimates elswhere) and that the Hive rises "five mils" above the Ash waste (suggesting about half the hive is buried in the ground)

Page 75
Within its [Hive Primus') walls there are thousands of structural cells or domes, often many miles across and hundreds of metres high.
This too tends to imply a huge diameter for the hive.. or at least huge open spaces.

Page 76
Beneath the Wall lies the vast bulk of the working hive, ,the five-mile deep Hive City that extends from cloud-top level to the ground.
The rest of the hive, the Spire (home of the Noble and Imperial houses) rises a further 5 miles up, for a total height of ten miles.

Further reiteration of the 10 mile height figure.

Page 76
The air they [hivers] breathe is recycled from above and grows ever more bitter and poisonous as it filters downwards. Even the water is distilled from the discharge of the upper hive and their food is factory produced chemical nutrient, algae-based, or spun from corpse starch.
There is some recycling of precious materials and reclamation in some way. Hives in fact have their own ecosystems and mans of producing (at least some) levels of food.

It is worth noting that in the Necromunda novels and much of the game fluff, they aren't depicted as eating corpses (like say, Stalinvast or other places thats implied) although the "corpse starch" does kinda hint that they may reclaim dead bodies in some fashion. Generally, though, such may be minimal to nothing. (Bodies can be buried/cremated, or will be left to rot, rather than viewed as a source of food. Unless you are a zombie.) and there are plenty of other animals to eat (or drink.) even in the underhive.

Page 78
jus
Hive Primus alone is as populous as many large worlds in the Imperium.
Again implied "billions" of people in Hive Primus alone. with hundreds (or thousands) of Hives on the planet the population could extend well into the trillions.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Connor MacLeod »

More Necromunda in the pipe.. this time various tidbits, but alot more on the hive itself.

Page 81
House Van Saar is renowned for the quality of its technical products. Its technology is no more advanced than that of anyone else, progress being almost non-existent throughout the Imperium, but the House's manufacturing procecsses are precise and its finished materials are of the highest quality.
This (wrongly) implies there's no tech advancement in the Imperium, when there is (even if it is slow). Also Van Sar technology quality is more about the materials used and the refinement of their techniques (more precise - better components.)

Page 81
In the case of the Van Saar this [style of dress] takes the form of a tight-fitting body suit designed to protect and sustain the weare in the hive enviroment. Semi permeable membranes in the suit reduce the loss of body moisture whilst various spots on the material change colour to warn the wearer of airborne toxins and reduced oxygen levels.
Pretty useful outfit. and pretty sophisticated by Imperium standards.

Page 81
Hive Primus alone is richer and more productive than most planets in the Imperium. The hive is a manufacturing powerhouse, and Lord Helmawr controls the financial resources of the whole of Necromunda.
Mention of a Hive (even if it is the primary one) being the industrial equivalent of a planet. Assuming hundreds of ihves (average) per planet and the ~30K figure from 5th edition, we can conclude that the Hive Worlds more than double the industrial capacity of the "million world' Imperium. Forge words are liekly to be as productive ro moreso.

Page 84

Its [Underhive] depth varies from a few hundred meters to almost a mile and its extent is neither constnat nor strictly delineated.
A useful thing to know for Exterminatus calcs (melting depth)

Page 86
The grille tumbled to the floor with a clatter and Lothar Hex dropped into the room, boltguns blazing. Two guards exploded before the assassin's feet had even touched the floor, their torn bodies tossed across the room like rag dolls.

....
A single bolt shot rrang out, and Drexlar span from his chair as the shell struck him square between the eyes. The force fo the blast carried the body across the room where it struck the far wall and slithered to the floor. The explosive bolt had erupted inside the gang leader's head, smattering bits of bone and brain upon the wall.
Bolt round exploding two guards, and blowing apart a head and throwing a body across a r oom.

Page 126
Every day the sinister Black Ships of the Inquisition bring thousands of psykers to TErra.
Some are found worrthy and become sanctione dmembers of the Adeptus Astra TElepathica or other wings of the Administratum, for the majority their fate is less honourable, but just as vital - their souls are fed into the massive Golden Throne that sustains the immense power of the Emperor of Mankind.
This would suggest "thousadnds" per ship perhaps as a typical haul, though this may also be meant to refer (in a generlaized way) to the total numbers on a daily basis (would be millions per year)

Page 159
Lukas threw himself to the floor as Spike exploded in a hail of bolt shells.

...

From the shadows stepped Lothar Hex, the Widowmaker, his boltgun smoking.[
Bolt rounds exploding another person.

Page 187
Even in the hellish pit of the Underhive wastes some mutant strains stabilise after a time to form distinct sub-species. The most common Human sub-species in the Imperium are the abhuman races of Ogryns, Ratlings, and Squats. The Scalies are another such sub-species, though they are still a highly unstable strain compared to normal abhumans. Scalies are massive reptilliaan mutants almost as broad as they are tall.[
Another form of abhuman, arguably particular to Necromunda (sort of.) Probably qualifies as a kind of beastman.

Page 205
In a hive containing so many billions of souls only the most dynamic and merciless individuals can expect to rule, or indeed to survive.
Hive has a population of "billions" - Necromunda, having hundreds (thousands?) of hives would have a population well into the hundreds of billions or more likely trillions.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Connor MacLeod »

Now we get into some of the Spyrer stuff...

PAge 205
Spyrers use ritualised cominbations of weapons and armour which favour different combat styles. Each rig is meticulously crafted offworld, a wonderous device of half-forgotten technologies worth its own weight in credits.

The rig is self-sustaining and self-repairing, with integral weaponry and, most importantly of all, built-in power boosters which activate as the wearer masters the suit's functions.
I've heard it said that the tau make spyrer outfits, but frankly that's BS. The Tech is more human Archaeotech but incorporates nothing distinctly Tau (and the Tau don't use any of the spyrer tech, which is vERY high tech.) The fact that bolt and laser weaponry is employed is a big hint, as is the fact that the things are adaptive/organic (A BIG asset).

Nevermidn this is describing basically Archaeotech technology.

Page 206
Spyrers gain synthesized sustenance from protein packs wired into their suits.

....

The power boosts for Spyrer suits begin to kick in once the hunter starts making kills adn earning Experiencec points in combat. They work by increasing the energy feed into weapon systems and making them more powerful, improving cybernetic enhancements to make the wearer stronger or faster, thickening armour cells to increse their
protection and so on.
This tends to highlight just how "organic/adaptive" and self sufficient spyrer suits are. Definitely on the high end of Power armour tech for the Imperium. and they aren't exactly rare/exceptional on Necromunda if the novels are anything to go by.

Page 207
Jakara weapons are the mono(molecular) sword and Adamantium shield.

...


The Jakara buckler is inset with energy absorbing devices that look like faceted jewels, each one of which can drain the force from a shot or blow and hurl it back at the attacker.
Monomolecualr weapon and a energy-absorbing/retransmission device (apparnelty quite powerful.) Does hint at non Void/powerfield defensive technologies that may integrate with armor, and also hints that Adamantium has high energy absorption/dissipation properties.

Mind you that says nothing about physical/momentum based attacks.

Page 213
While the heavy arrow of a handbow can pierce flesh easily it lacks the momentum to punch through thick, rigid armour.
this would seem to discount carapace at least, possibly flak and mesh (some forms of flak can be rigid, and we know mesh can go rigid..)
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Connor MacLeod »

Last of the Necromunda stuff this time... Not sure what I'll cover next with this one. Maybe Inquisitor, maybe something else. I'll have to think on it.

Page 215
The bolt launchers on an Orrus [Spyrer hunting] suit are racks of small rockets mounted on the back of its crusher firsts. The power boosts of an Orrus hunting rig can extend the power and burn druation of the rocket's tiny engines, giving them a greater range. They can also increase the power oft he warheads and improve the fire control so that salvos of bolts can be f ired.
They don't call them bolters, but that's basically what they are. A bit similar ot the Gauntlets of Ultramar, in that respect.

Page 215
The Yeld hunting rig is fitted with heavy gauntlets mounting multiple laser tubes. The gauntlets fire a storm of laser bolts from the Yeld's fists, a deadly attack which has the longest range of any of the Spyrer hunting suits. The power boosts for the Yeld rig make its lasers een more potent, feeding even more power to them so they can fire in a sustained mode and increasing their penetrating power.
gauntlet mounted laser weapons of not inconsiderable power and ROF. Again, not all lasweapons suck.

PAge 215
The monomolecular sword carried by the jakara is a marvel of molecular engineering. The blade is a living crystalline structure which constantly renews its edge as it is blunted. The sword's edge is only one molecule thick and can slice through any but the densest of matter. As the Jakara's power boosts kick in the sword's edge renews itself more regularly and evenly to make it sharper still.
Another sort of monomolecular blade weapon like some of the blades carried by Space Marines (and some Guard units) including knives and chainswords, albeit likely a high end example given that it is self-sharpening (and self-improving, like all Spyrer rig tech).


Page 220
The Jakara mirror shield is a complex devicee that contains an unusual force field generator. The generator sets up a resonant energy vortex across the shield which bleeds off the power it absorbs into one of several containment devicees which stud the shield's surface. In turn this stored energy can be channelled back to its source as a brilliant bolt of heat and light.
The Jaraka shield is a type of force field device. Again suggests material/armor tech may be augmented by force field tech (like power fields cf nightbringer)

Page 220
A Yeld's wings are made out of hundreds of individual plates of metla connected together by micro fibre bundles on an articulated frame. The fibre bundles are activated by brainwaves read directly from the wearer's cortex through a series of conductive filaments.

...

Each of hte metal plates is wired with crystalline circuitry so that they can change colour and meld into the wearer's surroundings as part of the Yeld's defences.
Not only do they fly, they camouflage.

Page228
In fact a significant proportion of Necromundands, maybe as high as 10% or so, have minor abilities which they don't even consider to be psychic mutations - they may be "lucky" at cards, for example, or very good at "guessing" what is on another person's mind, but only so that others think that they were born lucky or are very perceptive rather than mutants. Wyrds have far more effecitve powers than this, but they are still very different from the highly trained psykers of the Adeptus Astra Telepathica. This is because Wyrds almost always develop their abilities in an undisciplined, self-taught way.
This serves as further proof that psychic phenomena is not really "all or nothing" - 1 in 10 Necromundans have some minor psychic abilities (but presumbly so weak that they don't get gulped up by Black Ships as either sacrifice or for any other purpose... it would not be easy to miss 10% of the population like that given that underHivers are also likely Guard fodder.)

In all likelihood all 40K "Humanity" is psychic in some way or another, just far weaker than even Wyrds. such abilities probably manifest s even weaker versions of powers (or just unusual talents/skills.. or perhaps some physical mutation like great strength or such.) After all they are an engineered race like the Orks and eldar (and unlike the Tau who have little/no Warp presence.) But also like Pariahs in this respect (save that Pariahs wer mae by the Necrons)

Page 231
The Pyro is able to agitate the molecules of anything he concentrates on, creating a deadly microwave effect similar to that produced by a melta gun or multi-melta.
40K Psychokinesis explained and a rough indication of implied power (for Wyrds. DEdicated psykers ought to be as powerful if not moreso, and more versatile. - EG librarians.

Page 269
Legends about Orks invariably revolve around how they can keep fighting with a bolter round through their head and a gut full of shrapnel.

Orks are undoubtably the most widespread aliens in comparison to humans, though Ork space is split into hundreds of tiny empires which are ruled by rival warlords and bosses.
Orks are not unknown on Necromunda (at least one invasion fended off) and stories about of their astounding durability, if it can be taken seriously. also note the "hundreds of tiny empires" (as opposed ot thousands in other sources.)
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

Post by Connor MacLeod »

Yes, another "spinoff" game. This one is the horus Heresy board game thingy. I dont really know how ot describe it better than that.

Page 3

Horus knew that in a long ,drawn out campaign he would lose, eventually being ground down by the superior numbers on the Imperial side.
It seems despite depictions of some of the forces during the Heresy splitting completely in half, the Imperium still held the advnatage in some manner (size, likely). Its unlikely things got dramatically better for Chaos since that time.

Page 3
Finally, after fifty-five days of intense conflict, the Emperor took up his final defensive position in the inner palace. The last hour of humanity had come and its gallant defenders prepared themselves for certain death.
bombrdment and fighting took nearly two months.

Page 3
At the height of the final battle for the palace, Horus lowered the shields of his orbiting battlebarge. At the time it seemed that he wished to use a psychic probe to witness the final moments of the Emperor.
Psychic means of (active) detection over long distances. Probably FTL like astropathy.

Page 6
The Traitor Player wins by killing the Emperor, or by capturing the Inner Palace and all four Space Ports.

..

The Imperial Player wins by kililng Horus, or by controlling the Inner Palace and all four Space Ports.
There are at least four space ports on Terra. Given how this incorporates into the fluff, its likely that this is a fairly accurate number.

Page 9
Build phases allow the Imperial player to rebuild destroyed Imperial counters at Adeptus Mechanicus factories.

..

you may not rebuild Space Marines, Titans, or Palace Guard.
AdMech factories on Terra. Also they apparently can build most things fairly quickly (within a few months) like Guard and Space Marine vehicles, but not Titans. (I'm ignoring the "repairing guardsmen" bit, but not Space Marines. That must mean or include recruitment.)

Page 12
On the thirteenth of secundus, 30,014 the bombardment began. From orbit the Warmaster's ships laid down an unrelenting barrage of missiles and deadly energy beams. The aim was to cripple the defences around the Emperor's Palace and make possible a massive invasion of Earth.
Despite the severity of the bombardment, they merely wanted to disable the defenses. This perhaps tells us of the scale of firepower deployed, that its not an upper limit, and the scope of the defensive screens on Earth (mentioned later.)

Page 12
On the Hiveworld of Thranx over a million warriors died in a single day on the killing fields of Perdagor. On the blazing deserts of Tallarn, at the Ka'an Salient, fifty thousand tanks clashed in the greatest armoured action of all time. During the spacedrop of Vanaheim three hive-cities were depopulated by rebel forces as a warning against resistance and still the defenders fought to the last man.
glimpses of the scope of the Heresy war on other worlds.

Page 12
In those last days, the sky was black with dustclouds and the eartth was split by gigantic fissures. Tectonic plates shifted under the stress of the bombardment. Mountain chains shivered and seas evaporated and became salty deserts.

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Shielded from the devastation by the cunningly wrought defences of the Adeptus Mechanicus a pitiful few stood ready to repel the invaders.

...

As the Earth shuddered under the bombardment, tank divisions roared across the tortured landscape to take up their position against the coming invasion.
Scope and severity of Horus' bombardment. Evaporating the oceans, cracking the crust, and disrupting the tectonic plates all likely require energy intput far in exces of a billion megatons. Oceans alone would be trillions of megtons easily, delivered in a matter of "days". Also note that the AdMech had shielding/defenses protecting the main facilities against such bombardment.

And its implied that amidst all this, tanks coudl operate. Rather like on Tallarn, really. Tanks are pretty damn tough.
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