Epic 40K analysis thread (all versions)

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

Post by Connor MacLeod »

This time its the Armies book for Epic 40K, Its from 1997, so I'm guessing somewhere between 2nd and 3rd edition. Away we go!

PAge 22
The boltgun is an effective firearm in most hands, but whe wielded by a specially-trained Spacee marine it can cut down a swathe of enemies with a single burst.
I'm not sure what qualifies as a "swathe", but it implies a rather high rate of fire from a boltgun. I presume this refers to the 2nd edition rules where a Space Marine has 2x the ROF with their bolters than a normal person when standing still.

Page 22
Each Space Marine wears ceramite and plasteel power armour which interfaces directly with his black carapace bio-enhancement via needle-like neural interfaces. The armour becomes a part of the Space Marine, a second skin with powered actuators, digital senses, and an inch-thick ceramite exterior.
Description of Space Marine power armour. Of note is that its composed of "plasteel and ceramite" and an "inch thick" ceramite exterior, which gives us an approximate idea of how thick the armour is (though since its only the ceramite compnent and doesnt include the plasteel one, it could and probably is a bit thicker.) Several 2nd edition sources reinforce this idea, suggesting Space marine armour is roughly an inch thick (maybe a bit more)

Page 22
Their tactical dreadnought armour is like a small tank, forged millenia ago at the birth of the Imperium by technologies which have long since been lost.
"Like a small tank" may give one an idea about its resilience, since it cannot possibly mass as much as even a small tank/APC (not even Dreadnoughts do, and they're virrtually mini-tanks too.)
Then again, what qualifies as a "small tank?" in 40K?

Page 22-23
On the other end of the scale are the recruits of the tenth Comapny, the Scouts. Their training is incomplete and their armour is not the same as a normal Space Marine, for they lack th e final implant neccessary to interact with proper power armour.
Space Marine scouts. No idea what their "armour" comprises, but my guess would be carapace (unpowered equivalent of powered armour, basically.) They probably have better protection than normal humans wearing power armour, though, because of their greater size/strength. Another likely point ot bear in mind is that there isnt neccesarily going to be a firm dividing line betweein carapace and powered armor.

Page 23
In contrast to these rapid tactics are the more static Rapier Laser Destroyer and Tarantula Multi-cannon support wepaons. These semi-intelligent, cyborg-operated gun platforms are best used in a defensive role
Space Marines seem to make use of Rapiers and Tarantulas in earlier sources to supplement their smaller numbers. I assume "cyborg" means "servitor" in modern parlance, though Tarantulas are computer controlled, not servitor crewed. I'd just conclude they use a variety of robotic and servitor-crewed Heavy and Support weapons.

They probably have motorized multilaser platforms too, a laser version of the Hydra (we see those in the Ghosts novels)

Page 23
The huge Land Raider fufills this role for the First company, its large armoured hull capable of transporting even the bulky Terminators. Its quad-linked lascannon also give a powerful punch against enemy tanks and war engines, providing heavy firepower to supplement the Space Marine squads it is transporting.
Land Raiders are used in the First Company - the rest making use of Rhinos (why this is escapes me, because the Chimera seems like a much better vehicle.)


Page 23
The Predator mounts a variety of different weapons, mixing the tank-busting lascnanon with the anti-personnel autocannon and heavy bolters.
Predators (this would be my guess before they were split up into variants like the Annihilator and destructor) carry "antipersonnel" autocannon and
"anti-tank" lascannons.

Page 23
The Razorback is a relatively new addition ot the armouries of the Adeptus Astartes. It is a compromise between the troop-carrying Rhino and the gun platform of the Predator. It has the capacity to carry a five-man combat squad of Space marines, backed up with a lascannon and twin plasma guns.
Basically it seems like the Razorback is the Space Marine version of the "Chimera" just with plasma guns (which admittedly would add alot of firepower to them, and probably reduce the "tendency to explode" problem.)
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Re: Epic 40K analysis thread (all versions)

Post by Shadowtraveler »

Connor MacLeod wrote:Land Raiders are used in the First Company - the rest making use of Rhinos (why this is escapes me, because the Chimera seems like a much better vehicle.)
I can sorta see why they like the Rhino. Three access hatches as compared to one on the Chimera would allow for faster deployment, and the Rhino's engines are more durable than the Chimera's.
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Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

The rhino is lighter, and thus more easily transported by Landing Craft and Thunderhawk Transporters, and has either limited self-repair systems or is incredibly easliy repaired (represented by its in-game ability to repair mobility damage).
"So you want to live on a planet?"
"No. I think I'd find it a bit small and wierd."
"Aren't they dangerous? Don't they get hit by stuff?"
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Re: Epic 40K analysis thread (all versions)

Post by TheMuffinKing »

The rhino could also be preferable to the possibility of better/more advanced materials and methods used in their construction, the ensuing cost of this resulting in their limitation to use by elite forces.

I suppose that in addition to the reasons mentioned by andrewgpaul and Shadowtraveler, the typically better self protection by users such as Space Marines and Sororitas probably allows a lighter vehicle in terms of armor and armament. This would fall into the more assault oriented doctrine of these forces where a mobile battle taxi is preferable for delivering a larger number of troops over supporting a slow line of advance. In this case I think the razorback fulfills the role as an in-between vehicle, more of an IFV like an M2 Bradley rather than an APC such as an M113.

We could look a real world analogue, with the Israeli army using various APC's to swiftly ferry troops around, while the tanks provide support.

Last but not least, the rhino (and its derivatives) look like one of the few Imperial tanks with a suspension.
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Re: Epic 40K analysis thread (all versions)

Post by white_rabbit »

According to the latest codex, the Rhino does have limited self-repair. Hell, stormbolters have self repair tech in them, I'd hope that it managed to make its way into tanks!

Rhino's have more redundant systems than Chimeras, specifically the redundant drive wheels, and you can probably make a Rhino as effective, if not more effective than a Chimera with add-on tech, notwithstanding its higher base level of tech to begin with.

Plus, the Rhino is really just for getting your awesome supersoldiers around, who can poke their heads out of the top hatch with a huge, usually vehicle mounted, heavy weapon if they feel like it.
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Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

For some rather fearsome fire support, the rules for the Rhino initially published in the 2nd edition box set allowed you to transport a dreadnought in it. Given that the dread could then fire its weapons out the top hatch, you have quite an impressive mobile fire platform. :) Sadly, that little trick was done away with very quickly.
"So you want to live on a planet?"
"No. I think I'd find it a bit small and wierd."
"Aren't they dangerous? Don't they get hit by stuff?"
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Re: Epic 40K analysis thread (all versions)

Post by white_rabbit »

andrewgpaul wrote:For some rather fearsome fire support, the rules for the Rhino initially published in the 2nd edition box set allowed you to transport a dreadnought in it. Given that the dread could then fire its weapons out the top hatch, you have quite an impressive mobile fire platform. :) Sadly, that little trick was done away with very quickly.
Plus it was totally ludicrous that you could fit your dready, even the smaller Rogue Trader era dreads inside a rhino.

The Lascannon/plasma gun combo for the Razorback has been sidelined to a rare version, citing how its too powerful for the tank and can cause problems.

This hilarious bollocks of course, given the Predator Annihilator, its cos they haven't made a model for it, and its a really awesome combo of weapons!
Then again, what qualifies as a "small tank?" in 40K?
Probably the Centaur.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

More from the Epic 40k armies book


Page24
Titans are immense fighting machines, towering monstrosities up to two hundred feet tall.

...

Protected by banks of void shield generators, Titans can soak up damage that would smash apart tank companies and infantry regiments.
Titans in this source can be up to 60-70 meters tall, rather than the 30-40 meter tall from earlier.

The resilience implied by their void shields implies that Titans are orders of magnitude tougher than tanks (minimum of kt range, given melta/multimelta output)

Page 24
Each Legion is based on a forge world, and the forge worlds are spread throughout the Imperium so that at any given time at least one Titan Legion can respond to the call to arms.
Given my previous estimates on Forge Worlds, there are probably at least many thousands/tens of thousands of Legions, minimum. This might imply hundreds of thousands or millions of Titans.

Page 28
The Warlord is the mainstay of the Titan Legions. Its four massive weapons systems give it immense firepower and tactical flexibility, while its metres thick armour and six void shield generators make it a virtually impregnable fortress.
Warlord titans have "metres thick" armour and four major weapons systems (Lasers, plasma, projectile/bolter, and missiles IIRC.) This shoudl set a lower limit for fighter and warship armour.

Page 29
Imperator Titans, largest of the massive Emperor class, are colossal war machines - mobile strongholds with enough weaponry to level a city/ They are used to spearhead attacks against enemy fortifications and form strongpoints around which the Imperial Army can muster. In their armoured bastions a whole detachment of troops can shelter from an enemy's fire before launching a well-timed assault to capture a vital position or mop up any survivors of the Imeprator's destructive salvoes.
Imperator Titans can "Level a city" (kiloton to megaton firepower at least, possibly gigaton+ if we consider Hive cities) They also have a troop carrying capability and basically act as mobile "cover" from enemy fire on a battlefield.


Page 41
Things start slowly, the incidents of raids increase, the Orks start selecting their war leaders and the Mekboyz begin construction of strange weapons and vehicles without really knowing why, or where the ideas come from.
This isn't specific, but I'm speculating that the WAAAGH effect acts like some sort of subconscious astropath-like communication effect, providing the coordination/organization (selecting Warleaders) as well as guiding the Mekboyz in their designing/engineering efforts. The source of the ideas? No clue. It may beh the Ork Gods, some sort of Tyranid-like Hive mind (or possibly the Ork Gods ARE a like a hive mind), or it may be from the souls/consciousnesses of dead Orks long gone (Perhaps even the Brain Boyz still exerting influencee from beyond the grave.)

Goofy as a concept are, the Orks seem to be the closest contemporary to the human Imperium that exists (at least they would be if they were more unified). Better odds than the Tau at least.

Page 41
Luckily the billions of Orks spread throughout the galaxy spend so much time fighting each other that their desire for battle is generally sated unless they find themselves faced with an obvious threat. If all the Orks were ever to band together in a single Waaagh nothing in the galaxy would have the power to stop them.
"Billions" of Orks, but this is probably a dramatic underestimate, in the sense of the "trrillions" of humans in the Imperium, unless the "billion" context refers to the 1e12 number rather than 1e12 (IE what is now implied as "trillion" nowadays.)

Also the infamous "if the Orks ever united they would overwhelm anything in the galaxy" bit. This probably indicates their actual numbers are closer to trillions/quadrillions in totality (matching or possibly even exceeding the current number of Tyranids in the galaxy. Although its possible the total number of Hive fleets are not included.)

Page 44
Orks are seven feet tall when stretched to their full height, and almost twice as broad as a human.
Dimensions of an ork. This almost certainly implies they are also physically heavier given comparable body density to a human (something debatable givne the Uplifting Primer, but that source also claims Orks are weaker than humans...)

Page 46
Another type of Ork artillery is the Pulsa rokkit. These are fired into the middle of enemy formations and send out a huge pusla field which knocks troops to their knees, hurls tanks sideways and generally halts the enemy advance.
Pulsa rokkit - forcefield-based explosive, along the lines of a Star Wars seismic charge, but doesn't seem to be as directly "Destructive" - more like an incapacitation/disruption weapon.

PAge 47
Most Flyboyz are speed freeks who just can't go fast enough while on land and so take to the sky for the exhilarating feeling of plunging groundwards at the speed of sound!
Implies Ork fighters are at least tran-sonic capable (but probably are supersonic like Imperium fighters.)
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Re: Epic 40K analysis thread (all versions)

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Pulsa rokkit - forcefield-based explosive, along the lines of a Star Wars seismic charge, but doesn't seem to be as directly "Destructive" - more like an incapacitation/disruption weapon.
Pulsa Rokkits get dragged back out in Apocalypse, and their description is a bit more destructive than the slightly more wacky races style of the epic stuff. More impressive as well, if quite random, one actually sinks an island and the Ultramarines company on it.
This isn't specific, but I'm speculating that the WAAAGH effect acts like some sort of subconscious astropath-like communication effect, providing the coordination/organization (selecting Warleaders) as well as guiding the Mekboyz in their designing/engineering efforts. The source of the ideas? No clue. It may beh the Ork Gods, some sort of Tyranid-like Hive mind (or possibly the Ork Gods ARE a like a hive mind), or it may be from the souls/consciousnesses of dead Orks long gone (Perhaps even the Brain Boyz still exerting influencee from beyond the grave.)
Its stated more specifically in a few other places that the Orkish racial gestalt is responsible for the rapid spread of concepts and ideas, and how they rally around powerful warleaders without really knowing why.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

The Return of the 40K Armies book.... Next to last update...

Page 58
in the dim past, the Eldar were a flourishing race. Their technology allowed them to reign over a significant portion of the galaxy, rivalling the size and strength of the Imperium.
The Eldar in their prime "rivalled the size and strength" of the Imperium, implying trillions/quadrilions of Eldar and millions of worlds. As I recall the Eldar Empire was largely centered around the Eye of Terror, though (which was why when Slaanesh was born the vast majority of their worlds were lost). Approximately that size (accounting for fringe worlds that did manage to escape the Eye, colonies, and possibly the Exodites) would stil probably qualify as "significant", though in terms of territory they were much more densly packed in than the Imperium (which while territorrially huge, also encompasses vast tracks of empty/wild space between inhnabited systems.)

By that same token, this would imply the Eye of Terror could potentially possess at least as many habitable worlds as the Imperium does (population will depend on many other factors, however.) This is debatable, as we know from other sources (Cf BFG, etc) that the imperium is bigger and more powerful than even Chaos. And assuming a density comparable to Imperial worlds, they would still have less territory overall. Their big advantage has always been crazy magic fter all.

Page 59
A vast area of space, thousands of light years across, was sucked into the warp by this psychic implosion, creating the immense Eye of Terror which is now the haven of billions of Chaos followers.
The Eye of Terror (and thus the area of space in the Eldar Empire consumed when Slaanesh was born, was "thousands of light ears across.

The implied population is "billions" which again may be an underestimate, unless billion = 1e12 (Trillion) like wiht the Orks. I've heard claims that "Trillions" of Eldar died in the Fall (cg Lexicanum) but never seen a source cited.

Page 65
Lastly there are the huge Vampire raiders. Favoured by Eldar pirates, these descend from orbit at many times the speed of sound, cleaving through the skies with th ease of a bird of prey.
Eldar Vampires are at least supersonic, though the 'many times the speed of soudn" and "descending from orbit" bit implies hypersonic/hyper-velocity speeds (Mach 5+, probably 10+ km/s) This isnt neccesarily unusual - its a feature common to a number of Navy fighters and Space Marine Thunderhawks as well.

Page 65
They are unmatched in other ways too, using image-distorting holo-fields to misdirect enemy shots rather than void shields and power fields which attempt to shunt off enemy attacks with raw energy.
Eldar use power-fields to deflect (redirect) attacks as well as holofields to confuse targeting systems. I generally presume that their vehicles and fighters/starships use powerfields as a defensiev measure (and variations are implied in alot of other sourcs) but this is never represented in the actual game simply as game-balancing, because there really is no logical reason for them not to, especially on starships. We have ample evidence of defensive forcefield screens existing among the Eldar (their versions of refractor and conversion fields, Wave Serpant force screens, whatever it is they ues to screen their walkers/titans cockpits, etc.)

Likewise, we can conclude (obviously) that void shields and powerfields are separate defensive mechanisms (power fields seem to be deflection/redirection devices, while void shields have an abosprtion/retransmission ability as well.) Likewise, I would assume the Imperium could use powerfields as well as void shields.

Page 65
Eldar titans are protected by a holo-field which is projected from wings mounted atop their carapace. This fractures the image of the Titan making it appear to be a swirling, dancing cloud of coloured motes. It is very hard to target an Eldar Titan with any degee of certainty and even the most advanced tracking sstems are thwarted by the swirling energies of a holo-field.
Holo fields seem to be like the Minbari Stealth in B5, but less sucky and more colorful. And, they also work optically. Noo doubt its some psychic witchery-wank, which makes it slightly easie to swallow than the aforementione dMinbari Stealth.

Page 79
They [daemons] are immune to all earthly toxins and poisons and their utterly alien bodies can simply ignore many weapons which would sear, burn, crush and maim mortal beings.
The poison immunity makes some sense, although the "ignoring many kinds of weapons" bit I take iwth a grain of salt nowadays, given various novels where relatively minor daemonic entities are fucked over by even lasweapons and even some powerful ones (IE Grey Knights novels) This may depend on the Daemon and the mechanism of defense (rapid healing, some sort of psychic aura/forcefield, etc.)


Page 84
And then when their warped enemy were in range the first of the Warhounds launched a salvo of searing plasma energy from the red-hot nozzles of its blastguns. Still a quarter of a mile away, steam geysered where the plasma ripped into ice and snow and a Doom Blaster exploded in a ball of crimson fire.
...

.. the Banelord let fire with its smouldering Havoc missiles, the blasts ripping through the Ultramarines lines, melting the brave soldiers inside their power armour where they stood.
Warhound titan weapons have a range of at least a quarter mile (toher weapons seem to have less than that in this case, although it might be for other reasons)

Havoc missile melts an unkonwn number of Ultramarines Space MArines inside their armour, this would imply GJ range missiles at least.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Last of the Epic 40K armies book updates...




Page 84
With a searing hiss a blast of laser energy melted the ice in front of a column of Predators, obscuring the trundling tanks in a pall of steam.
No idea how "big" a column of predators is (3-4?) but it implies that the area melted was at least 10+ meters wide (possibly diameter.) Assuming it is 10-15 m in diameter the energy output for melting is at least 100-120 GJ, possibly as much as 800 GJ if we go with 15 m diameter.

If we go for vaporization the number increases by a factor of five (500 GJ to 4 TJ) for the same values, approximately. But this is mostly conjecture anyhow. Its probably safe to say the laser

We don't know the source of the laser - my guess would be a Titan, though it may also be a Predator or some other vehicle.

Page 84
Away to his right another Banelord fired one salvo after another at a squadron of Leman Russ battle tanks blasting great chunks out of the ice field and overturning the vehicles in the process.
Banelord's weapons create shockwaves that can flip over Russes. This implies a fairly powerful high explosive given it probably requires more than 5-6 psi to topple a Russ. It is not known (but possible) that the tanks survived this mostly intact, implying something about their durability against "area" pressure attacks.

Page 88
The Subjugator [titan] embodies the essence of Slaanesh: lithe, swift, and deadly. Its hellslicers rip apart foe manyn times its own size while the psychically charged cannon leave a trail of charred wrecks and ashen corpses wherever they are fired.
the ability to incinerate multiple targets implies GJ range energies minimum (probably much higher, however since it ignores ineffieciency and overkill, and never clarifies how many corpses it cremates per shot..)

Page 95
Each organism within the Tyranid Hive Fleet is a living being, with its own consciousness. This may be as crude as a virus' need to reproduce itself or as complex as a fully developed sentient warrior's, with its own instincts reactions and interpretations. Each of these untold billions of minds form one massive sentience known as the Hive Mind.
"untold billions" of Tyranid creatures form a hive mind. Again billions is either a dramatic understatement or referring to 1e12+ tyranids (or possibly both.) Then again, this seems to be referring merely to a single hive fleet.

Page 98
The most numerous Hive Mind synapses are the Tyranid Warriors. These six-limbed creatures stand over twice the height of a man.
Tyranid warriors are thus at least 3-4 metres tall.

Page 98
With their four massive scythe-like claws, Carnifexes can tear apart tanks and sweep through whole units of the enemy. They can also spit forth balls of bio-plasma which explod with devastating effect, blasting vehicles and searing troops.
Armament and capabilities of Carnifex.

Page 99
In battle the Biovore vomits forth cloud sof Spore Mines which drift down onto the enemy,moving along in the breeze until they detect a non-Tyranid lifeform. Then they explode, shredding the target with shrapnel-like chitin debris, as well as causing massive disruption with a shower of alkalines, viruses, and acido-compounds.
Tyranid artillery, both providing fragmentation as well as biologicla warfare effects. Seems to be mainly antipersonnel though.

Page 100
.. the spine of an Exocrine sprouts a massive bio-cannon, which is powered by the muscular contraction of the head frill. This enables the Exocrine to hurla lethal chitin projectiel long distances, smashing apart the enemy even as the close combat Tyranid constructs close in for the kill.
Seems like either a tank or artillery platform, but deisgned for anti-vehicle usage. No idea on the power fo the weapon, though.

Page 101
Tyranid war engines are monstrous composite creatures, the sizeof buildings. The unique anatomy of the Hierodule and Hierophant bio-titans allows them to clamber over buildings, wade through rivers, and trample across forests with ease.
Bio-Titans are "building" sized, whatever this means.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Next up: Codex Titanicus 1st edition expansion rules circa 1989 (yes andrew, I do periodically remember to include the date :P)


Page 4
Marnoc could see that it went deeper than that. These men were lost without their leader. IT was not surprising. Titan crews were notoriously close-knit, more so even than families. The ties that bound them were forged in battle and stronger than adamanitum. Marnoc thought back to his childhood and adolescence in the Clone Academy in the Overcity of the Forge World. He remembered the discipline and suspicion, and the sense of apartness. He realised that in a way he envied these men.
Clone acadamey? And the sort of bond a Titan crew forms.

Page 6
Targeting icons were superimposed on his field of vision. He knew that where he could see the head of the Imperial Eagle, there he could direct the firefall.
Titan targeting systems.


Page 7
His heart was full of the lust to do violence. The ferocity of the Titan infacted him.

..

Somwehre in the vast distance, he heard a voice. "Princeps, you must master it. Otherwise we will run wild. Princeps, master yourself."

..

He wanted to reach out and hit the emergecny cut-offs, but he realized he must show the Titan who was master.

..

He concentrated his mind as he had been taught and ordered the Titan to power down the weapons. He had been trained to do this, but the teaching machines had not prepared him for the strength of a battle Titan. He had to focus every fibre of his being, every spark of what he was, as he strove for sovereignty over the Fortunata.

..

For what seemed like eons he was locked in a battle of wills iwth the Titan. He strrove to remain firm, to resist the urge to give up and let it have its way. Eventually he sensed the weapons power down, but he knew that the Titan was not giving up, merely callign a temporary truce. This was simply a first encounter, a gauging of strengths.
A bit of a POV on the Titan's computer/machine spirit. Titans have their own, willful spirits, and mastering them appears to be part of commanding a Titan.

page 7
Several thousand Marines, a dozen Titans, and scores of support wepaons. It looked impressive as the Marines and Dreadnoughts fanned out through the remnants of buildings, landspeeders whizzing overhead like hornets.
Up to this point, we've only been told about the Space Wolves being present. There may be other Chapters, (or parts of other Chapters, but I'm kind of doubting it.

Page 7
Marnoc jacked the Titan's sensors up to maximum, trying to ignore the fear that churned in his gut as he probed for some sign of the enemy. The horizon remained empty even to the far-seeing eyes of the Fortunata.

"come on." He heard Toal muttering. Then suddenly the enemy was there. They had come over the curve of the planet, ,thousands of small blips in the Sensorium of the Titan."

"My God," he heard Warden mutter. "There are dozens of them."

I ttook a moment ot register that he was talkign about enemy titans. Marnoc looked up and saw endless lines of them rise over the horizon.

"Fire at will" Marnoc said. The Traitors advanced confidently on the doomed position.
Enemy forces (including Titans) appear on the Horizon. This specifies both scanning range and offensive weapons range. Assuming a height of between 30 and 40 meters the range will be between 20-25 km. This would be roughly consistent with ranges as established in the Abnett novel Titanicus.

Page 10
Through the feedback systems the Princep's felt the enemy's arm being ripped off with a practised twist.

..

There was a hideous shriek as the Rebel's chainsword bit into the carapace. Marnoc felt a twinge of pain in his right shoulder as he did a quick status check. The armour had not been penetrated, damage was negligible.
Pain (albeit dampened down) is transmitted to the crew via MIU. Presumably this is meant to encourage some sort of behaviour, but it seems a bit silly to me, particularily since the pain comes from not even having the armor breached.

Page 10
He saw the whole head [Rebel Titan] fly clear as the crew ejected.
Titan ejection systems. Seen before.

Page 14
Static: An electro-magnetic pulse surges through the Titan's electrical systems, disrupting them for a short time.
Titans evidently have electrical systems rendering them vulnerable to EMP.

PAge 14
The titan's weapon sensors have been damaged, and may not be repaired.

...

The Titan's movement sensors have been damaged, and may not be repaired.
...

The Titan's auto-repair sysems have been damaged, and may not be repaired.
Titans have weapons and movement sensors, and auto repair systems.

PAge 15
He cursed the traitor shot that had damaged the mind-impulse unit and reduced him to scavenging from a damaged Rhino while battle raged across Blue sector.

..

Without the alterstat the Warhound would never move again. He would be unable to link with the Beast and stride away.
Apparently not only do Rhinos have MIUs (or come wth them) but the gear in certain vechiels such as Rhinos can be utilized in at least some titans, indicating some of the scope of equipment standardization the Imperium uses (and its benefits)

Also, titans are useless without their mind impulse units.

Page 15
On many occasions its near mindless bloodlust had come close to swamping his personality and caused him to remain in situations that more cautious or less driven commanders would have run from.

..

And now it seemed part of him enjoyed the danger just as the Warhound did. He had grown more like it over the years just as it had grown more like him.

..

The mind-linkages meant that he knew it intimately in a way that it was impossible to know another human being. Over the years the intiial fierce antagonism he had felt towards it had mellowed into a bond deeper than love. deeper even, Kurtz sometimes thought, than his devotion to the Emperor.
A bit of POV of the bonding process that occurs via MIU between a Princeps and his vehicle's machine spirit. Apparently this does suggest that imprinting of both crew and vehicle can occur, each absorbing a bit of the other.

Page 15
He took a swig from the self-heating can of field coffee and let the bitter liquid flow down his throat.
"self heating" field coffee.
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Re: Epic 40K analysis thread (all versions)

Post by TheMuffinKing »

Here is a link relevant to the "self-heating coffee".
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Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

Connor MacLeod wrote:Next up: Codex Titanicus 1st edition expansion rules circa 1989 (yes andrew, I do periodically remember to include the date :P)
That's awfully good of you, sir. :)

Quite important in this case, since the title "Codex Titanicus" was re-used for one of the books included in the 2nd edition Titan Legions game (the one which introduced the Imperator titan).

IIRC, the story running through the Human section of Codex: Titanicus is the first battle of Tallarn. The conclusion, on page 42 (or thereabouts - I've got an electronic copy), as well as other colour text mentions Lexicanium Elisar Trask of the Ultramarines, and from the same page as the "self-heating field coffee" reference, there's a piece of artwork showing Kurtz taking a break from his warhound and smoking a fag next to a Salamanders Rhino. Presumably the one he stole the MIU from.
"So you want to live on a planet?"
"No. I think I'd find it a bit small and wierd."
"Aren't they dangerous? Don't they get hit by stuff?"
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Next update for the 1st Ed "Expansion rules" for Codex Titanicus...

Page 18
There are few sights more impressive in war than that of a Titan losing a leg. The metal giant totters for a few seconds, stabilising jets overload themselves tying to compensate, and finally the sixty-foot figure comes crashing down like a felled tree.
"sixty foot" titan, the mention of stabilizing jets. Apparently they DO take steps to keep their humaniform doom machines from being easily knocked over.

Page 18
When a Titan's plasma reactor suffers serious damage, it will become unstable almost instantly. The Titan is vaporised in an unstoppable and spectacutlar meltdown. It is removed from play. All units within 8 cm must roll for damage as if hit by a plasma cannon firing on maximal.
ignoring the "cm" bit, it does imply that the "overload" of a Titan (which can create a multi-km crater, nevermidn the vaporization) is comparable to one of its plasma cannons, at last in part. Vaporizing a 2000 ton battle titan alone needs a good couple KT

Page 22
The place, a boiled out crater that had once been a sculpted lake, looked safe. For a moment, still linked to the Titan, he dozed.

His dreams merged with those of the Titan, becoming strangely vivid. Down the years many Princeps had sat in his command throne and each had left a part of himself impritend on the Titan's long memory. He drifted into their timelost experiences.

...

All the time he felt the Fortunata grow, acquiring new tricks from each Princeps, ,having its personality subtly moulded by these strong willed-men and, in turn, altering them.
Again we get hints of "cross-imprinting" going on between titan and princeps via MIU.

I dont know what boiled out the lake though, but it would take a ton of energy to do it

Page 22
Titan weapons are designed differnetly to weapons used on vehicles or by infantry stands. They are designed o last, to sustain damage that would destroy an Imperial Land Raider and still keep on working. This makes them much alrger and heavier than weapons used by other troop types. THe firepower of a Titan's weapons is also related to the size and output of its plasma reactor.

..

All Titan weaponry is interchangable, and a weapon can, for example, be taken off a Warlord and mounted straight onto a Warhound.
Titans appear to be pretty modular in some ways, all things told.. much tougher than a Land raider too.

The relationship of size and power to a titan, suggesting it does scale up proportionally.

Page 23
In practice, the number of hull variants in use (for Titans) are quite limited. The most commonyl used are referred to as standard variants, and they generally account for over 90% of the machines in their class.
Relationship between stnadard titans and vairant titans.

Page 23
The Warlord class is by far the most numerous Titan ever to have seen service. In some theaters of the Horus wars, it was the only titan available, and has had to fufill a wider range of roles than its designers ever intended. It says much for the soundness of the Warlord design that it has proved versatile and adaptable enough to meet these demands.
Page 24 -

standard Imperial Titans:
Revaers come in the Hun and Goth variants, ,and the Warlord in the Death Bringer and Nemesis. The Warhound has no obvious variants.

Page 26
The suit [worn by titan crews] is made from rubberised plastic, and contains numerous bio-links which, along with the surgically implanted mind impulse or sighting links, means that the crewman can interface with his Titan directly. The spinal link also contains the life support cables that are needed, and can be attached to a remote unit with which a Princeps can monitor his titan's actions when he is not aboard.
Titan crew equipment, including targeting gear and remote monitoring gear.

Page 28
Plasma weapons (ie plasma cannon and the light and heavy plasma guns) require a great buildup of energy in order to fire on maximal. For Titans, this energy can be tapped direct from the plasma reactor, but the power drain limits the Titans freedom of movement.

Plasma weapons carried by infantry or mounted on a vehicle are fitted with power accumulators, but these take some time to build up the necessary power for a maximal shot.
Titans can redirect virtually all their reactor power to their plasma weapons although at the cost of reducing movement. This is a bit peculiar, since the energy expended in walking, even assuming an arbitrarily tiny efficiency (say 1%) yould only get into the GJ range (assume 36 kph top speed, 2500 ton Warlord Titan, etc.), far less than the probable Terajoule-petajoule range for Titans. Either there is a great deal of inefficiency powering a Titan's motive system (which also means they need some really good and really technobabble radiators probably), or there are other related systems to the motive system aside from just moving the legs that suck up a great deal of power (IE artificial gravity, some sort of force field system, or whatever...)

Of course, its also quite possible Titans simply have 200 MJ or a few GJ plasma weapons :D

Page 30
The Order's badge [titan legion/order] is also used as the insignia on all of its associated vehicels and troops. These troops are known as the Scutarii, and are levied from the ORder's Forge World. They follow the normal Imperial Guard strucutre, but have much more rigorous recruiting procedures.
Note that Scutarii (skitarrii) can have both Rhinos and LAnd Raiders, at least by this source. Rhinos I can believe, since they are technically supposed to be able to be built anywhere (and I suspect they are alot more common than is hinted at in Ipmerial Armor. Its only the "high quality" Rhinos with the uber materials or sophisticated gear you see with the Inquisition or Astartes or Sororitas or Aribtes. Lower tec Rhinos probably would be no better than, and possibyl worse than, your average Chimera.)

It's also worth noting they "follow the normal Guard structure" but are apparently more rigorously examined and trained, suggesting (in addition to augmetics) better inborn quality.

PAge 30
The infantry recognition symbols are worn on both sides of the helmet. Their colour depends on the type of unit: green for assault units, blue for devastator units; and red for tactical and supporrt, as they fight in conjunction.
In reference to Skitarri infantry marks. Apparnetly this was before the "revised" Codex organisation of later editions, when you still had Guard units that were similar to Space MArines (Tactical, Assault, Devastator). It could be though that some Forge worlds still follow this practice.

Page 30
The three variations for the helmet flashes of Land Raider, Predator, and Vindciator crewmembers are shown above.
[/quote]

Again, this is probably a relic from "earlier" times before 40K's stuff got more formalized, but its also quite possible the AdMehc does retain thse sorts of vehicles for their own Techguard/Skitarri regiments. Its not unheard of for the Guard to have/use Rhinos and Predators, for example.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

More of Codex Titanicus (the expansion rules addition)

Page 32
Marnoc knew that the enemy was close behind them now. He could pick up comm-pulses of several rebel Titans, almost within weapons range.

...

Marnoc had powered down the void shields so that hey would not show up on enemy sensors. He knew that the buildings of Rogsburg would shield them from radar.
Several bits of information here:

* Titans can monitor and pick up the comm signals of o9ther vehicles like Titans.

*Void Shields emit energy (at least in an atmosphere) and can be picked up by sensors.

*Titan sensors are line of sight. Fairly self evident, but we have eamples where sensors can detect something beyond line of sight as well. It may be the building's materials have sensor-distorting properites.

Page 34
The Predator is a heavily-armed variant of the Rhino APC, developed as a light battle tank. With two swivel-mounted lascannon and a turret-mounted autocannon, it packs almost as much punch as a Land Raider, although it does not have the space to carry troops.
The Predator is stated to be a "light battle tank" as well as to pack almost as much punch as a Land Raider. If this is true its likely to refer to the Predator Annihilator, or to only some Raider versions (or Aniihilator versions), since there wouldn't be a whole lot of point in using Raiders if the Predators could do it. (A Land raider is a small, tracked Titan for all intents and purposes.)

Page 39
Dornal smiled as a wounded Marine, crawling frrom the wreckage, flashed across his sights.

He vapourised the man where he stood.
Traitor marine from the HEresy era using Land Speeder swith melta weapons to vapourise a marine. Assuming ~100-150 kg of armor composed of iron (silicon 50% more energy roughly) and ~150 kg human would be 700-1500 (depending on iron or silicon and the mass) and 375 megajoules respectively. So call it between 1-2 gigajoules, over an unknown timeframe.
G-forces tugged at his cheeks as the pilot pulled the speeder's nose up His limbs felt heavy as they rose skyward faster than a hawk in flight.
Assuming this refers to diving speeds, it could get up to 100-200 mph, else its probably alot slower (20-40 mph probably),a nd would imply considerable acceleration.

Page 40
Walkers are more-or-less humanoid fighting machines which travel on legs rather than wheels, tracks, or gravitic drives, but which are smaller than Titans. Most walkers are no more than two to three times the size of an infantryman. In nearly all respects, walkers behave the same way as armoured vehicles.
Walkers described and an upper limit on size.

Page 41
Dreadnoughts have a one-man crew, and combine th form and movement of a suit of powered armour with the protection and firepower of an armoured vehcile.
Dreadnoughts, in other words, were (once) just really really heavily armored power armored suits (moreso than Terminator armor) of course, later on, they became the resting places for Marines, but its possible the "old" type exist somehwere.

Page 41

Each Space Marine Chapter has its own force of Dreadnoughts, and hundreds of thousands of Dreadnoughts have seen action on both sides during hte Horus Heresy.
Scope on the numbers of Dreadnoughts availabel to the AStartes. ASsuming no significant losses over the years and a complete inability to repair or replace them, tha twould imply scores or hundreds of drednoughts per chapter.

Page 42
Robots differ from dreadnoughts in tht they rely on a program rather than a crewman. This means that they behave a unique way on the battlefield.
Robots in this vein seem to to be more like the "remote controlled" vehicles like centaurs or the old Tarantula designs (the mobile ones) rathe than a vehicle oeprated by machine spirit., only they run on pre-programmed commands.

Page 43
Imperial battle robots are maintained by the Legio Cybernetica, which is a fighting arm of the Adeptus Mechanicus in the same way as the Collegia Titanica. They are assigned to Space Marine forcecs for battlefield duties, but are not part of the Legiones Astartes.

Robots have seen service in just about every campaign of the Horus Heresy so far.
In modern times, if these exist (possible) they'd likely be only deployed with AdMech forces alone or deployed along Titan/Skitarii forces. We can infer, however, that pseudo-robotic forces like Tarantulas or Centaurs would still exist or be employed in some fashion.

Page 43
The robot ran its final recognition checks. The patterns painted on the side did not match those of any friendly units. The Conqueror opened fire, cutting the Dreadnought down.

It stepped forward and briefly examined the wreckage. Bolter fire from the marines pattered off its armour.
Robots appear to be comparable in magintude to Dreadnoughts when it comes to firepower, and can take them down rather easily. At the same time they are highly, highly resistant to Marine bolters.

Page 43
Colossus: The Colossus was developed as a siege robot, but has proved itself sufficiently versatile to take on a wide range of battlefield roles, including support and close assault.

Cataphract: This is one of hte heaviest of the Imperial battle robots, designed for a general purpose role with the accent on versatility and durability.

Castellan: The Castellan class is a heavy assault robot, slower than the Crusader but more heavily armoured. The most common configuration concentrates on anti-personnel weapons.

Conqueror: The conqueror is very effective against infantry, and its braod range of weapons suit it for every situation from support to close assault.
Various robot patterns and their specialities.

Page 44
The support pod is used to provide heavy support for troops landed in assault pods. It is armed with a plasm cannon, and has no remaining space to carry troops.

The Deathwind pod is designed to land admist heavy concentrations fo enemy troops. It does not carry troops, but is equipped with a Deathwind multi-launcher. If it survives the landing, it fires this weapon; the multi-launcher rotates at high speed, firing all its ammunition in a devastating volley, and the pod then self-destructs
Support weapons pods. Back then they had more than just bolters. Good for messing things up on the ground

Page 46
Drop ships are huge vehicles, used to carry large bodies of troops and machines such as Dreadnoughts into battle. There are various types in serivce, of which th emost common is the Thudnerbolt.

A Drop ship can carry up to 8 stands of infantry or the equivalent as shown on the following table.

..

Transport equivalents:
2 Dreandoughts or Robots = 1 infantry dstand

2 light vehicles= 1 infantry stand

1 armored vehicle = 2 infantry stands.

...

Note that each unit is counted separately. Thus, 4 infantry stands and 2 Land Raiders is a full load, whether or not the infantry are embarked on the Land Raiders.

Note that while this is gameplay, I did include it to simply indicate the likely (proable) size of drop ships if the gameplay card gets played. In general they seem to be able to carry at most a platoon or so of infantry (several squads) but can also carry some vehicles (or at least some can) for rapid deployment.

Page 46
Drop ships do not enter the battlefield in the same way as landing pods. They glide onto the battlefield with limited manoeuvre control, which means that their landing sites must be very carefully selected.

...

Collision with buildings: Both the building and the drop ship are automatically destroyed.[note: I only include this part because some "people" claim that this sets a calcable result for 40K durability/strengths. Same for drop pods. I only include it because I want to show its (A) vague and unquantifaible and (b) more game mechanics related than analytical.)

..

Drop ships ar protected by a bank of power fields...
Presumably not all drop ships are shielded, however. Its also worthwhile noting because drop ships re likely fighter/bomber/assault shuttle sized (since they include Thunderhawks) and this means such craft could be equipped with pwoerfields (including even thunderbolts.) More limited defense than void shields, but still providing greater protection than no shields would.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

More codex titanicus expansion..

Page 47
Presiding over the carnage like renegade gods were the Titans. Huge Warlords incinerated hundreds with fusion fire.

...

Like insectrs warming out to defend their hive, Marines surged forward. A hundred thousnad voices were raised, crying loyalty to the Emperor or to the Warmaster. Ten thousand men moaned as they died.

Their comrades fought on round their corpses. Some had no time to scream or pray or plead. They vanished in expanding clouds of super-heated steam as the plasma bolts of the Titans fell among them.
One battle, 100,000 marines, not including Casualties. Warlords incinerating hundreds suggests at least triple digit GJ/low TJ firepower employed, though durations/numbers aren't specific enough to say mor ethan that.


Page 48
Imperial transprots are huge tracked vehicles, ,used to carry large bodies of troops and machines such as Dreadnoughts into battle. There are various types in service, but most are almost as big as a Titan, and capable of carrying large forces.

One of the larger Imperial transports, the Behemoth, is almost as heavily armed as a Battle Titan, and is protected by two banks of power fields. With its heavy armour and powerful weaponry, the Behemoth is able to move Marines to the front in relative safety, protecting htem from barrages and long-range attacks...

..

Imperial transports sometimes have a battlefield role, deploying their fores and taking up supporting positions where they act almost as semi-mobile fortifications Most Imperial transports carry some defensive armament, and some variants can mount almos tas much firepower as a Titan.

An Imperial transporrt can carry up to 8 stands of ifnantry or the equivalent, as shown on the following table. [Table is the same as with drop ships.
I dunno whether these exist or not still, but the LEviathans and Capitol Imperialis get mentioned, so I'd say yeah they do. It is interesting to note that some of them are "near titan levels" when it comes to firepower (thus indicating Titans carry many times the firepower of their superheavy cousins, as these vehicles presumably are more heavily armed than superheavies.)

They also mount powerfields rather than void shields, which gives them some protection, but still less than what a void shielded vevhicles has. They also have the inherent benefits accrued from "not being a bipedal walker."


Page 52
The Eldar are an ancient race; their spacefaring history predating humanity's by many thousands of years. In the distant past, the Eldar encountered the Old Slann, ,the greratest of all spacefaring peoples, and learned many arcane secrets about the universe from them. Aftr the passing of the Old Slann, which itself happened thousands of years before man's first stumbling attempts at spaceflight, the Eldar continued to flourish and theri civilization expanded throughout the galaxy.

Eldar space travle, like that of hte Old Slann, is based around the principle of warp-tunnel engineering. Tunnels were constructed from star to star, passing through the warp and allowing spacecraft a means of moving rapidly throughout the galaxy. Warp drive, as used by human spacecraft, were not used by the early Eldar and this kind of travel within the warp rather than thrugh tunnels was regarded by the Eldar as dangerous and impractical.
Mention of the Eldar and the Old Slaan. I believe its been mentioned that some theorize the Old Slaan are the "old ones" talked about in the Necron Codex, although I believe this theory has been discounted. It would seem likley that the Slaan simply taught the Eldar at some point (taking over for the Old Ones perhaps - they may be another one of the engineered races ilke the Orks and Eldar themselves.) Chronologically this seems to take place sometime before the Eldar's rise to power (suggesting they were being trained by the Slaan to take whatever mantle the Slaan might have been passing on, perhaps from the Old Ones) but sometime after the war between the Old Ones and Necrons.

It's also interesting to note that even before Slaanesh's birth, the Eldar considered warp travel via warp drive highly dangerous.


Page 52
They [Old Slann] taught how every living thought and feeling creates an echo in the warp, and how like characteristics re-echo together, creating a unified circulating wave of energy. Such waves form vortices of pure energy manifesting a collective consciousness and will. The Slann called these conscious warp creatures the Powers of Chaos.

The Eldar fell victim ot the monster crated by their own racial inclinations: a Power of Chaos raised by their common ambitions and motives. As the Power grew stronger, its echoes began to permeate the minds of the Eldar themselves, reinforcing the qualities upon which it fed and furrthering its own growth. The natural ambitions and ideals of the Eldar, healthy enough in moderation, were soon reinforced to a point of obsession and insanity.
The Slann give perspective on the creation and manifestation of warp entities, particularly what are called daemons. We also learn that Slaanesh's birth was preceeded by effects which were largely synergistic - the Eldar were influenced as much by Slaanesh's creation as they influenced that creation, creating a nasty sort of self-perpetuating cycle (much like other phenomena like daemon summoning or Warp storms - the emotions triggered by large scale conflicts can sometimes prolong or even indefinitely sustain some forms of warp activity.) This phenomena echoes the Avatar of Khaine and its influence on the Craftworld Eldar (and vice versa, probably.)

In any event, this "self fufilling prophecy" sort of thing lends an interesting aspect to the Fall - a sort of "trap" they fell into - that it was as much due to infleunce by outside forces as well sa Eldar stupidity.

Page 52
Today the entire Eldar civilization is located on board the giant craft worlds which float throughout the galaxy. The size of these worlds varies tremendously, some are almost the size of a small planet whilst others are little more than a city floating in space.

The craft worlds still preserve the warp tunnel technology of the Eldar, and every craft world has many entrances to warp tunnels inside it. Some warp tunnels are large enough only to admit a single Eldar, others are large enough to drive a substantial vehicle through. The largest of all are located outside the craft worlds, either contained within or suspended in space nearby. They are virtually invisible of course, little more than a patch of darkness, but they allow whole spacefleets to move between the different worlds, and from craft worlds to solar systems throughout the galaxy. In this way the Eldar can move easily and quickly throughout the galaxy.
Craftworlds "the size of a small planet" might suggest hundreds or evne thousands of kilometers in diameter, while city size suggests maybe tens of km or less. The "warp tunnels" mentioned would obviously be the webway, prior to the invention of that name.

Page 53
While the Old Slann taught the Eldar about the dangers of the warp, they also taught them about its many positive aspects. They taught how the mind of a living creature passes upon death into the warp, wher eit may, if the individual mind has achieved power, remain whole and immortal as a spirit in the warp. The Old Slann believed that the object of life was to perfect the mind, and thereby achieve conscious immortality as a spirit in the warp. Once created and immortal spirit could reincarnate as a living creature, and would always return to the warp as a whole spirit upon death. However, the Old Slann also warned that such existence was impossible if an individual's own thoughts were too close to those of a Power of Chaos, for when that happened a deceased consciousness woudl be devoured by the greater Power, losing its identify and melting into it.
The Old slaan basically sound like the Shamans of Earth who reincarnated as the GEoM. Also, we learn here about the gestalt-like nature of Chaos entities - they consume/compose themselves not just of the energies of their minions, but also their souls, which presumably provide more substantial strengthening than the former does.

Page 53
Today the Eldar know that upon death their consciousness will not survive, but will be devoured by Slaanesh and further invigorate that which is the eternal shame of their race. THey can have no immortal life as a spirit, and in death can only hope to serve the creature they regard as their most potent enemy. It was as a response to this fate that the Eldar developed the Infinity Circuit.

The Infinity Circuit is a repository of Eldar minds, a collection of objects called Spirit Stones. The consciousness of one or more Eldar is preserved in each Spirit Stone. OF course, a consciousness is not quite a living mind, so many Eldar minds can occupy a single Spirit Stone manifesting a collecitve consciousness, or pool of knowledge. Althoguh STones are individual reposittories, all share the energy of the entire Infinity Circuit, and are linked by the energy flowing between them. When an Eldar dies his spirit passes into a small temporary spiritual repository called a way Stone. The Way Stone can only hold the spirit for a limited time, during which the Eldar's spirit must be transferred to a spirit stone for it to survive. All Eldar wear a Way Stone, a small stud or decorated emblen which will hodl their spirit if they die, usually on their breast.

Each craft world has its own Infinity Circuit, spread over many Spirit Stones where the consciousness of its past citizens resides. The craft world's Infinity Circuit represents a vast repository of wisdom and expeirence, and it is treated with ultimate respect by the Eldar who live upon that craft world. Every Eldar knows that his fate is to join his forefathers in the Infinity Circuit when he dies. If an Eldar dies before his spirit can be gathered, this is regarded as a great loss and terrible fate. The Infinity circuit of the craft world is regarded in many respects like a living creature, which in some ways it is, contributing its own undying wisdom to the government of the living

There are many small Spirit Stones containing one or only a few collective minds. These smaller Spirit Stones sometimes lie at the heart of machiens, spacecraft, or toher mechanical devices in such as way that the consciousness they contain can conjoin and harmonize with the minds of living Eldar. The relationship is a useful one to the surviving Eldar, and one which has grown to be entirely natural for them.
The infinicty circuit and spirit stones. The spirit stones and IC as we know also form teh cornerstone of Eldar power generation and computer tech (or what passes for it)
The ultimate examples of Eldar meshing with Spirit Stones is that of the craetures called Avatars. Every Craft World has a number of Avatars, battle suits build around a Spirit Stone housing the idealised spirit of an Eldar principle. Such stones contain only the parts of consciousness which most embody an aspect of the Eldar character. An Eldar who becomes an Avatar melds his own personality with the idealised spirit of a racial principle, becoming a living manifestation of that atittude of the Eldar character. Once an Eldar has donned the suit of an Avatar, he and the Spirit Stone are united until he dies, the Eldar simply forgets he has its own personality and becomes enmeshed within the single-minded thoughts of the Avatar. Upon death, the Eldar's own spirit passes into the stone and awaits a new Avatar. The Avatars are important to the Eldar, they are liviing virtues, the embodiment of what they see as worthy about their ace. The AVatar sare the most important occupants of a craft world.

A further example of this melding of Eldar and Spirit Stone is the Phantom Titan, where the minds of its living crew meld into the Spirit Stone of the Titan itself, and are governerd by its vast fighting experience. Unlike the Avatar the melding is only temporary, but it still enables the crew to fight with all the battle-wisdom and ferocity embodied by the s pirit in the stone.
Out of universe, this sounds like in earlier times the Exarch concept was merged with the Avatar of Khaine. In practice though, this isnt neccesairly inconsistent with the more modern understanding of what the Avatar is. After all, something happens to the body of the Young King, and its likely that its spirit does go into the Avatar the same way an Exarch's spirit joins the infinity circuit of the suit. And as noted, Khaine basically is a manifestation of the warlike natures and emotions of the Eldar, so the idea that he might "absorb" souls is plausible. This of course highlights that the more modern "Avatars" also have properties quite similar to the summoning of daemonic creatures (eg blood sacrifice). except that the body being possessed isn't flesh and blood (its more like a daemon engine/vehicle or some construct like the Brass Thief from Ravenor.) Hell in this manner the Avatar is more like a really powerful sort of Wraithguard/Wraithlord/Dreadnought. That the Avatar is likened to a Eldar Titan is a further reinforcement of that idea.

Page 53
They believe that when the Infinity Circuit hold all the spirits of their race, all of the craft worlds will unite into one Infinity Circuit, and the collective spirits of the Eldar will join to form a new Power of Chaos that will battle and subdue Slaanesh, ,so that Eldar spirits may once more be able to merge with it and form a single, balanced entity. By doign so, if such a thing is possible,t hey hope that this will allow the Eldar race to be recreated in a better form. Meanwhile the Avatars of the craftworlds must guard the Spirit Stones from harm and continue to survive, so that all Eldar can see and form in their own minds a concept of the Eldar virtues that will enter along with their spirits into the Infinity circuits.
Eldar version of the Star child basically, which we probably could refer to as "Plan A." Their meddling with the Illuminati and Sensei and the whole Numen concept is probably their "Plan B" for dealing with Chaos.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

More Eldar stuff from the codex Titancus expansion thingy... next up Orks.

Page 55
Upon becoming a Titan crewman, a ceremonial band is wrapped around the Eldar's head; almost immediately, the band bonds to his skull and sends tendrils into his brain. The headband bears a small chunk of Spirit Stone taken from the Titan that the Eldar is to serve. Upon taking his place in the cockpit, each crewman psyschically links with the Titan using the fragment of stone. In effect the Titan and the crew become a single entity. The band may only be removed upon the Eldar's death.

..

When in battle, each crewman wears a close-fitting boiler suit that contains the life-support systems he needs. His boots are made of a slightly adhesive substance that is ideal for moving around the organic tubes and passageways that criss-cross the Titan.
Like Imperial Titans, Eldar titans are controlled via a MIU analogue, although more sophisticated than the Imperial versions, and relying heaivly on spirit stones. This means an Eldar Titan is basically a really huge Wraithguard/Wraithlord.

Also the equipment of Eldar titan crews

Page 56
This appearancec is largely deceptive, for the Phantom is strrongly built, and can absorb at least as much damage as a Human Warlord Titan.

Unlike Human Titans, however, Phantons do not make use of void shields. Instead, they have a system of defensive screens called dathedhi (between colours). The screens project a holographic disruption pattern, whose dispersion is linked to the Titan's movement. Thus, when a Phanton moves, its image seems to explode into a storm of tingy mutli-coloured shards. The faster it moves, the more scattered the image becomes. When it stops, the cloud appears to colasece into a solid shape.

Eldar defensive screens are designed to disrupt enemy targeting rather than stop incoming fire as void shields do.
Titan durability and defensive capabilities. It is interesting that here Eldar Titans are as tough as Imperial ones, yet when we get to starship scale the same is not neccesarily true (go figure)

Also holo fields seem to be linked (technologically speaking) to the Harlequin's dathedi (Same name and eveything) It does seem odd that they claim Eldar don't use shields, even though some vehicles (EG Wave serpents) do. It may be that the shields are incorporated as part of the durability (rather than relying solely on physical structure.)

Page 56
The Phantom has a crew of four - three living Eldar and one Infinity Circuit. The Infinity circuit is normally mounted in the centre of the crew compartment in the Titan's head, and the livign crew - frequently blood-reltives of the Infinity Circuit - occupy couches around it. Unlike their Human counterparts, they do not have specific finctions. Each crew member is equipped with a headband in which is set a fragment the carrecedon stone; by means of this they merge their minds into the Infinity circuit, forming a composite mind capable of handling multiple thoughts and actions. This mind is linked to the Phantom's mechanical systems by mind Impulse units which are far in advance of those used by the Imperium.

The relationship betwen a Phantom';s living crew and its infinity circuit is intimate and all sharing; they know each other totally, and are marked by their ability to finish each other's sentences and thoughts out loud.

..

The superior design of Eldar mind Impulse units, coupled with the composite mind formed by the crew and Infinity Circuit, makes the PHantom Class a very flexible Titan, able to react quickly to an opponents actions.

..

Co-ordinated by the shared consciousness of crew and Infinity Circuit, Eldar repair systems are highly effective at locating and repairing damage.
Description of the Eldar Titan's operation in more detail. Note the importance of relationship between Titan and crew, and the advantages of the design.


Page 58
The V-cannon causes a fluctuating electromagnetic field which inducecs powerful interferencec in heavy duty power transmission systems. This is often compared to an electric current inducing muscular paralysis in a Human. When two or more are brought to bear on a single target the fields will interefere with each other. This interference is modulated to induce resonant vibration in the structure of the target, causing damage by literally shaking it apart.
Vibro cannon, more of an electromagnetic weapon than a sonic weapon.

Page 60
The term Beithir (an ambiguous word in the Eldar language, translatable equally as "thunderbolt" and "striking serpent" is applied to a range of two man mobile field artillery units. The most common weapon is a las-cannon, but heavy plasma guns, D-cannon, and scatter lasers are also widly used.
Eldar artillery.. equivalent to the Rapiers used by the Imperium I believe.

Page 60
THe Spirit Warrior is genreally considered as a robot by the Imperium, but to Eldar eyes it is very little diffrent from a dreadnought. Instead of a living Eldar, it is crewed by an infinity circuit, but there the differenc eneds. Spirit Warriors do not require programming like Imperial robots, and behave in every way as a dreadnought.
Another name for WraithLord/Wraithguard.

Page 60
Despite the exposed position of the crewman, ,the War Walker is not counteda as a light vehicle. The crew position is protected by an array of energy fields, giving th esame protection as a Dreadnought's metal skin.
Probably more of an Eldar equivalent of a Sentinel. note the use of force field defensees (albeit in a highly selective manner.) - demonstrating the Eldar DO have forcefields.

Page 62
The Swooping Hawkes (Eldar Fian Silspeiraigh) are an elite force of assault troops, specializing in troop drops to secure the area for other Eldar forces or to mount a devastating s urprise attack.

The Avenging Warriors (Eldar Fian Dialcaman) are hte main Eldar line infantry who take various roles in the field depending on the pre-battle rituals they have undertaken.
Early names for Eldar Aspect Warriors.

Page 62
They [swooping hawks] are usually the first wave in an attack on a planet, capturing key poitns in lighting raids and preparing the way for the main assault. Once the more heavily equipped units have been deployed, the Swooping Hawks are ferried back to the craft worlds, where the can be deployed quickly to aid beleeagured units or staunch a breakthrough by the enemy.

Swooping Hawks are ferried from the craft world to a planet's atmosphere in specially-designed craft known as Rillisliddian (Shooting Star). THese are not technically drop-ships, for they do not land on the planetary surface. Instead, they enter the atmosphere briefly, ,and the troops they carry free-fall to the surface, using their jump packs to slow and control their dsecent. Because they spend very little time in the atmosphere, adn because of the complex system of cloaking devicese with which they are equipped, all too often the firist warning of a Swoopin gHawk attack has been the sudden scream of jump packs overhead.
Swooping Hawk tactics and deployment methods. Interestingly at this time they are deployed with cloaking devices and deploy like paratroopers.

PAge 64
Eldar do not eject from a Titan like Human Titan crews. Instead the crew cabin of an Eldar Titan is fitted with a teleport mechanism which transports the crew to safety the instnat it is triggered.
Eldar Titans use teleporters as an escape mechanism rather than an ejection pod.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Rounding out Codex Titanicus with... Da Orks!

PAge 66
Three of the four turrets were out, but the belly gun was still working.


...

Shagrudd looked back up at the Warlord. It was advancing unsteadily.

...

As if in answer, there was a mighty explosion. For a moment Shagrudd thought the Stompsmasher itself was hit, but then he saw that the Warlord had ceased to exist. all that remained was a crater, filled with bubbling plasma.
Gargant weapon against (apparently) unshielded titan. Implication is that the titan is melted/vaporized, or at least that the groudnb eneath itis melted/boiled, but some people would take exception to the interpretation. Melting a Warlord titan (1000 to 2500 tons depending on your source, Crusade for Armageedon or Eisenhorn) assumming completely iron is around 1-3 terajoules at least. Vaporizing is 5-6x that number. Melting a ten meter diameter "crater" into the ground owuld be another terajoule or so, but as I said someone will complain about the calcs. They always do, so use these at your own risk.

Page 68
Orks are muscular and robust, and a typical specimen stands about man height, but woudl be taller if he stood up straight. Gretchin are smaller and less developed, but they have alert and cunning minds.

..

Most gretchin are owned by Ork Masters as personal servants and the Orks depend on them for mos tof hte day-to-day running of their society.
Orks as we know are a tribal society. The Orks being the "warrior" caste and the Gretchin are the servant/merchant/slave class.


Page 68
They [Orks] travel in warfleets of hijacked space hulks, patched up and made airtight by simple powerfield technology.

..

Orks need a regular supply of armaments and technology if they are to stand up to their enemies. THe Meks do a good job, but its not enough on its own. THe only solution is to conquer and enslave industrial communities, mount raids, or exact tribute. Often this will be an arms-lenght transaction with Ork space hulks turning up periodically to demand goods. Sometimes a planet will be subjected to occupation, with the Orks ru ling as an uncouth warrior aristocracy and forcing the population to manufacture arms and equipment for them.
It seems that based on this, the Orks largely supplement their own Mek based industry with that from other races (either captured worlds, or theft, or as tribute). Some orks are nomadic and some aren't, so the exact method probably varies, but apparently does include trading with other races such as the Imperium.

PAge 69
The rank and file of Ork armies are Da Boyz. Their wargear is usually a flak jacket adorned with a backplate bearing the insignia of their clan.
Orks back up their natural toughness with some form of body armor, usually flak (like the IG). In game there is no difference in quality, but that may not hold true in universe.

Page 69
Mekboyz are the technical engineers and master mechanics of Ork civilization. Their understanding of technology is crude, and they are often as mystified as to why their creations should work as anybody else, but work they do. Somehow Meks have an instinctive talent with Mechanics.
Obvious parallels between the AdMech and the Ork Mekboyz could be drawn here, but I don't want to lol. That said, the "WAAAAGH" effect being described here canbasically be considered a crude variant of hte psychic engineering the Eldar practice. A crude, bastardized version, but similar nonetheless.

Page 70
Although on the surface the idea of having such a large crew appears rather strange, it does have a sound basis in reason. given the insane complexity of a Gargant, it is far too difficult, if not impossible, for less than twenty crewmen to operate it. Ork technology could never be described as easy to use. With so many levers to pull, buttons to press, and wheels to turn simultaneously, a crew of two ro three simply wouldn't be able to cope.
I'm guessing automation might be considered "un-orky".

Page 71
His [Ork mob Boss, or leader of a Gargant Group] commands are passed on to the other members of the Mob using semaphore or heliograph signals. Because of this simple method of communication, it is not unknown for the whole chain of command to break down if a single Gargant strays out of range and misinterprets his orders.
Ork communication devices.

Page 72
Orks do not rely on auto-systems to the same extent as other racecs, and Gargants carry a large crew of both Orks and Gretchins. THe crew is led by a Kaptin, who relays orders though a body of officers. A speaking-tube is the preferred method of communication within a Gargant.
Again, its possible automation is considred "un-Orky".

Page 80

The gut buster is an immense cannon ,larger even than a macro-cannon.
Orks like big guns. remember that in the 40K novels macro cannon typically hurl multi-ton shells (EG First and Only) and have ranges comparable to battleship guns (at least giong by Rogue Trader)

Page 80
gunboy Blagmuk searched the lurching horizon through the battlesmoke, sweeping the crosshairs above the sea of Boyz charging before the Crushcruncher's unstoppable shadow.

..

He centered the gunsight on the approaching Titan's head. And squeezed.
Implied line of sight to the horizon range for Ork Gargants and Titans.

Page 82
Against vehicles and infantry, the Snapper's melta is used, a weapon capable of reducing Land Raiders and Rhinos to pools of molten slag, ,and of instantly incinerating any infantrymen brave enough to charge the Gargant head-on.
hundreds or thousands of megajoules at least for "incinerating" potentially (if complete cremation), Land raiders are roughly 70-80 tons..c all it 80-100 Gigajoules assuming iron composition.

page 85
they crossed the edge of the crater and began to chargeg over the treacherous ground. The reinforced munitions factory was some five hundred metres away. Fire homed in on them almost immediately from every window of the building. One of his Boyz was raked with bullets and fell screaming into the Mud.

"Get the zoggin Humies!!" yelled Rawgutz, firing as he ran. Two Marines toppeled from teh roof, brickwork exploding all around them. More Orks went down in burst sof blood. The Stormboyz, he saw, w ere advancing in a kind of pattern - three by three, laying down covering fire as they went. He couldn't follow it all. He dodged another shell-burst.

Two hundred metres. Suddenly the huge figure of a Dreadnought seemed to rise out of the ground ahead of them.

They dived into a trench as laser bursts ripped otwards them.
Marines and Orks exhcnage fire at 500 metres, although "bullets" might imply other troops (PDF or Guard?) might be present unless these marines specialize in solid slug weapons. Not realyl surprising, this would be equal ot the max effective range (point target) on an M-16.

Page 85
From behind the back of the building rolled three Rhinos. Rawgutz stopped and his men grouped behind him.

...

There was a cataclysmic roar of noise and light, and they were hammered onto the ground as the world exploded and the earth bucked underneath them like a wild animal. Rawgutz stared at the vast, boiling hole of liquid rock and laughed. The Dethdumpa had arrived.
the ground three Rhinos park under is reduced to "boiling liquid rock" - melted and the Rhinos destroyed. A Rhino is ~4.5 meters wide. Assuming approximately .5 meter spacing between them, we can infer maybe 10-15 meter diameter crater roughly. Call it between 2-4 TJ at least to melt the ground, possibly severla times higher. Would be consistnet iwth Titan firepower elsewhere.


Page 90
He chuckled as he spotted the Warlord's still-boiling crater.
[/quote][/quote]

Stompsmasher gargant, referring to the earlier destruction of the Warlord.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Edit: I had it pointed out to me by Black Admiral that the Warlord might have self destructed resulting in the crater (entirely possible. Titans are known to create massive multi-km craters from the detonation of their plasma reactors) so it may not be from the Gargant weapon but the Titan's own reactor. How this applies to firepower will depend on if one concludes that the reactor itself went up, or the reactor plus fuel supply did.

WRT the Rhinos, its less likely there because Rhinos do not blow up creating massive craters (not impossible, just unlikley.)
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Re: Epic 40K analysis thread (all versions)

Post by Lost Soal »

Marines and Orks exhcnage fire at 500 metres, although "bullets" might imply other troops (PDF or Guard?) might be present unless these marines specialize in solid slug weapons. Not realyl surprising, this would be equal ot the max effective range (point target) on an M-16.
For what its worth the novel Salamander has Bolters engaging Orks at 600m.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Epic rulebook, 1997. I might be confusing myself with sources these things are all looking alike to me :P

Page 10
Gubbitz felt the sharp stab of a las-shot hitting him in the shoulder blade and he was knocked to the ground.
Non explosive lasshot it would seem, but with alot of knockdown, presumably some vaporization occured. Assuming 200-300 kg ork and .25m/s velocity imparted.. 50-75 kg*m/s worh of momentum. Assuming a gas expansion of or, 1000 m/s or so (subsonic in human flesh) you would need to vaporize about 50-75 grams flesh. Depending on if you ssume total or partial vaporization you might figure on double or triple digit kilojoule at least (though someone will call it excessive at some point.)

Page 12
The Imperial Fists Space Marine garrison on Avellorn ha been taken by surprise when a Chaos horde exited warp space around the hive world two days ago.
This implies that Chaos forces emerged from the warp very very close to the planet. Not a common feat for them, but it is technically possible, since daemon ships are implied to be capable of it. It may require a tremendous feat of sorcery to accomplish, however, hence its not common feat.

This does also confirm the notion that (like with Daemon ships) that there is no absolute "limits" on warp transit distances - clearly the distance a ship can emerge from the warp depends on a wide variety of factors.

Page 23
the battlewagon's turret trained on the rapidly approaching dunes and the big cannon fired, bouncing the entire vehicle into the air. Nazzdrong clung tighter, the recoil had almost thrown him off. He watched with glee as the shell exploded, sending a column of sand high into the air. The driver swerved left and right as more mortar rounds began to fall. The next wagon in the line was thrown clear in the air by a direct hit.
recoil from the battlewagon's cannon lifts the vehicle off its wheels, implying considerable recoil.

If we assume this is just a "gun wagon" it would be merely 32 tonnes. Forgeworld's old stuff implies a Battlewagon is some 160 tons. Assuming a velocity of .5 m/s imparted, thats between 16,000 and 80,000 kg*m/s of momentum imparted to the tank (at least). May be higher though.

Not really shocking a thing considering what we know aobut their Imperial counterparts and how insanely up-gunned Ork vehicles are. Not all of it will just be the projectile's momentum though, some of it will be propellant (which I've yet to figure out a accurate way to model). And since Orks do like to upgun their vehicles its not really accurate to say that Imperial vehicles would be "equal", but roughly (within an order of magnitude) equal perhaps, considering all factors.

Page 23
A lasgun shot hit Nazzdrong clean between the eyes, sending him sprawling in the sand. Irritated that the others would beat him to all the fun he picked himself up and recovered his axe.
This must be a low-end shot from a lasweapon, since we've seen higher end lasbolt shots to an Ork's head qualify as kill shots (or in some cases, as in the Cain novels, actually blow them apart.) Either this is a extremely durable ork (Boss/Nob of some kind perhaps) or a very lucky one (also possible) or this is just av ery low powered shot. It does serve as a potential benchmark of ork durability.

Page 33
Death Rays are huge energy weapons designed to obliterate a single target at almost any distance. Almost every race uses a Death Ray weapon of some sort, although the actual type migth vary between giant lasers, plasma accelerators, fusion lances and so on.
"Death Ray" variants of weapons. Note the "fusion lance" (Variant melta weapon?) and "plasma accelerators" (some sort of particle beam?)

Page 33
Distortion cannon bore an unstable wapr hole in the fabric of relaity. anything caught in the warp hole in the brief moment before it collapses is sucked through and lost forever. Large targets like war engines are unlikely to be dragged through completely but will still suffer severe damage if they arae hit.
Ah the good old D-cannons.

Page 34
The Pulsar is an Eldar weapon which demonstrates the consummate skill of the Eldar at constructing lethal laser weaponry. The Pulsar fires rapid bursts of laser energy cpaable of reducing several targets to molten slag in a single salvo.
What kinds of targets we don't know, save they might be a vehicle since we're talking anti vehicle weapons. This could range from dreadnoughts (single GJ, assuming iron and a 2 ton dreadnought) up to tens of GJ (a tank) up to several TJ (a Titan, though I doubt this would work unless its a titan grade weapon.)

Page 34
The Super Lifta droppa is a powerful Ork weapon which defies the understanding of human tech-priests. It works by latching a traktor beam onto the target and lifting it up into the air. The Ork Mekboys operating the weapon then try to drop the contents of the traktor beam onto some other choice victimes nearby.
Some Ork tech is better than human tech.

Page 34
A Vortex missile is a devastating one-shot weapon. When the missile is fired the warhead explodes into a whirling vortex of energy which consumes anything in contact with it before it implodes. This ravening vortex is in effect a giant warp hole like the one creted by a Distortion cannon and is particularily deadly against war engines.
Vortex missiles. Covered these lots of times.

Page 35
On primitive, barbaric worlds in the galaxy cavalry still rule the battlefield and many armies of the 41st millenium still use them for speed and shock value. Cavalry are also useful in long range patrols and scouting missions because they can forage for food as they go. Cavarly might be riding horses, cyboars, giant lizards, daemon steeds, or something even weirder depending on which army they'r efrom.
Purpose/uses of cavalry in 40K.

Page 35
\
Jump pack units are eqipped with powered jets, wings, long legs, or anti-gravitic devices which allow them to travel in a series of very long, very high leaps. Jump Pack infantry are a popular choice for many assault detachments.
Jump packs described. Mainly for Astartes/Sororitas in the Imperium, but some forces have them elsehwere (eg Guns of Tainth)

Page 38
Skimmers are units which are propelled by jet engines, wings, or anti gravitic devices. Normally they hover just above ground level but they are capable of boosting their height sufficiently to clear trees, buildings, or other terrain.
Skimmers described.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

More from the '97 Epic rulebook. Nothing too terribly fascinating, but still interesting and worth noting.

Page 10
Gubbitz felt the sharp stab of a las-shot hitting him in the shoulder blade and he was knocked to the ground.
Non explosive lasshot it would seem, but with alot of knockdown, presumably some vaporization occured. Assuming 200-300 kg ork and .25m/s velocity imparted.. 50-75 kg*m/s worh of momentum. Assuming a gas expansion of or, 1000 m/s or so (subsonic in human flesh) you would need to vaporize about 50-75 grams flesh. Depending on if you ssume total or partial vaporization you might figure on double or triple digit kilojoule at least (though someone will call it excessive at some point.)

Page 12
The Imperial Fists Space Marine garrison on Avellorn ha been taken by surprise when a Chaos horde exited warp space around the hive world two days ago.
This implies that Chaos forces emerged from the warp very very close to the planet. Not a common feat for them, but it is technically possible, since daemon ships are implied to be capable of it. It may require a tremendous feat of sorcery to accomplish, however, hence its not common feat.

This does also confirm the notion that (like with Daemon ships) that there is no absolute "limits" on warp transit distances - clearly the distance a ship can emerge from the warp depends on a wide variety of factors.

Page 23
the battlewagon's turret trained on the rapidly approaching dunes and the big cannon fired, bouncing the entire vehicle into the air. Nazzdrong clung tighter, the recoil had almost thrown him off. He watched with glee as the shell exploded, sending a column of sand high into the air. The driver swerved left and right as more mortar rounds began to fall. The next wagon in the line was thrown clear in the air by a direct hit.
recoil from the battlewagon's cannon lifts the vehicle off its wheels, implying considerable recoil.

If we assume this is just a "gun wagon" it would be merely 32 tonnes. Forgeworld's old stuff implies a Battlewagon is some 160 tons. Assuming a velocity of .5 m/s imparted, thats between 16,000 and 80,000 kg*m/s of momentum imparted to the tank (at least). May be higher though.

Not really shocking a thing considering what we know aobut their Imperial counterparts and how insanely up-gunned Ork vehicles are. Not all of it will just be the projectile's momentum though, some of it will be propellant (which I've yet to figure out a accurate way to model). And since Orks do like to upgun their vehicles its not really accurate to say that Imperial vehicles would be "equal", but roughly (within an order of magnitude) equal perhaps, considering all factors.

Page 23
A lasgun shot hit Nazzdrong clean between the eyes, sending him sprawling in the sand. Irritated that the others would beat him to all the fun he picked himself up and recovered his axe.
This must be a low-end shot from a lasweapon, since we've seen higher end lasbolt shots to an Ork's head qualify as kill shots (or in some cases, as in the Cain novels, actually blow them apart.) Either this is a extremely durable ork (Boss/Nob of some kind perhaps) or a very lucky one (also possible) or this is just av ery low powered shot. It does serve as a potential benchmark of ork durability.

Page 33
Death Rays are huge energy weapons designed to obliterate a single target at almost any distance. Almost every race uses a Death Ray weapon of some sort, although the actual type migth vary between giant lasers, plasma accelerators, fusion lances and so on.
"Death Ray" variants of weapons. Note the "fusion lance" (Variant melta weapon?) and "plasma accelerators" (some sort of particle beam?)

Page 33
Distortion cannon bore an unstable wapr hole in the fabric of relaity. anything caught in the warp hole in the brief moment before it collapses is sucked through and lost forever. Large targets like war engines are unlikely to be dragged through completely but will still suffer severe damage if they arae hit.
Ah the good old D-cannons.

Page 34
The Pulsar is an Eldar weapon which demonstrates the consummate skill of the Eldar at constructing lethal laser weaponry. The Pulsar fires rapid bursts of laser energy cpaable of reducing several targets to molten slag in a single salvo.
What kinds of targets we don't know, save they might be a vehicle since we're talking anti vehicle weapons. This could range from dreadnoughts (single GJ, assuming iron and a 2 ton dreadnought) up to tens of GJ (a tank) up to several TJ (a Titan, though I doubt this would work unless its a titan grade weapon.)
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Last update for the Epic 40K rule book

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


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

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

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

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

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

It may also depend on whether the regiment is actively mobile (moving around from warzone to warzone) or serving in a garrison role (3rd edition codex has a Guard regiment that has an inter-planetary spacecraft and dropships and at least one skimmer seconded to them)
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Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

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

Part of me wonders that if they can make more compact vortex weaponry (Titan and Deathstrike missiles, Vortex grenades, etc.) if they would have capital ship vortex munitions? Porbably. Imagine a cruiser firing a broadside of Vortex missiles or vortex shells.
They do. The old Space Fleet game depicted Imperial battleships using Vortex torpedos as standard (with the Eldar using plasma warheads for exactly the same game effect). In Battlefleet Gothic, vortex warheads are an optional upgrade. See page 29 of the BFG Armada appendix (3MB PDF)
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