The Imperium - An introduction
The Imperium of Man is the galactic empire under which the majority of humanity is united. The founder and ruler of the Imperium is the God-Emperor of mankind, the most powerful human psyker to date, and the saviour of the human race. The would-be Emperor forged the Imperium from fire and blood ten thousand years ago, the ascended to godhood not long after; he continues to lead the Imperium from the Golden Throne on Terra.
The Imperium is the largest and most powerful political entity in the galaxy, consisting of at least a million worlds, which are dispersed across most of the Milky Way galaxy. Consequently, an Imperial planet might be separated from its closest neighbour by hundreds or thousands of light years. As a stellar empire, the size of the Imperium can not be measured in terms of continuous territory, but only in the number of planetary systems in its control.
ADEPTUS TERRA
The Adeptus Terra, also known as the Priesthood of Earth, is the organization through which the God-Emperor makes his will know and the Imperium of Man is governed. Although all men rightfully belong to the Imperium of Man and naturally fall under the command of the Adeptus Terra, it sin not for every citizen to be an Adept. Anyone that serves the God-Emperor directly is part of the Adeptus Terra; from the lowliest scribe to the highest of governors. Those that serve only indirectly are not counted; an Imperial Guardsman is part of the Adeptus Terra, but a PDF trooper is not, even though he serves a Planetary Governor appointed by the Imperium.
The Adeptus Terra is not really a formal organization as such; it is more of an umbrella for the various parts, often quite independently working, that make of the Imperium. The Holy Orders of the Inquisition and the Adeptus Mechanicus – the Techno-Priesthood of Mars – number among the most independent. The major semi-independent branches of the Priesthood of Earth are known as Adepta. In theory no Adepta is answerable to any other Adepta, only to the High Lords of Terra. The Inquisition is a special case; they consider themselves not to be an Adepta – they answer to the God-Emperor alone, not the High Lords of Terra, and through Him they definitely claim jurisdiction over members of the other Adepta.
THE HIGH LORDS OF TERRA
Although the God-Emperor is the supreme ruler of the Imperium he doesn't really stoop to the level of administering the day-to-day affairs of his realm. For that he has the Council of the High Lords of Terra, a council of twelve men (and women) that make up what effectively amounts to the supreme ruling body of the Imperium of Mankind.
The following nine offices are almost always represented as High Lords, with the top four having held a seat uninterrupted since the Age of Apostasy (listed in terms of internal rank):
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The Master of the Administratum
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The Inquisitorial Representative
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The Ecclesiarch of the Adeptus Ministorum
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The Fabricator-General of the Adeptus Mechanicus
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The Grand Provost Marshal of the Adeptus Arbites
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The Paternoval Envoy of the Navis Nobilite (the Navigators)
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The Master of the Adeptus Astronomican
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The Grand Master of the Officio Assassinorum
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The Master of the Adeptus Astra Telepathica
The remaining three positions are most likely to be filled from among the following powerful leaders (the three topmost currently being part of the High Lords :
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Lord Commander Segmentum of the Segmentum Solar
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The First Star Lord of the Imperial Navy
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Lord Commander Militant of the Imperial Guard
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The Abbess Sanctorum of the Adeptus Sororitas
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Cardinal(s) of the Holy Synod
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Captain-General of the Adeptus Custodes
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Chancellor of the Estate Imperium
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The Speaker for the Chartist Captains
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The Representative for the Collegium of Rogue Traders
THE IMPERIAL SENATE (SENATORUM IMPERIALIS)
If the High Lords of Terra is the chief executive body of the Imperium, then the Imperial Senate is the ultimate provider of Imperial legislation. In addition to providing Imperium-wide legislation (of which the setting of the Tithe is perhaps the most important) the Senate also retains the power to make appointments to the High Lords of Terra, make and unmake Imperial Governors of all levels, and to seat new members in the Senate.
The Senatorum Imperialis is made up of key personnel from almost every part of the Imperium, from the High Lords of Terra themselves, via high-ranking Guard and Navy officers, to Sector Governor, to powerful Cardinals, Tech-Priests, Rogue Traders, Navigators – the list goes on. There is no hereditary seats; you must be granted a seat by the Senate. By ultimo M41 there are about 3.000 senators, give or take. Many of these rarely, if every, make the voyage to Terra, and instead operate by proxy.
ADEPTUS ADMINISTRATUM
The Adeptus Administratum – the Imperial Bureaucracy – is by far the largest of the Adepta, and what most people think of when they refer to the 'Adeptus Terra'. The modest title of Master of the Administratum does little justice to what is possibly the most powerful man in the Imperium at any one time; the Administratum dwarfs the other parts of the Adeptus Terra in both sheer size and influence – the High Lords and the Senate can decree pretty much anything they like, but without the Administratum nothing will happen. The Master of the Administratium is traditionally also the Chairman of the High Lords.
The Administratum is divided into primary branches called departments (Departmento), departments are divided into divisions (Divisio), and divisions into offices (Officio). Further sub-division into operational units exists of course, but there are the primary strategical units into which the leviathan is divided. Also, do not confuse there Administratum terms with similar terms used by lesser organization on a local level.
Here are some key subdivisions within the Adeptus Administratum:
Imperial Chancellery
The Imperial Chancellery – formally listed as the Departmento Superior, but usually just mentioned as 'the Administratum') – constitutes those elements of the Administratum most directly involved in the day-to-day management of the 'civilian' (in this case 'civilian' should be read as anything that doesn't belong to some other branch or service) parts of the Imperium of Mankind. The Chancellery is run by a triumvirate of Imperial Chancellors that are directly appointed by the High Lords of Terra.
Estate Imperium
The Estate Imperium – also known as the Divisio Lexicanum – is the Administratum records office; it is responsible not only for filing and retrieving data, but is also called upon to provide statistical data to support the various other branches of the Imperium. The Chancellor of the Estate Imperium is one of the triumvirs of the Chancellery (and sometimes a High Lord).
Departmento Munitiorum
Responsible for the outfitting, maintenance and supply of all Imperial Military forces (save those belonging to separate Adepta), meaning the Imperial Navy and the Imperial Guard. To this end they either operate their own production facilities and transports, or enter into contracts with other providers. The Departmento Munitiorum has no command authority; their roles is only to provide for the armed forces.
Departmento Magistratum
Responsible for law enforcement on Imperial worlds, either exclusively or in additional to local agencies. Generally speaking the Magistratum is a common sight on civilized Imperial worlds that have comes times to the Administratum, but less so on more independently governed or primitive worlds. The Magistratum upholds Lex Imperials, but does not concern itself with matters of the Tithe – that is exclusively the province of the Adeptus Arbites.
Divisio Immoralis
The Divisio Immaralis – the Division of Immorality – is a fairly recent sub-branch of the Departmento Magistratum. Despite the name is does not concern itself solely with moral corruption and weakness. Instead it is a tool of sector and sub-sector rulers wanting to coordinate law-enforcement and intelligence gathering throughout their territories, without regard for local rulers or organizations. Obviously this infringes on both Arbites and Inquisition affairs from time to time, but since those two organizations are usually very secretive, the Divisio Immoralis is often the only alternative. The Division is most widespread in Segmentum Obscurus – where the Eye of Terror hangs in the sky and rulers are rightfully concerned about the threat it presents. Lord Governor Sector Hax has instituted the Divisio Immoralis in Calixis sector, but its resources are very limited at this stage.
OFFICIO ASSASSINORUM
There are many assassin guilds and death cults in the Imperium, but those operating with Imperial sanction and those that do it without. Few, if any, can boast of having killers as well trained as those of the Officio Assassinorum. The Office of Assassination was once a branch under the Adeptus Administratum, but events that took place during the Age of Apostasy showed how dangerous it was for their control to lie in the hands of any one man. The Officio Assassinorum is now directly controlled by the High Lords of Terra.
ADEPTUS MINISTORUM (THE ECCLESIARCHY)
The Adeptus Ministorum – the Ecclesiarchy – contains the real priests of the Priesthood of Terra. It is they who spread and preach the Imperial Creed and build temples in His honour. Not that the rest of the Adeptus Terra is irreligious or doubts the divinity of the Emperor of Mankind, far from it, but they are worshippers only, while the cleric of the Ministorum are preachers. The Ecclesiarchy also comprises a vast number of lay members, people who are not clerics, but who serve in some other capacity, be it as temple servants, lay preachers, Scholae workers, or whatever. Pilgrims are not part of the Ministoru – they are ordinary citizen in search of spiritual fulfilment.
The Ecclesiarchy can trace its roots all the way back to the Great Crusade and the Horus Heresy. Following the creation of the Imperium of Man the Adeptus Ministorum evolved to become one of the three main pillars of the Imperium – alongside the Adeptus Mechanicus and the Adeptus Administratum. The Temple of the Saviour Emperor became the official religion of the Imperium in M32. The Ecclesiarch was voted in as a High Lord by the Senatorum a few centuries later; a position never relinquished since. By the end of M33 the power of the Ministorum stretched to every world in the Imperium, and its power continued to grow. It all came crashing down in M36 when Goge Vandire, 361st Master of the Administratum, also became the reigning Ecclesiarch. The following civil war and its aftermath is known as the Age of Apostasy, and is arguably the worst event to befall the Imperium since the Horus Heresy. In the aftermath the Eccesiarchy's power was curbed as not to eclipsed that other the other Adepta ever again; the Ecclesiarchy is banned from maintaining armed forces for example.
The Adeptus Ministorum is presided over by the Ecclesiarch, the supreme spiritual leader of the Imperium of Mankind. Below the Ecclesiarch are the Cardinals of the Holy Synod; a body not unlike the Senatorum Imperialis. The Cardinals Palatine advise the Ecclesiarch and carry out his will, much like the High Lords would do the will of the Emperor in more mundane affairs. Below these mighty men are the lesser Cardinals, men who 'only' preside over the spiritual well-being of entire sectors, Archbishops and Bishops, as well as the hordes of priests and deacons of various levels of importance, acolytes, and lay servants of every variety.
Missionaria Galactica
The Missionaria is a special branch of the Ministorum that have been given one specific task by the Hight Lords of Terra; to spread the faith of the God-Emperor of Mankind. They do this by a variety of means, one of which is the classic Crusade (an Imperial military operation of course, but with the Missionaria following in its wake – or in some cases walking the very battle-line or beyond) with it's fire and steel approach to conversion (for which they are rightly famous).
The Missionaria, however, has other far more subtle tools at its disposal too. Dedicated agents utilizing advanced meme-teories that help them turn any existing religion into something that is acceptable to the Imperium, thus strengthening the ties between the people and past of any given world and the greater Imperium.
Scholae Progenium
These orphanages/private religious schools traditionally train the offspring of Imperial servants that have died in service (although some accept orphans of lesser pedigree or even children whose Imperial parents are still among the living). The children are given a strict religious upbringing and are indoctrinated extensively as to become good servants of the Emperor in their own right. Quite a few Scholae Progenium graduates go on to have children, die in service, and have their children become Progenium wards in turn.
ADEPTUS MECHANICUS
The Adeptus Mechanicus – the Tech-Priests of Mars – is the largest and most powerful of all Imperial tech-guilds. The Adeptus Mechanicus is the single largest provide of hi-tech, and guardians of lost lores and techno-arcana. They are also the self-appointed protectors against humanity's tech-heresies from the Dark Age of Technology. The Red Priests of Mars trace their roots back to the techno-mages of Mars whom the Emperor first defeated then offered and alliance. They are second only to the Inquisition in their independence from the larger Imperium. Tech-shrines can be found on most Imperial worlds, outposts and starships, but the greatest shrines of all are the Forge Worlds – entire worlds granted to the Mechanicus to rule as they please.
The origins of the Adeptus Mechanicus is shrouded in the mists of legend, just like with all the other great orders. What is know is that the Mechanicus originated on Mars (where they still have their headquarters) and that they retained some of the techo-arcana from the Dark Age of Technology throughout the Age of Strife, including the workings of the Warp drive. Indeed the Mechanicus forebears was actively engaged in the construction of interstellar probes and starships throughout the period, actively trying to find ways for the Sol system to keep in touch with the galaxy (with little success however). Clearly these assets were something that the Emperor required if the Great Crusade was to become a reality.
Following Unify of Earth the Emperor swiftly conquered Mars, but then graciously freed the planet and allowed it to become an ally, rather than a subject of Earth. The people of Mars were so impressed with this being of ultimate logic that they named him Omnissiah, the Prophet of the Machine God. To this day the Mechanicus Creed represents to only other major faith in the Imperium, a faith with also professes the divinity of the God-Emperor, but also preaches of the day when he will return to lead the followers of the Creed.
ADEPTUS ARBITES
The Adeptus Arbites are the lawmen of the Imperium. It is they who enforce the Lex Imperialis, the Law of the Imperium. The Arbites go about their task with grim determination, for they hold the Lex to be divine; it is a product of the will of the God-Emperor, and therefore perfect. The Lex is indeed based upon the many great works of law and social sciences written by the Emperor (he wrote extensively on many subjects, but sadly few original texts remain to us) in his lifetime, and expanded upon by ten millennia of interpreting His will. There are many ways He does make it know, but one of the more important ones is legislation provided by the Senatorum.
The Lex theoretically extends to every citizens within the Imperium, but in practice not necessarily to all adepts; the fact no Adepta can stand above another is claimed as protection against the Lex by certain parties (which is nonsense of course, since the Lex comes from the God-Emperor, not the Arbites). The Ministorum, for example, follows its own religious code, the Lex Divinato. The other Adepta hold to creeds of their own – you won't find many Chapter Masters of the Adeptus Astartes who will submit to investigation by a Marhsal! The major exception is the Adeptus Adminsitratum, whose members all answer to the Lex Imperialis because of ancient tradition and legislation.
What really sets the Arbites apart is that they not only uphold the law as law-enforcement officials, but they also make they laws they enforce (through the interpretation of the God-Emperor's will of course). They are also not limited to merely enforcing the law; they are also, according to their rank and the crime in question, empowered to judge guilt, and even carry out the sentence (which often involves the execution of the offender).
In function the Arbites are the Imperium's federal law enforcement agency, which includes a number of para-military and intelligence agency functions. They concern themselves less with petty crime and more with upholding the Emperor's Domain; which in practice means ensuring that any given Imperial World is loyal and productive, so as to best be able to meet its Tithe. To this end they work with – or even against – local Governors to keep them loyal and obedient to the High Lords, and also police the vast ranks of the Adminsitratum, primarily seeking to root out corruption (inefficiency is really a crime, but it is a minor offence which is usually left to the Adminsitratum).
Every Imperial world has an Arbites presence, however small, except worlds that are outside the Lax Imperialis – such as Forge Worlds and Shrine Worlds (where the Lex Divinato applies to the entire planet, and where there is a lack of both corrupt Governor's and corrupt Administratum adepts). Highly civilized and/or important worlds (as well as rebellious ones) will often have quite a large Arbites presence (but not big enough to forego local enforcement agencies).
ADEPTUS ASTRA TELEPATHICA
The Adeptus Astra Telepathica is the Imperium's psyker-management agency. While it is the responsibility of the Inquisition to aid local Governors and adepts root out psykers, it is the task to Astra Telepathica to handle them once apprehended. To this effect their have developed psyker testing and handling to a high level and also operate a fleet of dedicated psyker-transport vessels that regularly carry psychic cargo to Terra.
League of Black Ships
The league of Black Ships is manned and operated by the Astra Telepathica, although they have extensive aid in the task from the Inquisition. The Black Ships have one task only; to carry human psykers from their homeworlds to Terra. Under way they will be extensively tested and assigned to a category; some are deemed strong and pure enough to become trained as Primaris psykers, while others have the required talent for astrotelepathy and are soul-bonded to the Emperor as his Astropaths. Those less fortunate can have a 'career' in the Adeptus Astronomica, but few last more than a few years at best as they Astronomicon drains away their life and soul. The fourth category are those fit only for the Emperor's Table – they are the human sacrifices needed to keep the God-Emperor alive. The last category are those deemed too dangerous and too corrupt to be of any use; they are executed and then their ashes hurled into the Sun.
Scholastia Psykana
The Scholastia Psykana is the only official psyker training academy in the Imperium. Psykers of all kinds and power levels are trained here, ranging from Primaris battle psykers meant for the Imperial Guard, via Astropaths, to lesser psykers only fit for secondary or tertiary roles.
ADEPTUS ASTRONOMICA
The Adepts of the Adeptus Astronomica are not well-known among the general populace of the Imperium, largely because they never leave their chambers on Terra. Yet theirs is a most vital task – they maintain the astropsychic beacon used by human Navigators to plot a safe path through the Immaterium. Without their diligent, and ultimately fatal service, there would be no Imperium of Man. The Adeptus Astronomic is made up of the actual psykers that light the Astronomicon, as well as some permanent staff and support crews.
ADEPTUS CUSTODES
The Adeptus Custodes is the smallest and most insular of all the Adepta. They have but a single task – to guard the God-Emperor where he sits on the Golden Throne in the Imperial Palace, deep beneath the Himalayas. The Custodes are said to be the greatest warriors mankind has to offer, more powerful than even the Adeptus Astartes. The Custodes never leave Terra – they have not since the Emperor ascended to the Golden Throne. Consequently no Custodes has fought a real battle since M36 and the Age of Apostasy.
ADEPTUS ASTARTES
The Adeptus Astartes – the Space Marines, the Angels of Death – are the descendants of the great legions of geneered super-warriors created by the Emperor to serve as the spearhead in the great Crusade. Following the Hours Heresy the Legions were broken up into lesser units called Chapters – the Space Marines had proven they they were not entirely trustworthy and the high Lords of Terra decided that they would never again allow a single military leader to have the power of a Primarch.
There are about 1.000 Space Marine Chapters scattered across the Imperium. Some have existed since the dawn of the Imperium, while others are more recent creations. It is believed that there are currently more Chapters than ever, but also that the individual Chapters are the weakest they have ever been. Older Chapters, the First and Second Founding Chapters in particular, are accorded more respect than younger ones, but each Chapter is an individual sovereign entity that do not answer to any greater power, except the High Lords and the Emperor. There is one exception through; the Ultramarines are effectively the feudal liege lords of a number of other Chapters.
Each Marine Chapter has been granted a Fief by the High Lords. The Fief is usually a planetary body with a human population, but there are some exceptions (such as several Chapters sharing a single world, or the Ultramarines ruling over multiple systems). The idea is that this Fief is the territory of the Marines, theirs to deal with as they please. Most importantly the Fief is where they have a right to recruit from – a Chapter that loses its Fief will face extinction unless the High Lords see fit to grant them a new one.
The Marine Chapters represents the Imperium's most potent military force – spread across the galaxy they can usually react to threat with much greater speed than the Navy and Guard. To this end Marine Chapters always maintain a state of advance readiness and operate a number of fast assault transports and strike cruisers. In the case of larger conflicts the Marines are not really suitable as front-line troops – they are too few in number (a Chapter can have from less than a 1.000 upwards to 10.000 Marines) and much too valuable. Instead their primary roles are as highly mobile reserves or armoured spearheads – no fixed position has been constructed that cannot be cracked by the Adeptus Astartes.
ADEPTUS SORORITAS
The Sisterhood or the Sisters of Battle grew out of an all-female Order within the Ecclesiarchy following the Age of Apostasy. While all the other Orders Frateris Templar were disbanded (along with all the Frateris Milita) because of their role during Goge Vandire's reign, the Sisters were allowed to continue to exist in recognition for their valiant actions which had finally put an end to Vandire. Since the Ecclesiarchy was forbidden to maintain any military assets the Sisters were made into a separate Adeptus – a small and unimportant one perhaps, but still an Adeptus.
The Sisters of Battle fill several important roles. They guard the shrines, temples, ships and worlds belonging to the Ecclesiarchy; there are hardly enough of them, but when backed up by the clergy (who almost invariably receive training in self defence) and zealous (if untrained) worshippers it is sufficient to meet most needs. The Sisters are also frequently utilized by the Inquisition, especially the Ordo Hereticus, thanks to ancients treaties by the Holy Ordos and the Ministorum. Finally they guard the Black Ships, together with Inquisition and Astra Telepathica personnel.
IMPERIAL NAVY
The Imperial Navy operates the mighty warships that keeps the Imperium safe. Those same ships are built and maintained by the Adeptus Mechanicus and supplied by the Departmento Munitorum, but it is the Star Lords of the Admiralty that have operational control. The Admiralty answers only to the High Lords (the First Star Lord is often a High Lord himself). The Navy operates a bewildering array of ship types in staggering numbers, but there are never enough to meet every demand – there galaxy is simply too big and the threats too many. The Navy is divided into five command areas, each identical to the five Segmenta, which is based on a Segmentum Fortress World. Below the Segmenta are the Sector commands, which are the primary operational command areas of the Navy. Below the Sector level fleets, squadrons and ships will be assigned stations or patrol areas.
The Imperial Navy has a long and proud history, with roots back to before Unity, when the Saturnine fleet was the most powerful space-capable military force in the Sol system. When Saturn became Compliant the portent remnants of the Saturnine fleet were incorporated into the fledgeling Navy. So strong were the traditions and professional conduct of the Saturnine personnel that it would eventually suffuse the entire Imperial Navy, instilling in the service an iron espirit de corps that would rival that of any ancient military establishment. The other members of the Adeptus Terra consider the Navy to be very prickly and difficult to work with; only the Adeptus Astartes can rival it in terms of self-inflated ego.
IMPERIAL GUARD
The Imperial Guard is the mightiest military force the galaxy has ever seen. It does not field the mighty techno-arcane ships the Navy does or the superhuman warriors of the Astartes, but what it lacks in other departments it makes up for in numbers. At any given time there are billions of guardsmen engaged in a thousand wars somewhere in the galaxy. Were it not for their diligent service and sacrifices the Imperium would quickly be destroyed by rebellion or invasion. Imperial Guard units are created by draft – as part of the Imperial Tithe most worlds of the Imperium are obliged to provide a certain number of men for service with the Guard. Some worlds opt to send elements of their PDF forces, while some worlds draw lots between eligible citizens, and others use it as an opportunity to rid themselves of undesirable elements. Whatever your background once you've entered the Guard you theoretically belong to the Emperor until the day you die and your soul goes to meet Him. In practice Guard units can be dismissed from service if they are no longer needed; common practice is to settle long-time veteran nearing the end of their useful military life on frontier worlds or planets in need of re-population by Emperor-fearing citizens. The Guard frequently fights alongside other forces – Mechanicus Tech-guard, Titan Legions, Astartes Chapters, or auxiliary PDF formations. The Guard does not maintain any warp-capable ships – they are dependent on Munitorum transportation and Navy escort.
GOVERNORS
Governors – or Lord Commanders as is their title – are the Imperium's appointed administrators. Governors are usually given a planetary domain, or a sub-sector or sector command (Lord Commander Marius Hax is the governor of Calixis sector, the governor of the Golgenna Reach sub-sector, and Scintilla's planetary governor). Governors have one task they must accomplish at the expense of everything else – they must see to it that the Tithe is met. Failing to meet the Tithe is a sure way for a Governor to be dismissed from his position; failing badly can have increasingly severe consequences (ranging from Senatorum censure and fines, to a visit from the Officio Assassinorum). Beyond the Tithe the Governor is responsible for keeping his domain in working order, loyal to the Imperium, obedient to the Lex Imperialis, strong the Faith, and protected from dangerous both internal and external.
Governors are appointed by the Senatorum Imeprialis, usually for a period of several decades. It is a common misconception that Governor-ships are hereditary. They are not. There is, however, a certain precedent for allowing the descendants of a successful Governor to continue overseeing a world. Other worlds have completely different systems – perhaps the local planetary ruler is 'elected' by the masses, and an ancient treaty made between the Emperor and the world in question stipulates that this ruler is to automatically be made Governor. Sector and sub-sector governor are rarely hereditary positions; instead they are usually awarded to members of the Segmentum Solar peerage (members of old senatorial families, powerful trade magnates, victorious high-ranking officers, etc.).
HOLY ORDERS OF THE INQUISITION
The Holy Orders of the Inquisition do not consider themselves to be part of the Adepta; they are part of the Adeptus Terra, the Priesthood of Earth, but they stand above and beyond all others, answering only to the Emperor. They claim to hold this position by right of an ancient Charter drawn up by the Emperor himself during the end stages of the Horus Heresy. There original Charter is long lost, but copies exists (sometimes fragmentary and often contradictory). The fact is, however, that the Holy Orders HAS power over the other Adepta, ancient charter or no.
NAVIS NOBILITE
The Navigators are not Adepts of the Adeptus Terra, but they are vital to the continued security and prosperity of the Imperium. It is the Navigators who guide the great starships of the Imperium through the Immaterium, using their third eye and peculiar psycho-psychic mental geometry to read the currents of the Warp (their task is made much easier by the Light of the Astronomicon, but they can navigate even beyond its limits). Although Navigators are not required for Warp travel they enable ships to move much faster and further, and safer too. Most merchantmen plying local trade routes make do without a Navigator, but without the Navis Nobilite safe and rapid long-range transportation would be impossible – and the Imperium would cease to exist as an entity.
The Navigator gene was geneered during the Dark Age of Technology. In the Sol system it fell into obscurity during the Age of Strife, since there was little use for Navigators when there was no interstellar travel. The Emperor resurrected the gene and created his own cadres of Navigators from what lineages he could find. Later the Great Crusade would find Navigators that had survived the Age of Strife and these would also be incorporated into the Navis Nobilite (or exterminated if they refused).
CHARTIST CAPTAINS
To be able to own and operate an interstellar ship a private owner must first obtain a Charter (this rule obviously does not apply to the Adepta). There are millions upon millions of such charters, some quite limited in scope (allowing trade between two planets only for example, or limiting the allowed cargo) others are much wider. Charters can be granted by any Governor, but only as far as his domain stretches (so a planetary governor can give access to his own planet only). Note that only individuals may hold Charters, corporations and other organizations cannot (although in practice they control the majority of the Chartist Captains).
ROGUE TRADERS
Rogue Traders also have a Charter, but one that usually contains much broader powers. Rogue Trader Chapters are given only by the Senatorum (although some regional Governors have a tendency to issue them, even though the legality is dubious). Rogue Trader charters are special in that they allow the holder to go beyond the borders of the Imperium and pretty much do whatever he wants, and upon his return he is immune to persecution by the Lex Imperialis – he could freely sell normally forbidden or xenos good for example (they are not immune to being assassinated, shot out of the sky or taken in by the Inquisition; so they are not quite untouchable).
Interlude - Old friends and new ventures
Timestamp: 6.121.997.M41
Location: Kaidan Zone, Lower Mid-Tiers, Northern Quadrant, Metropolitan Area, Hive Sibellus, Scintilla, Golgenna Reach
Situation: Maintaining undercover ident in Hive Sibellus
Body: Time passes. Haxtes spends his days dealing. Screwing his friendly neighborhood hooker. Another trip down to Tarus. To pick up more drugs. And checking up on Anna and her little venture; she'd invested the money given her well. She was already operating a nice appartment complex with several girls. Still spending more than she earned though. Good that the narco deals had given Haxtes a little extra to give her. Especially since he needed her to set up an office in Metro Sibellus.
This all led to a confrontation with Chief Steward Boulvar; a mechanical monstrosity forged of combat-grade alloys and precious metals. He was not opposed to a little creativity on Haxtes' part; but it was time that Haxtes made some return payments. Made sure that Tancred got his due. Running the Haegum takes a lot of resources, and each must contribute as best they could...
Then two 'old friends' turned up. Lady D and the Sergeant. Bold as brass they walked onto Haxtes' turf one day. There was a party of course. And they had some questions, mostly about Tancred's shit. That Sepheris Secundus girl in particular. Not that Haxtes or Maxi could add much; seeing as they knew nothing. Then there was some screwing back at Haxtes' place. Long overdue really, and pleasant enough. She left a horde of bugs though. Of course. But Haxtes got rid of them quickly enough. Of course.
But it left one question. How the hell did they penetrate your cover so quickly? Obviously they dropped by to show you how easily they could find you, but why did they feel that was important? Hard questions to answer - but a visit to Colonel Stone was definitely in order. This was definitively a security breach.
Edge of Darkness, Aftermath - 400
Timestamp: 6.051.997.M41
Location: Coscarla Division, Tiergon Spire sub-levels, Northern Quadrant, Metropolitan Area, Hive Sibellus, Scintilla, Golgenna Reach
Situation: Salvaging the Saul Arbest investigation
Body: Maxi was not really in shape for anything except lying low, so it would be up to Haxtes to finish the part with the mercs. Ryker was not among the Alms House dead. He'd be over at the enforcer station. By now he should have found Haxtes' gift - Warden Locan sitting in his obscura-hazed office, his own heart in his hands...
Storming the House was out of the question of course. By his own estimates there were still several heavily armed men inside. So infiltration was in order. Ryker made it easier on Haxtes by killing one of his own to restore discipline, and then the remaining men spread out. One was captured alive and Ryker finally gave up when it dawned on him the situation was hopeless.
Would not talk though. Referred to the mercenary Code. Still didn't understand who he was dealing with. Asked to be ransomed back to this broker; 1100 for him and 400 for his remaining man. Good money surely. 1500 Thrones for Haxtes. So Haxtes made him watch as he cut to pieces his 400-Throne man. "I'd call that 400 Thrones well spent. Want to see me spend 1100?"
After that the Code wasn't so important; he spilled his guts. Telling how he and his men had been contracted to provide muscle. That's how he had ended up here, working for the Churgeon. Didn't know a whole lot about her except that she was some sort of Tech-Magos. And she required peace and quiet away from inquisitive eyes; and living human subject upon which to experiment.
At first they had just handed over what they found in the holding cells. Then made some arrests and handed them over. But soon they didn't need to do anything; she had turned some of the experiments into servitorlike creatures. From then on they did the hunting. Easy money for Ryker and his men from then on, even if he himself had his misgivings about their employer. He'd had a look around the Alms House and seen the lab. Full of viral agents. Looked worse than any he'd ever seen on the battlefield.
That was the signal to get the hell out. If the Churgeon was on the loose, and the bio-toxins she carried were viral weapons...that could get ugly. Turned out there was no way to warn the Big I - someone had cut the main hardline access to Coscarla. There would be secondary ones, but where? And how to make them work? Not without Venus. So that left you with only one option - haul ass and get to the next Division.
With the trains shut down for the night and the road arteries in night-cylce lockdown that was eaier said than done. But the Throne provides. Enter Sikes and his strange road-vehicle; a heavily modified flat-bed of some sort, filled beyond overflowing by his collection of wares. But good enough to get you to the next Division in no time at all. Would not let you through of course - until they saw Thrones in your hands. Then it worked out well enough.
Then you made the call. Corscala was shut down. Only a few tens of thousands died. Could have been hundreds of throusands, may be more, if you hand't made that call. Good work said the Big I. A real victory. And although the Churgeon had gotten away she had been identified. An important gain right there. So once again, good work.
You head up-hive. Sikes dropped you off at the Assay compound. You turned Ryker in. Knowing full well that he'd not reach his broker - not before visiting the Tricorn anyway. Then you got your payment for services rendered. The girl at the desk even made a pass at Haxtes. Then Ben and Richard went away - and returned to their respective covers. End story.
Edge of Darkness, part 3 - Confrontation
Timestamp: 6.050.997.M41
Location: Coscarla Division, Tiergon Spire sub-levels, Northern Quadrant, Metropolitan Area, Hive Sibellus, Scintilla, Golgenna Reach
Situation: Continuing investigations into the death of Saul Arbest
Body: We took turns at sitting guard. Nothing fancy, just staying away. We'd stuck closely to our cover, but we were not feeling too certain. And even if the 'Enforcers' believed our story they might decide to do something, just to be sure. So it would be a short night for the both of us, but nothing a stimm couldn't fix.
Almost too bad we did. Stay away that is. If we'd just slept through the night we might have avoided some of the rather unpleasant events that would follow. In the dark of night there was some commotion in the corridor. Ben roused Lil' Richard and they waited for the 'inevitable attack'. None came. Odd. Haxtes went into the corridor to have a look. Found some underhive scum robbing and gangraping another guest. Most unpleasant.
Shortly thereafter the three scum were all dead or dying. Not because Haxtes felt any particular need to save the poor fellow (who turned out to be dead anyway), but the scum had drawn on him. And you don't draw on the Hand and live. It didn't take long to realize the gig; the intruders were conveniently in possession of the master key-pass. Clearly they had also been briefed on what room to go to - and what room to avoid. A lone Combine official is good. Two armed Assay operatives is not.
So Haxtes quickly descended to the lobby area to have a chat with the goodman Drayclok. The gunfire had probably alerted him to the fact something had gone terribly wrong. So he'd done the sensible thing and done a runner. Haxtes could feel his fear and his urgency; it was like a track of blood that he could easily follow - not consciously, it was just something that happened. Something else happened too. Haxtes found Draylock, only something had found him already. Something darkly robed, something of inhuman strength and speed, something with glowing red eyes.
There was no time to think - monstrosity versus shotgun. Not too bad odds, had not the cursed gun's spirit decided that this was a good place to fail. Now it was monstrosity versus puny stub pistol - long odds indeed. A series of point blank shots divided by sidesteps and dodges. Until finally a bullet through the head proved that the old axiom holds true for monstrosities as well - a bullet in the head WILL make you very dead.
Draylock confessed his sins. How he would sometimes have his underhive contacts murder and rob promising guests. How he had warned them to stay away from Ben and Richard. How me meant no harm. Honestly. The Emperor's Mercy was too good for him, but he received it anyway. Let Him on the Throne sort out his soul. The monster was something of a disappointment; under the cloak was a naked human body, visibly augmented in various ways. So this was behind the disappearances? But where had the thing intended to bring Draylock? For surely he'd not been kept alive if the thing had intended his death...
---
Back at the hotel Maxi got into a bit of trouble. The Magistratum had turned up in force, presumably in response to reports of gunfire. Not wanting to get implicated in anything Maxi moved to an abandoned floor. It might have worked had they been real Magistratum enforcers. But they were not. They were professionals. And professional bring autocarbines to a firefight - and sensor drones to any search and detain mission. Ben/Maxi opted to go peacefully rather than provoke a gunfight. Perhaps he through he'd learn more that way. Or maybe he throught his cover would hold. He'd regret that choice later.
---
Richard/Haxtes would manage to hear some of what happened through one of his vox-bugs. Moving back to the hotel he found it amply guarded. Mercs is Magistratum coats, guns at the ready, overlapping fields of fire, sensory enhancement visors. The works - probably had sensor/gun drones on standby as well. A frontal assault was completely out of the question. Once again, no fear, only cold statistics - the chance of failure simply too high. Better to consider an alternate approach. Head towards the Magistratum office, perhaps an opportunity would present itself.After a goodly while it became clear that the mercs were not coming. They had taken Maxi somewhere else. And nothing from the vox-bugs. By the Powers! What to do now?
---
Maxi would find himself taken through dark streets and moved into some great building. Restrained and surrounded by armed men; this was not a good time to act. The chance would come later. Hopefully. Put in a cell then injected with something. Maxi supposed it was meant to put him out, but it had only made him dizzy and nauseous. Already he was feeling better. The guards had left him in the care of servitors. They stripped him and moved him to an operating theater. Antiseptics. A servitor making ready to administer more drugs. Maxi moved then, making short work of the medical model.
Stark naked Maxi started looking for a way out. There was none, save a heavily armored - and locked - door. So he moved into a small adjacent storage room and waited...
---
'Chord' Lunz probably thought himself quite safe. Sleeping in his big bed in the Union Hall. With a couple of whores for company and his own muscle standing guard without. And downstairs at aleast a dozen more of his men; not all muscle, but deadly enough every one. And who would dare make a move against the narc syndicate's top man i Coscarla anyway? So suddenly being shaken from his sleep by a man with a gun and coldly flat eyes...it must have come as something of a surprise. he probably considered making a move, calling for his guards maybe. But those eyes...there was no mercy to be found there, no weakness. Those eyes had killed before, and would no hesitate to do so again. Chord would know. His eyes had used to be like. But now, lying in his bed, he realized he'd lost his edge.
As it was he would not die just then. He'd die not long after in a much more painful and demeaning fashion. But at the time he considered himself quite fortunate. He'd told the stranger what he wanted to know. That whatever was going down - Chord honestly didn't want to know too much about that - was taking place in the Alms House. The Director, one Sybas Moran, was definitely in the know. Otherwise he would never have gone from spineless coward to prancing big-shot. That was where the bodies were going. Maxi would be there.
Ryker, the mercenary leader, and his men had come in around that time. They had kept Warden Locan around, made sure Chord kept him well-supplied with hi-grade obscura. That kept him out of the way, while stopping short of killing him. So whenever someone higher up made a call they'd hear a familiar voice, see a familiar face. Neat. Locan's deputies had gone away however. It was said that the stew over at the Alms House was very thick and meaty that week...
He didn't really want to know, but he'd heard mention of a name 'the Churgeon' or the 'Chirurgeon'. Something like that. Whomever it was he was calling the shots. The real source of whatever had befallen Coscarla. Haxtes left him - alive - in his bed. Went out the window and made for the Alms House at a run.
---
From his hiding place Ben/Maxi saw the door swing open on thick well-oiled hinges. Someone in voluminous machanicus robes came striding in. Maxi kept his cool. Waited for the door to start closing. A door that heavy would not open quickly again. Then he dashed forward. Bawling past the tech-priest and out the door. It smacked closed behind him with a loud clang. He was out, but far from safe. He was naked. They were armed. He had to keep moving. To get away before his escape was noticed. After that it got a little blurry. There was running. There was shouting. There were doors. Gunfire. A weapon in his had. Blood flowing. Dead enemies before him…until suddenly it was Haxtes pointing a pillaged carbine into his pace. How much time had passed?
---
Haxtes became involved in a running firefight. Waiting until the last couple of Magistratum men headed into the darkness, presumably heading for the office, he moved in through the main ground floor entrance. A couple of civilians were there, and some more enforcers. Gunfire everywhere. In the main hall. through the kitchen. Some corridors. A stairwell. Then suddenly coming face to face with Maxi, almost blowing him to bits in fact.
Then came the monsters. A small horde of the red-eyed things. Strong and fast they may have been, but they held no terror now. They were blown apart in a hail of autogun fire. But they had served their purpose. Haxtes and Maxi found the operating theater door open. The Churgeon was gone. And from a nearby lab was missing some vials from a bio-toxin cabinet. There was a secret door in an office, leading to the back of the building. Something had jumped down and disappeared into the dark. There would be no catching the real villain this time.
But there still had to be a reckoning with Ryker and his men. Oh yes, there would be a reckoning.
A galaxy of guns, part 8 - Personal augmentation work
Many warriors choose – or are forced – to undergo some form of augmentation work; a catch-all for a variety of procedures that interfere with the purity of the human form in an attempt to create better warriors. Such augmentation work can be broadly classified in five groups; also included are some examples of use.
Drugs: The simplest form is drug use. Ranging from the use of certain types of obscura to dull pain and make warriors 'brave', to advanced combat drugs such a the frenzon used on Penal Legion troopers. Space Marine power armour contains an extensive array of combat drugs that can be administered by auto-injectors.
Biochemical conditioning: Extensive and prolonged drug use aimed at making lasting changes in the body (most such treatments require indefinite maintenance as well, even after the desired effect has been achieved). One example is the prolonged use of certain herb mixtures on feral worlds that can make warriors semi-immune to pain . Another is a substance favoured by underhive gangers that makes human eyes able to see in near-total darkness. Space Marines undergo a heavy regiment of biochemical condition during their creation; to enhance their mental and physical faculties.
Biomechanical reconstruction: Invasive chirurgery that replace/add/modify parts of the human body. Advanced procedures use micro- or nanochirurgery. Biomechanical reconstruction can replicate many of the same effects as cybernetic enhancements; only they are biological not mechanical in nature. The additional organs carried by Space Marines are good examples.
Invasive geneering: A term for tailored viruses that are injected into the host body with a specific goal; to rewrite part of the targets gene structure. Only the Magi Biologis of the Mechanicus routinely perform such techno-arcane miracles, and even for them the procedure is difficult and fraught with danger (for the patient). Space Marines are created using invasive geneering.
Cybernetic enhancements: Cybernetic enhancements can replace damaged or destroyed flesh, or they can add new capabilities to the human body. Cybernetics range from crude systems of steel and chrome to hi-end components that are undistinguishable from flesh. The most important cybernetic enhancements are those that allow the human mind to interface with machine spirits; this is largely the province of the Adeptus Mechanicus, although Space Marines have a cranial/spinal implant that allow them to interface directly with the machine spirit inhabiting their suit of power armour. Other warriors sometimes employ lesser systems that allow them to interface with their weapons.
Edge of Darkness, part 2 - Investigation
Timestamp: 6.045.997.M41
Location: Coscarla Division, Tiergon Spire sub-levels, Northern Quadrant, Metropolitan Area, Hive Sibellus, Scintilla, Golgenna Reach
Situation: Conducting investigations in Coscarla Division
Body: Let's just cut to the chase; by now you should realize what a shitty little place Coscarla is and how unimportant the people who live there are. We don't need to keep repeating that. Nor do we need to remind you about the decay, the burnt-out buildings, the abandoned hab-blocks. You remember.
Checking out Saul's last known address seemed a promising start. The acolytes didn't go there directly of course, that might have aroused suspicion. Instead they wound up in hab-stack 717, quite a distance from the Southern Square with it's train station, market, and enforcer station. It sat almost at the border of no-man's land. Perhaps even a little over the border.
The hab-unit held no clues. Waste of time. Saul's sister, Lili, proved quite useful, however. She was conveniently hiding under the bed when the Assay operatives came barging in. She was quite upset, and quite afraid. Took her a while to settle down and tell her story. How she'd left Coscarla when the troubles began, but checked up on her brother from time to time. She'd reported him missing when she found him gone, but by then he'd most likely been missing for some time.
She didn't say it loud, but we got the impression she was afraid of something. Of whatever had befallen her brother. She didn't know what it was, but she gave us the first clue to something bigger; that which really troubled Coscarla. We didn't know that then of course, for which we would pay dearly. But more on that later. We let her go and advised her not to return. Then we walked out of there. With a name. Evard Zed. Co-worker, co-drinker, friend perhaps. Lili had seen him in the Division Cathedral that very morning. About the time when we arrived.
---
We called it the night. The Coscarla Hostel was the only hotel left in the area. Forty stories covering an entire hab-blcok. How many rooms? Thousands. Not many were still in use though. But we only needed one. The manager was one Maxus Drayclok, a many of odious pron habits, poor personal hygiene, and excessive obscura habits. The room wasn't too dirty and the plumbing worked. Not bad, considering how the only staff we saw was a thin woman (Maxus' wife, or so he said) and a few old servitors.
---
The night passed without incident (the next one would not, but let us not get ahead of ourselves). Haxtes/Little Richard had a little stroll in the market. Picked up some recaff and breakfast - the dining hall at the hotel was closed. Meanwhile Maxi used the time to groom himself for the part of Ben.
Then we had a look at the Cathedral. It was typical enough of such buildings. Monumental, ornamental, oppressive and uplifting at the same time. The resident preacher turned out not to be a Bishop at all. Just the most senior priest still around. Preacher Fayban or some such. He smelled of liquor, but otherwise proved to be a fairly decent man, as preachers go. He confirmed that Zed used to hang around. Let him sleep in one of the annexes in fact. This was something new we learned; Zed had dropped his formerly alcoholic self and found the God-Emperor. Happened right around the time Saul went missing. A coincidence? Not likely.
Zed turned out to be a disappointment. He claimed to know nothing about Saul's disappearance. They'd been out drinking one night, but had then parted ways. That was the last he'd seen of him. He clearly was lying abut something. But we could not push him much further without blowing ur cover. Not with the priest around. So we marked him for later.
After that we went for a stroll. The Tantalus Alms House frequented by many of those left in the Division. The came for a bit of food, maybe some clothes, that sort of thing. Nothing to gain there. THen there was the 3rd Tantalus Workers Union. Used to be a union hall and watering hole, all run by the Tantalus Coropration for the 'benefit' of its workers. Turned out it was now run by local narc gangers. We had a look around, did some ice-breaking, but left again none the wiser.
---
So far we had nothing concrete. Just a general sense of something wrong. We just didn't know that it was far more wrong then we first suspected (or maybe we did, this was a Big I operation after all; maybe we just didn't connect the dots properly). Anyway, by chance we happened upon a reclaimator named Sikes. He must have been a big, powerful muscle once; his clan tatts were still clearly visible. Now he was older, but probably still dangerous, seeing as he survived what must be a dangerous lifestyle. He's set up his 'yard' in the hinterlands, and was busy scavenging what he could (precious little left). Also did a little trade, but the locals had little of offer he said. It was he who first told us that something was going down in Coscarla at night. He didn't know exactly what, only that the locals were scared and that there had been some disappearances. He'd not given it much credit at first - one got to hear a lot of ghost stories traveling around like he - but now he wasn't so sure anymore. He'd be closing shop soon. Moving on. Better safe than sorry.
But lo and behold. Who comes to visit Sikes? None other than Mr. Zed. With a big-ass pushcart containing the personal belonging -including every peice of movable furniture - of his old friend Saul. We had us a little extra chat with him then. He cracked quickly enough. He'd told the truth, he said. Just not all of it. He and Saul had been to the Union Hall. Drinking as usual. Saul had a bit of money after some lucky draws for factorium shifts. But he'd left early, leaving Zed without the Thrones to get propeprly drunk. So when Zed found out his credit line in the bar had dried up he'd run after Saul. Into the dark. That was before the disappearances really started. He'd seen them then; gaunt shapes in the dark, glowing red eyes. They had taken Saul with them, never to be seen again. Zed had run like the wind to the Cathedral and hid there. He tought he'd be safe there. Until you came along. Then he'd realized that the problem was even worse and that he had to get away before it was too late. Only he was broke, so he figure he' d sell Sauls stuff to SIkes to get a few Thrones. Just to get on the rail and away.
---
Ok, so now we knew there were disappearances. Quite a few of them. Not just Saul. The enforcers were obvious suspects. But again they were hardly behind it all. They would just be muscle, so confronting them would accomplish nothing. In the end we took Zed in and headed down to the Magistratum office. We informed him that we'd gotten us a runner. If they could be so kind as to hold him for us, in return for a few Thrones? Sure they could. Only we saw they didn't like it. Which further marked them as part of the conspiracy; real Magistratum officer ALWAYS take bribes...and real Magistratum cells are not empty. Theirs were.
Feeling somewhat optimistic we made a call to Assay. Requesting pickup for our man. And also sending a cipher to our handlers, advising them abut the situation. Then we headed to the hotel for a good night of uninterrupted sleep...
A galaxy of guns, part 7 - Personal power fields
Though there are few that can claim to truly understand the lore that dictate the workings of power fields, even among the Archmagi of the Mechanicus, such fields are a known factor in the 41st Millennium. Since so few know how to make them each such field is very hard to come by and very expensive (if they are available for purchase at all). What fields do get made are churned out by rote, are very old, or are of xenos manufacture. Needless to say repairing such systems are as difficult and expensive as getting them in the first place.
Refractor fields: Advanced body armour offers very good protection against a variety of weapon types, but does fail to protect against hi-power energy weapons. Things like heavy lasguns, plasma guns and melta weapons can cut through even the thickest armour in a way not duplicated by projectile weapons. The refractor field does something to remedy this problem by creating a force-field effect that diffuses (electromagnetic) energy, causing las-beams (and other derived direct energy beams) to loose coherency and penetrating power before reach the target.
The refractor field doesn't completely prevent damage from energy weapons, it only blunts it. Since the field extends well away from the wearer it offers limited protection against shape-charge or plasma-bolter ammunition. And a refractor field also has a very limited effect on projectile weapons. The refraction effect might cause a slight change in the path of a bullet or bolt, but not enough to prevent it from striking the target with full force. Refraction fields are even less useful against melee weapons; the slow and steady application of kinetic energy used to swing a weapon completely negates the field's effect. Given the field's limitations it is only by wearing a refractor field in conjunction with body armour that a warrior can enter the battlefield knowing he's well protected from most threat scenarios.
A refractor field, like most power fields, consist of a control unit, a generator unit, projection nodes, and a power supply. The control unit can be tied into the control systems of a suit of body armour if desired. The projection unit is commonly worn as a large and heavy belt (sometimes including an auxiliary control unit – on/off button etc.). The projection nodes are either built into the belt unit or scattered across the armour (for better coverage and reduced power consumption). The power supply is either a large and powerful battery (a 5-pound atomic-stack battery can last for hours, while a smaller and/or less advanced battery might last only minutes) or a power generator (a 20-pound micro-fusion backpack could provide near-indefinite endurance).
Refractor fields can be made very small, possibly small enough to be worn as heavy jewellery (a large pendant for example) or more commonly a thick belt. The problem is that such small units will have very short endurance, and may also have limited coverage/reduced refraction effect because there are too few projection nodes. As such they are not suitable for military use, but have their place in self-defence scenarios.
Adeptus Astartes Chapters usually have a reserve of refractor fields that are issued to units that are expected to come under intense anti-armour fire; such as assault marines charging dug-in-infantry for example, or Terminators teleporting into choice hot-zones. The combination of PA/Terminator armour and a refractor field can keep a Marine alive for the crucial moments needed to eliminate the enemy, saving the God-Emperor valuable resource in terms of Marines and equipment.
Conversion field: A conversion field converts incoming energy into light and heat and directs it away from the field's owner. Conversion fields are a much rarer and more advanced type of power field than conversion fields. They are made exclusively by the Adeptus Mechanicus – in very small numbers and for select clients only. Unlike refraction fields, which only work primarily against direct energy weapons, conversion fields offer protection against most forms of attack, except attacks with melee weapons (once again the relative slowness of a melee attack prevents this field type from blocking it). Although conversion fields can protect the wearer from most types of damage it is advisable to wear body armour as well; a conversion field cannot completely protect the wearer against more powerful weapons. Conversion fields see little use on the battlefield, not just because they are rare and expensive, but because they have one major drawback – the light/heat flare generate by a hit can blind nearby friendly soldiers and also marks out the user as a target for further fire. It is ideal for VIPs and other non-military targets.
Barrier field: Barrier fields, sometimes called flux fields, do not try to refract, divert or convert energy. Instead they stop it by generating a counter-force. A barrier field in idle mode generates a infinite feedback-loop of static energy. The field typically takes the form of a hemisphere. If a weapon or other force effect strikes the barrier field it immediately generates a counter-force effect, thereby eliminating the incoming attack. Barrier fields are effective against most attacks, even melee strikes (it will forcefully push away any striking weapon). Slow-moving strikes, thrusts in particular, have a good chance of bypassing the field. Although the barrier field is more effective than both the refractor and conversion types it does have some drawbacks; even in idle mode it draws a fair amount of power and when it is struck it required a very large amount of energy. This makes barrier fields rather less suitable for soldiers who cannot carry a sufficient energy supply. The static energy effect also gives away a faint radiance and becomes quite visible in dusty or polluted atmospheres.
Displacement field: Displacement fields are the most potent personal shield technology known to the Adeptus Mechanicus. A holdover from the Dark Age of Technology it uses phase-disruption technology to protect the wearer – related to the techno-arcana that power teleporters. Whenever the sensor-field detects an incoming attack it shift the wearer into another phase-state, effectively preventing the rest of the universe from interacting with him. The field doesn't stop the attack, it just lets it pass through the target. Incidentally this makes displacement fields nearly useless against melee attacks; the phase-out lasts only for a split second, enough to let a bullet or beam through, but a sword will still be inside the user when he phases back in. Some Magi have experimented with longer phase-out times, but this is dangerous; the danger of being phase-disrupted (i.e. you constituent atoms are scattered into the Immaterium, which is quite fatal) increases astronomically once phase-out time crosses a certain threshold.
Void field: Void fields take field technology one step forward by combining the best features of both barrier and displacement fields. In essence it is a field effect that instead of phasing out the target, phases out the actual attack. Whatever damage isn't dealt with this way is stopped by the void field's secondary phase; a multi-function barrier/conversion/refraction effect. Void fields are bulky, require huge amounts of energy, and a lot of maintenance. As such they are not usually fund as personal protection. They main use is as the primary defence of Imperial capital warships and Titan war-machines.
Holo fields: The Eldar are fond of power fields, in particular holo fields. They are more properly categorized as ECM since they do not protect the target as such, only prevent the enemy from gaining a clear shot at the target (typical xenos cowardice).
A galaxy of guns, part 6 - Personal body armour
One of the most important rules of personal combat is – if you are going to draw that pistol, better wear armour. Other important rules include 'avoid detection', 'avoid getting hit', and 'always carry a bigger gun than the other guy'. But if you make combat a habit then sooner or later you will get hit, and without body armour chances are you'll be very dead very quickly. Although the old saying 'a bullet in the head will make you very dead, but a bullet in the arm does very little harm' is still true, there are many weapons on the 40k battlefield that can kill you with even a glancing hit – 'a bolt shell in the head will blow it apart, and a hit to the arm will kill you nonetheless'. So be a good boy and wear your armour.
Note that having a tough armour will protect you from damage from weapons, but it does not necessarily protect you from everything else. Armour therefore frequently comes with several additional protective options; many of these are only available for completely sealed suits, or for those wearing a helmet/hood with their armour. Options include climate control, respirators, rebreathers, air supply, photovisor, hearing protection, radiation protection, pressurization, sealed, vacuum support. It's also possible to integrate various other systems in armour; sensors, weapons, power supply.
Primitive armour: Primitive armour is similar to primitive melee weapons; it's used by those who do not have access to modern equipment. The primary users are warriors from primitive words, but you'd be surprised by the number of hive gangers and others found using it. Various leathers and hides are primitive armour, as are purpose-crafted chain mail and plate armour, as well as more hi-tech but improvised materials – for example unarmored space-suits, furnace worker smocks, and steel-plate armoured industrial exoskeleton.
Flak: Flak armour is the most commonly seen armour type in the Imperium. It consists of multiple layers of ballistic ('flak') weave that is designed to deflect and dissipate incoming energy. It is quite effective against projectile weapons, concussion and fragmentation, but is next to useless against high-powered energy weapons or bolters.
The Imperial Guard (and many PDF forces) are equipped with flak armour. Such armour is normally not sealed, although by adding an auxiliary breathing mask and gloves a similar effect can be achieved (for a limited time period at least). Many Guard units augment their flak armour with carapace reinforcing segments; a hi-threath helmet is nearly ubiquitous, but many (Stormtrooper regiments in particular) also wear carapace chest-plates and so on. Many security troopers and enforcers also wear flak armour, usually flak vests.
Mesh: Mesh armour is one step up from flak armour; the basic design is the same, but the armour is interwoven with strands of carbon nanotubes. Mesh armour gets its name from the faint geometric designs found in many such armours; testament to the various weaving techniques used. When mesh armour is damage it can be repaired by replacing the damaged segments only. When struck by incoming fire mesh armour will become rigid and prevent impact trauma damage to the wearer and will also effectively dissipate directed energy.
Mesh armour is not as widely used in the Imperium as flak armour; only the Mechanicus and certain tech-guilds know how to make it. As a result mesh is too expensive for widespread use with military forces, except among some Special Forces Regiments. It is, however, the preferred armour of those with resources; the armsmen of an ancient noble family, the security guards of a major business venture, or the heavy muscle of a top kingpin.
Crysweave: Crysweave, or mono-crystal diamonid nanofibre as it is sometimes called, is the ultimate ballistic armour found within the borders of the Imperium. The resultant armoured suit is both light and flexible, while retaining superbly good protection characteristics against both projectile and energy weapons.
Crysweave is rare and expensive. It is manufactured only by a select few Forge Worlds and sold only to the Imperium or certain select clients. It is rumoured that certain elite assault units within the Tech-guard are equipped with this type of armour. Imperial Temple Assassins also come equipped with cameleoline crysweave armour. Other users include security-conscious nobles, senior adepts and Rogue Traders; men who need protection but cannot dress up in full battle-armour.
Carapace: The so-called carapace armour is made of interlocking armour plates worn over a flexible backing. That's the common denominator, from which many variations can be made. The carapace armour is either made of single parts – such a the light infantry helmet worn by the Imperial Guard and others, or the clamshell breast-piece worn by some front-line assault units – or is part of a full suit of hard-shell sealed combat armour.
The plates themselves are a sandwich of hi-tech composite materials designed to provide optimum protection form a variety of weapons. The most basic types combine typically combine and inner layer of woven ballistic fibre and and outer ablative layer of ceramite, over a core of plasteel. The resulting armour offers excellent protection from all common weapons found on the 41st Millennium battlefield. For those who can afford it and have the connections the Mechanicus can provide more advanced materials technology; mono-bond crystal weave, collapsed matter hardening, and refraction ablation to name a few. Ultimately it is possible to create carapace armour using power field projection techniques; in effect creating an armour that creates it's own internal stasis effect – the exact opposite of entropic effect found in the annihilation field of a power weapon.
Power armour: Power armour is the ultimate form of personal protection. In essence it is just a suit of sealed heavy carapace. A suit so heavy that it requires its own internal power supply and locomotive system to operate. Because of this power/locomotion arrangement armour protection can be increased without slowing the wearer down, and also allows the wearer to employ much heavier weaponry than an unaugmented human could. In practice all power armour suits will come equipped with a full range of auxiliary systems as well.
The end result is a hideously complex and expensive piece of equipment that requires years of training to use correctly. But that piece of equipment turns the wearer into a light armoured vehicle capable of replicating the full range of human movement and employing weapons of sufficient power to deal with any battlefield threat. That said there are many variations of power armour; raging from primitive versions that are little more than armoured exoskeletons, via 'civilian' versions of intermediate sophistication, to the Mechanicus-crafted masterpieces of techno-arcana worn by the Adeptus Astatres – the Angles of Death – and the Adeptus Sororitas – the Emperor's Handmaidens.
Terminator armour: Terminator armour is a special form of heavy assault power armour employed by the Adeptus Astartes (in very limited numbers) and a few choice Throne agents. Superbly well armoured using the finest Mechanicus armour technology the Terminator suits are intended for short range action against entrenchment and well-equipped enemies. The added power of Terminator armour allows them to field weapons even more potent than those used by normal Marines; rapid-fire storm bolters and assault cannon for the most part. Terminator suits lack the auxiliary backpack of normal power armour; all systems are carried internally for maximum protection. The lack of a jump pack, lower ground speed and limited motion range means that Terminators lack the mobility of power armoured Marines. To compensate all Terminator suits are equipped with teleporter beacons; it sis standard procedure for Terminator suits to be inserted and extracted by teleportarium.
Dreadnought armour: Dreadnought combat suits are more correctly classified as walking tanks; such is their level of protection and firepower. The operator sits deep within the chest cavity of the armour, protected by multiple layers of heavy armour. Linked directly into his armour the operator has an unique ability to perceive the battlefield, without actually sensing it directly. Dreadnought armour utilizes advanced armour components and is capable of withstanding most hand-held weapons; the use of anti-tank weaponry is recommended. Dreadnoughts frequently carry multiple heavy weapons; hi-power lascannon, autocannon, plasma cannon and hi-focus melta weapons.
A galaxy of guns, part 5 - Melee weapons
Surprisingly perhaps, but various forms of melee weapons continue to be employed even in the distant dark future. Hi-tech melee weapons can be extremely potent, able to cut down power-armoured warriors with ease or ripping open armoured fighting vehicles. It must be remembered, however, that to use a melee weapon you have to get in close – the sword is still no match for the gun. Instead melee weapons see use where no guns are available or cannot be use, when ammunition runs out, or when ranges are very short. Adeptus Astartes storming an enemy fortified position will have the speed, protection, and missile firepower needed to get into melee range – and once they do it is game over for their enemies.
Primitive melee weapons: Primitive melee weapons range from a utility knife, via an underhive shiv, to the blades and other weapons employed on primitive worlds. Most primitive melee weapons lack the penetrating qualities required to overcome modern rigid body armour, but work well enough against unarmoured targets or targets wearing only primitive armour.
Vibro weapons: Vibro weapons are hi-tech versions of primitive bladed weapons that use power-material-oscillation technology (related to the technology use in power weapons) to create a weapons with a cutting edge that vibrates several thousand times per second. The minute (and completely invisible) oscillation effect helps the weapon cut through armour, bone, and flesh. The blade also gets very hot, despite integrated heat-dissipating feedback loops. Vibro weapons require power cells to operate. Without power they are useless; the cutting edge of a vibroblade is not very sharp. Vibro weapons are popular with scum and mercenaries.
Mono weapons: So called monomolecular weapons have a very narrow cutting edge, culminating in a single nano-strand of incredible hardness and durability, bound into a crystal-matrix mesh of high density and durability. Contrary to common lore it is not the cutting edge that is lethal – it is the matter-disruption properties of the backing material matrix that allows the mono-strand to cut through non-bonded materials with little effort. The Imperial Guard is issued with mono-blades, either as long fighting knives or bayonets.
Hyperdense weapons: Hyperdense cutting edges are similar to monomolecular weapons, except that their design involves sacred techno-arcana pertaining to the use of collapsed/hyperdense materials. The result is a cutting surface that is even more lethal than a monoblade – the collapsed matter will sheer through almost anything that isn't protected by molecular hardening or nuclear dampener fields. Given the difficult manufacturing process hyperdense weapons are found only in the hands of the rich or lucky. The Adeptus Astartes are neither, but as humanity's finest they have access to such weapons if they desire them.
Chain weapons: Chain weapons resemble bulky versions of normal cutting weapons. They contain heavy power cell in the hilt/haft which powers the cutting chain that gives the weapon its name (it strongly resembles a chainsaw – a common industrial tool). Chain weapons are almost always mono-weapons, since a chain weapon without this feature would have trouble dealing with heavy modern armour. Because of their weight and bulk chainswords and chainaxes are frequently employed by power-armoured soldiers. The Astartes are fond of chain weapons – the oversized chainsword with hyperdense cutting edge is a staple of Marine assault troopers, capable of cutting down other Astartes or peeling open lightly armoured vehicles. Another famous chain weapon is the Astartes Terminator chainfist – which is most correctly classified as a power weapon.
Power weapons: Power weapons are usually normal melee weapons that have a annihilation energy field installed. Running from a power pack in the hilt/haft, the annihilation field is the pinnacle of the matter-disruption effect used in mono/hyperdense weapons. Instead of a passive-integrated effect the active-effect field extends beyond the weapon and is the primary destructive agent; the weapon itself is of secondary importance. The power field interfaces with other power fields, so a power weapon can effectively be used to parry other power weapons. Some power weapons have a variable power setting – on low power they can play havoc an the target's nervous system, but won't kill (the Adeptus Arbites power maul is a typical example).
The Imperium retains some examples of pure-annihilation weapons. Such weapons forego the use of a material component, keeping only the hilt that contains power cell and field projector. There are several problems with such a system; the projection technology is lost-tech and the replacement system used to build such weapons is energy-inefficient, leading to a very short lifetime for the power cells. The main issue, however, is that the annihilation field has no mass or inertia, so that parrying becomes effectively impossible.
Force weapons: Force weapons have something in common with both hyperdense and power weapons; they are, in essence, hyperdense psi-foci that can channel a psyker's latent psi-aura into a destructive field akin to that produced by a power weapon. Since force weapons are fuelled by psychic energy they are of less use to non-psykers (but hey, a hyperdense sword is still lethal enough, it will hack a person in twain even if wielded by a mundane). Powerful psykers can channel power into the weapon, enhancing its lethality to the level of a power weapon – and beyond. Force weapons are very rare and quite expensive.
A galaxy of guns, part 4 - Exotic energy weapons
Humanity's mastery of the laws of physics during the Dark Age of Technology led to the creation of many techno-arcane devices of unbelievable power – gravitic weapons capable of tearing any target to shreds, molecular disintegrators that quite literally did what their name indicates, anti-matter warheads fitted into miniature AI missiles, and worse – devices capable of tearing open rifts into the Warp, psionic beams that could burn out a creature's soul; basically any dark and abominable device that can be imagined. Luckily for humanity the knowledge of how to produce and maintain these weapons was last during the Age of Strife. The Adeptus Mechanicus still guard the secrets of some of these forbidden weapons, vigilantly working to prevent such terrible tech-heresies from falling into the wrong hands. Other weapons have passed into obscurity, for which we shall be eternally grateful. Certain degenerate xenos species, however, have no regard for the works of the Mechanicus and continue to employ blasphemous of similar nature (the vile Eldar are especially guilt of this).
A galaxy of guns, part 3 - Flame weapons
Flame weapons have been part of the human armoury since hallowed antiquity and continue to see use on the battlefield. Improvised fire weapons – usually thrown firebombs – are also used by insurgents and rioters.
Chemical flamers: Chemical flamers spray promethium or another highly flammable substance at high pressure using a pressurized container/nozzle assembly. The promethium is ignited by a burner as it leaves the nozzle, creating a spray of chemical fire that is almost impossible to put out (promethium burns even if submerged in water) and that can cause flammable targets to catch fire.
Promethium-based flamers are commonly used by the Imperial Guard to clear out enemy emplacements and such. These flamers come in pistol, rifle, and heavy support variants. Some rifle patterns have external tanks (carried on the trooper's back) that provide extra fuel and greater range (because of the higher fuel pressure inside the tank).
Because of the limited range of flamers and the danger presented by the pressurized fuel, many consider the role of the flamer-trooper to be an unlucky one. Flamer-equipped troopers should preferable wear sealed and fire-proofed armour because of the hazards created by the proximity to heat/fire and secondary smoke/noxious fuels.
Plasmatic flamers: Plasmatic flamers utilize the same basic principle that plasma guns do – hydrogen fuel is turned into high-energy plasma by a focused las-beam. The plasma is then accelerated out of the containment chamber and released from the weapon – creating a spray of super-hot plasma they will burn anything it touches (similar in effect to chemical flamers, but with increased damage potential).
Plasmatic flamers are quite bulky and because of the extremely hot payload they can only be used by troops in sealed armour. As a result plasmatic flamers are primarily found in the armouries of the Adeptus Astartes and the Sisters of Battle (both forces use power armour, which is fully sealed).
Edge of Darkness, part 1 - Descent
Timestamp: 6.043.997.M41
Location: Corscala Division, Tiergon Spire sub-levels, Northern Quadrant, Metropolitan Area, Hive Sibellus, Scintilla, Golgenna Reach
Situation: Recently arrived by rail in Corscala Division.
Body: So it was that ten hours (Terran standard) later two Coblast Assay operatives arrived by rail at Corscala Central Railhead. One was a big mean motherf'er called Ben. A man with a lot of attitude and an even more extensive personal grooming kit. Completely shaven from head to toe, fake tan and cosmetics layered heavily. His companion, little Richard ,hardly warranted any attention at all. Not that he didn't come across as competent, but of you asked a casual observer afterward he would have been hard pressed to remember any details about Richard - except his small stature and unassuming nature.
Corscala Divisions is one of many wedge-shaped vaults arranged in a circle - and there are several circles, and layers of newcircles atop the circles - neatly arranged by Mechanicus engineers so as to support the great bulk of the Tiergon Hive Spire above. To the untrained eye, however, nothing of this is apparent - to such a viewer Corscala Division is just a huge interior space, lined with endless rows of massive hab-blocks rising from ground level up to the roof high above (each block intricately linked into the greater system, helping support the great mass above).
There are countless places like it in any Hive. But as divisions go Corscala had certainly seen better days. Clearly in the end phase of its current life-cylce - it would take a mircale to reverse the current decay, better to let it all rot and then later rebuild - it had once been a good place to live. Most of the inhabitants had worked for the Tantalus Combine, a semi-large manufacturing corporation, either directly in one of the many manufactorius, or indirectly by supporting the local population in secondary and tertiary roles. But the fortunes of Tantalus had declined and Corscala has seen the plants shut down one after another. Unemployment skyrocketed, so did substance abuse and violent crime. It went downhill from there. Thouse who could, left, those that remain try to get by as best they can.
When the two operative arrived they found the place largely deserted. Out of every hundred hab-units only a few were populated; by the sick, the old, the stupid, or the unlucky. Fires had gutted quite a few hab-blocks and many of those remaining had clustered around the rail-head/communal square area, keeping that section of the division alive, but leaving the more distant areas more or less completely abandoned. Jobs were hard to come by, but Scintillans always try, even these people. So they set up their little shops and hawked their wares, tried to make a Throne. A few Tantalus plants continued to process, an a system of work by drawing lots had developed. And there was the Tantalus Alms House of core, which kept thouse who had nothing left fed and alive...
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It became clear that something was amiss from the moment you left the train. A couple of Magistratum greencoats were hanging around, checing up on the new arrivals. Everything about them was wrong. To be posted down here...not a sign that your star is one the rise...but these greecoats came across as tough professionals. Killers. Haxtes needed only one look at the way their carrierd their simple, but utilitarian auto-carbines to know that they did not belong. Too competent. Too dangerous. The sweet smell of Mechanicus-blessed weapon oil. Only something use by well-paid professionals. You were not afraid of these men, but you knew that to provoke them in the open would only lead to a fight - one you'd loose. So you smiled, present your Assay IDs, asked to see the local officer, and then walked away.
The Magistratum office was not far, just a few hundred meters to the left of the main square, with the rail station at your backs. You found more muscle there. And the officer in charge. Warden Locan. His office reeked of obscura. Clearly he was not the real leader of these mercenaries. Perhaps he even was a real police officer. You know, bad personal hygiene, corrupt, obscura addict. You walked out of the office having made your presence and purpose known - hunting for bounties. A right plausible cover. You would not be suspected as long as you kept a low profile.
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More later

Edge of Darkness - Introduction
Timestamp: 5.041.997.M41
Location: Administratum Division, Hive Central, Metropolitan Area, Hive Sibellus, Scintilla, Golgenna Reach
Situation: First assignment received
Body: New Year's Eve came and went with a minimum of fuss. The Arbites never made a big deal out of it, and the Hand certainly didn't. Same with Jax and Eiron. There was a party of course, and trade was brisk in preparation, but nothing memorable.
Not long after the call finally came down from the top. Encrypted message received separately by Haxtes and Maxi. Meet up at a certain Administratum building at so and so time, wearing so and so, and offering a certain passphrase when prompted. You were not exactly surprised to meet one another. Perhaps yours is not the happiest marriage out there, but at least its a known factor.
Aerial view of Administratum Division, Hive Central, Metropolitan Area, Hive Sibellus. The circular structure seen in the distance is the Triumph Gate built to honor the victorious Drusus following his appointment as Sector Governor.

Following a pre-set path you were perhaps more surprised to see Interrogator Sand. In full surgical kit in a medicae theater. He presented you with the body of Saul Arbest a laid-off worker, formerly of the Tantalus Combine, found dead not too long ago. There are many like him every day in Metropolitan Sibellus. But not all of them have a xenos bio-tech graft attached to their spines. So that attracted the attention of the Inquisition in general - and Sand in particular, seeing as he is one his age's finest neuro-chirurgeons.
Soon you were on your way to a rented safe-house, where you would assume another set of identities. That of two operatives of the Coblast Assay. The Coblast is a security outfit (meaning they do a variety of work - bounty hunting, bodyguard service, investigation, mercenaries, and other 'security' related venues) working in Hive Sibellus, both Metropolitan and other sectors. Not a very large operation, about 6.000 permanent retainers and about ten times that in terms of auxiliary manpower. A veritable drop in the ocean of people that make up Sibellus. Yet just big enough to provide the Inquisition with both resources and a plausible cover for some of its operations. Such as this one. So you don't just pretend to work for the Coblast...you actually do...just a little added to your dossiers and some new names, but otherwise legit.
Interlude - The Holy Work
Timestamp: 7.901.996.M41
Location: Kaidan Zone, Lower Mid-Tiers, Northern Quadrant, Metropolitan Area, Hive Sibellus, Scintilla, Golgenna Reach
Situation: Maintaining undercover ident in Hive Sibellus
Haxtes: Maintaining a facade as Jax Diiro, laid-off hab-worker returning from Hive Tarsus to greener pastures in Hive Sibellus. On his own initiative Haxtes procured a small amount of low-grade narcotics and started as a small-time drug dealer. He quickly secures himself a place to deal from, cutting the owner of a street cafe a piece of the action in return. There is also a girl, the obscura-smoking hooker Lucinda - she becomes something of a girlfriend, assistant, and spy for the local drug-lord. That being Mr.Severus, formerly an officer with the Hive Sibellus branch of the Departmento Magistratum (that being the law-enforcement/security division of the Adeptus Administratum).
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Maxi: Becomes Private 1st Class Eiron Morst, a PDF soldier that has been honorably discharged because of health issues following recent deployment to Sepheris Secundus. Maxi spends time blending in, interacting with the neighbors, getting a very low-paying job, that sort of thing. Then he spends a little time tracking down Haxtes - not too hard since Haxtes makes sure he knows where to look. In the end Eiron ends up spending time as Jax muscle... while taking care to pick up his pension checks and make sure his new tenant pays his rent on time.
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Jax makes a couple of trips down to Tarsus to pick up more narcotics. Partially to keep up his cover, but also to establish a reason for lengthy absences down the road. Mr. Severus doesn't need to know that Haxtes is out killing heretics... he only needs to know that Jax is down south to pick up some good-grade smoking obscura. With Eiron it's easier. He wanders a lot between his own hab-zone and Jax' - sometimes he'll be gone for days or weeks.
Hive shoreline, Western Quadrant, Metropolitan Area, Hive Sibellus

Inquisitor Soldevan
Ordo Hereticus. On loan to Ordo Xenos for more than a decade. Instrumental in destroying the Veiled Hand.
Dark skin. White hair/beard. Non-psyker. Well connected on the political scene.
Known associates:
Interrogator Trempan, savant, extensive cranial augmentation
(Lady) D, female muscle, attractive
Forden, the ex-Guard Sergeant from Cadia
Tech-priest Molocan, Adeptus Mechanicus, drone operator
Inquisitor Soldvan in mastercrafted Mechanicus power armour

05/11/10 11:40:13 am, 