Newish DH GM with some lore questions?

By Frothe-08, in Dark Heresy Gamemasters

Hi there; bit of an introduction I am a long time DM/GM with other systems like dnd 3.5 or WoD but very new to Dark Heresy having gotten the books only recently for an attempted campaign (Mainly as due to dawn of war many of my players are intrigued by a 40K pnp).

The Dark Heresy books I have are the core rulebook, inquisitor's handbook and the ascension book.

I had some loreish questions pertaining to a campaign I have mostly thought out and I was hoping to get some assistance with those.

1) Is there anything specific for exploration duties in the Imperium/surveying unknown areas? Like special surveying ships and branches? Or specialized equipment?

2) Given how mythical technology is, would anyone even recognize pieces of technology from the time before the age of strife if it wasnt in the form of a handy STC or printout there of? Could some Xenos technology be confused for

3) From my understanding and please correct me if I am wrong the Imperium's reach only extends as far as the Astronomicron leaving areas of space like the halo stars which the Imperium would not administer - thus if there are human settlements there how does the Imperium view them? Do they attempt to incorporate them, or not even bother? Is this view influenced by said world's technological devlopment?

Hi Frothe-08,

here is what I think I know

Frothe-08 said:

1) Is there anything specific for exploration duties in the Imperium/surveying unknown areas? Like special surveying ships and branches? Or specialized equipment?

2) Given how mythical technology is, would anyone even recognize pieces of technology from the time before the age of strife if it wasnt in the form of a handy STC or printout there of? Could some Xenos technology be confused for

3) From my understanding and please correct me if I am wrong the Imperium's reach only extends as far as the Astronomicron leaving areas of space like the halo stars which the Imperium would not administer - thus if there are human settlements there how does the Imperium view them? Do they attempt to incorporate them, or not even bother? Is this view influenced by said world's technological devlopment?

1) I know that the Mechanicus has special "Explorations Fleets". Besides that, I know of "Crusader Fleets" (Imperium organized military fleet to explore and CONQUER a new patch of the Galaxy) and RougeTraders (whom have the legal rite to go beyound the limits of the Imperium and trade and Explore there).

2) Since there is this skill Forbidden Lore (Archeotech) I believe there is a chance to identify a found item as what it is. Of course, a fumbled test for Forbidden Lore (Xenos) or (or GM fiat) might result in your mentioned mistake. But I think that this might only happen with items from a rather with a rather similiar physique to our own. Otherwise, the cheer akwardsness of handling might be to much of a give-a-way. happy.gif

3)My understanding: The Imperiums of Men claims the settlements in the Halo Stars. It is mankinds destiny to rule the universe. Unfortunately, this tasks gets much more problematic in place that are not reached by His Divine Light, so rulage of Halo Stars is... difficult. And thereby, anything and everything coming from this emperor-forsaken zone is viewed with great distrust. As it is right and proper for every being and thing the blocks itself from the Grace of the Emperor (or do you really believe that His Light would simply not be strong enough? No, it is the Zone that rejects its *ramble-mumble-ramble...*)

Frothe-08 said:

2) Given how mythical technology is, would anyone even recognize pieces of technology from the time before the age of strife if it wasnt in the form of a handy STC or printout there of? Could some Xenos technology be confused for

Yes it could.

Theres some examples, in DH, RT and/or DW, of technological devices with suvh a doubt on their origin.

Indeed, most technological lore was lost many millenia ago, but a few STC scattered across the galaxy, in the hands of the Adeptus Mechanicus, on planets whose inhabitants managed to maintain a seemingly high technological level or completely forgotten and waiting to be rediscovered.

At the same time, travel in the Warp was nearly impossible, isolating human's settlements across the galaxy.

Without contacts with each other, some began to develop their own technology, based on what they retained, or by bartering with xenos.

So, when the Great Crusade unified the Imperium, some true STC were recovered, along modified ones and xenos technology used by men alike.

Without any proof of xenos origin (i.e. seeing a xenos using one or finding xenos writings or dead bodies in the nearby), it could be quite difficult, in fact, to assert if a device is of xenos origin or not.

Frothe-08 said:

Hi there; bit of an introduction I am a long time DM/GM with other systems like dnd 3.5 or WoD but very new to Dark Heresy having gotten the books only recently for an attempted campaign (Mainly as due to dawn of war many of my players are intrigued by a 40K pnp).

The Dark Heresy books I have are the core rulebook, inquisitor's handbook and the ascension book.

I had some loreish questions pertaining to a campaign I have mostly thought out and I was hoping to get some assistance with those.

1) Is there anything specific for exploration duties in the Imperium/surveying unknown areas? Like special surveying ships and branches? Or specialized equipment?

2) Given how mythical technology is, would anyone even recognize pieces of technology from the time before the age of strife if it wasnt in the form of a handy STC or printout there of? Could some Xenos technology be confused for

3) From my understanding and please correct me if I am wrong the Imperium's reach only extends as far as the Astronomicron leaving areas of space like the halo stars which the Imperium would not administer - thus if there are human settlements there how does the Imperium view them? Do they attempt to incorporate them, or not even bother? Is this view influenced by said world's technological devlopment?

1.I think Gregorius more or less nailed it. The Mechanicus sends out exploration fleets, presumably to find new resource-rich planets to fuel the forge worlds and search for any lost STCs. The Imperial Navy, backed by the Guard, will mount large expeditions into uncharted regions, seeking to colonies new planets for the glory of the Emperor. The last kind of exploration, and the only one to come without some kind of conquering, is a Rogue Trader, a starship captain with a lot of leeway. There's actually a whole 'nother sourcebook (called Rogue Trader, no less) that lets your players take on the mantle of a RT and crew.

2. Would they reconize it as lost technology? Sure, these people aren't simpletons. If it beeps, has glowly blinky lights, and is metal, they can figure out it's a machine of some kind from ancient days. Figuring out what it DOES, though, is a different kettle of fish entirely, and would take a lot of degrees of success on a Scholastic/Forbidden Lore (Archeotech) test, depending if the machine did something that is now procribed (like house an AI).

3. Strting with the last point first, level of technology doesn't bother the Imperium much one way or the other when it comes to bringing new planets into the fold. Feral or fuedal worlds provide astute warriors that can be inducted into the Imperial Guard or even elevated into the ranks of the Space Marines, as well as still being able to provide valuable resources. As for the rest, the Imperium views all humans as rightfully belonging under the banner of the Imperium. The Emperor launched a Great Crusade that went a long way towards reuniting the scattered and disconnected worlds of men after the Time Of Strife cut them off from each other, and every now and then a new planet that assumed they were the last/only planet of humans left comes into contact with the Imperium.

The Imperium in pretty much all cases welcome them with open arms, then immediately chain them to the Imperial Tithe:

1.Supply men and materiel for war.

2. Round up all your psykers to be taken by the Black Ships.

3. Harbor no enemy of the Imperium.

The biggest cause of friction is usually culture shock. If the planet was dealing with aliens on a regular basis, only to find their friends purged by fire and faith, that might stir up resentment. ;) But on the whole, the Imperium is glad to find new human planets, so they can start taxing the everloving CRAP outta them.

Thanks for the replies!

My players are not as familar with the setting especially the more grim dark aspects, so as a GM for the campaign I thought what better way to ease them in than start with something they are familar with (In our case investigations and militaristic style campaigns along with exploring) and then ease them in slowly to the threat of chaos etc.

Were they were actually going is a world in the Ghalis System which is occupied by humans with no knowledge of the Imperium, however they own the entire system and live in a society that is rather egalitarian spanning four worlds of the system. They have access I was thinking to maybe some STC printouts not in the Imperium or maybe for extra shock they have a little more advanced technology. The core idea was the Imperium is partially surveying/exploring them and the worlds around them, and in preparation for any resistance has sent some elite squad style groups (One of which is the players) to both investigate the Ghalis System, doubly so after something happened on the most populous world there (The players are to find out what).

Because of I thought the technology factor, combined with the population ripe for missionary work I thought it might be a great background to immerse the players into the setting of 40K and the way things work as to me at least (Feel free to correct me if I messed up here) it provides incentive/need for many of the institutions of the Imperium to be present.

Do you guys have any advice on ways to increase the immersion factor, or thoughts on how it might very well play out? Much of my worry was if faced with a human world with above even if not by much the Imperial Standard it would be a quick case of virus bombings followed by taking their stuff.

I definitely think they would send in the elite squads to assess the potential target: level of general technology, what kind of religion(s) they have and how easily could they be subverted towards Emperor worship, military capabilities, assessment of key strategic targets in the system, etc. Once your players find ANYTHING relating to STC (even printouts/datasheets), the system suddenly takes on IMMENSE value for the Adeptus Mechanicus, and the Imperium as a whole. We're talking dozens of regiments of Guardsmen, backed up by half a Chapter or more of Space Marine, all traveling in a huge battleship-laden fleet value here.

This large, threatening fleet would then make contact with the Ghalis government. They would offer the populace a chance to become a part of the mighty Imperium, which if rejected, would lead to war in a matter of seconds. Space Marines dropping down in pods followed by Guard in landers, etc. Your players may have assassination objectives, or demolition of defense void shields, or even be tasked with retrieving the STC data themselves, though I'd shy away from giving them that last assignment. As I said, it's something of IMMENSE value and not likely to be trusted with anything short of a elite (1st Company veterans, even) squad or three of Space Marines accompanied by high-ranking Tech-Priests.

After the war is done, the new Imperial Government has to be set up, which might help familiarise your players with all the facets of Imperial life. The Adeptus Arbites, the Administratum, the Cult of the Emperor, etc. Any advanced tech is taken away by the Mechanicum to be studied, and either be declared tech-heresy and destroyed, or very slowly and carefully integrated into Imperium technology.

As for virus bombing or cyclonic torpedoes it's not very likely to happen. They *destroy* planets and everything on them, including those printouts. The Imperium doesn't mind throwing away a few hundred thousand lives every few minutes or so, and would see the reward of gaining those STCs and 4 new planets under it's thrall as an acceptable trade for those lives.

Frothe-08 said:

in preparation for any resistance has sent some <elite> squad style groups (One of which is the players) to both investigate the Ghalis System, doubly so after something happened on the most populous world there (The players are to find out what).

Do you guys have any advice on ways to increase the immersion factor, or thoughts on how it might very well play out? Much of my worry was if faced with a human world with above even if not by much the Imperial Standard it would be a quick case of virus bombings followed by taking their stuff.

DH starts at a pretty low level. Player Characters start at the low end, dealing with minor problems, cults and strange murders. Only with time, trust and by surviving do they start to take on greater threats, tasks and conspiracies. It sounds as though you are wanting to play the game at a pretty high level...bordering on Ascension.

There is absolutely nothing wrong with that. But just be aware that your players won't feel very elite with attributes in the 30s range and a VERY small selection of skills. Its a factor that can definitely break the immersion.

My advice would be to run a couple of intro adventures. The always highly recommended Edge of Darkness (downloadable from this site) being one example. Let your players and yourself get a feel for the game and the system, and use it as a way to explain how your players came to serve their inquisitor.

Then when you've gotten past that point and people are feeling comfortable, launch your campaign. Throw out a suitable amount of XP and a short list of guide lines for skills they definitely should consider taking and send them to the Ghalis System.

That way you can introduce your players to the setting and the system, without jumping in at the deep end. It might also be a great way for you to high light those aspects of the Imperium that you find particularly interesting or horrible. It is no exaggeration to say that the Imperium of Man is the greatest, bloodiest and most cruel tyranny in the history of the species. Playing that aspect up to your players will make for some interesting conflicts later on when they are tasked with bringing the Ghalis System into the fold. A sort of bringing an end to paradise feeling...

Bladehate said:

My advice would be to run a couple of intro adventures. The always highly recommended Edge of Darkness (downloadable from this site) being one example. Let your players and yourself get a feel for the game and the system, and use it as a way to explain how your players came to serve their inquisitor.

Then when you've gotten past that point and people are feeling comfortable, launch your campaign. Throw out a suitable amount of XP and a short list of guide lines for skills they definitely should consider taking and send them to the Ghalis System.

That way you can introduce your players to the setting and the system, without jumping in at the deep end. It might also be a great way for you to high light those aspects of the Imperium that you find particularly interesting or horrible. It is no exaggeration to say that the Imperium of Man is the greatest, bloodiest and most cruel tyranny in the history of the species. Playing that aspect up to your players will make for some interesting conflicts later on when they are tasked with bringing the Ghalis System into the fold. A sort of bringing an end to paradise feeling...

First, thank you very much for suggestion that Edge of Darkness, I'll be looking through that. Im also getting Creatures Anathema and the Radical's Handbook, but those are not yet arrived heh - must say I am enjoying the percentile based system given that normally I play d20 systems. Also thanks for the responses guys.

Second, I probably should of been more clear. We usually run like low level dnd campaigns (Which are pretty cool when the wizard still has to scounge up spell components) but we wanted to do something different so I was thinking rank 6 start with 6500 exp - though then again Edge of Darkness is really really cool.

Third, you nailed exactly what I wanted to show as a brining the end to paradise. I wouldnt quite describe the Ghalis system as paradise but the idea is very much there, its a very nice place to live that'll become a not so nice place to live.

Sorta fourth I guess I should try to spell out what the system looks like more. The Ghalis system is comprised of seven worlds around a marginally larger and hotter star than the sun, there are twenty-seven moons in orbit around the planets in total of which are named after greek alphabet letters save for one named Harrek. Three of the worlds are gas giants (Ghalis VII - Ghalis V), of which only one has any settlement mostly on the moons but also many stations on the planet itself (Ghalis V), three rocky worlds (Ghalis I, II and Ghalis IV the 'capitol' of the system) along with an almost entirely oceanic world (Ghalis III).

Ghalis System Planets:

Ghalis I - uninhabited extremely radioactive rock pretty worthless all around though sometimes a little research or small scale mining takes place here. It has no atmosphere. Orbits pretty close to the sun, has two moons (Alpha and Beta) which are small and not worth much. Its the smallest of the rocky worlds with .39g.

Ghalis II - One of the four inhabited planets, the surface temprature is usually around 115-125 C, the planet is rife with low level volcanism and covered in chemosynthetic bacteria and organisms which live here despite a thin atmosphere. Humans live below ground or on large domes on the surface, enjoying massive chemical wealth and power from the geological activity. Population with its three moons is 850 million people who mostly engage in mining and hydroponic systems along with ore refining and chemical plants. About 80% the size of earth with .77g, ten of its localized days are equivalent to one of its years thus the planet is significantly cooler during the 'night'. Has the least amount of orbital infrastructure.

Ghalis III - Oceanic and inhabited, over 90% of the surface is covered with oceans and has a breathable atmosphere. There exists a single continent and many small island chains which is heavily inhabited along with under the ocean. There are many bizzare species of fish throughout the world, and its temprature is a fairly constant 28-35 C on the continent where most of the people live. Population is just shy of two billion people, with a sizeable portion living with the extensive orbital infrastructure around the planet. Its larger than earth with 1.08g and thirty-one hour days.

Ghalis IV - The most earth like of the worlds, and the largest of the rocky worlds and the most populated. It is just under half land with oceans present, a breathable atmosphere, and surface tempratures at the equator usually around 20 C to below freezing at the poles. It is inundated with massive tidal forces due to its massive moon of Harrak. Just under nine billion people live on Ghalis IV which is rich in biodiversity. It has five main continental masses with a lesser one at the southern pole, due to its tilt the northern hemipshere is significantly warmer than the southern. Most of the coastlines resemble massive mangrove swamps due to the tidal variation which is extensive. It is 1.19g and has extensive orbital infrastructure and is the home seat of the goverment of the Ghalis System.

Harrek - This moon houses around 600 million people named after the legendary founder of the system. It has a breathable atmosphere still, and orbits very close to Ghalis IV causing the tide, it is habitable with .36g and almost as large of Ghalis I.

Ghalis V - The furthest out of the inhabited worlds, it is a gas giant but with many valuable chemicals inside justifying the expense of cities within, in addition to massive shipyards and many inhabitants within its eleven moons, each of considerable size. Around three billion people live in the Ghalis V lunar system combined with the planet itself and orbital colonies around the world. This is as far out as the average citizen of the Ghalis system will go.

Ghalis VI - has six moons, rumored to hold a significant chunk of millitary bases and specialized research stations.

Ghalis VII - four moons, home to some small scale mining and research efforts.

There are several asteroid patches in the Ghalis system some of them closer in and home to people and many large orbital stations which serve as redundant communications relays and power collectors along with research stations, and very large groups of comets and asteroids at the edge of the system supposedly home to radicals, pirates and the less than sane. The entire population of the Ghalis system is roughly 15.5 billion people mostly with a little dissent united under one goverment.

Ghalis System Goverment:

The entire system is ruled by one system lord who is chosen by the system council consisting of 12 representatives, two from each of the main planets (Ghalis II - Ghalis V), one representative from the millitary, one chosen to represent all those in asteroid or space colonies, one chosen by corporate intrests and finally one hereiditary member who is an affirmed descendant of the Harrek Dynasty. The System Council has authority devolved to it by the System Lord, and in turn devolves authority to the Planetary Councils which are made up of representatives from Provincal Councils which are either directly elected or in turn selected from Prefactural Councils for realitively local issues and which are elected. Though a few seats on various councils may be selected by other means the vast majority are selected in all cases democractically or chosen from another lower level council. They do have a system of checks and balances in place but it is remarkably complicated and in practice provided the councils dont do anything too odd they can more or less do what they want.

Ghalis System Technology:

This is what I envisioned, the Ghalis System does not have: Warp Drive, Plasma Weapons, Flamers, Servitors, Force/Power Weapons, Super-Heavy millitary tanks, ships etc - some of this is because they could not build one, but a fair amount is them having no need.

Should be noted they arent nearly as mystical about technology although they do take care to try and preserve it as best they can, virtually everything they currently have they have the ability to reproduce or even potentially refine

In terms of areas they are more advanced I am thinking they have much the same technology just smaller and more efficent. What is very rare in the Imperium or near forgotten may be commonplace. Of course now I have to think about what to arm them with and I could use suggestions.

Anyways I hope that gives a better picture of what I was thinking and what the Ghalis system looks like

It sounds like you are putting a great deal of thought into this. Judging by just the initial info you've provided, there's certainly enough for a large percentage of the campaign to spend here.

Since that's the case, I would probably take a few pre-adventures to definitely high light a few things.

Edge of Darkness: Highlight just how utterly crappy the average imperial citizen's life is. Perhaps even throw in some encounters with the nobility (either before or after EoD) to emphasize how little in the way of rights the underclass has.

Faith and Fire (just a made up name): An adventure set anywhere you like, but emphasizing the military might of the Imperium and how futile resistance is. A secondary but equally important point is to emphasize how important faith is in the rest of the imperium. Play up the fanaticism and cruelty. Anything from Dark Ages europe (especially the Crusades and anything from the Inquisition and the Catholic Church) is very appropriate to this.

That way when you send them into the Ghalis System there's a real possibility that they might want to go native. If that's the case, they should definitely know just how futile resistance is...but perhaps the system has a secret? Some form of artifact or xeno ruins that could generate a warp storm around the system...safely isolating the place. A victory of sorts.

Choosing to stay loyal would be a tough decision, but possibly the easier route...of course, then the players might have to race against a Ghalis faction trying to trigger the warp storm and prevent themselves from being trapped...

One thing to keep in mind, is just how the Adeptus Mechanicus feels about the system. Without a tech-priest presence, a lot will hinge on what the Ad-Mech chooses to do. In the past, entire systems have been declared the domain of the Ad-Mech. Perhaps this is one of those times? And the players will be facing off against tech-guard and the vanguard invasion fleet and titan legions of an Ad-Mech subjugation fleet if they choose to side with the natives...

Whatever you end up doing, it sounds like you're set for fun =).

Your campaign ideas are good. As space is so vast, as well as the fact that there are entire solar systems that are lost to the Imperium due to warp storms, etc, etc, Anything goes. If you had experience with Warhammer Fantasy RP (WFRP), you could even your DH characters into the WFRP universe easily, (the old editions of Warhammer 40000 tabletop had rules for such occasions, having your space marine or imperial guard army going up against a horde of skaven or Empire Knights).

I'm fairly experienced with the WFRP side of things, and jumping right in to high-level characters from the get-go might not be the most effective thing to do. As others have suggested, running the provided adventures, with starting level characters will give you and your players the much needed basis and respect for the whole level/ranking aspect of character creation. Get comfortable with scrounging for ammo, or being barely able to wear anything greater than Flak armour before setting them up with Power Armour and Lascannons. Knowing how hard/difficult things are with the lower-tech, will make getting the more advanced wargear much more rewarding.

You might also want to try getting your hands on some of the 40k novels. Those should give you background on the "common" Imperial Guard and the crap they have to deal with, maybe moving on to some of the Space Marine or Horus Heresy books, to see the other end of the spectrum with super humans waging horrific and apocalyptic carnage across the stars. I haven't read many of the books myself, but some would suggest the Eisenhorn novels to really get in the mood of Dark Heresy.

Have fun!

Those sound like great ideas! Thanks

In terms of books I need to admit I mostly just read Gaunt's Ghosts novels along with the Ultramarines novels (Gaunt's Ghosts being far superior in my eyes), but my command of fluff isnt much since aside from those I just played Dawn of War.

I do think the Imperial Guard is just awesome all around I need to admit.

As to the native part, I did really hope that might be a temptation to the acolytes :)

I think before we jump in I am going to try and run some quick and dirty intro adventures to really drive the point home. In terms of how it started out, much of the idea was to run an adventure in some type of surveying ship and running into a little artifcal satellite thousands of years old and simply looping and repeating a message of "If you can hear this.....[horrors]...safety and shelter at these coordinates" and it just looping over and over, I was thinking maybe it specifying a route and just seeing all these ruins and barrenness finally leading to the Ghalis System.

The idea was as to why they had the technology was the founder maybe at the begining of the age of strife? Took charge of some refugees and without contact due to warpstorms and other issues decided to go as far as he could (presumably with some kind of gathered millitary force) to establish a system fearful of the possiability that they might very well be the last humans left. I dont know how realistic that might be as I am not as knowledgeable as many about the fluff. I also wanted to add in a future tag no matter what happened that the founder was both terrified and determined to find something known as the 'Architect' and I didnt have further plans beyond that really.

Thanks again for the feedback guys - we haven't started yet but we intend to in two weeks time

If you want some good reading as well as an inside look of the work of an Inquisitor, look up the Eisenhorn and Ravenor omnibuses. Excellent reads, lots of info, and you might reconize a name or two in common with Gaunts Ghosts. ;)

Galth said:

If you want some good reading as well as an inside look of the work of an Inquisitor, look up the Eisenhorn and Ravenor omnibuses. Excellent reads, lots of info, and you might reconize a name or two in common with Gaunts Ghosts. ;)

I'll be looking for them! Currently just waiting on Radical's Handbook and Creatures Anathema, should be in by tommrow so I can pick them up. After looking over those I'll keep an eye out/look for both of those omnibuses.

As Bladehate brought up the idea of a Faith and Fire as an event chain, I think its an awesome idea so I have been working on something to fit that description, could I ask you kind folks to take a look at it and see if its filled with 40Kness as well as offer any ways to try and make it better? The current plan of attack is Edge of Darkness followed by a Faith and Fireish event followed by the Ghalis system with I am thinking something to show the perils of the warp.

A sort of final few lore questions

1) How are Comissars turned into Comissars/Any thoughts aside from the Chalice Comissar path for a player who (At least thus far) wants to be a comissar?

2) I thought psyker ratings were given by a Alpha - Beta - Gamma - Delta -.. sort of system, is there any explaination of what falls into where? Like what a psi rating of 4 might belong to, likewise what sort of power might be manifested by what level of pysker on the alpha-beta system?

3) Is there much in the way of organization higher than regiment colonels, like anything equating to a division, corps levels of organization or are higher levels of organization much more of an ad-hoc thing?

4) How common are warpstorms?

1) You can assume they are taken out of the Schola Progenum, and follow the command chain of the guardsman career. They need to be unflinching in their obedience and loyalty, zealous and firm to a fault. Ready to execute a coward (or not) to get the men back to fighting. I would assume that they would be 'groomed' for that position, and poached out of either the SP, or the Ecclesiarchy. Otherwise i think it would follow fairly similar to military promotions. You could also try researching propaganda agents/officers from WWII from germany and/or russia for their training/recruitment drives.

2) Alpha level is pretty much the "top of the pyramid" technically, though they add "Plus" to those that go beyond. Psy rating 4 would be somewhere in the middle, moving up. For comparison, take your psy-4 psyker, and compare him to "Lottie" the "Burning Princess" npc from the Calix Sectors Most Wanted listing. She is graded as Alpha-plus: If you have Ascension, page 197 gives you her stats. Psi-rathing 14. I think that could warrant adding a 'plus' to the end of alpha...heheh. They set her up to be one of the most powerful psykers in the sector. Though i'm not sure how they stack up to Primaris psykers or Librarians.

3) Anything higher than colonels and you start getting into the serious bigwigs of the sector. Lords, noble families, high society. If you were trying to make stats for them, it would be safe to say that the higher up the totem pole you go, and farther from the front lines, the combat ability will decrease, and more reliance on heavier armours and power fields. The only difference between a colonel and say the general, would be Power with the capital P. Is that what you were aiming at?

4) Without being 100% familiar with my rogue trader book, i would guess warpstorms happen frequently...but not all the time. Think of it like "the perfect storm" or something similar. Something everyone whispers about, and is vigilant about, but for the most part, they never experience for themselves. Tavern stories and the like. But they are pretty huge deals. Lost for decades at least, torn apart by demons, gellar field/warp intrusions, etc. Not nice stuff. And if your folks get caught up in one or stranded on the end of one...don't expect much help to come, or for them to be able to go anywhere warp-related.

PS:

for section 2) i took a quick glance at the DH and compared it with the Ascension book. a max rank 8 psyker in DH has a psi-rating of 6. Ascention seems to add +4 on top of that once you get to rank 16. So a fully ascended primaris psyker would have a max base psi-rating of approximately 10. So you can further add that to the comparison with Lottie's 14.

Asgard4tw said:

1) You can assume they are taken out of the Schola Progenum, and follow the command chain of the guardsman career. They need to be unflinching in their obedience and loyalty, zealous and firm to a fault. Ready to execute a coward (or not) to get the men back to fighting. I would assume that they would be 'groomed' for that position, and poached out of either the SP, or the Ecclesiarchy. Otherwise i think it would follow fairly similar to military promotions. You could also try researching propaganda agents/officers from WWII from germany and/or russia for their training/recruitment drives.

[snippet]

3) Anything higher than colonels and you start getting into the serious bigwigs of the sector. Lords, noble families, high society. If you were trying to make stats for them, it would be safe to say that the higher up the totem pole you go, and farther from the front lines, the combat ability will decrease, and more reliance on heavier armours and power fields. The only difference between a colonel and say the general, would be Power with the capital P. Is that what you were aiming at?

Thanks for the response; I was wondering the first more from the aspect of the player who wanted to have their character become a comissar, I figured Guardsman was the most appropriate career and yeah.....

The thing I was wondering about was earlier dozens of regiments were thrown about, thus I was wondering if regiments are 'combined' into say a division with the equivalent of a one star general leading them on a permanent basis. The only thing I remeber about it is Gaunt reported to one and he had something called a life company...I cant remember further.

Actually, the definition of "Regiment" is, despite the implied formal military organization, exceedingly flexible in the 40k fluff...not only in the expected qulity, equipment, troops, etc, but in size and organization as well. As is anything above company, for the most part, though sometimes you can make assumptions on battalions. This makes it exceptionally difficult to form divisions/corps/etc. Mostly larger imperial organizations are task organized on the spot, for the current conflict, with whatever motley collection their happens to be. The commander sirecting them has an enormous staff of porfessional staff officers (Think they're called the Imperial tacticians), mixed with what resembles a council of war from the middle ages, with the influential, the mighty, and those in charge of the units all pitching in their voice. If anyone has Epic 40k or other codex material that contradicts that statement, please post.

Anyhow regiments are not necessarily defined in the traditional modern western military sense of "roughly a brigade (4000 men) with a different name, " or the older sense of "a sub unit of a brigade that is in turn comprised of multiple battalions." The only similiairyt is that it loosely resembles the old English Regimental system, where all of the troops are drawn from the same region/planet, and more or less equipped, manned, and trained in the same mannerisms and culture. There are some Regiments, like the Ghosts, which are stated as little more more than 10-12 companies of a specific skillset/equipment (light infantry, artillery only, tank pure, etc) with very limited support. There are others that are mentioned consisting of hundreds of armored vehicles of all makes with artillery, mechanics, air defense, supply depots and their own aerospace assets etc to the point where they would be classified as full on armored divisions or more by modern parlance. Others are mentioned as having tens of thousands of men, while still more seem to be little more than a few hundred (even before the losses).

Which leads to some very interesting questions concerning the actual merits and respect due to rank. Given that organization, it is very possibly that some Colonels wield substantially more influence than some generals, and that a Major in one regiment may have enormous responsibilities beyond that of another Regiment's full Colonel. Which in turn implies that it is impossible to organize a chain of command without resorting to creating a warmaster and his staff and then having him arbitrarily assign subordinate commanders of smaller task orged groups, if he doesn't just micromanage the whole **** thing himself by giviing orders directly to regiments.

Presumably this culture is what results in the extreme micromanagement that seems to be present in most Imperial forces.

Just got creatures anathema and the radical's handbook. Very good reads.

We also finished up edge of darkness, not all the players wanted or did participate but for those who did it was a pretty good adventure, we ended up doing it in two sessions. So thumbs up in regards to that.

Im going to push the Ghalis System encounter back further possiably, but is anyone here willing to look over the 'stats' for what they possess, I guess it would be archeotech?