The Prince of Profit (Star Wars x 40k/Rogue Trader)

Your all getting it confused, inventing new solutions to a solved problem, the solution is simple its the Solar auxilia reborn , hands down one of the best normal troop formations in the Imperium's history and are credited with some of highest number traitor marine kills of the heresy
 
Meanwhile the elites get the human sized power armor with shielding

The tricky bit with this is logistics and schematics/licencing. Refractor fields are rare and valuable pieces of equipment to the point that even genuine (and legendary) heroes like Commissar Cain or Colonel-Commissar Gaunt don't get them let alone 'mere' guard officers. Gameplay and Story segregation is very much in play with how they are issued. Especially as the Rogue traders forge worlds may not actually be able to make them at all. I'd imagine the Rogue trader himself and a few of his top lieutenants might have them as well as the heads of the most powerful vassal houses. Everyone else would be buggered.

While issuing power armour may be doable in small numbers e.g. bodyguards and elite strike teams; the armour is still incredibly expensive and difficult to make. The Sororitas get a pass because their sponsors are crazy rich and because they are only outfitting a fairly small force compared to the endless masses of the guard. While Astarte also get pass due to their even smaller size and independent supply chains.

But even here their is the genuine questions of 'can they actually build them?' and can they build enough suits to make a difference on a strategic scale?* Borderline heretics they may be but his engineers are still tech priests and if lord Hydraxius tries to get them to toss out ritual and do a rush job on sacred relics they will crucify him. Or worse dig out some of their last stores of phosphex.

*More than just a handful of toys for nobles with more money than sense (i.e. pretty much all of them)
 
Chapter 43; Ashes of Nal Hutta
Chapter 43;
Ashes of Nal Hutta


The first of the Valkyries came to ground beyond the shields of the Hutt compound and Sergeant Vasquez slammed back the door and stepped out in her void sealed Carapace armour. Not that long ago she'd have had to made this drop armoured in Flak with little more than a prayer to sustain her. But she carried the mark of the first of the reformations being made. The brand new stamped Hellgun was held with ease despite its increased weight, the small repulsorlift cell served as a cheaper alternative to the suspensors that would normally be required. And as the rest of her squad emerged from the gunship it pulsed up into the air on jets as it pulled back in time for the other landing craft to touch down.

It was a Valkyrie carrier and it landed just long enough to deploy their Chimera. Across the plateau half her regiment was being deployed similarly. Every squad had been upgraded into armored fists. "Pask, status?"

"Safe Drop Sarg." The tracks rattled as it moved up towards them. "Get in, we don't want you to soak in more rads than you need to."

The rear hatch dropped and one by one she shoved her men into the rear. "What armored support have we got?" She asked climbing up, all they had been told was that they would be receiving some extra support. There was a long pause as Pask consulted his own dataslate.

"Malcadors left nut... he said almost too low to be heard, almost, "Four Medusa Bombards, Eight Griffons and... a Super-heavy Regiment, the 41st Tanakred Armored, One Baneblade, two Shadowswords and a Stormblade."

She moved into the Chimera and thumped the ramp close button and it levered up before the personnel cabin was blasted with air to form the positive pressure system to keep the bad shit outside.

++++++++++++++++++++++++++++++++++++++++++++++

Arok looked out from his palace in mounting horror at the clouds rising over the horizon. In other places cameras on his holdings that had survived showed some sort of cybernetic infatry assaulting his agricultural holdings on the planet, while not too numerous, the sensors that were part of the camera packages showed that when they opened fire the radiation levels were spiking far beyond what even the nuclear bombardment had acheived. The assault by the Rogue Trader was far above anything that the Hutts could have expected, the loss of their ancient homeworld Varl didn't even feel as catastrophic as what was now occuring.

But for all that, his attention was being forcibly turned to the army assembling on the plateau outside of his palace beyond the shield. He couldn't pull it in any closer, the shield wasn't designed for that, and like many such it was permeable to slow moving forces. It was why the radiation levels would breach the shields sooner than later. But at the moment the enemy didn't seem willing to try and pass under the shield. Why?

They already had more than enough to overwhelm him, he was no so arrogant as to miss that point. There were at least five hundred vehicles... But four much much more massive than the rest were rolling forwards and only his recon droids revealed any details at all.

And then the world went brilliant white. Arok screamed and fell back from the screens, and windows behind them.

++++++++++++++++++++++++++++++++++++++++++++++

Pask had covered his eyes just in time to protect his vision, the instruction coming down from orbit to prepare for a single orbital strike from the Glory of Profit. The lance fire was restrained, it's power calculated not to kill the forces that had been deployed around it. No... not lance fire. A second shell hammered in and Pask realised that it was the flagships bombardment cannons sending carefully calibrated magma cannon shells into the shield protecting the palace. And in moments the shells stopped firing, the shields of the Palace glowing a cherry red when...

The two Shadowswords fired, concentrating their beam at a single point as the Stormblade fired its plasma blastgun. The shield failed a moment before the bolt of plasma reached it and the blue white raging bolt of plasma as hot as the heart of a star. And when it encountered the main gate of the Hutt compound it erupted as its containment field was disrupted by the contact and everyone within its radius simply ceased to exist along with most of the structure, the edges of its radius turning into a running molten slag.

++++++++++++++++++++++++++++++++++++++++++++++

Luminie ran from the walls, the twilek slave feeling the crashing power of terror crashing in on her as hundreds of vehicles charged across the short plateau to assault the compound, two turbolaser towers came live and turned on the assaulting forces, ruby bolts stabbing down at the incoming tanks, three of them were annihilated before return fire from siege vehicles annihilated one, causing its capacitors to overload which killed everyone else within fifty metres of the emplacement. The other tower simply became the central focus of fire from a hundred or more of the incoming vehicle, spraying it was variously laser fire, some sort of armour piercing ballistics, or when they got close enough, some sort of heat ray that turned it into molten metal.

She continued to run as the first of the vehicles breached the courtyard and ramps on their rear slammed down and armoured men and women emerged and levelled laser weapons that sprayed sweeping curtains of intensely powerful firepower that simply melted through any armour or obstacle before their thermal power caused flesh and blood to explosively vaporise where such contact was made.

Bodyguards, criminals currently residing in the palace, the occasional battle droid, they did nothing. The incoming forces moving from cover to cover and any time a hard point of resistance was formed one of the tanks would turn its weapons on the area instead. Luminie tripped over a bodiless corpse, only arms and legs to define the existence of a former person, the accident saved her life as one of the colossal tanks fired its terrible beam weapon and she saw the men setting up an e-web simply get vaporised by the beam, their weapon detonating almost unnoticeably through the blinding light.

They weren't taking prisoners Luminie noticed. Whether they fought or run the attackers were simply killing everyone. She scrambled to her feet and ran once more, trying to reach the building when something struck her. She fell once more, wailing and screaming in horror and agony. "Stop it." The words were mechanical, barked from a device on her attackers chest. She continued to wail, he wanted her to hold still so he could kill her! "I said stop it dumbass." She realised the armored figure wasn't equipped with the laserlight guns the others were.

"Please don't kill me!?" She wailed.

"Hold still." He snarled and aimed his rifle at her and she wailed and held her hands up. There was a thok and a dart appeared in her left breast. She stopped her wailing as she pulled it out in surprise. The empy vial of a hypodermic dart visible to her. Then there were two of them as her vision unfocussed. "Idiot Xenos, we're trying not to kill too many slaves if we can free you." She slumped, only half conscious as he moved in and her horror grew at how helpless she was, she knew what human males liked to do when they got a helpless twilek, especially one cursed with beaut...

He took out a tool and broke her shackles. The ones whose chains had saved her life earlier by causing her to trip on body parts. Then he stabbed her with another needle. "Potassium Iodide, Radiogardase and diethylenetriamine pentaacetic acid. For the radiation." He continued. "We've got another slave for bringing to the clean tank."

As she was picked up by two other men wearing white armbands bearing a stave with a winged skull and two intertwined snakes running around it.

The last thing she heard befor the tranq completed knocking her out was almost snarled. "Why are we wasting valuable resources on this xenos ... maybe abhuman ... filth."
 
You're taking it easy on the Hutts in this fic, which is funny because it's the Imperium of Man showing restraint.

I think the last fic of yours I read with the Hutts involved had them open a portal into a star just above the planet.
 
While admittedly the power of lasguns tends to be memeified by the fanbase into 'flashlights' despite being weapons Russia and the US would happily fight a war over I'm surprised at the impact of the hellguns. From what I recall the extra power mostly translates in greater penetration* not noticeably improved lethality beyond the ability to overcome armour with relative ease.

*As well as a fair bit of overpenetration to the peril of whatever is behind the target. It will hapily punch through buildings and even ceramite.
 
On a fun note…

I'm opening up the forum to folks who have ideas on how they would remodel the Guard if the Imperium had to protect their numbers as well as possible
Well first thing to consider is that they no longer have a tithe to worry about. That frees up a ridiculous amount of resources. Next thing to consider is that the Imperium builds shit to last. Its why they have weaponry,vehicles,and ships that are still fully operational hundreds of years after the rolled out of the factories. Now considering these facts you can consider the idea that a standard podunk guardsman could easily become neck in neck with a beskar clad mandalorian in terms of battlefield survivability. Hellguns,ceramite,adamantite and even powerarmor has suddenly become viable for the guard. Helmet tech with integrated short wave vox and hud. Heck a fairly decent example would be the hug from the clone commando game. Where it even had a visor cleaner. I mean hell. Let the imperials have access to some of the historial records of the mandalorians. Check out crusader armor from kotor and the mmo. Stuff is pretty sweet. Toss an imperial version of that to your special forces. Also look into small unit tactics. Still train for trench warfare BUT augment the training with modern (real world) military doctrines. Hell bring in soldiers from various starwars cultures for that training if you need. Cause gear is all fine and dandy but the training needs adjustsment as well cause soldiers are no longer fully expendable assets. If you have commanders who by habit still order their troops as if they were then new gear wont matter that much. They will just die looking shiny and new.
 
While admittedly the power of lasguns tends to be memeified by the fanbase into 'flashlights' despite being weapons Russia and the US would happily fight a war over I'm surprised at the impact of the hellguns. From what I recall the extra power mostly translates in greater penetration* not noticeably improved lethality beyond the ability to overcome armour with relative ease.

*As well as a fair bit of overpenetration to the peril of whatever is behind the target. It will hapily punch through buildings and even ceramite.

The improved lethality is observed in many Guard books, specifically whenever full power shots is being used by Lasguns, it's why regiments like the Ghosts intentionally have their weapons set at half 99% of the time as most cultist/traitor guard forces don't require the increased destructiveness of full power las bolts.
 
I'm opening up the forum to folks who have ideas on how they would remodel the Guard if the Imperium had to protect their numbers as well as possible

This is unfortunately going to be something that requires a fair bit of author fiat as to bluntly put it the Imperial Guard are already a heavily armed, well trained and disciplined force equipped with the best the Imperium can supply on macro scale and a force capable of throwing down with the best 'modern' Star Wars can offer*. Sure the Imperium can build better than the humble lasgun and flak armour combo but they can't do so cheaply and reliably. As 1000 lasguns where you need it is better than a single bolter that might not arrive.

Yes Games Workshops likes to dig out the absolute worst regiments when they want to remind people that the Imperium is not an aspirational setting while the Black Library makes heroes out of the absolute best. But most are somewhere in between. Perfectly competent, decently armed and equipped for the setting and usually get the job done**.

As ultimately what Lord Hydraxius might equip his troops with if removed from the twin weights of the Tithe and Logistics will boil down do what STCs the local (i.e. Only) forge worlds have and their infrastructure. Especially as the top tier gear requires materials that are often difficult to get hold of and can only be built in factories only a few places have.

Beyond maybe trying to enforce greater consistency in the quality of the troops odds are the new and improved Astra Millitarum is likely to look a lot like the old one if adjusted somewhat to fit in better with the Star Wars universe and a few locally sourced toys.

Especially as Tempestus Scion/Kasrkin/Storm trooper gear comes with it's own cons. Carapace armour depending on the pattern is bulky, heavy and expensive*** while the cranked up output of hellguns goes through spare parts considerably faster than ordinary lasguns.

*How they'd fair against Cold War era Sith or Republic troops is another matter altogether.
**It helps that the guard draw from the best of the PDF and that any governer caught stiffing the Imperium on the Tithe gets beheaded. As well as quite possibly everyone they ever met.
***Pretty much useless for recon troops and can easily end up being situational for anyone except grenadiers and the like.
 
On a fun note…

I'm opening up the forum to folks who have ideas on how they would remodel the Guard if the Imperium had to protect their numbers as well as possible
Ok, a bit late to the party but I want to throw my two Throne Gelts in. Granted I may be beating a dead grox on some points, so for that I apologize. So, a general disclaimer is that most of what I'm saying is my opinion coming from my experience as an armchair general and my (extremely brief) time as a US mechanized infantryman. And whether any of this word vomit gets used is, of course, up to the author.

In General:

Recombining the Guard and Navy into the Imperial Army: In my personal opinion: DONT. Horus showed that all it takes is one fucking asshole listening to the 'good idea' fairy sent by that birdbrained indecisive mollusk to ruin it for everybody. That and breaking 10k years of interservice rivalry is going to cause more problems in both the short and long term as well as making any reforms longer as they stonewall out of spite.


However, performing joint training and specialized direct lines of communication so that they can both work together as well as actually listening and not ignoring one another will help in the long run. Another thing would be to work on removing the more toxic points of rivalry in the Guard and Navy. It will take a while but it will help. Also having something like forward orbital/air controllers to guide in Close Air/Orbital Support would also help increase combat effectiveness.

Solar Auxilia: This one is honestly a hard 'maybe'. I don't think its a bad idea to have them as a goal for the Guard in terms of equipment level or discipline. But rebuilding them is, again, a maybe. Equipment-wise, I don't think the RT has the patterns to make their old equipment but it might be possible by integrating local tech to work their way up there. Doctrinally, they could be a specialized branch like many IRL marines and be specialists in taking beachheads, hazardous environments, and ship/station boarding as well as other zona mortalis like battlefields. Maybe they could be like a separate sub-branch like the stormtroopers? I don't know how the author would want to do it.


Dislodging the Nobility: While this is admittedly more for the Navy than the Guard both more often than not have the nobility take up the lion's share of the officer corp. It shouldn't matter if Lord McPompusface is your sperm donor, military promotions and officer commissions should go to those with ability. And yes I realize that for the Imperium that is somewhat impossible but allowing more upward progression and the promotion of mustang officers (officers who were formerly enlisted men) could help shake up the officer corp and prevent doctrinal calsification.


More tech lay-brothers: Upping the general tech literacy in the RT's population will allow more lower-level maintenance to be carried out by the operator thereby allowing the Techprests to focus on more complex equipment (as well as a higher recruitment pool for the tech adepts) thereby allowing more technology to be implemented in general and relying less on 'people power' for solutions.


Aeronautica: My recommendation would be to let the Navy keep their assets in particular the strategic level aircraft (strato bombers, AWACs, most ground-to-orbit craft, etc.) as well spaceborne craft, but let the Guard have access to the more tactical level stuff. (Valkyries, Vendetas, Vultures, some Close Air support craft, maybe a small amount of non-orbital-capable aircraft for air superiority)

Joint training: Getting the Guard to train and have exercises with other organizations (Navy, Sisters of Battle, Mechanius). This is something that most are never able to do due to time, a variety of cultures and doctrines as well as a whole host of issues. But with the peaceful (by Imperial terms) state of the galaxy, it will allow them to work out operational kinks as well as be able to write an operations book so everyone can be reading from the same page when they have to work together.

Pay, care, and benefits: It's generally believed that someone who volunteers is more effective than someone who is volontold. And that incentivizing people to willingly sign up nets you a more skilled pool for your troubles. Providing better care, treatment, and retirement benefits will probably inspire more loyalty, cut down on mutinies, and preserve veterans for training cadre. With the RT planning to expand his domains giving land for time, rank, and valor in service might convince a lot of hive worlders to sign up. Although I am not sure how else the author would implement this sort of thing in the greater domain.

Logistics: This. Oh, by Rowboat Girlyman's Ultra depression; this. The Departmento Munitorum, and by extension, the Adeptus Administratum, are masterful logisticians in spite of themselves. It doesn't help if you have the best-trained army in the galaxy if they don't get their beans, bullets, and bandages or worse, get the wrong ones. Hell, logistics is one of the reasons the Smurf Legion was so OP during the end of the Crusade. Ironically, the small size of the Imperial Domain will help keep the logistic issue relatively manageable in the short term but the sheer amount of bureaucratic bloat and departmental fiefs that need to be exorcised will be a nightmare to wad through. But the results will be worth it, especially since their territory is much smaller and the integration of non-warp FTL travel and comms will help massively when it comes to the logistical train.
Standardization: Admittedly with this being the personal fief of a Rogue Trader they're already probably most of the way there considering that they share the same manufacturing patterns and subpatterns of gear. But overall, keeping the number of different equipment low and the number of equipment that has interchangeable parts high will minimize the logistical footprint. It will also help if different makes don't need complete retraining for the operator (in other words, like say having a Ryza pattern vox set have a completely different button layout to say a Lucius pattern one, or two different Luna-class cruisers have completely different piping and wiring layout). This goes double for vehicles and other high-end equipment like cogitators. Let the tech priests and special forces keep the artificer equipment.

Low-level initiative and leadership: Having a good amount of initiative, leadership, and authority coming from the lower levels will massive payoff in the long run for Imperial forces. Militaries live and die by their NCO corps, there is a reason the US Army calls its NCOs the 'Backbone of the Army'. While the Imperium has a very 'top-down' style of leadership it has caused problems in many campaigns. Especially with having high-level staff officers lead from the front. It's moral boosting to see the head honcho of the command theater slumming it with the footsloggers but less so when he loses that head due to a sniper or other decapitation strike. Having a good, well-trained NCO corp will cut down on micromanaging from the officers as well as allow them to be more adaptable to situations on the ground. Allowing the NCOs to take care of the small things so the officers can focus more on the bigger picture.

Giving bad news: From a military perspective truthful bad news is generally better than false good news. Having subordinates who are willing to give unpleasant news without fearing being *BLAMED* by a Commissar is good in the long run. With truthful bad news, you can at least plan around it and work out how to overcome it. False good news just blinds leadership to problems that can grow to catastrophe if not immediately handled.
NAVY

Fleet composition: Not sure how the author wants to go about this but considering how 1k is Star Destroyer territory but in the Imperium that's escort range I would, for now, recommend going more for escorts and light cruisers considering that I think most of the attacks against the Dynasty are going to be from pirates and 'pirates'. I wouldn't completely neglect cruisers and other higher-tonage ships but I think interdicting smugglers, raiders, and other small SW ships might be a priority.

CIWS and other PDs: Given how small SW starfighters are I am guessing that many new ships (as well as refitting old ships) are probably going to have a lot more anti-fighter gunbatteries. Especially with the CIS fighter corp following the Stalin philosophy of quantity has a quality of its own.
Rediscovering automation: This is probably beating a dead grox at this point but more automation for ship functions (along with more tech literacy as mentioned above) means more crew to spread around the fleet. Less press-ganged crew to mutiny, probably save space and supplies. However, problems might come lack of bodies to fend off boarders, a lack of redundancy, and less crew to claim boarded ships.
Minimise Pressganging: Overall having people volunteer to serve in the Navy might be more expensive but I think it would outweigh the costs. One thing I would recommend the RT try is Naval inscription. In short, in exchange for benefits have civilian voidmen serve in the navy 1 year out of 5 or something similar. This would have the knockback effect of a well-trained voidmen pool as well as the ability to rapidly militarize the merchant marine.
Guard
Regimental or Continental system: This is admittedly a much higher level of organizational knowledge than I know and would very much depend on how the author wants to go. A more detailed breakdown can be found here.
Artillery: Shut up and take my Throne Gelts! There is a reason why Artillery is called the king of the battlefield. And looking at some modern conflicts does little to disprove it. Investing in artillery as well as forward observers and other methods of target acquisition. Considering that most SW armies seem to put more focus on infantry and star fighters the sheer amount of shells that the Imperium can bring to bear will be a shock. Not sure if the Mechanicus will be willing to look into manufacturing more 'smart' munitions. But I'm sure that in some battles limiting collateral damage might be necessary or advantageous.

Armor: Honestly I have very little to add to Imperial armor. Granted I don't think adding a hover tank or two is a bad idea but what they have is generally good already. Might want to use fewer super heavies though. Big targets and massive resource investments not to mention a big logistical footprint.
Infantry equipment/structure: For now the only things I can see adding are maybe some form of light suppressive weapon to infantry squads (like a heavy stubber, man-portable multilaser, or a volley-hellgun) and some form of light anti-armor weapon (like the AT4, Panzerfaust, and Russian RPG) something light and disposable that can be used against enemy armor or positions. Maybe adding some form of night vision would also go a long way as well as issuing every soldier a good IFAK (Individual First Aid Kit). One other thing would be some form of Fire-and-Forget missile launcher like the US Javelin as we have seen how it can be useful in IRL.

As for structure, I can't say much since I have no idea how the RT's worlds structure their Guard regiments. Although I would recommend the Battle Order channel on YouTube for how to structure it on a small scale. However, I would recommend giving a bit more operational independence at the squad level than the Imperium is used to.

On the greater scale, while I have no idea what the regimental doctrines of the RT's planets are, but I would recommend a good distribution of regimental types. Having a good mix of mechanized, light, airborne infantry with a few specializing in certain environments.
Wow, this turned out a lot longer than I thought it was going to be.
 
Ok, a bit late to the party but I want to throw my two Throne Gelts in. Granted I may be beating a dead grox on some points, so for that I apologize. So, a general disclaimer is that most of what I'm saying is my opinion coming from my experience as an armchair general and my (extremely brief) time as a US mechanized infantryman. And whether any of this word vomit gets used is, of course, up to the author.

There have been many great points, but this one is the best so far with most detail, I will endeavour to comment on various points. :D

In General:

Recombining the Guard and Navy into the Imperial Army: In my personal opinion: DONT. Horus showed that all it takes is one fucking asshole listening to the 'good idea' fairy sent by that birdbrained indecisive mollusk to ruin it for everybody. That and breaking 10k years of interservice rivalry is going to cause more problems in both the short and long term as well as making any reforms longer as they stonewall out of spite.


However, performing joint training and specialized direct lines of communication so that they can both work together as well as actually listening and not ignoring one another will help in the long run. Another thing would be to work on removing the more toxic points of rivalry in the Guard and Navy. It will take a while but it will help. Also having something like forward orbital/air controllers to guide in Close Air/Orbital Support would also help increase combat effectiveness.

Solar Auxilia: This one is honestly a hard 'maybe'. I don't think its a bad idea to have them as a goal for the Guard in terms of equipment level or discipline. But rebuilding them is, again, a maybe. Equipment-wise, I don't think the RT has the patterns to make their old equipment but it might be possible by integrating local tech to work their way up there. Doctrinally, they could be a specialized branch like many IRL marines and be specialists in taking beachheads, hazardous environments, and ship/station boarding as well as other zona mortalis like battlefields. Maybe they could be like a separate sub-branch like the stormtroopers? I don't know how the author would want to do it.

Definitely, agreed, there won't be any recombining them into just the Imperial Army. Though the reformations the Guard is going to experience is going to have some effects. The Guard will be getting a more organic interstellar transport capacity that won't overdo things leaving them able to cause problems. Namely, the use of the Devourer Dropship, with a CR90's drives (including hyperdrive)

Dislodging the Nobility: While this is admittedly more for the Navy than the Guard both more often than not have the nobility take up the lion's share of the officer corp. It shouldn't matter if Lord McPompusface is your sperm donor, military promotions and officer commissions should go to those with ability. And yes I realize that for the Imperium that is somewhat impossible but allowing more upward progression and the promotion of mustang officers (officers who were formerly enlisted men) could help shake up the officer corp and prevent doctrinal calsification.

Ironically this is one that is not particularly necessary, being a Rogue Trader Dynasty putting very competent people in charge of his vessels is infinitely more valuable than political appointees to such lofty roles.

More tech lay-brothers: Upping the general tech literacy in the RT's population will allow more lower-level maintenance to be carried out by the operator thereby allowing the Techprests to focus on more complex equipment (as well as a higher recruitment pool for the tech adepts) thereby allowing more technology to be implemented in general and relying less on 'people power' for solutions.

This one is a given already :D
Aeronautica: My recommendation would be to let the Navy keep their assets in particular the strategic level aircraft (strato bombers, AWACs, most ground-to-orbit craft, etc.) as well spaceborne craft, but let the Guard have access to the more tactical level stuff. (Valkyries, Vendetas, Vultures, some Close Air support craft, maybe a small amount of non-orbital-capable aircraft for air superiority)

Aeronautica, at this stage, given hyperdrives, shields etc, may be split off into the more traditional "Navy/Army/Airforce" division. Larger, heavier dedicated craft (Furies, Starhawks etc) would remain in Naval Remit, but the ability to have squadrons on the surface able to response with hyperdrives without needing a Cruiser to carry them from system to system may call for their own independent structure.
Joint training: Getting the Guard to train and have exercises with other organizations (Navy, Sisters of Battle, Mechanius). This is something that most are never able to do due to time, a variety of cultures and doctrines as well as a whole host of issues. But with the peaceful (by Imperial terms) state of the galaxy, it will allow them to work out operational kinks as well as be able to write an operations book so everyone can be reading from the same page when they have to work together.

Pay, care, and benefits: It's generally believed that someone who volunteers is more effective than someone who is volontold. And that incentivizing people to willingly sign up nets you a more skilled pool for your troubles. Providing better care, treatment, and retirement benefits will probably inspire more loyalty, cut down on mutinies, and preserve veterans for training cadre. With the RT planning to expand his domains giving land for time, rank, and valor in service might convince a lot of hive worlders to sign up. Although I am not sure how else the author would implement this sort of thing in the greater domain.

Logistics: This. Oh, by Rowboat Girlyman's Ultra depression; this. The Departmento Munitorum, and by extension, the Adeptus Administratum, are masterful logisticians in spite of themselves. It doesn't help if you have the best-trained army in the galaxy if they don't get their beans, bullets, and bandages or worse, get the wrong ones. Hell, logistics is one of the reasons the Smurf Legion was so OP during the end of the Crusade. Ironically, the small size of the Imperial Domain will help keep the logistic issue relatively manageable in the short term but the sheer amount of bureaucratic bloat and departmental fiefs that need to be exorcised will be a nightmare to wad through. But the results will be worth it, especially since their territory is much smaller and the integration of non-warp FTL travel and comms will help massively when it comes to the logistical train.

Standardization: Admittedly with this being the personal fief of a Rogue Trader they're already probably most of the way there considering that they share the same manufacturing patterns and subpatterns of gear. But overall, keeping the number of different equipment low and the number of equipment that has interchangeable parts high will minimize the logistical footprint. It will also help if different makes don't need complete retraining for the operator (in other words, like say having a Ryza pattern vox set have a completely different button layout to say a Lucius pattern one, or two different Luna-class cruisers have completely different piping and wiring layout). This goes double for vehicles and other high-end equipment like cogitators. Let the tech priests and special forces keep the artificer equipment.

Low-level initiative and leadership: Having a good amount of initiative, leadership, and authority coming from the lower levels will massive payoff in the long run for Imperial forces. Militaries live and die by their NCO corps, there is a reason the US Army calls its NCOs the 'Backbone of the Army'. While the Imperium has a very 'top-down' style of leadership it has caused problems in many campaigns. Especially with having high-level staff officers lead from the front. It's moral boosting to see the head honcho of the command theater slumming it with the footsloggers but less so when he loses that head due to a sniper or other decapitation strike. Having a good, well-trained NCO corp will cut down on micromanaging from the officers as well as allow them to be more adaptable to situations on the ground. Allowing the NCOs to take care of the small things so the officers can focus more on the bigger picture.

Giving bad news: From a military perspective truthful bad news is generally better than false good news. Having subordinates who are willing to give unpleasant news without fearing being *BLAMED* by a Commissar is good in the long run. With truthful bad news, you can at least plan around it and work out how to overcome it. False good news just blinds leadership to problems that can grow to catastrophe if not immediately handled.

All of these are definitely already part of the Rogue Trader's own activities anyway.
NAVY

Fleet composition: Not sure how the author wants to go about this but considering how 1k is Star Destroyer territory but in the Imperium that's escort range I would, for now, recommend going more for escorts and light cruisers considering that I think most of the attacks against the Dynasty are going to be from pirates and 'pirates'. I wouldn't completely neglect cruisers and other higher-tonage ships but I think interdicting smugglers, raiders, and other small SW ships might be a priority.

At this stage, his mind will still be on increasing his larger vessels as he's seen that the 'locals' don't seem to have the resources or ability to do so as easily, and that his territory he needs to defend is still relatively small.
CIWS and other PDs: Given how small SW starfighters are I am guessing that many new ships (as well as refitting old ships) are probably going to have a lot more anti-fighter gunbatteries. Especially with the CIS fighter corp following the Stalin philosophy of quantity has a quality of its own.

If you look at the links on the second post for the ships, you'll see that "Microlaser Defence Grids" and "Flak Batteries" are common supplemental components. Not that I was 'metagaming' so to speak :p
Rediscovering automation: This is probably beating a dead grox at this point but more automation for ship functions (along with more tech literacy as mentioned above) means more crew to spread around the fleet. Less press-ganged crew to mutiny, probably save space and supplies. However, problems might come lack of bodies to fend off boarders, a lack of redundancy, and less crew to claim boarded ships.

On the cards :D
Minimise Pressganging: Overall having people volunteer to serve in the Navy might be more expensive but I think it would outweigh the costs. One thing I would recommend the RT try is Naval inscription. In short, in exchange for benefits have civilian voidmen serve in the navy 1 year out of 5 or something similar. This would have the knockback effect of a well-trained voidmen pool as well as the ability to rapidly militarize the merchant marine.

In fact, the Von Hydraxius dynasty has engaged in zero pressganging. You'll not the Crew Quarters are almost all "Clankin Quarters"

Regimental or Continental system: This is admittedly a much higher level of organizational knowledge than I know and would very much depend on how the author wants to go. A more detailed breakdown can be found here.

Artillery: Shut up and take my Throne Gelts! There is a reason why Artillery is called the king of the battlefield. And looking at some modern conflicts does little to disprove it. Investing in artillery as well as forward observers and other methods of target acquisition. Considering that most SW armies seem to put more focus on infantry and star fighters the sheer amount of shells that the Imperium can bring to bear will be a shock. Not sure if the Mechanicus will be willing to look into manufacturing more 'smart' munitions. But I'm sure that in some battles limiting collateral damage might be necessary or advantageous.

Armor: Honestly I have very little to add to Imperial armor. Granted I don't think adding a hover tank or two is a bad idea but what they have is generally good already. Might want to use fewer super heavies though. Big targets and massive resource investments not to mention a big logistical footprint.

Infantry equipment/structure: For now the only things I can see adding are maybe some form of light suppressive weapon to infantry squads (like a heavy stubber, man-portable multilaser, or a volley-hellgun) and some form of light anti-armor weapon (like the AT4, Panzerfaust, and Russian RPG) something light and disposable that can be used against enemy armor or positions. Maybe adding some form of night vision would also go a long way as well as issuing every soldier a good IFAK (Individual First Aid Kit). One other thing would be some form of Fire-and-Forget missile launcher like the US Javelin as we have seen how it can be useful in IRL.

As for structure, I can't say much since I have no idea how the RT's worlds structure their Guard regiments. Although I would recommend the Battle Order channel on YouTube for how to structure it on a small scale. However, I would recommend giving a bit more operational independence at the squad level than the Imperium is used to.

On the greater scale, while I have no idea what the regimental doctrines of the RT's planets are, but I would recommend a good distribution of regimental types. Having a good mix of mechanized, light, airborne infantry with a few specializing in certain environments.

Wow, this turned out a lot longer than I thought it was going to be.

Yeah. My next post will probably be an 'informational' post with the 'revised' guard TO&E.
 
One suggestion I have to to utilize the PB-950 patrol craft. Thousands were produced already, it carries 180t cargo, 4 crew and a squad of troops. Is as fast as an xwing and is very tough and heavily armed. It Looks like a brick so it'll fit right in with imperial sense of style.

eta- link PB-950 patrol boat
 
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One craft I am going to suggest, if it is around, well,2 craft, but....

First off is the wayfarer hull. The concept is excellent, but given the size of a 40K freight hauler, it would make an excellent orbit to ground short haul vessel, or something like it. It picks up a standardized cargo container, which slots into the gap in the hull, and then flies it where it needs to go. Ditch the hyperdrive and something like that would be incredibly useful.

The other ship is the HT-2200. You need to modify it, with a bigger drive, bigger power supply, better weapons, armour and shields, which, fortunately because it is corellian, you have plenty of room for. Then, once it is up to imperial levels, you have what could be an excellent armoured transport for tanks, troops etc. Even if you don't keep the hyperdrive and transport it in the Hold.
 
One craft I am going to suggest, if it is around, well,2 craft, but....

First off is the wayfarer hull. The concept is excellent, but given the size of a 40K freight hauler, it would make an excellent orbit to ground short haul vessel, or something like it. It picks up a standardized cargo container, which slots into the gap in the hull, and then flies it where it needs to go. Ditch the hyperdrive and something like that would be incredibly useful.

The other ship is the HT-2200. You need to modify it, with a bigger drive, bigger power supply, better weapons, armour and shields, which, fortunately because it is corellian, you have plenty of room for. Then, once it is up to imperial levels, you have what could be an excellent armoured transport for tanks, troops etc. Even if you don't keep the hyperdrive and transport it in the Hold.

Not to critique... but *which* Wayfarer? Wayfarer

As for the HT-2200 I am pretty sure that post-dates the clone wars. :D
 
In fact, the Von Hydraxius dynasty has engaged in zero pressganging. You'll not the Crew Quarters are almost all "Clankin Quarters"
Point, although I did not know if there were any Imperial Navy proper that came with the subsector or if all the ships where part of the RT's fleet.
Yeah. My next post will probably be an 'informational' post with the 'revised' guard TO&E.
One thing I forgot to mention for the armor. Maybe the tech adepts make available some upgrade kits for the tanks that can be added or removed depending on operational parameters? Maybe something like the US TUSK system?

Namely, the use of the Devourer Dropship, with a CR90's drives (including hyperdrive)
Makes sense considering that those are probably going to be very short-range since just by looking at them I doubt they have long-term habitability in mind.
 
Makes sense considering that those are probably going to be very short-range since just by looking at them I doubt they have long-term habitability in mind.

Strangely, I am pretty sure they do have long term habitability in mind for one major reason.



They're just stored in the Cetaceus class like that, fully exposed to vacuum.
 
I'm putting my money on the artist going for '80 rule of cool' over actual functionality. Granted one could say that about a lot of scifi.

It's 40K, the setting that pioneered stupidly oversized pauldrons and then shat on any concept of logical design by deciding "brick" was the go to shape when it came to vehicles, whether ground or air. I'm pretty sure survival rates would skyrocket if they added armored slopes and aerodynamics.
 
Is this a Star Wars universe where midichlorians are required to use the Force? If so they could render Palpatine severed from Force.

They are not required to use the force so much as a side effect of having a connection to the Force with the stronger the connection influencing how many there are in a living being.


lancelot said:
While that can work it's clunky, and pointlessly vague, I would suggest having her say something like 'the senate a few years/months ago' She never came close to the core until after being trained by Dooku.
In Disney she heard about Dukoo being a sith and went right to him only to get her ass kicked. In Canon Dukoo hunted down Ventress, beat her down and gave her the options of service or death. As usual canon makes more sense.
Click to expand...



In cannon Ventress did search out Dukoo although he knew pretty early on that she was a Force user and was going to challenge him you can see their first fight in Cannon. In the Original Clone Wars animated shorts. It's also in those shorts where she is the person to Scar Anikin Sky walker's face which is as how he got that scar in Cannon.
 
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IMPERIAL GUARD TO&E REVISION - Part 1
IMPERIAL GUARD TO&E REVISION


Hydraxius Strike Legion.



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Stragetic Assessment of Galaxy identified by local xenoforms and humans as 'Skyriver'
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Recording Begins

We have studied much of the war footage coming in from the civil war taking place in this galaxy and we are observing a consistent lack of extended military experience. But it would be a foolish man to assume the state of this will continue, and is a product of an extreme period of complacency with very little activity of military significance for nearly three thousand years. But changed technologies and considerations have shifted our own considerations. The local galaxy is much more used to engaging in combat in a manner which the Tau might find familiar, if ineptly executed. Lord Hydraxius has tasked me, and others, with remodelling the Imperial Guard into a more unified and cohesive force without the traditional segregation.

I have taken my own experience having faced the Tau, as well as fighting on Cadia and other theatres worked to remodel the traditional forces into the following, the 'Hydraxius Strike Legion'

At the top of the structure is a Command Leviathan, I am assured we have the capability to manufacture these, and it will serve as the central command element. Attached to that element is the top level control of an organic strike wing, thanks to the hyperdrives of local technology and alterations by the Adeptus Mechanicus, we recommned the ability to summon in strikes on an as needed basis, with airfields erected for the projected needs for airpower. The other is a Logisticars regiment suitable for the force in question in accordance with expected resistance and specifics of the outfitting of the Regiments.

However. For primary power, a Strike Legion would consist of nine Iron Fist Regiments with three Artillery Regiments, three Armored Regiments, one Super-Heavy Regiment and a Headquarters Company overseeing the total Regimental strength. The next link in the chain is an independent Stormtrooper regiment answering to the Command Leviathan, whose battlefield role is to form a flying company to deal with hotspots, or conduct special operations.

Then we have the airmobile Regiment. Four Companies of airmobile infantry in hyperspace capable Valkyries with Vulture gunships in support. There would also be three recon companies using Valkyrie transporters to drop Tauros Venators and Sentinels as needed. And rounding it out, four Skitarii companies in Transvectors for more specialised work, or work with more exotic weaponry.

Then, in much the same way as the Stormtroopers, we would have a Rapid Armor Regiment, being mostly Salamanders and Hellhounds as rapid reaction forces, it is possible that we may eventually be able to use Predators in that role if the mechanicus consents to make the design available. Following that however, we have the Commissariat detachment that will serve as our policing units, though they have been given instructions that with our limitations summary executions are to be reserved for the worst crimes only.

Then we come to the Recon Companies, each will have three platoons of Light infantry mounted in Valkyries with a Squadron of Chiropteran Scouts, the newest unit will be the Orbital Auspex Platoon, they will be given command over a dedicated auspex vehicle designed to support their theatre of operations. The Forward Observer platoons are unchanged, units operating out of Salamander scout vehicles to provide targeting data.

The last significant element is the Anti-Air/Orbital Defence Regiment. It is the newest type of formation, but one we have deemed utterly essential, while most elements of this organisation have their own organic anti-air forces attached, these will provide the greater strength of anti-air, anti-orbital, and possibly anti-repulsorcraft. Four companies of Deathstrikes will provide anti-capital firepower, but I have spoken with the Mechanicus about providing a stronger surface to orbit weapon, as such this may change. The ten SPAA companies will be comprised of Hydra and Basilisk vehicles arranged for anti-air artillery roles, and the ten SPSAM companies will provide surface to air missile power, whether from Wyverns or another alternative. We are again speaking with the mechanicus to release vehicles to us such as the Whirlwind for these roles.

The chart illustrated above shows the intended structure of the overall force, it should also be noted that each Regiment will operate out of two hyperspace capable Devourer Dropships. In many cases, the unit formation types are unchanged. However, we do have some elements that have significantly changed. Such as the Iron Fist Regiment. Which is significantly expanded and can be seen below.

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Recording Paused. File Attached. Recording Resumes
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As can be observed, this Regimental model is in fact approximately the size of three regiments providing a far more combined arms approach. The Iron Fist Regiment is made up of five Iron Fist Companies, each which consists of four platoons of five Iron Fist squads of ten men plus a chimera. The HQ Platoon consists of the command squad and Chimera and four special weapons units with their own Chimeras, the signals Platoon is five Pegasus Command Vehicles for overall command and control, they will typically remain with the HQ Platoon. The Support Platoons are four squads of Heavy Weapon Teams with their own transports. As for the Medicae Platoon, it is to be made up of five Samaritan mobile medicae vehicles and one Medicae-Valkyrie to medievac the more critical cases.

The Armored and Heavy Armored Companies are unchanged, each being made of ten tanks, or one superheavy. The Recon Squadron is made up of five Sentinel or Salamanders as the situation calls for. This may change if we get access to repulsorcraft, or even Land Speeders. The Infantry Artillery Company that follows also follows the expected pattern, the HQ Platoon is identical to the Iron Fist companies, each field artillery battery is made up of 3 pieces, each of which has its own Trojan, complete with supply loads for the weapon and crew. The Heavy Weapons Platoons are formed the same as the Support Platoons in the Iron Fist Companies, however, they are equipped solely with light artillery, mortars and the occasional mole mortar. The Infantry Artillery Companies will also benefit from an organic squadron of air defence attached to them as they are expected to operate further back than the main forces. This will typically be five Hydras, though if warranted it may include a Basilisk with Flak shells.

The Mobile Artillery Battery is made up of ten Basilisks and Ten Griffon or Wyvern Suppression tanks. This formation does not have the attached anti-air squadron, as it is expected a commander would task some of the Air Defence Companies to protect them instead. As for the two air defence companies, each is made up of five air defence squadrons identical to that found in the Infantry Artillery Company.

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Recording Paused.
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That... that is a LOT of metal, highly mobile metal at that, and if my memory is right, all dismounts having carapace armor at minimum. This would be a scary force to defend against without significant preparations, and a lot of anti-tank.

What are the man portable weapons that are issued? Is everyone given hellguns, and what are the heavy weapons the support platoons are carrying?
 
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