
his is a collection of my various 40K inspired concepts that I refer to quite often when I'm explaining how I see the universe actually working. My aim was to introduce a reasoned premise for the structure of the universe that reinforces the image and horror of the setting.
Over time I'll add to this list, if you wish to chip in something please post in this temporary guestbook here
The BL forum thread here (now closed, (consider it an archive of sorts) please use the Warseer thread below.)
The Warseer forum thread here
All Unofficial |
|
|
6 ACIS* St [Stone] (guestimate conversion 35kg similar to Mr 19)
.75 ACIS* dC [deciCubits] (guestimate conversion from High Gothic units: 35-45mm, similar to 40mm grenade, could be as high as 60 or 70mm).
x3.5 calibre
Photonic Pulse Ignition (PPI), direct drive mag-lock ejector flow through (reason port is high).
2,000rpm (1,800-2,200 depending on model).
800 ft/s (.45 pistol), increasing to 4,000 ft/s (Bushmaster Autocannon) at 80 yards
2,000 yard, 8,000 yards max
Induction Mag (not idea, sounded kwell).
[*Adeptus Mechanicus certified Imperial Standard]
1 ACIS* St [Stone] (guestimate conversion 5-6kg similar to ?)
.5 ACIS* dC
x2.5 calibre |
The Bolter is not an assault rifle or sub-machine gun. In modern terms it has more in common with the
40mm Mk 19 automatic grenade launcher and the shoulder fired 25mm XM25, blended with an RPG such as the 66mm M72 LAW or 64mm RPG-18 and finally a dash of some gyrojet technology.
|
|
Text
Very few moving parts. The feed is a maglock direct drive (think maglev), and the ignition a photonic pulse. The only moving part is the control nubs. This streamline system allows for a phenomenally high rate of fire compared to modern day mechanical designs. Coupled with the low kick of a bolt ammuntion allows for good control at high firing rates.
Text (see below) 'Artifical Bio-Photonic Computer'
The Bolter has resource batteries to run its reprocessing systems but it draws its main power from the Marine, via the photonic bridge. It is possible for a Bolter's Machine Spirit's biological elements to 'die', though in lower power mode it can take a while (hibernation). |
|
The Bolter and Marine are linked together via the Marine's Black Carapace. This link allows the Marine communion with the 'Machine Spirit' of the Bolter. The marine feels and acts as if the Bolter is an extension of his own body, he sees what his Bolter system sees, he feels its status and it responds to his intent. In ancient times becoming 'as one with your weapon' was the highest achievement of skill, the Marine takes this a literal step further and becomes 'one with the weapon'.
The DNI is part of the upper Black Carapace Network, and is a Cortex system bolted onto the exterior Black Carapace of the Marine's skull. The Cortex interfaces with the Marine's mind via bio-plastic web-chips implanted on the inner surface of the skull, with photonic-connectors cut thought the skull to link into the Black Carapace/ Cortex. The Web-chip's tendrils burrowing deep into the brain and linking into the natural neural net of his mind. To the Marine this system is totally transparent and feels like it is his own body.
This Cortex system is the 'machine spirit' of the Powered Armour and together with other Machine Spirits from the various subsystems (Bolter/ Backpack/ Comms) forms a Pantheon of Machine Spirits known as a Covenet'. The name derives from 'coven' and 'network'. The technology used in such a device is considered sacred by the Adeptus Mechanicus and referred to as 'Archo-tech' (from the Greek word for ruler: Archon) which is the highest form of technology. The Covenet
is an auto-servitor of a sorts that runs all aspects of the suit; from neuro-fibre bundle musculature to life-support, and even 'smart' peripheral sub-systems.
The Head of the Covenet's Pantheon is the Marine, analogous to 'Zeus'.
The standard issue Marine Bolter is a 'smart' peripheral sub-system, blessed by the Adeptus Mechanicus with a Machine Spirit. This means the Bolter's fire-control cogitators and sensors can link into the suits system hierarchy as a sub-system via the Machine Spirit within the Bolter. The direct system connection is made as soon as the Marine picks up the Bolter. Photonic pads in the palm of his hand match similar pads on the grip of the Bolter. These pads form a closed bridge between the two systems. All signals from the Bolter's Machine Spirit are routed via the Black Carapace, which is essentially the Power Armour's nervous system, to the DNI. All edicts from the Marine to the Bolter follow a similar route.
The Machine Spirit within the Bolter is a bio-photonic cortex, imprinted with a mind patterned after a higher order avian such as a Raven (though other animals are know to be used, such as wolves), though modified to suit the purpose. This 'mind' provides advanced optical based recognition enabling the Bolter to recognise a face, and will recognise its chapters markings, other marines within the squad to which its bonded marine is a member, and the Adeptus Mechanicus. The Bolter can only see, but once linked to the marine is becomes aware of the bigger picture and gains tactical information and the location of other marines. The recognition and awareness means the Bolter will actively avoid 'friendly fire', and is so quick that in a sweep it will just 'skip' a round when a friendly is detected.
The recognition ability is also part of the security system in all Bolters. The Machine Spirit once 'pair bonded' to a marine will recognise that marine. If a Bolter 'likes' a marine is will consent to the life bonding. To a Marine, his Bolter is much like a 'pet' (tamagotchi :P), though it is not seen as subordinate, more a guide and partner, part of the pantheon of Machine Spirits that for the Covenet
A Bolter may reject a marine and it is not uncommon for a Bolter to refuse bonding. However if it does bond it will bond until death (Bolters will recognise its Marine's death, and if separated at the time of death may need to 'see proof'), and after a period of mourning may accept a new bond, or may not. Bolters of chapter heroes can become fussy about who they accept. However, there are records that in time of dire need that Bolters will accept a temporary bond 'for the good of the chapter', and it seem to be an emotional response rather than a logical response.
|
|
Sourced quote from Wikipedia
“Rocket-powered missiles are known as rockets if they lack post-launch guidance or missiles or guided missiles if they are able to continue tracking a target after launch. Cruise missiles typically use some form of jet engine for propulsion.”
A bolt is not a missile as it will not track post-launch (unless using a long range sniper smart round – but that's an exception) neither is it a simple 'dumb' rocket either. A Bolt is a third form, a rocket that is pre-launch programmable, that allows it to change the way is acts in combat.
This is an overview of the standard marine issue bolt.

Outer casing. All marine issue bolts (including specialist ammo) utilise the standard (brass effect) sleeve with kicker charge and signal relay.
The initial launch system is similar to that used on modern impact grenades, and the bolt handling within the Bolter is very similar to modern grenade machine guns (belt feed from box). This initial kicker is to clear the bolt from the muzzle.
As the various bolt types (standard and specialist) have different shaped profiles, a packing sabot is used to encase the bolt to standardize the profile before being fitted into the standard sleeve. This allows any specialist ammo with an unusual profile to be fired from the marine issue bolter without modification, and protect the bolt form the kicker charge at launch.
Note: The Packing Sabot is not used in the same way as those used in modern tank penetrator rounds.
Once clear of the muzzle, and depending on the mode the Bolt was launched with, the main Gyrojet rockets may engage to power the Bolter towards it's target (in this respect it is very similar to a Rocket Propelled grenade launcher). In flight stabilization is achieved via spin imparted by small rocket ports angled in such a way as to rotate the bolt along it's axis.
Dual explosive warhead consisting of a primary solid explosive with a conical hollow containing a secondary low pressure explosive. If the primary solid explosive is detonated first it effects a shaped charge explosion much as a HEAT round. If the secondary slow burn gas explosive held in the cone is detonated is mushrooms the shaped charge's liner thus nullifying the shaped charge's effect if the main explosive is then detonated. This results in an airburst similar to a fragmentation grenade.
It is a pizoelectric based fuse.
Radio frequency sensing (Mass reactive), powered of the batteries.
This is the main controller and links the two detonation systems and controls the Gyrojet switch. It is embedding with the Oscillator-Detector Amplifier and is attached to the Deuterium Thyratron behind the Annular Firing Condenser. The Core is often named after the gas filling the Thyratron, in the standard marine bolt this is a 'Depleted Deuterium Core'.
Note of 'Depleted': Deuterium is rendered from a direct enrichment process, which produces deuterium and tritium from hydrogen. The tritium is removed, leaving the deuterium which is referred to as depleted (having the tritium removed). This is similar nomenclature used to describe Depleted Uranium.
|
|
The Bolts are switched to various modes via communion with the Archo-Covenet (Machine Spirit). Each mode changes the behaviour of the Bolt in combat, enabling the marine to dynamically adapt to the threats they encounter with a single weapon. Judicious uses of the modes and tactics employed in their use can give the marine a huge advantage in the field over most opponents they encounter.
The following is the 'Octamodem' Bolt with eight mode states.
Can only be armed with correct coded signal from authorised Bolter.
Kicker – Enabled/ Gyrojet array – Enabled/ PIBD – Enabled/ Proximity fuse – Disabled/ Auto destruct - Enabled.
At short range (up to 50m) the bolt defualts to mode 1 until it picks up suffiecent speed to cause impact damage through kinetic energy, it then takes on a programmed intent of the firer if different from mode 1.
The bolt detonates as a shaped charge on contact and is effective against heavy armours acting as an RPG (rocket propelled grenade). However they are ineffective against 'electric armours'.
Mode 1 can punch though 4" (100mm) of RHA (Rolled Homogeneous Armour), 2' (600mm) of pine logs, 32" (800mm) of concrete block, 6" (150mm) of reinforced concrete, 4' (1200mm) of sand bags, around 2" (50mm) of base ceraforms. All these figure are consistent over the entire range of the weapon, and max powered range of 1km/ 1000m/ 3,280 feet.
Vs Modern armour: The bolt would slice through most APC armour, including the M113's 12-38mm aluminium armour (aluminium tends to vaporise when hit with HEAT rounds) and the M2/M3 Bradley even with urban armour upgrades. The Bolt will not penetrate the main battle tank armour such as Chobham Armour found on the Challenger 2 and Adrams M1 (guesstimate equivalent of 24" of RHA on main facings). However, the Bolt would destroy tracks, hatches, and other vulnerable areas so a marine would gain access (disable, close, access, finish with mode 2 to interior).
Kicker – Enabled/ Gyrojet array – Enabled/ PIBD – Disabled/ Proximity fuse – Enabled/ Auto-destruct - Enabled.
A HEAB (High Explosive Air Burst also see: Air Burst) antipersonnel mode designed to take down a group of lightly armoured dispersed targets over a wide area, for clearing confined spaces such as buildings, and areas too small for a marine to enter. The combination of the proximity fuse/ auto-destruct being enabled allows the marine to judge the distance to the centre of a group and allow the bolt to optimise timing/ placing.
Vs unarmoured human: Casualty Radius: 500'/150m, Kill radius: 20'/ 6m.
Kicker – Enabled/ Gyrojet array – Disabled/ PIBD – Disabled/ Proximity fuse – Enabled/ Auto destruct - Enabled.
Airburst as mode 2.
Kicker – Enabled/ Gyrojet array – Disabled/ PIBD – Disabled/ Proximity fuse – Delayed*/ Auto destruct– Disabled*
The proximity fuse is not armed immediately but on a delay timer. The bolt lands a then the proximity fuse is armed. Once armed it takes a reading and sets that to the baseline. Any new mass that comes into close proximity with cause the Bolt to detonate as an airburst. Bolts do not make effective long term mines as they lay on the surface and are easy to spot with the naked eye, they emit signals that can be detected with basic scanners, and have a relatively short life due to battery drain.They are used in active combat, the tactic being to block escape routes (lob them in behind an enemy) and drive routing enemy into this temporary Bolt minefield.
Kicker – Enabled/ Gyrojet array – Disabled/ PIBD – Disabled/ Proximity fuse – Disabled/ Auto destruct– Disabled.
This mode only works with rubber capped bolts, which the marine variant does not have. In this mode the Bolt is inert and fired using only the kicker charge. Considering the mass of the bolt this is still results in a substantial an impact and quite capable of disabling a person. Comparable to modern day ‘rubber bullets'.
Kicker – Enabled/ Gyrojet array – Disabled/ PIBD – Disabled/ Proximity fuse – Disabled/ Auto destruct– Enabled.
Similar to mode 4 (mine) but on a timer. The marine can set the timer to what ever he chooses. Common timings use an auto-burst of four Bolts, 1 second apart and each time set for one second less. This means all four Bolts will explode at the same time.
This mode is also similar to the modern 'smart grenade'.
Kicker – Enabled/ Gyrojet array – Disabled/ PIBD – Disabled/ Proximity fuse – Disabled/ Auto destruct– Disabled*
The shaped charge cavity is filled with a biological or chemical agent. The mode 7 detonates the cap charge (safety disable) which releases the agent.
Often uses with an instantaneous hallucinogenic compound for Bolter auto-firing pattern: ‘sixes and sevens', or in the case of Nurgle marines (Death Guard) bio-toxins.
If the Bolt is detonated normally it will vaporise the agent. If the bolt is tapered with and the cap removed the agent will be released (a little gift from the Adeptus Mechanicus for attempting Techno-heresy).
Mode Sept is where the low gothic ‘septic' is derived.
Magazine is loaded and if Bolter issues the correct codes and is recognised the Bolts, they are armed by going into mode 8. While in mode 8 the Bolts are monitoring for updated instructions and draw power from the Bolter. A break in power disarms the Bolts and they drop back to Mode 0.
|
|
Bolts are bolts until they are fired.
Once fired a numerical prefix is added to the bolt to describe what mode the bolt is in. A bolt that has been fired and is in Mode 1 is called an Unobolt, Mode 2 a Duobolt, Mode 3 a Triobolt and so on. This is easier to write in fiction, and emphasises the differences in effect (think of Judge Dredd's lawgiver with its different bullets).
Bolts with eight modes, armed, and in the mag are referred to as 'Octobolts'. They are technically only 'bolts' when unarmed. In marine culture 'Octo' means 'standby' (basically arm bolts for war). Usually shortened to 'Oc' (sound like a bunch of Gorillas? :D)
The modal names for bolts are always capitalised due to 'machine spirit' associations. This also distinguishes it from a regular used of a word, which is more apparent with chapter variants.
: The terminology is not set, many chapters use their own code words, like 'Lance' for Unobolt, 'Shot' for 'Duobolts and 'Hail' for Triobolts, along with nick names like 'Snappers' (mine) and 'Knuckles' (baton - 'black-eyes' as in 'popped a knuckle in his head').
Although the Bolter has an astonishingly high rate of fire, almost three times that of a modern day assault rifle, it is rare for a marine to unleash three bolts at a time let alone a whole mag! Generally one targeted, optimised bolt will suffice at any given moment.
With massed enemies, the airburst modes of Duobolts and Triobolts are particularly effective to mow down Termigaunts, but the airburst is also good for stunning the larger beasts before nailing them with an Unobolt.
Text
|
 |
Marines store Bolt mags (magazines) in an storage area underneath the backpack, in the small of the back. Although Bolter mags are heavily armoured, the storage area offers additional protection on all sides via the backpack, shoulder guard and torso armour. This is to ensure the Mags are in good condition and always usable.
A marine usually enters combat with one mag loaded into his weapon, and 8 (eight) more mags in stores. Each mag holds around 20 bolts (180 bolts total).
The mags are placed in the counter-intuitive position due to the highly cooperative way marine fight as a unit, and they operate is known in modern lingo as a 'buddy system' for ammo storage.
In the buddy system, marine take mags from the brother in front of them. So while a marine is fighting up front another is loading up behind and in cover.
The Covenet keeps track of inventory and alerts all brothers as to who has mags and how many and will direct marine to even out supply. The combined Covenets is even smart enough to take operations into account and optimise the system to ensure that the marine is have access to the mags when need (even noting marine performance and predicting ammo usage in relation to blips). As with all Covenet systems there is no HUD, the marine 'just knows', as if it was a memory recalled.
|
Linkless feed system. The areas used from storing magazines can take another type of magazine called a drum box. With the drum box the 8 magazines are replaced with a single ammo drum box magazine. Unlike the regular magazines the drum box is not snapped into the Bolter directly but instead has an armoured feed-track linking it to the Bolter
This is similar to the feed-track used in the Heavy Bolter (not a normal human sized Heavy Bolter have the same track as the marine Bolter, but with a 'liner', in may ways the Heavy Bolter a stripped down Marine Bolter with the Drum Box).
The drum and track hold 150 bolts.
The benefit of the system is that a marine does not have to change clips as they chew through the ammo, and can unload the whole drum box all at once. This give a very high level of firepower, and is effective at dealing with surprise attacks, breaking assaults, and buying enough time for backup to arrive.
The disadvantages are the slow replacement of a spent drum box, and the vulnerability of the feed-track, and restrictiveness of the connected feed-track when in close combat, and most importantly the (slightly) lower capacity.
It is because these disadvantages that the drum box is not deployed on missions, and combined with the advantages, it usually only turns up in lone marines on (lone) sentry duty, where they are spread thin but with mobile backup. |
|
The Bolter issued to the Adeptus Arbites and the Adeptus Sororaitas is about half the size of the marine issue Bolter with a caliber of .30 amISdC, and lacks a machine spirit, instead having a simple catch to switch between modes of which there are only three (plus '0' for storage). The hitting power of these weapons is still significant but far less than a marine issue Bolter.
HEAT, direct HEAB, Mortar.
Very similar in principle to the 25mm XM25
Without the complexity of the machine spirit or artificial sensors, the remaining weapon chassis and hardware is relatively cheap to produce. However; effectiveness is not the prime concern to the Imperium when is comes to equiping their forces, and just as the Auto-gun was superceded by the Lasgun, so too does the mighty Bolter loose out on the logistics side of things to the Lasgun. Keeping the Imperial Guard supplied with bolts, even simple tri-mode bolts, would be a huge undertaking, whereas Lasgun can recharge by heating the power cells and any heat source will do. It logistics that is the constraining factor to the uptake of Bolters, and only troops who have a guaranteed supply use them.
|
Belonging to Captain Squall or the Balamb Chapter of Space Marines :p Ops, wrong game, but Gunblade are kwell and so a perfect match for 40K.

Gunblades are a marine's personal sidearm of choice. The short stabbing blade is energised with a power field enabling it to slice through most armours with ease. It is a primary execution weapon, and more enemies are killed by these blades after a conflict than Bolter fire during the assault!
|
This web site is completely unofficial and in no way endorsed by Games Workshop Limited.
40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka,
Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid,
Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world.
Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
|
|