Warhammer 40k 2 Serial

Baneblade

As the origin of the term Grim Dark, it s no surprise that Warhammer 40,000 is a setting positively drowning in horror. And we wouldn t have it any other.

Star Trek vs. Warhammer 40K

This essay is an attempt to answer the question if Star Trek or Warhammer 40K would win in a war.  This essay will look at different scenarios and suggest that different scenarios lead to different outcomes.  In general war between the Federation of Star Trek and the Imperium of Warhammer 40K is assumed but this is only one of several possible scenarios.  Before looking at different scenarios a step by step comparison of important scenario elements will be done.  This essay has five sections 1 super races, 2 near human races, 3 weapons, 4 Imperial Navy vs. Star Fleet and 5 scenarios. 

1.0 SUPER RACES

Super races are races that are far, far more powerful than humans.  Super races are races that are so powerful that their participation in a conflict between the Federation and the Imperium could decisively affect the outcome of the war.

1.1 Star Trek Super Races

1.11 Borg – NF – The Borg are cybernetically enhanced humanoids.  Their ability to assimilate other races make them especially powerful.

1.12 Cyntherians – TNG The Nth Degree The  Cyntherians have an IQ booster. The Cyntherians can probe with advanced shielding and computer abilities. Their probe shows advanced shielding capability. The Cyntherians have developed a graviton-field drive capable of traversing the galaxy within minutes.

1.13 Dyson s Sphere Builders – The race itself is a mystery but the capability to build a Dyson sphere suggests technology far beyond that of the Federation.

1.14 Iconians – The Iconian gateway technology allows one-way transit at least the distance between the Gamma Quadrant and Earth, instantaneously. Some form of shielding and computer disruption capability advanced by the standards of the Federation.

1.15 Nagilum – TNG Where Silence Has Lease The Nagilum is a being that dominates a region of void space and has the ability to warp reality but apparently only in this region.

Nanites – TNG Evolution Sentient, self-developing.

1.16 Organians – The Organians are so powerful that they can stop a war between the Federation and the Klingons with just a thought.

1.17 Paxans – Energy fields, capability of rapidly taking over a Federation vessel. Maximum shields were stated to only accelerate the process.

1.18 Q – A super race of unimaginable power that may be as above the other super races as the super races are above humans.

1.19 T Kon – An extinct empire of indeterminate power and capabilities. The T Kon have planetary shielding. The T Kon are capable of easily overwhelming the Enterprise and Ferengi. The T Kon were apparently devastated by a supernova.

1.110 Tox Uthat TNG Captain s Holiday – The  Tox Uthat have a quantum phase inverter, from the twenty-seventh century. This is a palm-sized crystal capable of stopping the nuclear reaction going on within a star.

1.111 V Ger – Introduced in Star Trek: The Movie.  How powerful.  See the movie.

1.112 Zalkonians. TNG Transfigurations The Zalkonians have a long range strangulation device.  The Zalkonians can ignore Federation shields. The Zalkonians are evolving members into a species that has the capability to remotely reanimate heal and reanimate the recently dead.

1.2 Warhammer 40K Super Races

1.21 Chaos Gods – There are many chaos gods but there are four major chaos gods:

1.22 Khorne – God of Blood, rage, war and unrelenting fury

1.23 Tzeench – God of Change, magic, schemes and plots

1.24 Nurgle – God of Decay, disease and physical corruption

1.25 Slaanesh – God of Hedonism, excess and pleasure

These four gods are the most powerful beings in the Warhammer 40K universe.  They exist in a parallel universe called the warp that exists in the Warhammer 40K universe but not the Star Trek Universe.  The power of the chaos god in the warp is immense but the extent of their power outside of the warp is much more limited.  Inside the warp the chaos gods can probably hold their own against any of the super races in the Star Trek universe except the Q.  Outside the warp, the chaos gods may not be as powerful as many of the super races in the Star Trek universe.

1.26 Greater Daemons – The Greater Daemons are much less powerful than the Chaos Gods but still much more powerful than humans.  Their main manifestation outside of the warp is via possession of mortals and there are limits to their ability to leave the warp.

1.27 Daemon Princess – Mortals that receive gifts from the Chaos Gods can grow to become Daemon Princess and are extremely powerful.

1.28 Elder Gods – Powerful gods that are good as opposed to the Chaos Gods but not as powerful as the Chaos Gods.

1.30 Super Race Conclusion

The super races of Star Trek are generally one-shots.  The super races of Warhammer 40K are part of the foundation of this universe and interference, one way or another, would be more likely from the Warhammer 40Ksuper races than the Federation super races.  The main limitation of the super races of the Warhammer 40K universe is their limited ability to manifest outside of the warp.  Their ability to even operate in the Star Trek universe at all has to be questioned.  The Star Trek super races in turn do not have the same warp type limitations.  There is no super race in Warhammer 40K universe that is anywhere near the power level of the Q.

2.0 NEAR HUMAN RACES

Near human races are defined here as not being a super race and having power and ability more or less in the same range as the human race.  Special attention will be given to races that do not belong to the Imperium or Federation but have special powers or abilities of significance in combat.

2.10 Star Trek – Near Human Races

There are literally over a hundred near human races in the Star Trek universe.  Most of them have some interesting cultural quirk developed for plot purposes but totally irrelevant in a combat situation.  There are also so many one shot races that even a dedicated Trekkie has a hard time keeping them straight.  The focus will be on near human races that could have a significant impact on the outcome of war if they joined forces with the Federation.

The two best known warrior races in the Star Trek universe include the Klingons and the Jem Hadar.  Both of these warrior races are much stronger than humans and are far better trained in combat that most members of the Federation.  The Jem Hadar also have a natural cloaking ability.  The Changelings, the creators of the Jem Hadar, and are shape shifters that used this ability and strategic cunning to conquer one quadrant of the Star Trek Universe.  The Changelings could infiltrate the Imperium and acts as perfect spies.  Other enemies of the Federation that have large empires and large star ship fleets include the Romulans and the Cardassians but they are not warrior races and would bring numbers but not necessarily any special warrior skills to the table.  Vulcans are generally considered to be extremely strong, how strong is a matter of debate, and have advanced training in logic that would be useful in a battle field.

2.11 Klingons

2.12 Jem Hadar

2.13 Changelings

2.14 Vulcan

2.20 Warhammer 40k – Near Human Races

The near human races of Warhammer 40K include the:

2.21 Dark Eldars

2.22 Demiurg

2.23 Eldar

2.24 Genestealer

2.25 Gretchin

2.26 Necrons

2.27 Old Ones

2.28 Orks

2.29 Ripper Swarms

2.210 Snotling

2.211 Squat

2.212 Tyranid

2.213 Vespid

2.214 Warrior Genus

2.215 Zoat

Some of the races on this list are very powerful and would give the Imperium a significant edge in any war if they joined the Imperium.

The Eldar are a race much older than humanity and can see in the future and have technology superior to that of Imperium.  Eldars that have followed the path of the warrior are incredible warriors that have close combat capabilities that have been developed over millennia and that far surpass the combat skills of the Klingons and Jem Hadar.  The Necrons are even older than the Eldars and also have combat capabilities that surpass the warrior races of the Star Trek universe.  The Necrons resemble skeletons and many are thousands of years old and they are just plain creepy much creepier than any race in the Star Trek universe.  The Tyranids are an insect like race that exist in various genetic permutations.  Tyranid psychology is very alien and an alliance between them and the Imperium is unlikely but they would give the Imperium a huge advantage if they joined the cause of the Imperium.

2.30 Near Human Races Conclusion

There are many more near human races in the Star Trek universe than the Warhammer 40K universe.  The near human races of the Warhammer 40K universe are far more powerful than the near human races of the Star Trek universe.  If you judge someone by their enemies then the Imperium is indeed a fearsome force.  Fighting humanoids like the Klingons and Jem Hadar is one thing, fighting giants insects and practically indestructible skeletons is another. The participation of near human races in a war between the Federation and the Imperium would help the Imperium much more than the Federation.

3.0 WEAPONS 

Below are two sets of lists for the purposes of comparing Star Trek weaponry and Warhammer 40K weaponry.  The weapons of both universes have been broken into three categories: energy weapons, melee weapons and ranged weapons.  These are all the weapons available in a particular universe not just those used by the Federation or Imperium.  If the weapons are not generally used and/or available to the Federation or Imperium, then the alien race that uses this weapon has been identified.

3.10 Star Trek Energy Weapons

3.11 Cobalt diselenide

3.12 Disruptors – Breen, Cardassians, Klingons, Romulans

3.13 Hellgun

3.14 Hellpistol

3.15 Lascannon

3.16 Laser Destroyer

3.17 Lasers

3.18 Laspistol

3.19 Metreon cascade – Haakonian Order

3.110 Multilaser

3.111 Phase cannons

3.112 Phase pistols

3.113 Phased polaron cannon

3.114 Phasers-Defence Laser

3.115 Pulse cannons

3.116 Romulan thalaron bomb – Romulan

3.117 Thalaron radiation – Romulan

3.118 Varon-T disruptors – Illegal in the Federation

3.20 Star Trek Melee Weapons

3.21 Ahn woon – Vulcan

3.22 Bat leth – Klingon

3.23 D k tahg – Klingon

3.24 KaBar combat knife

3.25 Katana – Japanese

3.26 Lirpa – Vulcan

3.27 Mek leth – Klingon

3.28 Qutluch – Klingon

3.30 Star Trek Ranged Weapons

3.31 Chroniton torpedoes – Krenim

3.32 Dreadnought – Cadassian

3.33 Gravimetric torpedoes – Borg

3.34 Isokinetic Cannon

3.35 Isolytic burst

3.36 Magnetometric guided charges

3.37 Multikinetic neutronic mines – Borg

3.38 Phased plasma torpedoes

3.39 Photon torpedoes

3.310 Plasma torpedo – Cardassians, Gorn, Romulans

3.311 Polaron torpedoes

3.312 Positron torpedoes – Kessok

3.313 Q firearms

3.314 Quantum torpedoes

3.315 Series 5 long range tactical armor unit

3.316 Spatial torpedoes

3.317 TR-116 Projectile Rifle

3.318 Transphasic torpedoes

3.319 Tricobalt devices

3.40 Warhammer 40K Energy Weapons

3.41 Burst cannon – Tau

3.42 Conversion beamer

3.43 Cyclic ion blaster – Tau

3.44 Fire Pike – Eldar

3.45 Fusion blaster – Tau

3.46 Fusion gun – Eldar

3.47 Fusion pistol – Eldar

3.48 Inferno cannon

3.49 Inferno Gun

3.410 Inferno pistol

3.411 Ion cannon – Tau

3.412 Kroot gun – Tau

3.413 Lasblasters – Eldar

3.414 Lasgun

3.415 Laser lance – Eldar

3.416 Meltabomb

3.417 Meltagun

3.418 Multi-melta

3.419 Neutron blaster – Tau

3.420 Particle accelerator – Necrons

3.421 Particle projector – Necrons

3.422 Particle whip – Necrons

3.423 Plasma Annihilator

3.424 Plasma Blastgun

3.425 Plasma Cannon

3.426 Plasma Cannon Titan

3.427 Plasma Destructor

3.428 Plasma Destructor Titan

3.429 Plasma gun

3.430 Plasma missile – Eldar

3.431 Plasma pistol

3.432 Plasma rifle – Tau

3.433 Ranger long rifles – Eldar

3.434 Turbolaser Destructor

3.435 Volcano Cannon

3.5 Warhammer Melee weapons

3.51 Biting Blade – Eldar

3.52 C tan Phase Sword

3.53 Chainsabres – Eldar

3.54 Chainfist

3.55 Chainsword

3.56 Diresword – Eldar

3.57 Eviscerator

3.58 Executioner – Eldar

3.59 Frost blade

3.510 Hand flamer

3.511 Harlequin s Kiss – Eldar

3.512 Hunting Lance

3.513 Lightning Claw

3.514 Neuro-Gauntlet

3.515 Mandiblaster – Eldar

3.516 Mirrorswords – Eldar

3.517 Power Blades – Eldar

3.518 Power Maul

3.519 Power Sword

3.520 Powerfist

3.521 Scorpion Chainsword – Eldar

3.522 Scorpion s Claw – Eldar

3.523 Shock Gauntlet

3.524 Shock Maul

3.525 Staff of Light – Necrons

3.526 Thunder Hammer

3.527 Warscythe – Necrons

3.528 Witchblade – Eldar

3.529 Wraithsword – Eldar

3.60 Warhammer Ranged Weapons

3.61 Airbursting fragmentation launcher – Tau

3.62 Animus Speculum

3.63 Anti-plant grenade

3.64 Assault cannon

3.65 Autocannon

3.66 Autogun

3.67 Autopistol

3.68 Battle Cannon

3.69 Blind grenade

3.610 Bolt Pistol

3.611 Bolt Weapons

3.612 Boltgun

3.613 Choke grenade

3.614 Conqueror Cannon

3.615 Cyclone missile launcher

3.616 Deathstrike Cannon

3.617 Demolisher Cannon

3.618 Earthshaker Cannon

3.619 Eldar melta bombs – Eldar

3.620 Executioner pistol

3.621 Exitus pistol

3.622 Exitus rifle

3.623 Exorcist launcher

3.624 Frag grenade

3.625 Grenade Launcher

3.626 Gauss flayer – Necrons

3.627 Gauss blaster – Necrons

3.628 Gauss cannon – Necrons

3.629 Gauss Flux Arc Projector – Necrons

3.630 Hallucinogen grenade

3.631 Havoc launcher

3.632 Haywire grenade

3.633 Heavy Bolter

3.634 Heavy Gauss cannon – Necrons

3.635 Heavy stubber

3.636 Heavy webber

3.637 Hellhammer cannon

3.638 Hunter-killer missile

3.639 Hurricane bolter

3.640 Krak grenade

3.641 Mega Battle Cannon

3.642 Mega bolter

3.643 Missile launcher

3.644 Missile pods – Tau

3.645 Mole Mortar

3.646 Mortar

3.647 Needler

3.648 Neural Shredder

3.649 Photon Flash flare

3.650 Plasma grenade

3.651 Psycannons

3.652 Psyk-Out grenade

3.653 Rail gun – Tau

3.654 Rail rifle – Tau

3.655 Rad grenade

3.656 Rapier

3.657 Reaper Autocannon

3.658 Ripper gun

3.659 Sanctifier grenade

3.660 Scare grenade

3.661 Shotgun

3.662 Shuriken pistols – Eldar

3.663 Shuriken catapults – Eldar

3.664 Shuriken cannons – Eldar

3.665 Smart missiles – Tau

3.666 Smoke grenade

3.667 Sniper rifles

3.668 Sniper Weapons

3.669 Stasis grenade

3.670 Storm bolter

3.671 Stub Pistol

3.672 Tanglefoot

3.673 Tarantula

3.674 Thudd gun

3.675 Toxin grenade

3.676 Typhoon missile launcher

3.677 Vanquisher Cannon

3.678 Vibro-cannon – Eldar

3.679 Virus grenade

3.680 Vortex grenade

3.681 Web pistol

3.682 Web weapons

3.683 Webber

3.684 Whirlwind launcher

3.7 Weapons Conclusion

A numerical comparison of the two lists shows that the Warhammer 40K universe has a much wider range of weapons.  The Star Trek universe has 19 types of energy weapons compared to 34 types of energy weapons in the Warhammer 40K universe.  In particular, the Imperium uses a much, much wider range of melee weapons Star Trek 8 vs. Warhammer 29.   Seven of the eight Star Trek melee weapons are of Klingon or Vulcan origin. The Imperium has also tweaked many ancient melee weapons with modern technology.  For example, swords have been turned into chainswords.  These tweaked melee weapons are far superior to anything in the Star Trek universe. The Federation would be at a critical disadvantage in any melee situation.  One could argue in a science fiction world of star ships that have energy weapons that can destroy worlds that melee combat ability is irrelevant but this is not always the case.  The Warhammer 40K universe also has a much greater number of ranged weapons Star Trek 19 vs. Warhammer 40K 84.

A superficial numerical analysis of the two lists would lead to the conclusion that the Warhammer 40K universe has far superior weapons technology.  However, the Borg have developed a super bomb, multikinetic neutronic mines, that is far more powerful than anything on the Warhammer 40K list.  A Borg multikinetic neutronic mines can affect an entire galaxy and destroy worlds.

The Q created Q firearms that resemble Civil War-era firearms but are so powerful their use creates super novae as a side effect.  The Q firearms dwarf any weapon in the Warhammer 40K universe.  Humans have used these weapons.  This means that if the Federation allies itself with either the Borg or the Q and has access to Q or Borg weaponry then the Federation has the decisive edge in weapons technology.  The Eldars, Necrons and Tau are not part of the Imperium and have many extremely powerful weapons that would significantly augment the arsenal of the Imperium if they allied with the Imperium against the Federation but have no weapons as decisive as the Borg s multikinetic mines much less Q firearms.

What is not reflected in the weapons list is that Imperium has used genetic and cyborg technology to create super soldiers, the Space Marines.  The Space Marines are far more powerful than any humanoid soldier in the Federation.  The Space Marines have super strength, enhanced stamina, enhanced healing, enhanced durability and enhanced reflexes.  They also have jump packs that enable to fly.  They can carry heavy weapons and use chainswords.  The Space Marines can be viewed as living weapons that have no equivalent in the Star Trek universe.  Some races in the Star Trek universe such as the Angosians have attempted to create super soldiers but have not created anything close to the Space Marines.  Perhaps the closest thing to an augmented humanoid in the Star Trek universe that is similar to a Space Marine would be the Borg but they have shown themselves to be slow and clumsy in close combat even if quite strong.

The Imperium soldier also has access to a wide variety of equipment when on a mission.  Some gear typically carried by an Imperium soldier includes:

Armor

Auspex similar to a tricorder but more military in function

Cameleolin fabric that provides camouflauge

Frenzon drugs to enhance performance

Jump pack personal flyer

Med pack

Personal energy shields, just called shields similar to what the Borg have

Teleport homer this is built into the communicator of Federation personnel

Imperium soldiers also carry a wide variety of weapons including melee weapons such as a chain sword.

Typically, Starfleet personnel will go on a mission with only the following gear: tricorder, communicator and phaser.  This means one on one the Imperium soldier will have greater resistance to firepower due to armor and shields, superior camouflage and tactical flight capability if the soldier has a jump pack. In general, the Imperium soldier carries far more types of military equipment that give the Imperium soldier a decisive advantage in the area of equipment in addition to the advantage they enjoy in weaponry.

The Imperium uses many armored land vehicles.  The Imperial Navy has a wide variety of atmospheric flyers.  In terms of vehicles, the Federation has shuttle craft for atmospheric flight and that s about it.  Shuttle craft is not generally armed but can be fitted with phasers.  The Federation relies heavily on transporter technology for travel rather than on vehicles but the Imperium also has teleport technology.  A Federation star ship carries around four shuttles and each shuttle can fit four to six people comfortably.  Transporters don t always work.  If the transporter is down then the Federation has extremely limited ability to move personnel around.

The main piece of equipment the Federation has that is important that the Imperium does not have is replicator technology.  A replicator can create and recycle objects.  Typically the replicator is used to create meals on a star ship.  However, in a military situation the Federation could conceivably use replicator technology to make copies of any weapon or equipment they capture from the Imperium and narrow the weapons and equipment gap between the two forces.  Industrial replicators can be used to reconstruct the infrastructure of an entire planet as when the Cardassians gave fifteen industrial replicators to Bajor for precisely this purpose.  Overall, the approach to weapons and equipment taken by the Federation and the Imperium is very different.  The Federation prefers to rely on a few very high tech weapons and equipment while the Imperium uses a much wider array of more specialized military gear.

The Federation does not practice low-tech redundancy.  If a low-tech system is replaced then the previous low tech system is taken out rather than kept as a redundant system.  Transporters largely replace vehicles.  Phasers replace melee weapons.  This can be a problem.  For example, the star ship Voyager used high tech bio-neural gel packs.  These gel packs are essentialy organic computers.  The gel packs cannot be replicated.  When the gel packs of Voyager became infected, Voyager did not have the option of using prior none organic computers to replace the gel packs.  This lack of low tech redundancy may make Federation technology much more vulnerable in extended warfare situations were possibly more delicate high tech systems start to break down.

4.0 IMPERIAL NAVY VS. STARFLEET

The Imperial Navy is in charge of the star ships of the Imperium.  Starfleet is in charge of the star ships of the Federation.  Any war between the Federation and the Imperium would largely be a space battle between the Imperial Navy and Starfleet.

4.1 Imperial Navy

The Imperial Navy is just one of the military forces available to the Imperium.  The Imperium military also includes, but is not limited to, the Imperial Guard and Space Marines that act as the main infantry of the Imperium.  The Imperium needs infantry to conquer and hold territory.  The most powerful class star ships of the Imperial Navy are their Battleships. A Battleship can carry crews of 25,000 to 3,000,000 persons.  Battleships can be as big as eight kilometers. The Imperium consists of thousands of worlds. The Imperial Navy defends a territory far, far larger than that of the Federation.

4.2 Starfleet

Starfleet is the main military force of the Federation and does not have access to the huge and specialized infantry forces of the Imperium but instead relies on space battles and planetary bombardment to defend the Federation.  The most famous star ships of the Star Trek universe are the Enterprise series which is an example of the Dreadnought class of starships.  The Enterprise is the flagship of Starfleet.  The Enterprise has a crew of around 500.  The length of the Enterprise is 318.2 meters.  I garnered this information for the Starfleet Technical Manual.  The Federation has 150 planets.  If you superimpose the two galaxies of the two universes and assume the galaxies are around the same size you realize that the territory of the Imperium is about eight times larger.

4.3 Conclusion

The Imperial Navy has bigger ships than Starfleet.  Much bigger ships.  The Imperial Navy can ferry thousands and even millions of troops in single ship versus a crew size of around 500 on the flagship of Starfleet. The Federation is a democratic and voluntary alliance of planets that abhors militaristic expansionism and therefore does not have the same need for infantry as the Imperium.  The main mission of Starfleet is exploration not war.  The main mission of the Imperial Navy is very much war and not exploration.  The Imperial Navy is far superior militarily to Starfleet.  Despite the superiority of the Imperial Navy compared to Starfleet, there are certain scenarios were Starfleet could win and this will be explored in the scenario section of this essay.

5.0 SCENARIOS

There are thousands of scenarios possible but the scenarios below are the most commonly discussed scenarios found online about a war between two science fiction universes.  The lack of scenario identification ahead of such discussion is in my view the single greatest weakness of such discussions.  This weakness is apparent in some of the discussion at my post about Star Trek vs. Star Wars at:

That experience inspired me to create a scenario approach to the problem of war between science fiction universes.  Basically a good argument can only occur if you define the terms of your argument ahead of time.  I urge readers, that want to post comments about this article, to please identify which scenario they are discussing.

Scenario 1 – Federation vs. Imperium Period.

This scenario assumes that neither side receives help from super races or help from near humans that are not part of the Federation or Imperium.  The Imperium has far superior numbers and this advantage alone would give the Imperium a decisive advantage.  The Imperium consists of thousands of worlds including hive worlds that have huge populations far greater than any world in the Federation.  The Federation consists of 150 planets.

As if this numerical advantage was not enough, the Imperium also has a much wider range of weapons and equipment at its disposal and has a decisive advantage in this area as well.  Finally the Imperium has super soldiers, the Space Marines, that have no equivalent in the Federation.  The Space Marines are masters of melee combat that are far, far superior to their Federation counterparts.  The Space Marines are also master s of turning war in space into melee combat.  The Space Marines know how to board space ships and infiltrate heavily guarded positions.  The Space Marines could for example attack Star Fleet Command in San Francisco in a commando raid and destroy the leadership of Star Fleet overnight.  The Federation in turn would have little success launching a similar commando operation against Imperium targets that would be defended by Space Marines.

One could create a sub-scenario were the Imperium is invading the Federation and cannot afford to squander forces needed to defend the Imperium home territory and fields a fleet more or less of the same number of ships and men as that of the Federation.  Even if numbers were equal, the superior weapons and equipment technology of the Imperium and the superiority of the Space Marines would give the Imperium a decisive advantage.  Even in this sub-scenario the Imperium would win.

Scenario 2 – Federation plus Super Races minus the Q continuum vs. Imperium plus all their Super Races

The super races of the Star Trek universe decide to help the Federation.  The super races of the Warhammer 40K universe decide to help the Imperium.  The participation of the Federation and the Imperium becomes almost irrelevant and they are reduced to being observers of a war between super races.  Probably both galaxies, maybe the Federation and Imperium themselves, almost get destroyed in the war between the super races but one side eventually wins even if at a terrible cost.  There is an old African proverb: When elephants fight, the grass suffers.  The super races of the Star Trek universe are more numerous.  The super races of Star Trek universe do not exist in a parallel warp universe and do not have to deal with all the limitations that warp existence forces on the super races of the Warhammer 40K.  If the super races are involved then the Federation wins.

Scenario 3 – All Near Humans in the Star Trek Universe vs. All Near Humans in the Warhammer 40K Universe.

This assumes mortal enemies of the same universe unite in the face of a greater threat from outside their universe.  The super races of both universes decide this battle between the ants is none of their business and stay out of the war.  The near humans are more powerful in the Warhammer 40K universe overall than the near humans in the Star Trek Universe.  Warhammer 40K wins in this scenario.

Scenario 4 – The Q  vs. the Entire Warhammer Universe

Star Trek has the Q there is nothing equivalent to the Q in Warhammer 40K.  The Q are as above super races as super races are above near humans.  If the Q enter into the fray against Warhammer 40K then the war can be over before the war even started.  The Q can go back in time and destroy and all super races and near human races before they are even born.  The Q alone can take on the entire Warhammer 40K universe.  Any aid from the rest of the Star Trek universe is redundant.

Scenario 5 – Entire Star Trek Universe minus Q vs. the Entire Warhammer 40K Universe

An entire universe is assumed to be all super races and near humans of that universe united against all super races and near humans of the other universe.  This is the toughest scenario to figure out since I think the super races of the Star Trek universe are superior to the super races of the Warhammer 40K universe.  However, the non-Imperium near human races of the Warhammer 40K universe are more powerful than the non-Federation near human races of the Star Trek Universe.  I would rather have superior super races on my side than superior near human races.  The Star Trek universe wins but the conflict is a close one.

Scenario 6 – The Borg of the Star Trek Universe assimilate the Orks of the Warhammer 40K Universe.

The Orks of the Warhammer 40K universe are an intelligent species of fungi which resemble exaggerated rednecks culturally but they are actually green.  They can cobble alien technology together to create incredibly ugly, Rube Goldberg type machines that nevertheless work.  The Orks are assimilated by the Borg and the result is the creation of the Bork.  The Bork are essentially Bizarro versions of the Borg.  The Bork overrun both universes.

 Conclusion

Star Trek wins in scenarios 2 and 4.  Warhammer 40K wins in scenarios 1, 3, and 5.  A scenario approach is a powerful conceptual tool that can also be applied to the Star Trek vs. Star Wars debate.

After I wrote the above article I ran into the following graphic presented below and as they say a picture is worth a thousand words.

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Kronus 1st Liberators Baneblade Tank Commander on his external Vox-caster

Imperial Lucius Pattern Baneblade

The Baneblade is the primary super-heavy tank of the Imperial Guard, and one of the largest and oldest armoured fighting vehicles in the service of the Imperial armed forces. The tank is a venerated Standard Template Construct STC design, with ten people needed to fully crew one. It is also one of the oldest STC designs in existence. They are often used as command vehicles by Imperial Guard commanders.

The standard configuration Baneblade is a powerful main battle tank with no particular strength or weakness. It is best deployed in the role of heavy infantry support, where it can engage both infantry waves with its Heavy Bolters and Demolisher Cannon, while at the same time punish enemy armour with its Mega Battle Cannon and Lascannons. The sight of a mighty Baneblade rumbling forward is a major boost for any supporting Imperial infantry s morale, and when correctly supported, the Baneblade excels at decimating anything smaller than itself with its large array of guns while crushing the remains of its enemies under its massive tracks. This combination of inspiring presence on the battlefield and tremendous capacity for destruction explains why the Baneblade is favoured as a command vehicle by regimental commanders and even members of the Imperial General Staff who decide to take to the field. Such Command Baneblades are specially equipped with powerful Vox arrays and tactical planning equipment, allowing the officer in charge to keep control of his troops while he participates in the fighting.

For all its might, however, the Baneblade is not perfect: it is slow, lacks maneuverability and is a very large target. Baneblades are also not as effective when facing dedicated anti-armour vehicles due to the relative short range of their weapons. A single tank hunter like a Leman Russ Vanquisher can easily damage or even destroy a Baneblade long before it comes into range of the smaller tank. This is why the very adaptable chassis of the Baneblade has been used over the millenia to create more dedicated variants, from the Shadowsword Titan-killer which forgoes almost all other weapons to sport a Volcano Cannon; to the Stormlord line-breaker tank which gives up all anti-armour weaponry in favour of a Vulcan Mega Bolter, a greater number of Heavy Bolters, and the capacity to transport an entire platoon of Imperial Guardsmen.

History

A Baneblade providing infantry with cover

The Baneblade and its variants are amongst the oldest patterns of tanks still being used by the Imperium of Man in the 41st Millennium. It is rumoured that in the past there were entire divisions of Baneblades in service to the Emperor of Mankind but that number is severely diminished at present, like most of the more advanced technologies available to the Imperium. There are two main patterns of Baneblade, the Lucius Pattern from Forge World Lucius, and the Mars Pattern manufactured on Mars itself. The Lucius Pattern Baneblade has a more heavily fortified chassis and larger amounts of armour plate and makes use of a more powerful engine to remain mobile with this added weight. However, the vast majority of Baneblades available in the Imperium were created in the forges of Mars. Every Baneblade made in the Imperium is transcribed with its own unique serial number and name and all the records of each vehicle s service and accomplishments in combat are reverently recorded on the Forge World of that vehicle s construction.

Armament

A Baneblade moving ahead of a Warhound-class Titan

The Baneblade possesses a powerful set of armaments. The standard Baneblade complement includes a turret-mounted Mega Battle Cannon, also known as the Baneblade Cannon, which includes a coaxial Autocannon, three sets of twin-linked Heavy Bolters one sponson-mounted set on either side, and one turret-mounted on the front hull slope, two turret-mounted Lascannons on either side, mounted directly above the side sponsons, and lastly, a fixed-forward hull-mounted Demolisher Cannon. This totals eleven weapon barrels of various sizes and roles, giving full coverage in all arcs. The Baneblade can be further given a pintle mounted Storm Bolter or Heavy Stubber and a single-fire Hunter-Killer Missile Launcher, bringing the total up to thirteen. The vehicle can also be outfitted with a searchlight and smoke launchers.

Baneblades are so rare in the present Imperial armed forces that some companies upgrade a Leman Russ tank, adding sponson-mounted Lascannons if they are short on Baneblades. The Baneblade is also in extremely high demand amongst Imperial Guard armoured regiments, meaning that most such regiments will only possess 5-10.

Known Formations

Steel Fury Baneblade Company - Steel Fury Baneblade Companies are often formed to face enemy Titans in combat, particularly if the Imperial forces present do not possess any Titans themselves. When such an occasion occurs the Tactica Imperium dictates that all available super-heavy vehicles be drawn together to combat the threat. The super-heavy vehicles will concentrate their firepower upon the enemy war machine, and once under fire from multiple Baneblades, even the mightiest Titan must eventually fall. These companies are usually made up of anywhere between three to five Baneblades.

Crew

A Baneblade is a massive war machine, requiring a crew of ten individuals to function properly. The functions of a Baneblade crew include:

Tank Commander - The Tank Commander is the senior officer on board the vehicle with a rank of at least Lieutenant. The Tank Commander serves to coordinate the massive tank s responses to any given situation.

Tactical Officer -  The Tactical Officer often serves as the tank s second-in-command and has to use the  Auspex and Augury sensors of the Baneblade to identify roads, potential pitfalls, friend and foe, primary and secondary targets and assure the coordination between the tank and any other Imperial forces in the area. The position of Tactical Officer on a Baneblade is extremely demanding and requires a man or woman with a quick mind and nerves of steel.

Driver - The driver steers the tank, which, considering the massive Baneblade s weight and inertia, can be a daunting task. In battle, the Driver can also fire both the frontal Demolisher Cannon and Twin-linked Heavy Bolters when the situation requires it.

Adept of the Mechanicus - Each Baneblade has a designated member of the Adeptus Mechanicus assigned to its crew who performs routine maintenance, the necessary rituals to placate the tank s Machine Spirit and various emergency repairs during combat operations. Depending on the age and importance of the tank, this Mechanicus representative be a simple Enginseer or even a full-fledged Tech-priest.

Primary Gunner - The Primary Gunner operates the Baneblade s turret, mainly the Mega Battle Cannon. The coaxial Autocannon is only used to perform ranging shots for the other weapon systems.

Secondary Gunner - The Secondary Gunner is in charge of the hull-mounted Demolisher Cannon.

Primary and Secondary Loader - The Primary Loader and Secondary Loader work in tandem in the Baneblade s magazine, carrying out the thankless but vital task of furnishing the Mega Battle Cannon and Demolisher Cannon with the necessary ammunition.

Tertiary Gunner - The Tertiary Gunner is in charge of all the secondary sponson-mounted weapon systems. If these secondary systems are not required in a given battle, the Tertiary Gunner assists the Tactical Officer and the Tank Commander by manning some of the Auspex sensor read-outs.

Tertiary Loader - Since the sponson-mounted weapons are fed automatically, the Tertiary Loader acts more as a mobile reserve within the tank, assisting where his help is the most crucial, whether this is firing some sponsons in tandem with the Tertiary Gunner, ferrying shells with the other Loaders, manning the Vox while the Tactical Officer is otherwise busy or even assisting the Tech-priest with repairs. New members of a Baneblade crew almost always start their career as the Tertiary Loader, as the position gives them the opportunity to quickly learn the rudiments of every other crew function in the tank.

Variants

There are several variants of the Baneblade officially recognised by the Adeptus Mechanicus that are in current use with the Imperial Guard. The Standard Template Construct chassis of the Baneblade is highly adaptable, and the Tech-priests have capitalised on this, furnishing the Imperial Guard with the tools of war it required without having to have the Guard field their own much harder to produce and maintain Titan Legions. These vehicles are mostly the result of an Imperial commander discovering an unmet tactical need that can only be accomplished by a super-heavy tank like the Baneblade. These variants are created by changing out the tank s standard weapons with those not usually found on a Baneblade. Known variants of the Baneblade include the following:

Hellhammer - The Hellhammer variant of the Baneblade replaces the original Mega Battle Cannon with a Hellhammer Cannon. This weapon is a variant of the standard Battle Cannon deployed on Leman Russ Tanks except that it has a shorter barrel with special heavy-gauge suppressors built into it that allows it to fire extremely high-calibre shells without ripping itself apart. This weapon allows the Hellhammer to engage multiple infantry and light armour units at once, due to the higher rate of fire that the Hellhammer Cannon makes possible.

Stormhammer - The Stormhammer is an extremely rare Baneblade variant that replaces the Mega Battle Cannon with a set of twin-linked Battle Cannons, and adds a second turret on the front hull with another set of twin-linked Battle Cannons. The Stormhammer also adds another set of sponson and top sponson mounts to the sides of the vehicle. A fully armed Stormhammer can deploy over 20 barrelled weapons at once, and is unsurpassed by any other Imperial armoured vehicle when it comes to sheer firepower.

Notable Users of the Baneblade

9th Konig Heavy Tank Company - Attached to the 7th Mortant Regiment s 2nd Company during the Colonia Campaign

13th Krieg Heavy Tank Company - Attached to the 28th Death Korps of Krieg Armoured Regiment during the Galen V Expedition

11th Tekarn Heavy Tank Company - Served on the Death World of Denkari Minor, fighting the Ork WAAAGH. Grughakh

1st Death Korps of Krieg Panzer Division, Emperor s Loyal Shield - The 1st Panzer Division participated in the Cleansing of Radnar

98th Cadian Armoured Regiment - Participated in the Luxor Uprising

3rd Cadian Heavy Tank Regiment also known as the 3rd Cadian Heavy Tank Company - Attached to the 122nd Cadian Shock Troops Regiment for the Battle of Vogen during the Khai Zhan Uprising

12th Tallarn Armoured Regiment - Fought against the Tau during the Taros Campaign

409th Tallarn Heavy Tank Regiment - Fought against the Tau during the Taros Campaign

66th Death Korps of Krieg Tank Regiment - Fought against the Traitor forces during the Siege of Vraks

11th Death Korps of Krieg Tank Regiment - Fought against the Traitor forces during the Siege of Vraks

7th Death Korps of Krieg Tank Regiment - Fought against the Traitor forces during the Siege of Vraks

9th Tallarn Heavy Tank Company

19th Teutonian Super Heavy Tank Company

8th Valhallan Armoured Regiment - Advanced on Sallan s Point during the Sallan s World Campaign

12th Vellurian Armoured Cavalry Regiment

1st Kronus Regiment, The Liberators

252nd Kauravan Conservator Regiment

1st Kovnian Tank Regiment, The Black Knights

5th Cadian Armoured Regiment - Part of the Cadian Gate garrison force

Tyrant s Legion - The Tyrant s Legion was the Secessionist Auxilia that fought against the Loyalist forces during the Badab War

44th Lavrentian Hussars - Used during the battle for the world of Pavonis

7th Paragonian Super-heavy Tank Company - The 7th Paragonian consisted of 2 Baneblades, the Mars Triumphant and the Artemen Ultrus, the Hellhammer Ostrakan s Rebirth and the Shadowsword Lux Imperator. The 7th Paragonian fought during the Imperial campaign against the Orks in the Kalidar System.

Notable Baneblades

Arethusa - Arethusa was the Baneblade commanded by Maximilian Weisemann of the 9th Konig Heavy Tank Company during the Colonia Campaign.

Artemen Ultrus - Artemen Ultrus was a Baneblade of the 7th Paragonian Super-heavy Tank Company that fought in the Indranis Campaign against Eldar pirates and the Kalidar Campaign against the Orks.

Black Claw Pride - The Black Claw Pride was part of the Tyrant s Legion of Traitor Guardsmen who turned against the Imperium alongside Lufgt Huron and his Astral Claws Space Marine Chapter during the Badab War.

Draco Rex - Draco Rex was a Baneblade of the 12th Tallarn Armoured Regiment, and was deployed during the Taros Campaign against the Tau Empire. It was destroyed by a Broadside Destructor Phalanx during the Battle of Phyyra Heights.

Father Time - The Father Time is commanded by the Colonel of the 44th Lavrentian Hussars, Lord Nathaniel Winterbourne.

Fortress of Arrogance - The Fortress of Arrogance served as the personal command vehicle of Commissar Sebastian Yarrick during his sweep of the worlds in the Armageddon System in the wake of the Second War for Armageddon for Greenskin forces before it was disabled by an Ork attack on the world of Golgotha. Yarrick had formed such an emotional bond with the tank that he had its remains retrieved and restored by the Adeptus Mechanicus so that it could once again serve as his command vehicle during the Third War for Armageddon in 998.M41.

Malevolentia - Malevolentia was a Baneblade commanded by Lord General Raji Nethata of the Galamoth Armoured during the Purge of the Contqual Sub-sector.

Mars Triumphant - This Baneblade was manufactured on Mars in Baneblade Manufactorum CCIV in the Utopia Planitia region and was fully activated in 639.M39. Mars Triumphant was part of the 7th Paragonian Super-heavy Tank Company that fought in the Indranis Campaign against Eldar pirates and the Kalidar Campaign against the Orks. The Mars Triumphant was destroyed in 397.M41 on the world of Kalidar IV, during the Battle of Hive Meradon, in a suicide attack on an Ork Gargant, and subsequently written off as a complete loss for the company. The passing of this Baneblade was deeply mourned by the company s contingent of Enginseers.

Pride of Hera - The Pride of Hera was the Baneblade of the Ultramar Auxilia, the Planetary Defence Forces of the Realm of Ultramar. The tank met its fate when it was destroyed by an attack of Tyranid Carnifexes during the Battle of Macragge in the First Tyrannic War.

Steel Lord - Steel Lord is a Baneblade of the 89th Cadian Armoured Regiment.

Steel Might - Steel Might was the regimental command Baneblade of the 278th Mordian Regiment, which was destroyed by a looted Deathstrike Missile Launcher during the Imperial campaign for Baric VI in 994.M40.

Adeptus Mechanicus Technical Specifications

Mars Pattern Baneblade

Vehicle Name:

Baneblade

Main Armament:

1 turret-mounted Mega Battle Cannon, 1 hull-mounted Demolisher Cannon

Forge World of Origin:

Mars

Secondary Armament:

1 Co-axial Autocannon, 2 turrent-mounted Lascannons, 3 twin-linked Heavy Bolters

Known Patterns:

I - X

Traverse:

360 and 6 degrees

Crew:

1 Commander, 1 Driver, 3 Gunners, 3 Loaders, 1 Comm-Operator, 1 Engineer

Elevation:

-2 to 28 degrees

Powerplant:

MR507 v18 Multi-Fuel

Main Ammunition:

22 Rounds and 18 Rounds

Weight:

316 Tonnes

Secondary Ammunition:

300 Rounds and 4000 Rounds

Length:

13.5 metres

Armour:

Width:

8.4 metres

Height:

6.3 metres

Superstructure:

200 millimetres

Ground Clearance:

1.2 metres

Hull:

Max Speed On-Road:

25 kilometres per hour

Gun Mantlet:

180 millimetres

Max Speed Off-Road:

18 kilometres per hour

Vehicle Designation:

0427-658-0435-BB018

Transport Capacity:

N/A

Firing Ports:

Access Points:

Turret:

220 millimetres

Lucius Pattern Baneblade

Lucius

I - IV

MR503 v18 Multi-Fuel

319 Tonnes

210 millimetres

190 millimetres

0427-658-0435-BB010

Trivia

Every Baneblade made in the Imperium of Man is transcribed with its own unique serial number and name. In real life every Baneblade resin kit includes a unique Forge World Certification Number.

Sources

Imperial Armour, pp. 20-21

Imperial Armour Volume One - Imperial Guard and Imperial Navy, pp. 79-90

Imperial Armour Volume One - Imperial Guard Second Edition, pp. 8, 90-99, 253, 267, 271-272, 281, 283, 287, 289

Imperial Armour Volume Three - The Taros Campaign, pp. 56, 88, 91, 261, 263

Imperial Armour Volume Five - The Siege of Vraks - Part One, pp. 15, 48, 53, 77, 183

Imperial Armour Volume Nine - The Badab War - Part One, pg. 198

Imperial Armour - Apocalypse II, pg. 59

Warhammer 40,000: Apocalypse, pg. 104

Warhammer 40,000: Apocalypse 6th Edition, pp. 135, 151, 269-270, 330, 366-367

Only War: Core Rulebook RPG, pp. 219-220

Baneblade Novel by Guy Haley

Also See

Gallery

Baneblade of the Tallarn 409th Heavy Tank Regiment

Lucius Pattern Baneblade of the Konig 9th Heavy Tank Company

Lucius Pattern Baneblade of the Tekarn 11th Heavy Tank Company

Mars Pattern Baneblade of the Cadian 98th Armoured Regiment

Mars Pattern Baneblade of the Krieg 1st Heavy Tank Company, Emperors Loyal Shield Baneblade operating near a Chimera

Several Baneblades during combatA Baneblade firing its Mega Battle CannonA Baneblade being maintained by the Tech-priests of the Adeptus MechanicusA Baneblade of the 8th Armageddon Steel Legion Heavy Tank Company; this Baneblade is equipped with a non-standard hydraulic dozer blade for mine clearing added as a field-modification

A Baneblade in an entrenched positionThe Fortress of Arrogance, Commissar Sebastian Yarrick s personal Baneblade

Cutaway schematic of a Baneblade super-heavy tank s interior

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