Liber
Administratum
The Adeptus Administratum
"To know one’s place is the greatest comfort, to excel
within it is the greatest solace, and a master’s
contentment is the greatest reward."
— Codex Administratum Edition XXIIV
The Adeptus Administratum is the administrative
and bureaucratic division of the Adeptus Terra, the
heart of the gigantic bureaucracy that controls the
government of the Imperium of Man, consisting of
untold billions of clerks, scribes and administrative
staff constantly working to manage the Imperium at
every level, from assembling war fleets to levying
taxes. It is the largest of the departments comprising
the Adeptus Terra, and ten billion Administratum
adepts work in the Imperial Palace on Terra alone. Its
billions of officials on Terra and throughout the galaxy
are constantly carrying out population censuses,
working out tithes, recording and archiving
information, and the million other things that are
necessary for the running of the Imperium. Such is its
immense size, that whole departments of the
Administratum have been submerged by a sea of
complex bureaucracy, becoming lost in loops of paper
trails. Other departments have continued to
dogmatically operate and carry out their founding
function, even if the intent and requirement behind
them no longer exists.
Purpose
Of all the Imperium's governmental divisions
within the Adeptus Terra, the Administratum is
regarded as the least prestigious, but its high-ranking
members are among the most powerful people in the
galaxy. If the Adeptus Terra is the machinery that
drives the Imperium, the Administratum is the grease
and oil that ensures this machinery operates. Without
the Administratum, the machine would splutter to a
halt and the Imperium would fail. As a result, the
Master of the Administratum is in actuality the most
politically powerful member of the High Lords of
Terra.
Many Administratum positions are considered
hereditary. Typical Administratum Adepts labor within
gargantuan vaults, sitting at logic-engines and
Cogitator workstations. They can be considered quite
learned by Imperial standards. Like other non-
combatant servants of the Adeptus Terra, the
members of the Administratum wear a monastic style
of dress, their habits varying in color according to their
rank within the Adepta and their area of responsibility.
The basic color for the lowliest scribe is black; higher-
ranking members have increasingly lighter shades of
grey, and eventually pure white.
While the Administratum is primarily responsible
for all logistical operations related to the civil aspects
of the Imperium, the division of the Administratum
known as the Departmento Munitorum is responsible
for the logistics of the Imperial Guard, organizing
military tithes, materiel supplies, troop movements
and troop deployment. The Departmento is far more
decentralized than the other divisions of the
Administratum, establishing a presence on any world
with a significant tithe-grade. Distress calls from an
invaded world are processed by the Departmento,
and will be passed up the ladder of bureaucratic
command: star system to Sub-sector Command to
Sector Command to Segmentum
Command to the Senatorum
Imperialis itself until one of
them with
enough
resources
and
responsibility
can deploy
the needed
reinforcements.
Lib
er: A
dm
inist
ra
tu
m
History
The Adeptus Administratum was originally created by
the Emperor of Mankind as the Imperial
Administration, the first bureaucracy for the newborn
Imperium of Man, during the closing days of the Great
Crusade, following the Ullanor Crusade of the 31st
Millennium. The Imperial Administration was placed
under the control of the Regent of Terra, Malcador the
Sigillite, who was titled with the esteem rank of Chief
of the Imperial Administration, and is recognized
today as the first Master of the Administratum. As the
single largest part of the Adeptus Terra, the
bureaucrats of the Imperial Administration were to be
responsible for the assessment of tithes, the
distribution of resources, and essentially every
administrative function the Imperium required to
operate. Today, uncountable and ever-changing
quantities of offices, departments and divisions deal
with almost every facet of maintaining a galaxy-
spanning empire of a million worlds, and every sector,
world and citizen is subject to their scrutiny and
intervention.
Within the Imperium, the agents of the
Administratum are an innumerable and ever-present
facet of interstellar commerce and politics, with the
largest concentrations found on worlds with a
particularly high military presence, high tithe
requirements, or large-scale commerce. In particular,
extensive Administratum offices on more developed
worlds house hundreds of thousands of archivists,
ordinates and prefects, who scrutinize sector-level
operations with a keen eye and unwavering
adherence to ancient doctrine. Typically, the
Administratum takes little direct action in regards to
matters of law or violations of it within the Adeptus
Terra, as such matters are the concern of the Adeptus
Arbites. However, the attention to detail that
characterizes much of the work of the Administratum
often discovers criminal acts where they would
otherwise go unnoticed, detecting pirates from reports
of missing ships and locating smugglers from
incongruous audits and tithe manifests. In situations
such as these, the Administratum tends to hand
matters over to another Imperial Adepta so that
appropriate action can be taken. Even once others
are involved, the Administratum continues to observe,
ensuring that everything happens by the book and as
efficiently as possible.
Divisions of the Administratum
The largest organization in the Adeptus Terra,
the Adeptus Administratum is itself divided into many
branches. The greater majority of its constituents
have no concept of how their work fits into any overall
scheme, or even that they are part of the same
bureaucracy. Comprised of innumerable divisions and
offices it is unlikely that any one man, even the
Master of the Administratum himself, has an idea of
how many divisions exist within the monstrous
Administratum. Their work is an end in itself and the
single most important factor in the lives of
Administratum Adepts. It is enough to perform the
task; understanding is neither required, nor welcome.
It is said by the soldiers of the Imperial Guard that for
each fighting man there are a dozen scribes and at
least two minor officials toiling, recording petty details
that no one will use or consider. Most of the divisions
are petty and of little interest. Known divisions of the
Administratum include:
Departmento Munitorum - The Departmento
Munitorum, also called the Adeptus Munitorum, is a
department or sub-division of the Adeptus
Administratum devoted to the general administration,
personnel assignment, supply and logistics of the
Imperial Guard. The Munitorum has ultimate
responsibility for the raising of new Imperial Guard
regiments, the training of new Imperial Guard troops,
the provision of equipment and supplies to all
regiments in the field, and the transportation of troops
and equipment to and from theatres of war using the
vessels of the Imperial Navy. It is primarily a logistical
organization, like the larger Administratum of which it
is a part, but while the Administratum deals with the
civilian logistics of running the entire Imperium of
Man, the Munitorum deals solely with the military
logistics necessary to fight and win the Imperium's
wars on behalf of all branches of the Imperial armed
forces.
The Estate Imperium - The Estate Imperium is a division
of the Administratum described as, "..the million-strong
records office of the Administratum." Presumably its
purpose is to keep and furnish records of Imperial Adepta
when they are called for by the relevant arms of the
Adeptus Terra. The division's head carries the title of
Chancellor of the Estate Imperium. The Estate Imperium's
importance is such that its leader sometimes holds a
position in the Senatorum Imperialis of the High Lords of
Terra.
Lib
er:
Ad
min
istr
atu
m
Historical Revision Unit - The Historical
Revision Unit is another one of the myriad
bureaucratic departments of the
Administratum, whose Adepts are the
indentured servants and Servitors known as
Historitors who work within the Imperial
Palace. Their job is to revise subversive
records of Imperial history into versions that
are more reverent towards the Emperor and
the version of Imperial history that most
glorifies His name. The Historicus is the title
of the unit's chief Adept. One of the
important duties of the Historical Revision
Unit is seeking out historical records and, if
need be, destroying them when ordered to
do so by their superiors in the
Administratum. Specially designated units of
the Historical Revision Unit known as
Deletions Teams carry out this function.
Their most common duty is performing the
vital task known as an Edict of Obliteration --
the deliberate destruction of any vital records
or historical documents pertaining to an
individual or organization that has been
declared Excommunicate Traitoris by the
Emperor of Mankind, the High Lords of Terra
or the Inquisition.
Officio Medicae - The Officio Medicae is the
primary arm of the Administratum that deals
with public health and medical-related issues
in the Imperium, operating government-run
medical facilities throughout the galaxy and
on many Imperial worlds. In addition, they
seem to oversee the management and
quarantine of worlds or groups afflicted by
plagues, such as those created and spread
by Nurgle, the Chaos God of Plague. Like
much of the Administratum, it is plagued by
bureaucracy and procedure.
Logis Strategos - The Logis Strategos is
the primary intelligence gathering and
analysis agency of the Administratum. Its
primary function is to analyze the myriad of
threats to the Imperium presented by xenos
and the Forces of Chaos and devise suitable
strategies to counteract them.
Munitorum Strategic Intelligence
Collective - The Munitorum Strategic
Intelligence Collective is a secret arm of the
Administratum that is composed of senior
Ordo Xenos Inquisitors and Magos Biologis
Genetors and Xenobiologists of the Adeptus
Mechanicus. It is their primary mission to
compile biological and logistical data on the
Tyranids to determine their weaknesses and
devise suitable counter-measures to future
Hive Fleet invasions. These secretive reports
are sent directly to the High Lords of Terra
themselves. Their analysis of all the details
of the Tyranid invasions thus far has seen
them draw a startling conclusion as stark as
it is terrifying: the Hive Fleets faced by the
Imperium to date are but parts of a far
greater whole, and this whole will be arriving
at the Imperium's borders within less than a
standard century. They estimate that
Imperial mobilization levels will need to be
increased by a minimum of 500% -- which
would effectively include every able-bodied
man, woman and child on every world in
Segmentums Solar, Obscurus and
Tempestus -- to have even a hope of
stopping this dire threat.
Tithes Chamber Notaries, sub.
Planetary Census (Abhumans) - The
Tithes Chamber Notaries, sub. Planetary
Census (Abhuman) is a sub-division of the
Adeptus Administratum that oversees the
classification and
recognition of stable and
Lib
er: A
dm
inist
ra
tu
m
sanctioned Abhuman strains within the
Imperium. Of these, forty-six types are
now listed as extinct, and no records have
been received of a further twelve strains
for over a generation, suggesting that they
too have died out or been assimilated
back into the general population of
Mankind. The status of the remaining
fifteen Abhuman races is quite varied and
there is permanent disagreement about
their specific classification amongst the
Adepts of the Tithes Chamber Notaries.
The most noteworthy and contentious
matter concerning the Adepts is the Ogryn
(Homo sapiens gigantus) matrix of
Abhuman strains.
Divisio Auditae - Unique to the Calixis
Sector is the Divisio Auditae, which
oversees matters of significant interest to
the Administratum from incorrect tithes to
the adjudication of Warrants of Trade
granted to Imperial merchants in the
sector. The Divisio Auditae was
established in the early 8th century of the
41st Millennium, created as one of the first
acts of the Lord Calixis Marius Hax, and it
reports directly to Hax himself and to its
superiors in the Administratum.
Questors - Known more commonly (but
unofficially) as Quaestors, these Auditors
are empowered to travel the Calixis Sector
and demand access to all records of any
planetary government or organization they
come across; only the most powerful of
individuals can deny a Quaestor’s
demands, though even these few
exceptions try Lord Hax’s patience.
Anything they discover that seems worthy
of attention is reported, to be acted upon
by other agents of Lord Hax or other
Imperial agents as deemed appropriate.
Under the command of Prefect Salassar
Aoghan Annovestes, a minor functionary
from the Sephris Secundus elevated
through the ranks of the Administratum,
the ranks of the Divisio Auditae have
swollen to include over 6,000 separate
Questors. Each possesses the freedom to
move and investigate whatever and
wherever they see fit, much to the
consternation of the Inquisition, Planetary
Governors, and Rogue Traders who see
such freedom of remit for an official who is
essentially a bureaucrat as dangerous and
intrusive into matters better left in other
hands.
Ranks and Titles of the
Administratum
There are countless ranks and titles used within
the Administratum; this system of nomenclature is
also used within the Adeptus Terra as a whole. Some
examples include:
Master of the Administratum - The
Master of the Administration is the titular
head of the Adepta who sits on the
Senatorum Imperialis as one of the High
Lords of Terra.
Adeptus (or Adept) - An Adept is the title
of all members of the Adeptus Terra, from
the highest-ranking to the most petty of
functionaries.
Prefectus (or Prefect) - Prefect is a title
used by Administratum officers and
officials.
Master - Master is a title used by
Administratum departmental heads.
Ordinate - Ordinate is a title used by
minor administrative officials.
Curator - Curator is a title used by
Administratum Adepts who maintain the
ancient records of the Imperium; the rank
also requires associated historical and
linguistic knowledge and is therefore
considered somewhat prestigious.
Scribe - Scribe is a title used by the lowly
functionaries of the Administratum
responsible for keeping records.
Cipher - Cipher is a title used by a special
form of Imperial messengers; they
memorize dictation with a single scan,
repeating it verbatim when they reach their
destination; they have no knowledge of the
messages they carry.
Menial - Menial is a title used by lowly,
non-specialized but free workers recruited
from the non-Adept population, essentially
the Administratum's janitors and
mechanics.
Subordinate - Subordinate is a title used
by the hereditary slaves of the Adeptus
Terra who serve as engineers and
craftsmen, as well as in other unskilled
occupations.
Lib
er:
Ad
min
istr
atu
m
Imperial Languages
Low Gothic is the common tongue of the
Imperium, spoken on most Imperial planets as a first
or second language. Imperial worlds have inevitably
developed their own, often highly variant, dialects of
Low Gothic over time. High Gothic (represented as a
form of Latinized English) dates from the last time
humanity was united across interstellar distances in
an ancient confederation that existed during the Dark
Age of Technology (long before the Age of the
Imperium), and is used solely as a hieratic tongue by
the divisions of the Adeptus Terra, the Inquisition and
the Ecclesiarchy. Low Gothic (also called Imperial
Gothic or simply Gothic) is the “official” language of
the Imperium, the everyday tongue of its Adepts and
of Terra. Most worlds have been a part of the
Imperium for long enough to have adopted Low
Gothic as a universal tongue but there are still a great
many Feral Worlds on which Imperial Gothic is not
spoken. Inevitably, dialects of Gothic differ from world
to world and can be mutually unintelligible. Older
planets frequently maintain archaic tongues of their
own, to the extent that ruling aristocracies might only
know enough Low Gothic to be sworn into their
Imperial offices. For highly formal matters, the
Adeptus Terra use High Gothic, the precursor
language of Imperial Gothic. Many Ecclesiarchy
rituals, Administratum edicts and Imperial charters
use this ancient and venerable language.
The Imperial Demesne
The territory of the Imperium is defined by the
reach of the psychic beacon of the Astronomican,
which has a range of approximately 50,000 light
years. The Imperium proper could thus be thought of
as a sphere whose center lies at Terra's Sol System,
and whose radius is about 50,000 light years wide.
However, as a practical matter, agents and agencies
of the Imperium (along with "unofficial"
representatives of the Imperium - such as Rogue
Traders - who often work in tandem with the goals of
the Imperium) carry on its affairs and expand its
influence beyond that limit. The disparate and
widespread nature of Imperial territory, with its
millions of star systems and worlds, means that a
strongly centralized government would be unfeasible.
The Imperium encompasses countless worlds.
No one has ever been able to map them and no one
can even say how many there are. Entire
departments of the Adeptus Administratum are
devoted to cataloguing the worlds in the Emperor’s
domains, a never-ending task, for it is in a state of
eternal flux. Furthermore, the Adeptus Terra holds
that the whole human race and the entire galaxy are
under the Emperor’s rule—the Imperium has a
manifest destiny to unite Mankind, impose its laws on
every human world and destroy all alien life. The true
scope of the Imperium is, therefore, the entire galaxy,
though this is far from actuality. The Imperium
jealously guards its territory whenever it can but its
sheer size means that it cannot react to every
circumstance. Many planets live and die alone, with
only the truly great threats commanding the attention
of the Adeptus Terra. Worlds are frequently lost to
aliens, rebellion or disasters, with news of their
destruction sometimes taking centuries to reach
Terra. The Imperium’s borders undergo constant
change, with new worlds discovered, conquered or
colonized and old ones lost to xenos attack,
Exterminatus or even to the Warp.
The Imperium of Man divides the galaxy into five
administrative zones called Segmentae Majoris,
which include the:
Segmentum Solar, the galactic "center,"
with the Sol System at its heart.
Segmentum Pacificus, the galactic "west."
Segmentum Obscurus, a region to the
galactic "east" of Terra that has been
heavily fortified by the Imperial Navy and
the Imperial Guard due to the dangers
posed by this Segmentum's most
infamous element, the Eye of Terror. This
is a vast Warp rift where the Immaterium
actually intrudes upon material space - as
do the Chaos Space Marine Traitor
Legions and the daemons of the Ruinous
Powers themselves.
Segmentum Tempestus, the galactic
"south."
Segmentum Ultima, the largest province of
all in the Imperium, located to the galactic
"north" of Terra; its furthest extents are
beyond even the range of the
Astronomican in space still unexplored by
humanity.
Lib
er: A
dm
inist
ra
tu
m
The Segmentae are the primary administrative
divisions of the Imperium. Each is divided into
sectors, which are areas of three-dimensional space.
The sectors in turn consist of sub-sectors, each
containing a number of individual star systems. These
spatial divisions and subdivisions are also levels of
the administrative hierarchy.
Each Segmentum Governor (or Segmentum
Commander, the term used when the governor is
acting in his military capacity) oversees his Sector
Governors (or Sector Commanders), who in turn
oversee Sub-sector Governors (or Sub-sector
Commanders), who in their turn oversee the individual
Planetary Governors, who are also known as Imperial
Commanders. The higher ranks in this administrative
system are usually combined with a basic planetary
governorship as well as interstellar duties. Each of
these governors is usually a member of the Imperial
nobility and it is rare, but not impossible, for a man or
woman born in the lowest ranks of Imperial society to
rise to the rank of an Imperial Governor on his or her
own merits or abilities. This neo-feudal system is the
means by which the Imperium maintains control of the
separate planets that comprise it.
Planetary Administratum
Because of the distances involved and the
unstable nature of Warp communication, Planetary
Governors generally operate very autonomously. This
allows quite a lot of variation in the regional
governments of the Imperium. Some governorships
are hereditary, but it is also possible for a planet to
have an elected Planetary Governor, a tyrant
Governor who rules solely by force of his personal
arms, or anything in between. So long as the
Governor fulfills his duties to the broader Imperium,
his rule will generally be accepted by the higher
authorities with little or no interference.
A rare few Planetary Governors preside over
Feral or Feudal Worlds where the Imperium has not,
for whatever reason, seen fit to introduce modern
technology. These Governors are often isolated from
their subjects, sometimes even living on orbital
installations, only interfering to control mutation,
Chaos incursions, Ork invasions and rogue psykers,
as well as to collect the modest tithes in men for the
Imperial Guard and psykers that these planets
provide. The Imperial duties of a Planetary Governor
include paying the planetary tithe to the
Administratum, controlling psykers, mutation and
heresy among the population, defending the planet
and putting down rebellions against the local
government (and thus against the Imperium). A
serious responsibility for a Planetary Governor is the
maintenance of an adequate planetary defense force
capable of defending the planet in the event of an
invasion. The Planetary Defense Forces (PDF) are
expected to defeat attacks from minor foes, and in the
case of major invasions to hold out until
reinforcements arrive, which could take a period of
months, years or even decades.
A relatively small number of Imperial worlds are
not ruled by a Planetary Governor, but are directly
overseen by an alternate organization such as the
Adeptus Terra, the Ecclesiarchy, an Imperial
Commander of the Imperial Guard or a Chapter of the
Space Marines. These planets include the Forge
Worlds of the Adeptus Mechanicus, whose
inhabitants toil without pause to manufacture the
weapons of the Emperor's armies (including Mars,
Gryphonne IV and Fortis Binary), the Cardinal Worlds
of the Ecclesiarchy, which are given entirely over to
education of the priesthood and worship of the
Emperor (Ignatius Cardinal, Ophelia VII), and the
Space Marine Chapter homeworlds, such as Fenris,
Macragge, Baal, or Medusa.
Just as the environments and cultures of Imperial
worlds vary immensely, so too does the way they are
governed. The Imperium allows most of its worlds to
govern themselves, using whatever method of
government the population gravitates towards or was
the traditional form of rule. Some are hereditary
monarchies, others are ruled by aristocracies or
warlords. Some are ruled by elected parliaments,
while on others power is given to whoever can pay for
it. On some worlds these are the same thing. Upon
other planets, such things as democracy, free choice
and even individual civil rights are present, though
these worlds are few and far between. Some worlds
are administered directly by the various Adepta, such
as Agri-worlds run by the Administratum or Cardinal
Worlds ruled by the Ecclesiarchy. Whilst the individual
countries, states, tribes, corporations, hegemonies,
peoples’ work collectives, and so on, may have their
own various leaders, the Adeptus Terra will look to
one person to fulfill the planet’s Imperial tithes and
obligations to the Imperium. Titles for this governor
vary from planet to planet. In some cases the person
judged responsible for the Imperial tithe may not even
be aware that this is the case until too late. Certainly,
more than one titular head of state has discovered
this upon rejoining the Imperium after a period of
isolation through Warp Storm, war or other calamity.
All Imperial Governors are expected to recognize
the authority of the Imperium and the Emperor and to
uphold His laws. These responsibilities include aiding
the agents of the Adeptus Arbites and the Inquisition,
Lib
er:
Ad
min
istr
atu
m
as well as arranging the allotted tithes for the
Administratum. Governors are also expected to yield
psykers up to the Black Ships of the Inquisition when
required and to keep the population free of mutants,
Chaos Cultists, heretics, political radicals and witches.
In practice, some planets escape from these duties
with relative ease, whilst others are placed under
seemingly tyrannical restrictions. Due to the sheer
size of the Imperium and the unpredictability of travel
through the Warp, there are many occasions where
the Administratum never manages to extract its levy,
or the Black Ships never arrive at the appointed time
to take psychic individuals away. Planets can be
isolated for generations and it is not unusual to
encounter worlds where the Imperial tithe has been all
but forgotten. Certainly the scribes of the Prol System
have, in their vast libraries, several accounts of
Administratum Logisters arriving at worlds lost for
centuries, only to discover their yearly tithe burning on
vast pyres as the natives offer their dues up to the
sky.
In some cases, a group of planets might have
enough contact with one another to form political
alliances and even minor interstellar empires. Other
clusters of worlds might be connected by huge
corporations, the powers of hereditary nobles,
religious leaders or other such ties. In such cases,
Planetary Governors must not only tend to the needs
of the Imperium but also the whims of these power
blocs.
Types of Planets Just as the people of the Imperium live in hugely
varied environments, so too do their cultures vary
immensely.
Hive Worlds
The Imperium’s most populous worlds are its hive
worlds. The populations of these planets are so high
that the people live in huge cities, truly immense
many-layered structures that reach high into the sky,
each housing billions of individuals. Hive worlds often
provide much-needed labor, their manufactoria
producing mountains of war material and other goods
to meet the Imperial tithe demands. Most hive worlds
started out as relatively hospitable places but have
become severely polluted, the areas outside the hives
reduced to ash wastes or radioactive desert by the
never-ceasing industry of the great cities. Equally
dangerous can be the hives themselves. The crime-
ridden, poverty-stricken areas, almost always found in
the most polluted and decrepit lower levels of the
underhive, are home to violent gangs, criminals and
assorted scum as well as mutants and heretical cults
who hide there from the authorities.
Agri–Worlds
These farming planets, in their own way, are as
vital to the Imperium as its hives. These planets are
given over entirely to the production of food, which
hive worlds cannot produce in sufficient quantities to
keep their huge populations from starving. Many a
world has whole continents given over to livestock or
fields of crops. Some agri-worlds are covered in
oceans teeming with fish and a few are far stranger -
worlds covered in edible fungus, scoured by swarms
of nutritious insects or gas giants home to flocks of
flying creatures. A few planets are used solely to
provide clean water to nearby hive worlds. Agri-worlds
are sometimes ruled directly by the Administratum, to
help ensure that their produce is grown and harvested
with maximum efficiency.
Forge Worlds
Much of a forge world is like an immense factory,
with industrial complexes soaring into the sky and
mine workings burrowing deep into the crust. Forge
worlds build great numbers of complex machines, like
tanks or spacecraft parts. They are ruled by the
Adeptus Mechanicus, whose training and research
facilities are located there, along with the grand
cathedrals to their deity, the Omnissiah, in which the
Archmagi of the Tech-Priests enact the grandest,
most complex rituals to honor the Machine God. The
Adeptus Mechanicus’ fleets, its tech-guard armies
and, most formidably of all, the Titan Legions, are
also all based on forge worlds. The forge worlds are
sovereign ground and the Adeptus Mechanicus is
loath to allow anyone on their surface other than
Tech-Priests and the legions of menials who serve
them.
Mining Worlds
These worlds are rich in one or more of the raw
materials required by the Imperium's manufactoria
and forge worlds. The people here are likely to be
slaves or penal workers who live out their lives mining
and transporting massive quantities of metallic ore,
rock, minerals, frozen gases or some other useful or
precious substance. Mining worlds tend to be rather
inhospitable places, and many do not even possess a
breathable atmosphere, though a few may support a
Lib
er: A
dm
inist
ra
tu
m
greater variety of life and support developed cities
and even hives.
Developing Worlds
These worlds are split into geographical areas
with widely varying levels of advancement and
culture. Depending on the prevailing governments,
these might be countries, states, power blocks or
tribal homelands. It may be the case that higher levels
of technology and wealth are concentrated around
original colonization sites. Other planets might exhibit
gross variations in culture due to environment, with
areas weak in natural resources being similarly weak
in terms of military power, economic muscle and so
on. Some planets preserve a great divide due to
ancient tribal taboos, religious notions or plain old-
fashioned habit. A great many worlds of the Imperium
fit into this broad category, but no two are alike in the
way they realize these divides.
Feudal Worlds
These planets are populated by folk who have
lost access to all but the most basic of technologies.
Farming, simple machines such as pulleys, windmills
and the like are known, but propelled flight, automatic
weaponry and even powered vehicles are likely to be
rare or non-existent. These worlds are often said to
be the most politically harmonious of all the planets of
the Imperium, because their peoples know their place.
Feral Worlds
These worlds are populated by tribal peoples
largely living without the assistance of maintained
technology. This may be due to a failed colonization
project, religious preferences, cultural choice,
environment or some other reason. They may be
aware of the Imperium in some fashion but are
unlikely to know much more than something about a
large group of distant people living in the stars. These
planets are frequently unsuitable for later colonization,
either due to the circumstances which drove the
natives feral or because the natives themselves
actively resist new people settling on their lands.
People of feral worlds can range widely in culture,
from Grox-hunting tribes of ancestor worshippers to
wild-eyed, post-apocalyptic road warriors, fighting
endlessly amongst the toxic, sand-strewn ruins of
their civilization.
Shrine Worlds
These worlds are dominated by religion and acts of
devotion. It may be that these places saw the birth of
a famous saint or formed the battleground for a
particularly important war. Often studded with temples
and shrines, these worlds are frequently controlled by
the Ecclesiarchy and may form training grounds for
members of their Adepta. There are also the dark
mirrors to these places of Imperial devotion - fallen
worlds where the inhabitants offer up ceaseless
prayer to the Dark Gods. These places of obscene
sacrifices and bloody rites are not suffered continued
existence for long.
Cemetery World
Somewhat akin to shrine worlds are the cemetery
worlds, were large areas of the planet are given over
to care for the dead. Cemetery worlds may mark the
site of a huge battle, or they may be covered in
gigantic mausoleums each dedicated to a particular
Imperial noble. In contrast rare cemetery worlds may
be covered in fields of endless modest plots
containing the remains of the inhabitants of a nearby
hive world.
Pleasure Worlds
Otherwise known as paradise worlds and
sometimes as garden worlds. These holiday worlds
are the playground of the Imperial nobility. They tend
to be of outstanding natural beauty and the population
of such worlds are dedicated to pampering the
important visitors they receive. Pleasure worlds are
often very cultured places, and many have sections of
their populace dedicated solely to producing works of
art or music. Casino complexes, opulent restaurants
and huge ballrooms are often found on such worlds.
There is a darker side to pleasure worlds, particularly
those who cater to the tastes of the more depraved
guests they receive. Some pleasure worlds contain
large developing cities and other major settlements.
Quarantined Worlds
The existence of these planets is rarely made obvious
but there are many of them throughout the Imperium.
Travel to these worlds is forbidden except for the
most well-informed and heavily armed expeditions,
and even then only with a very good reason. Death
worlds, alien empires or planets where the creatures
of the warp have broken through into realspace are all
Lib
er:
Ad
min
istr
atu
m
examples of quarantined worlds, as are planets
wracked with plague. Some worlds are quarantined
because no one can fathom the origins of what has
been found there, be it mysterious artifacts or ancient
cities - it is thought better to live in ignorance of what
lies on such worlds than risk it becoming a threat.
Other worlds are quarantined because every
expeditionary mission there has failed to return.
Planets are often quarantined by the pronouncements
of Inquisitors, especially if they have uncovered some
warp taint or xenos infestation that cannot be
cleansed. Many quarantined worlds possess great
resources that would be extremely valuable to the
Imperium if they were properly explored and
exploited, but there are enough tales of ancient
horrors awoken on sinister alien worlds that few
adepts would try to defy a planetary quarantine.
War Worlds
There are a great many worlds in the Imperium
that can be classed as war zones. The Imperium is
constantly at war and in those wars whole planets can
burn. Massive campaigns can envelop dozens of
systems and hundreds of worlds, many of which are
utterly devastated by orbital bombardments and
artillery in planet-spanning battles that last decades.
Long-term war zones are hellish places where death
comes quickly. The Imperium can field truly immense
armies of millions of men, grinding their way across a
devastated planet and reducing cities to rubble.
Mercenaries flock to such places, hoping to leave
soon after with their ships loaded with pay. Deserters
and escaped prisoners form bands of pirates, preying
on any ships unable to defend themselves or roam
the war-torn planets in feral packs stealing and killing.
The Administratum sends colonists from overcrowded
worlds to populate war-torn worlds after the fighting
has ended but the wheels of the Imperium grind
slowly and a world can lie devastated for centuries
before any effort is made to resettle it. These places
can be some of the most ghastly in the Imperium, with
ravaged environments, cracked planetary crusts,
burnt-out cities and plains covered in the bones of the
fallen.
Dead Worlds
These worlds have minimal, even non-existent,
life traces. This results from ecological catastrophe,
devastating internecine war, Imperial or alien
intervention or no attributable cause.
Death Worlds
Planets which are too dangerous to support
widespread human settlement. Types vary from
world-wide jungles that harbor carnivorous plants and
animals to barren rockscapes strewn with volcanoes
and wracked by ion storms. These worlds are near-
impossible to colonize but must be properly explored
which necessitates the provision of outposts and
other facilities. Some harbor rich mineral, vegetable,
animal or gaseous resources.
Frontier Worlds
These worlds have only recently been discovered
by the Imperium and are home to a relatively small
number of colonists. The Administratum may not have
even had sufficient time to fully explore the world and
set up government. Frontier worlds can be a refuge
for those who want to escape from the repressive
Imperial regime (for a time at least), though they can
also be a destination for those who want to escape its
justice too, and have a reputation for lawlessness as
a result.
Lib
er: A
dm
inist
ra
tu
m
Imperial
Calendar The Imperial Dating System of the Imperium of
Man, also known as the Imperial Calendar, is fairly
complex in nature, and has been structured so as to
deal with the vast amount of recorded history that
exists in the 41st Millennium and the massive
distances between settled human worlds, which can
lead to long periods of isolation. Also the vagaries and
time-warping effects of the Immaterium can make it
almost impossible to keep accurate track of time over
long journeys. The Imperium has developed its own
method of recording dates, which needs a bit of
explanation. Most importantly, the years are always
"Anno Domini" (AD) using the numbering system of
our own present-day Gregorian Calendar, so the
dates themselves are the ones that we are familiar
with now. A typical date as Imperial scholars write it
would look something like 0123456.M41. This date
can be divided up so that each part is explained
separately:
0 123 456 M41 = Check Number/Year
Fraction/Year/Millennium
Check Number
The check number refers to the accuracy of a
given date, which is required for clarity due to the
common distortions of subjective linear time that
occur while travelling within the Warp, and
inaccuracies in timing on remote or isolated Imperial
worlds and star systems. Check numbers are listed
using the following numeric classes:
Class: 0/1 - Earth Standard Date. Referring to an
event which happened within the Sol System. "0"
is most commonly used to refer to an event which
actually occurred on Terra, while "1" refers to an
event that occurred somewhere within the Sol
System, such as Titan, the moon of the gas giant
Saturn that serves as the headquarters of the
Grey Knights Space Marines.
Class: 2 - Direct. The source for the event the
date records was in direct psychic contact with
the Sol System or Terra when the date reference
was made.
Class: 3 - Indirect. The source for the event the
date records was in direct contact with a Class 2
source, though not the Sol System itself.
Class: 4 - Corroborated. The source for the
event the date records was in contact with a
Class 3 source.
Class: 5 - Sub-Corroborated. The source for the
event the date records is in direct psychic contact
with a corroborated source.
Class: 6 - Non-Referenced, 1 year. The source
for the event the date records is not in contact
with a Class 0 to 5 source when the date
reference was made, though it is a continuation
of a timeline referenced by a Class 0 to 5 source.
Class: 7 - Non-Referenced, 10 years. As with
Class 6 sources, but with a greater time span to
allow for larger inaccuracies.
Class: 8 - Non-Referenced, 11+ years. As Class
7, though unsourced for a longer period of time.
Class: 9 - Approximation. For when worlds using
a non-Imperial calendar must reference an event
in that world's history.
Year Fraction
For record-keeping, each year is divided into
1000 equal parts, numbered 001-000, rather than
months or weeks. Note that this system is not
generally used by Imperial citizens in everyday life,
but is simply for administrative use by the Adeptus
Terra.
Year
This is the year within the millennium, running
from 001-999. For general dates, often only the year
and millennium are included, such as 999.M41.
Millennium
This is the millennium since the birth of the
ancient human religious figure Jesus Christ in which
the event took place. As an example, the year A.D.
2010 would be represented very generally in the
Imperial Dating System as 010.M3. As almost all
records of the religions practiced by Mankind before
the development of the Imperial Cult in the 31st
Millennium have been lost, none know exactly why
the Imperial Calendar counts the years in this manner
or the true origin of the dating system.
Lib
er:
Ad
min
istr
atu
m
Tithe Grade Tithe Grade is a bureaucratic designation of the
Adeptus Terra that determines the amount of raw
materials, resources or soldiers an Imperial world
must supply to the Administratum as taxes or tithes to
keep the Imperium of Man's interstellar government
functioning and to fill the ranks of the Imperial Guard
or provide human psykers to the Black Ships of the
Adeptus Astra Telepathica. The size and nature of the
tithe depends on the type of world it is applied to, as a
large Hive World like Necromunda will be expected to
provide a much larger tithe than a pre-industrial
Feudal World. A tithe can be any type of resource:
food, weapons, minerals, manufactured goods,
people, etc. Space Marine Chapter Homeworlds do
not normally provide tithes to the Imperium since their
resources are to be used to maintain the Space
Marine Chapter that controls them, and are given the
tithe grade Aptus Non. Agri-World tithes generally
refer to how much of the planet's food production
must be supplied to the Imperium.
Known Tithe Grades
The make-up of a given world's tithe payments,
regardless of the size of those payments as indicated
by the Tithe Grade, is determined by the section of
the Administratum responsible for the overall
governance of that world's Sector and sub-sector of
space. The known Imperial Administratum Tithe
Grades are listed as follows, from highest (most tithe
required) to lowest (least tithe required):
Exactis Extremis - the largest Tithe Grade
Exactis Particular
Exactis Prima
Exactis Secundus
Exactis Tertius
Decuma Extremis
Decuma Particular
Decuma Prima
Decuma Secundus
Decuma Tertius
Solutio Extremis
Solutio Particular
Solutio Prima
Solutio Secundus
Solutio Tertius
Adeptus Non or Aptus Non - No tithe allowed
due to past events like an Exterminatus or if the
world is a Space Marine Chapter Homeworld
Lib
er: A
dm
inist
ra
tu
m
The
Departmento
Munitorum The Departmento Munitorum, also called the
Adeptus Munitorum, is a department or sub-division of
the Adeptus Administratum devoted to the general
administration, personnel assignment, supply and
logistics of the Imperial Guard. The Munitorum has
ultimate responsibility for the raising of new Imperial
Guard Regiments, the training of new Imperial Guard
troops, the provision of equipment and supplies to all
Regiments in the field, and the transportation of
troops and equipment to and from theatres of war
using the vessels of the Imperial Navy. It is primarily a
logistical organization, like the larger Administratum of
which it is a part, but while the Administratum deals
with the civilian logistics of running the entire
Imperium of Man, the Munitorum deals solely with the
military logistics necessary to fight and win the
Imperium's wars on behalf of all branches of the
Imperial armed forces.
The Munitorum is financed by tithes of men,
money and materiel drawn from the Imperium's
myriad worlds, and all Imperial planets able to support
the Imperial military forces in a sector are regularly
called on to do so. To make sure the tithes are
provided as and when required, representatives of the
Departmento Munitorum are present on almost every
Imperial planet as part of its branch of the local
Administratum. Representatives of the organization
are also present on all Imperial Navy starships, and
wherever Imperial Guard forces are stationed.
The Munitorum is organized to allow each level of
the Adeptus to respond effectively to threats to the
people of the Imperium, regardless of their size and
location in the galaxy. The local departments of the
Adeptus can raise tithes from worlds close to a war
zone without needing a response from the higher
levels of the Munitorum's bureaucracy. As the level of
a threat increases and more local departments of the
Munitorum become involved, the amount tithed, and
the amount of planets tithed from, increases. At this
point, higher levels of the Adeptus Munitorum will also
become involved, and may funnel additional
resources from other parts of the Imperium into a
given war zone. The local Adepts of the Departmento
Munitorum in an Imperial sub-sector have the legal
authority to impose instant tithes, without forewarning,
as and when required. Because of this, true central
command over the Imperial Guard's logistics from
Terra is not needed or even advantageous, due to the
functional autonomy of each level of the organization.
The Departmento Munitorum does not handle
logistics for the Adeptus Astartes or for the Adepta
Sororitas' Orders Militant, as each Space Marine
Chapter is a fully self-contained military organization
and the Sisters of Battle depend on the Ecclesiarchy
to serve their administrative and logistical needs.
The Departmento Munitorum is effectively
represented among the Imperium's rulers by three
members of the High Lords of Terra and is ultimately
required to answer to the demands of all three,
including:
The Lord Commander Militant of the Imperial Guard
The Chancellor of the Estate Imperium
The Master of the Administratum
Hierarchy of the
Imperial Guard
The Hierarchy of the Imperial Guard is complex,
but not so much that it cannot be understood; the
main issues of confusion arise from the sheer variety
of terminology employed by the Imperial Guard and
the lack of uniform standardization across units. For
example, in Tallarn regiments, the rank of Sergeant is
also known as Duf'adar, and the size and composition
of a typical Tallarn Company is unlikely to match that
of a company of, for instance, the Tanith 1st.
Bearing this in mind, the ranks and
responsibilities of the Imperial Guard are outlined
below.
Organization
The Imperial Guard are ultimately controlled by
the masters of the Departmento Munitorum, who
themselves are members of the High Lords of Terra.
The relevant High Lords in this case are the
Chancellor of the Estate Imperium, the Master of the
Administratum and perhaps most importantly, the
Lord Commander Militant of the Imperial Guard.
Subordinate to him are the Lord Commanders of each
of the five Segmentae of the Imperium, ultimately in
charge of all military operations in his own
Segmentum. Accordingly there are five Lords
Commander: Solar, Pacificus, Tempestus, Obscurus
and Ultima.
Lib
er:
Ad
min
istr
atu
m
An unusual command rank outside the normal
promotions ladder is that of Warmaster, the
commander of Crusades. This rank is not reachable
by any conventional means and is only bestowed by
agreement of the High Lords themselves. It is unlikely
that more than one Warmaster would exist at any one
time in the entire Imperium and many centuries may
pass without anyone holding this exalted position.
The highest 'conventional' rank reachable in the
Guard is that of Lord General Militant (or equivalent),
the highest rank above the General Staff corps and
one which brings with it command of armies of almost
limitless number. The General Staff itself is a highly
striated and decentralized formation, with its officers
present in every major (and many minor) battle
theatre in the Imperium. There are many variations of
General Officer rank, but by nature an Imperial Guard
General is likely to command battlegroups of multi-
regiment force. Regimental Officers are normally
holders of the rank of Colonel, with each regiment's
officer corps split into various senior, junior and non-
commissioned positions.
Operating in parallel to this command tree is that
of the other Imperial organizations the Guard comes
into contact with, principally that of the Commissariat.
Commissars are integral parts of the Imperial Guard
command echelons, with every regiment having at
least one Commissar attached to it, and likely more.
Commissars are also normally included in any
General Staff grouping.
High Command
At its highest level the Imperial Guard is
commanded by the Lord Commander Militant of the
Imperial Guard, a member of the High Lords of Terra.
The wishes of the High Lords are passed from the
Lord Commander Militant to his subordinates, the
Lord Commanders Segmentum, who notionally
control the actions of the Imperial Guard within their
Segmentae. In practice, however, the immense
difficulties involved in exercising command-and-
control over such distances means that actual
direction of Guard forces is orchestrated by officers
lower down the command tree.
Lord Commander Militant of the Imperial Guard:
This is the highest rank of the strategic staff of the
Departmento Munitorum. A powerful official, he is
often appointed to a position on the High Lords of
Terra, the governing body of the Imperium.
Lord Commander: A subordinate strategic rank, five
Lord Commanders are each responsible for the
Guard forces in each of the Imperium's Segmentums.
Warmaster: Warmasters are created when a
Crusade is being planned and resources from multiple
sectors are needed. The rank is not available unless
granted by the High Lords of Terra
Lord General Militant: the highest conventional field
rank in the Imperial Guard. They are in charge of
whole battlegroups of Imperial Guard regiments and
are assigned to their combat theatres by the
Departmento Munitorum.
General Staff
The General Staff of the Imperial Guard is not a
coherent organization; the term is principally used to
describe all officers who serve in the command
echelons above those of regimental level. Most
commanding officers in the staff category carry some
form of General's rank, but more junior officers can
also be found in the General Staff; they are drawn
from regiments to act as aides and administrative
assistants. They do not exercise individual authority
and merely act as conduits between their superiors
and other officers. A position common in the General
Staff is that of Imperial Tactician, a non-command
rank that nevertheless is vital. Trained staff officers,
Tacticians help to devise and organize battle plans
and strategy.
Lord General: The highest rank available inside the
General Staff, and one with a multitude of official
designations. This position is also known as Lord
Marshal, Captain-General and also Lord Castellan.
General: A staff officer normally responsible for
leading a multi-regiment battlegroup.
Regimental Officers
According to the Tactica Imperium, regimental
leaders range in rank from Colonel to Lieutenant. In
practice however, the individual regiments making up
the vast Imperial Guard are drawn from so many
different human worlds, and in turn, many different
cultures, that between different regiments the actual
name given to an officer rank can vary heavily.
Regimental officers hail from the same world as
the troops they command, assuming officer rank at
the initial formation of the regiment. Prior to this, they
may have held positions of leadership within the
Planetary Defense Force from which members of the
regiment may have been drawn. In some cases, such
as when a regiment is formed from a hive world gang,
officers are the former leaders of the gang. A
guardsman's loyalty is naturally to the colonel of his
regiment and the other regimental officers, who all
Lib
er: A
dm
inist
ra
tu
m
have a common world of origin. Regimental officers
are advised not to throw the lives of their men away
with impunity; those who needlessly sacrifice the men
under their command are likely to end up in the Penal
Legions.
Colonel: Typically the commanding officer of a
regiment.
Major: The second-in-command of a regiment.
This rank (or equivalent) does not appear particularly
universal.
Captain: Combat Unit (typically Company-strength)
commander, they are the most common regimental
senior officers.
Lieutenant: The most junior officer on the battlefield
commanding Imperial Guard forces. They are
generally thought as platoon leaders[2]
Non-Commissioned Officers
Sergeants, Corporals and other NCO ranks act
as small unit commanders, as well as providing
almost constant oversight of the main body of
Guardsmen within a regiment. They carry out any
tasks assigned to them by their officers and are
essential to the running of the regiment.
Guardsman
The standard soldier of the Imperial Guard is the
Guardsman, also known as a Trooper.
Conscripts
Conscripts represent hastily conscripted men,
raised from surrounding planets in dire situations.
Whiteshield cadets and otherwise ill-trained troops,
often too young or old for normal conscription, are
inducted into the Imperial Guard and rushed through
basic training. They form squads massed together as
a single platoon. The concentrated firepower of a
large platoon tends to outweigh the relative lack of
combat ability of the individual conscripts.
They are considered the "ultimate meat shield".
Rights to Settlement
The Rights to Settlement are the reward Imperial
Guard regiments are promised for years of successful
service. When the Rights to Settlement are invoked
for a regiment, the recently conquered or colonized
world is theirs by right. With Rights of Settlement, the
commanding officer of the regiment often becomes
the new Planetary Governor. It is roughly common
practice for choice staff to be given prominent
positions within the government for their service, and
with these new roles filled, younger officers move up
and accept higher positions within the Guard
regiment, which in turn becomes the planet's first
Planetary Defense Force. The regiment is then
reclassified by the Departmento Munitorium, based on
the name of the planet.
The Rights to Settlement are hard earned,
requiring a minimum of a decade of successful
service. Extraneous circumstances can delay the
Rights to Settlement, such as the Sabbat Worlds
Crusade or extreme demand for Imperial troops in the
sector.
Lib
er:
Ad
min
istr
atu
m
The Imperial
Navy The Imperial Navy is one of the armed forces
employed by the Imperium. While the Imperial Guard
is responsible for the Imperium's ground forces, the
Imperial Navy is responsible for the fleets of warships
that soar between the stars and planets in the
Imperium as well as engaging threats both inside and
outside the Imperium's borders. The Imperial Navy is
the military arm of the Imperial Fleet and was, until
their separation after the Horus Heresy, a branch of
the Imperial Army.
Fleet Structure
The Imperial Navy fleets are arranged around the
five Segmentae Majoris that comprise the Imperium,
and are based at the five Segmentum Fortresses.
These fleets are named after the Segmentum in
which they are based, such as the Warfleet Solar and
so on. These fleets are then sub-divided into smaller
fleets patrolling individual sectors and subsectors,
again they are generally named after the area they
are safeguarding, for example Battlefleet Gothic will
be protecting the Gothic Sector.
Fleet Headquarters
Segmentum Solar - Mars
Segmentum Pacificus - Hydraphur
Segmentum Obscurus - Cypra Mundi
Segmentum Tempestus - Bakka
Ultima Segmentum - Kar Duniash
Fleet Personnel
The Imperial Navy is headed by five Lord High
Admirals, one of whom is often one of the High Lords
of Terra.
Below the Lord Admirals are various Sector and
Battlefleet commanders, then individual ship Captains
and junior officers and below them a myriad array of
Non-Commissioned Officers. The Imperial Navy has a
corps of Commissars that oversee the morale and
discipline of Naval personnel, known as the Fleet
Commissariat.
The Imperial Navy also operates Naval Security
Battalions, also known as Naval Armsmen. These
consist of units of armed soldiers intended to put
down mutinies, board enemy ships, and protect
Imperial Navy installations. Typically, Naval Security
troopers are equipped with black body armor and
shotguns.
The Imperial Navy
Hierarchy
The Imperial Navy has a rigid command
structure, seemingly unified across the whole
organization unlike the Imperial Guard which has no
standard organization.
Admiralty Ranks
Lord High Admiral
Lord High Admiral (also referred to as Lord
Militant Commander or Lord Commander) is the
highest rank in the Imperial Navy. There are five
Lords High Admiral, each one controlling a fleet of the
five Segmentae Majoris. Although all five are ranked
equally, command of the Segmentum Solar is
considered the most prestigious office. It is not
uncommon for one of these Admirals to sit on the
Senatorum Imperialis.
Lords Admiral
A Lord Admiral commands a Battlefleet, and is in
charge of all naval forces in a particular sector.
Solar Admiral is a prospective sector
commander, awaiting assignment to take command of
a particular Battlefleet.
Admirals
A High Admiral commands a Crusade or
collection of Battlegroups.
An Admiral sees command of a Battlegroup,
which is an assigned grouping of ships to handle
certain situations.
Vice-Admiral is traditionally in charge of a
vanguard, and as such is usually placed in command
of scouting forces of light cruisers and destroyers.
Rear-Admiral is usually an administrative post,
based around logistics and planning.
Lib
er: A
dm
inist
ra
tu
m
Battlefleet Ranks
Imperial Navy Officers
Senior Officers
Commodore or Commodore-Captain is a rank
within the Imperial Navy, held by personnel such as
the adjutant to an Admiral or the commander of a
battle-squadron.
Lord-Captain or Flag-Captain is the rank given
to the Captain of a vessel on detached duty.
In the Imperial Navy the rank of captain implies
that the bearer has command of a ship. On board his
ship, his word is law, above that of any other, save
the Emperor's own. An Imperial Navy captain receives
orders from a Rear-Admiral. He would then interpret
these orders, and have them carried out by delegating
tasks to his command staff.
Commander is a senior officer rank within the
Imperial Navy held, for example, by the First Officer of
an Imperial Cruiser or the captain of an escort vessel.
Lieutenant Commander is a senior officer rank
within the Imperial Navy.
Junior Officers
Flag-Lieutenant or Lord-Lieutenant is the highest
Lieutenant rank in the Navy, and may be the
second in command of a ship.
First Lieutenant
Second Lieutenant
Third Lieutenant
Sub-Lieutenant or Ensign is the most junior
Lieutenant rank.
Midshipman is the rank given to 'trainee' officers,
who have to pass extensive examinations before
becoming a Lieutenant.
Non-Commissioned Officers
Non-commissioned ranks within the Imperial
Navy include:
Warrant Officer
Master Chief Petty Officer
Chief Petty Officer
Senior Chief Petty Officer is a senior NCO rank,
denoted by a gold-fringed red rank sash.
Sergeant-at-Arms or Senior Armsman is often in
charge of squad of armsmen.
Crewboss is often in charge of a shift on convicts.
Ratings
An Armsman is tasked with maintaining security,
boarding enemy vessels and repelling boarders.
A Trusted Crewman, Voidsman or Shipman (archaic)
is a rank held by the skilled crew of the vessel.
Attack Craft Ranks
The ranks of personnel assigned to Attack Craft
differ from regular Naval ranks:
Wing Commander - The commander of all attack
craft on board a carrier ship.
Squadron Commander - The commander of a
squadron consisting of attack craft such as a
Starhawk Bomber.
Wing Captain - The commander of an attack craft
such as a Faustus Class Interceptor.
Vessels
The Imperial Navy is composed of a vast array of
different types of vessels - from one-man attack
fighters to huge Battleships that are many miles long.
Battleships
Battleships are huge vessels, with colossal
amounts of weapons and shields, and usually serve
as the flagship for the Admiral of the Fleet, though this
is not always necessarily the case. Although very
powerful, battleships are very slow to maneuver and
cannot react quickly to enemies that rapidly change
course. Imperial battleships can have crews of
anywhere between 25,000 to 3,000,000 or more
depending on sources, including large numbers of
Imperial Navy armsmen to defend against enemy
boarding assaults. Battleships can be up to 8
kilometers from prow to stern and displace billions of
tons. Because they represent such a vast expenditure
of resources and require a fairly advanced technical
base, these are typically constructed only in the
largest shipyards above the major Adeptus
Mechanicus Forge Worlds. These vessels are
precious assets and are carefully husbanded, usually
employed in only larger fleet formations.
There are various classes of Imperial Battleship,
but the Emperor and more recent Retribution are by
far the most common in the Imperial Navy.
Lib
er:
Ad
min
istr
atu
m
Emperor Class Battleship - carries an
immense amount of attack craft in addition to
its normal, incredibly powerful weaponry.
Retribution Class Battleship - which is
noted for its powerful broadside firepower
and its very large amount of torpedo tubes
Apocalypse Class Battleship
Oberon Class Battleship
Victory Class Battleship
Nemesis Class Fleet Carrier
Cruisers
Smaller that Battleships, Cruisers are the Ships
of the line in Imperial Fleets. There are several
different sub-categories of Cruiser.
Grand Cruisers
Grand Cruisers are significantly smaller than
battleships, yet distinctly larger than regular cruisers.
These vessels are usually very old in design and do
not incorporate many of the features that are typical
in current Imperial Navy vessels, like the armored
prow, and are not entirely compatible with current
navy tactical doctrine. Due to this, many are retired
from active duty, but are still used by reserve fleets.
There are also some modernized versions of grand
cruisers in service, but since these are much larger
and more heavily-armed than their predecessors,
they are more often classed as battleships. These
kinds of vessels are usually purpose-built or modified
from battlecruiser hulls and are not commonly
encountered in the Imperial Navy.
Vengeance Class Grand Cruiser
Avenger Class Grand Cruiser
Exorcist Class Grand Cruiser
Battle Cruisers
Battlecruisers are based on a hull-design that is
similar to the regular Cruisers, though Battle
Cruisers are generally somewhat larger and more
heavily armed, incorporating more advanced power
distribution systems capable of supporting
battleship-grade weaponry in a cruiser hull.
Armageddon Class Battle Cruiser
Mars Class Battle Cruiser
Overlord Class Battle Cruiser
Chalice Class Battle Cruiser
Cruisers
Cruisers make up the majority of a fleet. Though
not as powerful as a Battleship, cruisers are much
faster and can still deliver a deadly blow. There are
multiple classes of cruiser, most based on the same
general hull design but incorporating different
combinations of broadside batteries, lance turrets
and starfighter hangars. Cruisers can carry a crew
complement of anywhere between 1,000-100,000,
depending on sources. While cruisers are still
particularly complex, it is not uncommon for them to
be constructed on smaller Forge Worlds or any
Civilized World that has a shipyard suitable for
constructing vessels of their size.
Lunar Class Cruiser
Tyrant Class Cruiser
Dominator Class Cruiser
Gothic Class Cruiser
Dictator Class Cruiser
Light Cruiser
Endeavour Light Cruiser
A subset of the cruiser category are the Light
Cruisers. These ships fall in size between cruisers
and escorts, mixing the firepower and durability of
the former with the speed and maneuverability of the
latter. Light cruisers are a fairly common ship class,
for they are relatively simple to construct for being a
capital ship, and they are uniquely suited for
reconnaissance patrols and for making a presence
where their speed and maneuverability are an
advantage, and where having a larger number of
smaller hulls allows the Navy to monitor a wider area
of space.
Dauntless Class Light Cruiser
Endeavor Class Light Cruiser
Endurance Class Light Cruiser
Defiant Class Light Cruiser
Defender Class Light Cruiser
Enforcer Class Light Cruiser
Escorts
Escort ships are the smallest type of ship in the
Imperial Navy fleets, found in two distinct sub-
classes.
The larger of the two are Frigates, which are
better armed and more heavily armored. Destroyers
are generally smaller, but they are by far the fastest
and most maneuverable interstellar warships
Lib
er: A
dm
inist
ra
tu
m
employed by the Imperial Navy. They are usually
organized in squadrons of 2 to 6 vessels and will
always operate as a group. The main task of the
escort ships is to serve as a screen for capital ships
against enemy torpedoes and attack crafts so that
they can get into position more quickly and safely.
They are also employed behind the gun line to finish
off enemy cruisers that have been damaged so that
the larger vessels can concentrate on the most
important threats in an enemy formation. Most escort
classes specialize in a certain role, such as the Cobra
class torpedo boat destroyers or the Firestorm class
frigate with its armor-piercing prow-mounted Lance.
Escort ships are normally not more than 1.5
kilometers in length, with destroyers generally being
only 750 meters to 2 kilometers from prow to stern.
Sword Class Frigate
Firestorm Class Frigate
Tempest Class Frigate
Cobra Class Destroyer
Falchion Class Escort
Turbulent Class Heavy Frigate
Claymore Class Corvette
Defense Monitor
Older and obsolete classes
There are many older classes of Imperial ship
that are no longer in production -
Ironclads - much like their contemporary
counterparts, are vast 8-kilometre vessels which
lack the void shielding of their counterparts in
favor of meters of adamantium plate armor.
These ships, built before the advent of void-
screen technology, have since been phased out
of production, for the main part, to be replaced by
more modern designs. However, those remaining
in service have been re-commissioned for a
variety of purposes; various pattern ironclads
may be retrofitted with gargantuan, ship-, station-
and even planet-killer cannon running the entire
length of the ship's keel, linked directly to the
stern fusion reactors; others may simply be
braced and reinforced for the purpose of
ramming into - and through - enemy vessels.
These ships are rare in the Imperial Navy, due to
their archaic design and the lack of facilities still
capable of repairing, let alone producing them.
Obsolete Classes - There are many classes of
vessel which were once utilized by the Imperial
Navy. Many of these older vessels are still in
service with the Traitor Fleets.
Note on variations in Classes
While naval warships can be defined along a
fairly limited number of classes based on weapon
configurations approved by the Adeptus Mechanicus,
the form these vessels takes varies widely throughout
the Imperium. For example, a Lunar class constructed
above Cypra Mundi in Segmentum Obscurus may
bear little resemblance to a Lunar class constructed
above Kar Duniash in Ultima Segmentum and even
less so to a Lunar class, constructed among the vast
shipyards of Mars. Nonetheless, they will all have
roughly the same operating characteristics and
weapon configuration, and thus can be easily
serviced by any orbital facility throughout Imperial
space.
.
Lib
er:
Ad
min
istr
atu
m