recursal/Fanatic-Fandom huggingface dataset:
Thresher Heavy Fighter

The Thresher Heavy Fighter is a Callamus project designed by a team of Magi inspired by the glory that is the Harvester. A common and dangerous trend has been occurring in the many battles against the Orks: The skies would often be darkened and blotted out at the sheer number of fighta-bombas that the Orks can field. No matter the difference in quality, Callamus has had to cede the skies to the greenskins time and time again until AA weapons could grind them down to a more manageable number, which in the meantime would mean their forces would suffer far more casualties than they needed.

The solution is the Thresher series of fighters whose intended goal is to carry as many guns as possible, allowing them to decimate large numbers of poorly armored aircraft, in order to clear the way for the other fighters and bombers to do their jobs. Straddling the line between a heavy fighter and a small gunship. Despite its size, it is rather fast thanks to its powerful engines, although its ability to maneuver suffers because of its weight and speed, regardless.

Depending on the pattern it can be equipped with a variety of weapons, or exchange armor and firepower for greater speed and maneuverability, which allows the different patterns to work together well at their intended roles. The standard heavier versions have caused quite a bit of controversy among the Mechanicus as debates raged on how to class this behemoth fighter. It was too big to be considered a fighter but too small to be a proper gunship, also both too slow for a fighter but too tough for one while being rather weak compared to gunships. It had gotten to the point where the debates became actual brawls where numerous casualties occurred before finally ending with the agreement that it would depend on how the Thresher and its patterns are used in the field. There is after all an opportunity to test them as there are always more Orks to fight.
Valinor

Valinor was the only other human presence in what was once the Valinor Sector, controlling the nine worlds of Sub-Sector Valinor along with seven other worlds that they took from the Orks. They were devout worshipers of the Abomination and Valinor itself is an Angyl World, a Daemon World of the Abomination. While the Golden Legions of Valinor were not the most numerous or best equipped of the forces in the region their incredible discipline and Warp born powers made them a force to be reckoned with.

Valinor was wiped out by a Imperial Trust campaign led by Rotbart the Great in year 45,228

Abomination Empire
Rular: Unknown
Capital: Valinor (Angyl World)
Size: 16 Worlds
Estimated Population: 380 billion
Distance to Imperial Trust: 40 Light years to Jotunheim (South)

Military: Destroyed
Estimated Fleet: Destroyed

Status: Extinct
Valanar

Valanar was and still is a highly sought-after God within the warp, for the simple reason that their domains are incredibly rare. Craftmanship rarely survives on its own in a galaxy ruled by the Imperium, which quashes all opposition. But, Valanar is different. It was created in a distorted image of Vaul, from a species who acquired a damaged Eldar text on the God. The result was a God that was able to survive the destruction of its originator species long enough to contact another God and secure a stream of divine power enabling it to survive.

For millennia Valanar created wonders for the Gods of the Warp, each time extracting a high price that was accepted as its skills were too valuable to lose to the competition. What was more it had ensured that it would be protected both from rival gods seeking to enslave it and chaos by its network of patrons. When Yharim arrived and commissioned a helm to replace one lost fighting a hunter Khorne had dispatched for him, Valanar dutifully did as was requested. However, only a few years later he found Yharim and Yharon had returned, wounded and bleeding from the head, yet filled with righteous indignation and attacked it, bellowing that he had been cheated by the smith. Yharim claimed that there had been a flaw in the helm that had nearly cost him his life and when examined by other Gods their inexpert eyes found there was indeed a small chink that was a critical flaw in the armour. While Valanar was suspicious he was unable to prove that he had not made a mistake and to this day whether Yharim had deceived his fellows to bind the smith or whether Valanar really had erred is unknow…although the former is far more likely. Regardless Yharim demanded compensation and by their own rules the other Gods could not interfere. So Valanar was bound to Yharim, his slave.

A prize for his master who lets other Gods come and commission from Valanar and enjoys the full breadth of the divine smith’s services, whose weapons and armour are a major core for why Yharim has not yet fallen.

Valanar: Is able to bless others into becoming superlative craftsmen and likely has the simplest blessings. However, it can only bless someone into being superlative at one thing and only if they have skill beforehand. The mental twisting is an obsession with finding flaws in their own work, as their current binding is due to a flaw that it is convinced is not there.
War Automata

Callamus fields formations of powerful war automata to battle, where their great strength and utter fearlessness renders them an invaluable military force. These automata range in size from an Imperial Sentinel to an Imperial Knight-Titan, and there are dozens of designs for different battlefield roles. However no matter the design a Callamus War Automata is fitted with restraining bolts allowing for a supervising datasmith to observe every facet of the machine and shut it down with but a thought. In conventional battle the War Automata are a tireless and powerful force but they cope poorly with innovative tactics.
Ophelian Theocracy

The Ophelian Theocracy is the dominant Chaotic power in Segmentum Tempestus, containing a little under two hundred sectors. This Domain of the Tyrant is ruled from the ancient Shrine World of Ophelia, and all corrupted Sisters of Battle in the galaxy owe it their allegiance. There are additionally two hundred sectors that are ruled by vassals of the Ophelian Theocracy, though most of them are rather underdeveloped.
Stealth Destroyers

Stealth Destroyers are escorts intended avoid detection using an array of stealth technology. Like most stealth warships they are considered to be challenging to use well due to their great fragility.

The Imperial Trust fields a single class of Stealth Destroyers.

## Shadow Class Stealth Destroyer

### Garrison

Normal: 0.2 Regiments, Max Capacity: 0.4 Regiments

## Defences

### Void Shields

0.8 (Ancile Void Shield, Reflex Void Shield)

### Point Defence Batteries

1.5

The Shadow Class Stealth Destroyer is the smallest of the Imperial Trust's Stealth warships. In battle it is used as a hidden scout and to launch volleys of torpedoes from unexpected angles before retreating. The Shadow relies utterly on its stealth for survival, and will be torn up by any military grade weapons fire in short order.
Superior Sensors

Somewhat unsurprisingly, the First Worldship has numerous examples of incredibly advanced sensor technology. They were by and large originally designed for scientific and navigational functions. In that capacity should assist our own research department, and there are examples of superior Warp scanners that could aid our diviners, navigators and early warning systems as well. Additionally, the First Worldship also has various military grade sensor technology we can use to sharply improve the accuracy of various naval and ground weapons. In particular, it seems that whatever little warfare in the First Worldship’s era tended to involve exacting precision fire, guided by high-end sensor technology.

While they were by and large simply too prohibitively expensive for us, the First Worldship has created simplified if less effective versions of these sensor technologies for us.
Tugozak's Domain

The Orkish Domain of Tugozak Doomfist was the largest Ork Domain that the Imperial Trust Scouts have found. It lies several hundred Light-Years above the Imperial Trust and is currently in the middle of a major civil war that has been intensified by concerted efforts from the Imperial Trust.

Major Orkish Domain
Rular: Tugozak Doomfist (Ork Overlord)
Capital: Zion (Core Ork World)
Size: 25 Worlds
Estimated Population: 600 billion
Distance to Imperial Trust: 200 Light years to Midgard (Autem)

Military: 600 billion Orks, estimated 15,000 Gargants
Estimated Fleet Turn: 12 Space Hulks, estimated 3,000 Capital Ships , estimated 40,000 Escorts, estimated 20,000 Roks

Status: Extinct
Red Corsairs

After the Black Imperium and the Realm of Vect, Huron Blackheart's Pirate Empire is the next most noteworthy Chaos polity in Segmentum Ultima. It stretches southeast from the Mealstrom and covers over three hundred sectors, though most areas are lightly developed. This puts the Red Corsairs in close proximity to the Imperium Quartus, who have claimed entire sectors from their ravagers.
Psirange Locator

These are specialised divinatory focuses intended to be used in tandem with artillery. They require planting ahead of time, but can massively improve the accuracy and precision of artillery focused on them. Even to the extent of slaying elites and heroes if the locator is sufficiently close to them, as the narrative of the warp seems to deem them to have fallen prey to a trap - Making death by artillery an acceptable conclusion to their story.
Nightingale Stealth Bomber

A small Bomber stealth bomber the Nightingale is neither particularity swift or durable, it does however posses some of the most advanced stealth systems found on any aircraft in the trust. This enables it to safely pass though AA nets that would shred any other aircraft. Possessing a relativity small bomebay, able to carry only six missiles and a single ton of munitions, the Nightingale is poorly suited to saturation bombing. however, through use of smart munitions and advanced targeting systems it is far more accurate than almost any other bomber, making it ideal for precision bombardment. In combat Nightingales are best used for pinpoint elimination of key targets, often eliminating enemy command centers or to degrade enemy anti air capacity before a more convintal bomber strike. For air to air combat the Nightingel posses a pair of heavy impales, and is surprisingly well suited to make use of them. While by no means a dog fighter, it is not uncommon for Nightingale wings to eliminate enemy air patrols from ambush if unable to evade them.
Twist Alloy Munitions

On examination it has been found that while twist munitions are usable by Impalers, you need to notably lower munition velocity to prevent them from going off in the barrel, reducing range and penetration by a solid amount. This is made up for by the sheer carnage that twist Impalers can cause against lightly and moderately armored targets.

Other good uses for Twist Munitions include mines, grenades and other lower velocity weapons. This material includes battle cannons and most of their numerous variations, though there are several forms of ammunition that do not go well with twist munitions, particularly on the armor piercing end.
Orbital Defences

Orbital Defences are defensive installations stationed in the orbit of worlds and around important orbital industrial sites to protect them from attack. Orbital Defences are generally very heavily armoured and equipped with powerful long ranged weaponry, in part to balance out their tactical immobility.

## Advanced Defence Station

### Garrison

Normal: 13 Regiments, Max Capacity: 600 Regiments

## Defence Station

The Defence Station is the largest and most powerful of the Orbital Defences that you found the schematics for in the Sword of Surtur's data cores. It masses similar to a Grand Cruiser but has noticeably better defences and more firepower, due to not needing space or energy for engines.

In battle an Defence Station acts as the cornerstone of a series of orbital defences, using its wide variety of weaponry to engage multiple targets at a time. Between its super lance, half dozen lances and thirty weapons batteries as well as forty-eight attack craft bays the Defence Station will have an answer to almost any foes.

The Defence Station is classified as a Generalist Defence Light Super-Capital.

## Heavy Orbital Weapons Platform

### Garrison

Normal: 1 Regiment, Max Capacity: 40 Regiments

## Heavy Orbital Weapons Platform

The Heavy Orbital Weapons Platform is the mid line orbital defence that you found the schematics for in the Sword of Surtur's data cores. The Heavy Orbital Weapons Platform is a capital ship sized installation able to trade fire with most cruisers and come out on top.

In battle Heavy Orbital Weapons Platforms form the front-line of the orbital defences, engaging their targets with eight weapons batteries and a trio of lances. Additionally they posses four cruiser torpedo launchers, which are used to launch volleys are closing foes or targets that keep out of weapons range of the defences.

The Heavy Orbital Weapons Platform is classified as a Generalist Defence Capital.

## Orbital Weapons Platform

### Garrison

Normal: 0.6 Regiments, Max Capacity: 1 Regiment

## Defences

### Point Defence Batteries

5

The Orbital Weapons Platform is the light orbital defence that you found the schematics for in the Sword of Surtur's data cores. The Orbital Weapons Platform is a escort ship sized installation made to engage the lighter elements of the enemy fleet and thicken the AA network.

In battle Orbital Weapons Platforms form the bulk of the orbital defences, ensuring that no enemy can slip through the defences untouched and attacking the enemy with a mix of weapons. Between their three weapons batteries, lance and torpedo launcher an orbital weapons battery can threaten all but the toughest of foes, and add some weight of fire to torpedo volleys.

The Orbital Weapons Platform is classified as a Generalist Defence Escort.
Tuneller Tank

An evolution of the Burrow Tank, the Tunneler Tank is capable of rapid tunnelling in addition to burrowing. This allows them to ambush enemy forces much more flexibly as compared to the Burrow Tank. Aside from that, however, the Tuneller Tank has poor armor, and cannot stand up in a prolonged fight against peers.
Tranth Patten Warp Engines

## Mk 1

Two years ago Archmagos Tranth finished creating his new and improved Warp Drive. These designs are more complex than normal designs but create far less disturbance on entering and exiting the Warp, which has a whole range of benefits. He tells you that while the Warp drives cost over twice as much to build as current designs they increase the speed of Warp travel by a good quarter and the distance from a gravity well that it is safe to enter and exit the Warp and the time needed to Warp out by a similar amount. While the speed is the more obvious benefit, the extra tactical options offered by closer and faster Warp is valuable, as is the extra couple of days cut off most travel.

The size and power requirements of Tranth Patten Warp Engines are near identical to those of traditional Warp Engines, allowing for a 1-1 replacement of Warp Engines.

## Mk 2

Tranth Mk2 Warp Drive: +15% Warp speed

After a decade of hard work Archmagos Tranth has managed to make several major improvements to Warp Drives by integrating some of the concepts used by the Frigid Sea Sirens use for creating Psychic Creator Technologies. He tells you that the Sirens methods are notably better at, well the best metaphor he can find is generating thrust within the Warp, the reality being a lot more complex. From initial tests, the Tranth Mk2 Warp Drive offers a good 15% extra speed over the Mk1, which should allow your ships to average a good ten light years a day, a massive improvement over your old speeds.
Ordinatus Destroyer

The Ordinatus Destroyer is a massive Enthalpic gun. Designed by the finest engineers of the Earth Caste and the Techmarines of the compact, the weapon substitutes clever design and type advantages for sheer strength. After all the Compact has no type advantages to bring to bare against the Destroyer’s hoards, instead they must bring as much might to bare as they can if they hope to stem the Destroyer’s tide.
Skeid-Class Troop Transport

A Recently designed armored troop transport, capable of carrying 500 regiments and equipped with landing capabilities and drop pods. It can survive landing on a planet mostly intact and offload forces in desperate conditions.

Three years ago Archmagos Tranth finished designing the Skeid-Class Troop Transport. He has shown you the design and it is the size of a heavy cruiser, as fast and tough as an armoured cruiser and can carry five full infantry divisions as well as forty-five air wings. The ship is also equipped with drop pod capabilities, which can land twenty thousand infantry and two hundred tanks every hour. The final capability of the Skeid is a series of structural supports and jets that will allow the ship to mostly survive landing on a planet, providing an interesting if risky option for landing forces against heavy AA.
Helheim Pattern Whirlwind

A simple conversion of the Rhino chassis into a missile artillery platform, the Whirlwind replaces the transport capacity with a launch system and munitions bays. the Helheim Pattern Whirlwind is notably more advanced than most other known patterns. Using an ingenious munitions storage layout, it notably mitigates the danger of munitions cook-off and allows for easier loading of arbitrary missiles, making on the fly barrage adjustments easier. Its most advanced feature is an impressively advanced targeting cognator, able to time launches finely enough to allow precise timing and order of missile impacts. The inclusion of a number of specialized narrow beam voxes suggests that it was designed to be able to use advanced remote guided munitions that the trust lacks the plans for, however, it remains effective missile artillery.
Ugruer

**Ugruer**

Possibly one of the more unusual Gods in existence, favored by diffident Rogue Traders, merchantmen and like, Ugruer holds dominion over Greed, Trade and Commerce. It is believed that Ugruer was spawned in the early part of the Age of Technology, where humanity's advancement and peaceful interaction with numerous xeno specie led to the establishment of trade networks (possibly tributary networks - It is all the same to Ugruer now).

The god's power rose with every passing interaction, the warp finding itself calm, exchanges moving with equal smoothness - Perhaps one of many a contributing factor to Humanity's rapid ascent, with warpstorms being virtually nonexistent. This exceptional ease of transit even without the then non-existent Lighthouse of Terra would of course mean that humanity's trade network was extraordinarily vulnerable to the warp storms that followed Slaneesh's Birth.

Slaneesh's gesgation and birth struck down Ugruer's rise to the rank of being a major god, first ending the major sources of his power by first rupturing the Humanity with warpstorms - as Ugruer simultaneously assisted with feeding the nascent God of Excess while exerting itself to calm the warpstorms -, then eliminating the heart of the Eldar Empire with it's birth, the newly-born seizing the domain of excess from the diminished Ugruer trivially. The shock sent the god reeling, the end of the Eldar Empire and mass galactic depopulation doing the god no favors whatsoever. Ugruer entered a sort of hibernation as interstellar trade was functionally terminated and the Age of Strife began.

Ugruer avoided outright death due to the simple practical matter of planetary trade offering sufficient sustenance to survive upon, even if the God was largely forgotten outside of the most strange of cults. The Age of the Imperium, characterized as it was by the great lighthouse of Sol, did not quite alleviate Ugruer to the heights it had once achieved in the Age of Technology. Nonetheless, Ugruer finds it's power rising with the growth of petty imperiums and chaos domains alike, in particular with the likes of Amir-Ka and the unbridled pursuit of wealth allowed and displayed by it's past Presidents.

Powers granted by Ugruer typically improve one's negotiation capability with the eponymous tongue of silver (sometimes literally), devout worshipers of Ugruer finding exceptional ability to buy and sell at lucridous rates, all while appearing to be providing most favorable deals to their 'partners'. Contracts made by worshippers of Ugruers are functionally daemon-bound in many cases, forcing those on the poorer side to follow their wording, horrific as they might discover after.
Spider-Crab Heavy Assault Walker

An upscaled version of the Crab Assult walker, the Spider-crab fulfills the same role as an all-terrain amphibious assault walker but brings to bear heavier firepower. While the heavier firepower and armor allow it to assault heavier positions, however, it's heavier weight limits what surfaces it can scale somewhat. Spider-crabs are often mixed into Crab regiments toa act as strong points and breach fortifications too durable for their smaller allies. In addition to its heavy seige claws, the Spider-crab also carries a heavy ordinance weapon for a primary armament and three heavy mounts for secondary weapons. the primary weapon is usually a neutron annihilator or an array of lighter weapons. when used in mixed Crab regiments Spider-crabs will usually favor high penetration weapons such as arrays of melta cannons or a neutron annihilator, as they leave lighter foes to the more numerous crab walkers. though pure Spider-crab formations will sometimes contain variants that mount an array of heavy Gatling impalers. Much like the smaller crab, variants exist that replace the primary weapon with a troop bay, creating a very heavy IFV similar to a walker version of the land raider. these configurations often have a forward-facing hatch, to enable it to disgorge troops directly into breaches created by its claws.
New Model Navy Pocket Dreadnoughts

Pocket Dreadnoughts are the smallest of the Hyper-Capital ships, and are often used as flagships for entire Battlefleets or to dominate a section of all but the largest battles. As Hyper-Capitals they can shrug off enough firepower to wipe out entire task forces, and annihilate a capital squadron in a single volley.

## Inferno Hull

The Inferno is equipped with powerful engines and Ultra-Dense Armour making it surprisingly fast and tough for a ship its size but due to how much power the engines and Tachyon Scanner takes it is under gunned compared to most Pocket Dreadnoughts.

### Inferno Class Pocket Dreadnought

Armed with thirty Phased Plasma Projectors the Inferno has a powerful ranged punch, but its primary use it to provide a mobile Tachyon Scanner able to keep up with your ranged fleets, and notably boost their long ranged firepower with improved targeting solutions.

## Twister Pocket Dreadnought

### Size

14km long, 110km3 volume, (BB: 15, Dr: 24)

### Garrison

Normal: 500 Regiments. Max Capacity: 4,000 Regiments

## Varja-R Hull

The Varja-R is an upgrade of the old Varja design which makes use of more advanced materials and technology to massively boost its toughness and speed.

### Twister Pocket Dreadnought

The Twister maintains the Heavy Accelerator of the Varja as its primary weapon but replaces the weapons batteries and lances with Phased-Plasma Projectors. This creates a decently tough design capable of defending itself while it picks off key enemy ships with its heavy accelerator. The Twister is the Trust's answer to enemy hyper-capitals, and few can stand up to it over time.
Алекс Альварес

**Алекс** *(ориг. Alex Alvarez)* - второстепенный персонаж сериала, барабанщик группы DAK, студент колледжа, одноклассник Данте, брат-близнец Кевина.

## Характер

Алекс - самовлюблён, поэтому часто поправляет причёску, обожает делать селфи с фанатами и восхищаться собой. На это смешно смотреть. Но Алекс может вести себя и серьёзно, обычно он серьёзнее и по поведению старше Кевина.

## Отношения

#### Данте

У Данте нередко бывают проблемы, как из-за Алекса, так и из-за Кевина. Оба брата часто приносят проблемки группе, из-за которых Данте злится.

Алекс слишком самовлюблённый, и иногда Данте приходится спускать его с небес на землю...

### Тина

Алекс и Тина состоят в приятельских отношениях.

### Калли

Алекс и Калли состоят в приятельских отношениях, в сериале друг с другом взаимодействуют мало.

### Джессика

Бывшая девушка Алекса, они встречались в первом сезоне сериала.

### Флора

Флора - подруга Алекса. Она влюблена в него и хотела бы с ним встречаться.

### Хуана

Хуана - подруга Алекса, они познакомились на футбольном поле, когда Алекс тренировал команду «Одуванчики», в которой играла её бабушка. Алекс хочет предложить Хуане встречаться.

### Сантойо

У Алекса и Кевина взаимоотношения с их продюсером гораздо лучше, чем у Данте.

Раньше Алекс часто опаздывал на репетиции из-за того, что пропадал на тренировках, о которых никто не знал. Это очень не нравилось Сантойо, да и ребятам тоже.
Vehicle Stealth Technology

The result of adapting the stealth systems of Recon Advanced Power Armour to be used by vehicles. This required pretty much totally remaking the stealth systems, and outright inventing several new systems to replace those that could not be scaled up. The end result was a stealth system that could greatly reduce the heat signature of a vehicle and an electromagnetic chameleon system that can match the electromagnetic signature of the vehicle to its background across the majority of the electromagnetic spectrum.
Effective as the system is Tranth has run into several limits that he has not been able to bypass. First there is a limit to how quickly the chameleon system can adjust, preventing it from working for most aircraft and the faster skimmers, second there is a limit to how much the heat signature can be reduced limiting its use for heavy and larger vehicles. Within these limits however you be able to create highly effective stealth vehicles.
Testudo-class Guardian Tank

An incredibly unique dark age design, the Testudo heavy tanks primary purpose is to act as a mobile void shield generator, protecting nearby allies from bombardment. A single Testudo is able to protect hundreds of men or a handful of tanks in combat conditions, and several times that when on the march. While they are able to protect from bombardment, the shield is, unfortunately, two way, preventing units within it from firing out. This means it is unable to protect AA or artillery batteries without rendering them unable to fire. Once deactivated, a Testudo's void shields take almost thirty seconds to reactivate, which makes flicking the shield to allow units to fire out something of a niche tactic.
The Princedom of Turoq

The Tzeenchian Domain of Turoq controlled most of the old Epra Sector to the west of the Imperial Trust. The domain was created by the Chaos Lord Turoq and his warband almost three hundred years ago. Turoq was once the Captain of the 1st Company of the Anteaters Chapter, a fifth founding chapter of the Gene-Line of Vulkan who fell to the wiles of the Changer of Ways a hundred years before.

The Domain of Turoq was built around the once Hive World, now deamon world of Epa and half a dozen other heavily industrialized, heavily defended worlds, which are supplied with raw materials and manpower by the rest of his domain. While the authority of Turoq himself was unassailable, there were constant plots for power and control on all levels of his government. However in a show of common sense rare for the forces of Chaos Turoq stamped down hard on those whose plots negatively impact on the domain as a whole, forcing his subordinates to be subtle in their plotting. In fact on the surface the people of Turoq are highly cooperative and well ordered, though only on the surface.

In war Turoq combined the psychic might of its sorcerers with disciplined armies and fleets, led by commanders who know to keep their infighting off the battlefield and a demon prince gifted, or perhaps cursed, with insight into the truth, with all illusions removed. This gives Turoq an worryingly good assessment of the capabilities of himself and those around him.

After the death of Turoq his domain collapsed, losing most of its industry and spitting into countless warring factions. A mere five years after his death the once mighty domain had only a fraction of its old power and population, and its collapse showed no sign of slowing.

Tzeenchian Domain
Ruler: None
Capital: Epra (Deamon World)
Size: 55 Worlds
Estimated Population: 400 billion
Distance to Imperial Trust: 130 Light years to Muspelheim (West)

Status: Extinct

Military:estimated 50 billion cultists, estimated 20 billion Guard, estimated 400 Chaos Space Marines, estimated 3 million Psykers, estimated 2,000 Sorcerors
Estimated Fleet Turn: 300 Capital Ships , estimated 10,000 Escorts
Shadowbat Stealth Assault Shuttle

A well armed stealth drop ship, the Shadow bat is able to stealthy insert either 20 infantrymen or a single medium tank depending on its troop bay configuration. While its engines are not void rated, it is able to survive pronged vacuum exposure, and manger atmospheric entry. Making it possible for a stealth void ship to insert it onto a hostile world by leaving it drifting on a ballistic trajectory. In addition to its ability to evade most sensors, it posses four heavy weapon mounts and six missiles enabling it to provide close air support in small scale engagements. Whiel not an official pattern, many receive field modifications to carry jamming equipment rather than troops, allowing for wings of these aircraft to shut down communications while delivering a covert strike team to a hostiles world. These missions are extremely dangerous, as while the Shadow bat can reach low orbit unassisted, it cannot reach escape velocity, necessitating a low orbit pickup from a stealth ship. In open warfare shadow bat wings can be used to deploy strike teams from otherwise impossible angles, allowing elites strike teams to emerge from previously secured ground.
Vehicle Jump Jets

Based upon the system first developed by the Boar combat vehicle, Vehicle jump jets are an expensive addition to almost any ground vehicle, that enables a limited degree of flight. While most are clumsy and slow in the air, this does allow armored formations to cross terrain that would otherwise halt them. Similar to the Boar, this is useful both for assaulting foes over natural barriers that should by all rights prevent armored assaults, and escaping over such terrain features during maneuver warfare.
New Model Navy Dreadnoughts

Dreadnoughts are the largest and most powerful ships that most polities can deploy, and can change the course of wars. Between their insane toughness and firepower there is little that can stand against a Dreadnought in war.

## Earthquake Hull

The Earthquake Hull is designed to act as the flagship for brute fleets, combining the insane toughness of Ultra-Dense Alloys, the massive power of Annihilation Reactors and the highly valuable Tachyon Scanners.

### Earthquake Class Dreadnought

The Earthquake has one of the heaviest weapons systems in the Trust, being equipped with Phased-Plasma Projectors and Thermal Lances. These give it incredible short and mid-ranged firepower, which with the aid of its Tachyon Scanners are also viable at long range. The Earthquake is intended to remain in the heart of a Brute Fleet, using its long then normal weapons to target key foes while aiding the rest of its fleet with targeting solutions allowed by its scanners.

## Hurricane Class Dreadnought

### Garrison

Normal: 1,800 Regiments. Max Capacity: 16,200 Regiments

## Prophet-R Class Hull

An upgrade of the old Prophet Hull, the Prophet-R make use of an Annihilation Reactor and Ultra-Dense Alloys to to increase the speed and toughness of the ship while allowing a Tachyon Scanner to be installed. It is designed to act as the flagship for the harasser fleets, and between Tachyon Scanner and ability to keep up is a major asset to any fleet large enough to justify its presence.

### Hurricane Class Dreadnought

The Hurricane is the oldest of the Prophet-R designs, and fills its predecessors role as a hyper-capital carrier with massive reserves of attack craft along with a powerful array of Phased-Plasma Projectors.
Super Conveyor

The Super Conveyor is an Ether Drive powered transport design to carry incredible amounts of goods slowly and cheaply. It can carry fifty times the cargo of a Mass Conveyor while being only triple the price. It is however rather slow in real-space, meaning that it would work best when loaded via a station in the outer system.
Ordinatus Avernus

Archmagos Tranth recently completed the designs for the Ordinatus Avernus. The Ordinatus Avernus is mounted on a ground vehicle around triple the size of an Adjudicator, though only a fraction of the mass due to inbuilt anti-grav. The vehicle is protected by sixty ordinance scale turrets and over three hundred heavy weapons mounts, on top of its heavy armour, extensive warding and powerful void shields. This should allow it to defend itself against attackers that get past its guards, and survive the attention of hostile psykers.

The main weapon of the Ordinatus Avernus is as planned a single Psychic Canon which will be able to target even fast moving targets within a thirty-degree fire arc, such as Greater Daemons. The power of a psychic canon makes it one of your only conventional weapons that can hurt the more powerful daemons, and able to one shot pretty much all Daemon Engines and Chaotic Titans.
Targeting Supercogitators

Perhaps more immediately helpful for our naval ships are The First Worldship’s development (or rather adaptation) of cogitators specialised for naval weapon targeting. Essentially copies of its own but redesigned for our own technology base so that it would be actually affordable for us to use them en-masse on naval ships. These cogitators are far superior to our own equivalents, computing firing solutions faster and more precisely and adapting more swiftly to unusual combat conditions. They are apparently not quite sapient, the First Worldship having chosen a level of intelligence calculated to not outrage the Mechanicus.

A variation exists for ground combat units, mostly intended to be used by Artillery or Hives.
The Domain of Wagnog

The Orks of Segmentum Pacificus are mostly split into smaller domains, though these small domains grow far larger then their peers in other Segmentums. There is one major exception to this, the Domain of Wagnog, a Weirdboy Overboss who controls a hundred sectors just to the north of the Principalities of Change.
Void Abacuses

On Finding: In the navigation centers he found a dozen Void Abacuses which if reverse engineered will be able to greatly improve the rate at which your ships can travel though the Warp, which has many economic, strategic and tactical implications.

On Completion: With assistance from High Grandmaster Ridcully Archmagos Tranth was able to reverse engineer the Void Abacus that was recently examined, and only had to pull apart one of your examples. He tells you that while he will be able to make more that they are possibly to expensive to make to create one for every ship, so decisions will have to be made on what to do with them.

(+60% Navigated Warp Speed reaching 1.75LY/day, +100% unnavigated Warp Speed reaching 0.5LY/day)
Teleportarium Torpedoes

With the danger of teleporting valuable heroes and elites onto enemy ships, as well as the danger of launching boarding torpedoes when they could simply be shot down, a solution was desired. The answer was to combine both concepts in the form of a Boarding Torpedoes that instead of containing a boarding party, simply contained a Teleportarium Pad linked to Teleportarium facilities onboard a ship, in other words the Teleportarium Torpedo. This linkage between the teleportation facilities allowed the teleporting troops to bypass even most means of blocking teleports.

This immediately gave these boarding torpedoes the best of both worlds, with torpedoes being shot down not containing valuable personnel, and allowing any successful torpedo that reached the enemy hull to become a major invasion point on an enemy ship. Effectively, boarding crew and heroes could attack from any successful breach, multiple of them even if it was desired. The teleportarium pad also provided an easy means of retreat if it turned out that the enemy garrison was greater than expected, or if the boarding crew had successfully disabled the ship and no longer needed to be present onboard.
Psychic Cannon

The Psychic Cannon is a Nova Cannon sized weapon designed for use against Warp Entities that is capable of massed banishment of deamons and significantly disrupting most targets, with Tyranid Hive Ships struck unable to provide fleet control for some time. The weapon was known to the Imperium, but beyond their ability to replicate. Only one ship was known to carry the weapon back then; the Cruiser *Daemon Slayer*. The ship's current fate is unknown. However, the Eldar have provided the design for the Psychic Cannon during the First Grand Conclave. This weapon is impossibly complex, even by the standards of the Dark Age of Technology, and uses unknown and exotic interactions to work, but the schematics are sufficient to replicate it.

### Groundside Psychic Cannon

While efforts to understand how the Psychic Cannon functions have continued to fail, Archmagos Tranth was able to gain enough of an understanding of its shots to be able to use more conventional weaponry to create a void in front of a psychic cannons shot, allowing for it to be used in-atmosphere and as an orbital bombardment weapon. This allows Psychic Cannons to be deployed on Ordinati, fixed defences or Hives at only somewhat greater cost than that required to make the Psychic Cannon itself.
Tortolions

**Tortolions**

last updated: Turn 15

Xenos Species

Ruler: Unknown

Capital: Tortolios

Size: 14 worlds

Estimated Population: 4 trillion

Distance to Imperial Trust: 700 Light years to Midgard (East)

Military: 400 billion Tortolion Warriors, 40 billion Tortolion Elites, multiple legion scale super heavy formations

Estimated Fleet: 160 Hyper Capitals, 16,000 Capitals, 78,000 Escorts

The final group worthy of notice is a heavily fortified sub-sector containing a highly isolationist xenos species. This species, known as the Tortolions in Imperial records, utterly refuses to use any Warp based technology including FTL and instead travels between worlds at sub-light speeds. While this limits their unity and spread it does encourage them to make full use of all of their resources, and their few worlds are technologically advanced, heavily populated and very well defended. Unfortunately, they consider the Warp to be Hell, and consider all who travel through it tainted and needing to be annihilated for the good of all. So far this has made any diplomatic contact impossible.

Unsurprisingly the Iron Warriors declined to attack the massively garrisoned fortress systems of the Tortolions, leaving them for after the rest of the region was secured. In this period the Tortolions even colonised a new world, bringing their total number of worlds up to thirteen.
The Nexx

Chaotic Xenos Realm
Ruler: Unknown
Capital: Nexx
Size: 361 worlds
Estimated Population: unknown, at least 6 trillion
Distance to Imperial Trust: 450 Light years to Midgard (Descendit-East)

Military: unknown, at least hundreds of billions of Warrior Caste members
Estimated Fleet Turn: 20-50 Colony Ships (Dreadnoughts), 4,000 Capital Ships , at least 40,000 Escorts

The Nexx are a insectoid species that has only recently invented faster then light travel but had still conquered a entire sector using generation ships. The Nexx are an ancient species that the Imperium has known about for over five thousand years, but given that they were restricted to a single very heavily fortified system has never had the time and available forces to wipe out. This changed around fourteen hundred years ago when a Nexx worker caste inventor discovered a alternate dimension from which he could draw near infinite amounts of energy. The Nexx immediately began replacing their larger reactors with AD reactors and greatly increasing their technological level by brute force. Around three centuries later they built the first Nexx Colony Ship, a colossal generation ship capable of housing a billion Nexx for over a hundred years and reaching 0.8*c* due to conventional acceleration. Using these ships they slowly spread out over the surrounding regions, coming into conflict with the local Imperial Sector Fleet. While at first they were losing these conflict severely this changed with the death of the Emperor thirty years into the conflict, when the Imperial Sector Fleet was wiped out by the resulting warpstorms. The surviving Nexx, all three worlds of them immediately started going on the offensive, eventually conquering the entire sector. While in many ways this sounds like a normal post Imperial story it differing in one major aspect, the alternate dimension that the Nexx figured out how to draw power from was the Warp. According to Captain Julius it is not clear exactly when the Nexx started worshiping Chaos Undivided but it is clear that by the time of the Emperor's death it was their only religion. The Nexx Navy relies on slow, large warships with powerful but inefficient energy weapons and shields and are best deal with by boarding actions while their ground forces are mostly poorly equipped Chaotic levy's but have powerful superheavies.

The Nexx are now one of the most powerful united forces in your region, controlling entire sectors as they slowly expand using their primitive Warp Drives.
The Realm of Vect

To the west of Segmentum Solar is the eastern side of Realm of Vect, the Chaotic Eldar Domain which is second only to the Black Imperium among the forces of Chaos. Only thirty sectors of Segmentum Solar lie within Vect's Domain, with the majority being in Ultima.

The rest of Vect's Domain is on the western edge of Segmentum Ultima. Vect controls a bit over a hundred sectors within the galactic core, which when combined with his advanced technology and fifty billion Dark Eldar puts him second only to Abbadon among the Lords of Chaos.
Royal Griffon Heavy Mortar Carrier

The Royal Griffon Heavy Mortar Carrier is a heavy vehicle built around a single powerful mortar, and is in many ways a sidegrade of the Royal Basilisk. While it lacks the range of the Basilisk, its rate of fire is comparable and its accuracy is if anything superior. The greatest advantage of the Royal Griffon however is the massive size of its shell, allowing it to inflict massive damage on targets within range. This does lead into its greatest weakness, which is its inability to carry more then a handful of shots itself, forcing it to rel on a supply train for any extended engagements.
Primal Shelters

These living shelters were developed by Russ' Shamans in conjunction with Fenris, calling upon the primal need for safety, the aspect of Shelter of the Primal Warp to protect those within. Primal Shelters only work on worlds that have a strong Primal Warp, however. The protection they offer is very comprehensive (though dependent on the strength of the world's Primal), warding away most esoteric attacks and warp whispers, hedging out the warp with that of the Primal. Our psykers will love them.
Urkozz's Domain

last updated turn 15

Major Orkish Domain

Rular: None

Capital: None

Size: 1,213 Worlds

Estimated Population: 50 trillion Orks

Distance to Imperial Trust: 400 Light years to Midgard (Descendit-West)

Military: 40 trillion Orks, estimated 100,000 Gargants

Estimated Fleet: 50+ Space Hulks, estimated 8,000 Capital Ships , estimated 100,000 Escorts, estimated 60,000 Roks

The most powerful Ork Domain in your region was until recently the domain of Urkozz Bloodbusta, which controlled half a dozen Sectors. This changed with Waaagh Urkozz, which ended up conquering several sectors before being halted by the combined forces of dozens of Chaotic Domains, untied by a common threat. With the death of Urkozz Bloodbusta and most of his boyz the Waaagh ground to a halt, and the now much larger Dominion started back up its traditional infighting, both over who would be the next boss and for the sheer fun of it.

The Iron Warriors culled a good deal of the Ork's after their arrival, ensuring that no Waaagh would form until their business was done. While this has worked so far, after the Iron Warriors left the Orks have started to expand into the disunited region surrounding them, an expansion that has continued unabated since the Iron War.
Siege Crab Superheavy Assault Walker

The Largest of the Crab walker line, the Seige Crab is a true superheavy walker. protected by advanced armor and a void shield generator, the Seige Crab is able to withstand staggering amounts of firepower. Like all of its line it is amphibious, however, due to its extreme weight, only patterns that carry repulsors are able to climb. Typically used to assault heavily defended coastal fortresses, the Seige crab is able to tear open even hive walls with its siege claws, and bears an impressive array of weapons. it carries a titan weapon as its primary armament, and an ordinance mount as a secondary, in addition to this it has five defensive heavy weapon mounts. As with the rest of the line, some versions sacrifice either the primary or secondary weapon for troop transport capacity. Siege Crabs have an extremely large number of patterns, as the diverse array of weapons they can mount enables the creation of variants to fill most roles, though most common variants are heavily focused on city fighting and siege assaults.
The Iron Realm

**The Iron Realm**

last updated: Turn 15

Ruler: none

Capital: none

Size: 2,372 Worlds

Estimated Population: 41 trillion

Distance to Imperial Trust: 200-500 Light years to Midgard (all directions)

Military: estimated 4 trillion cultists, estimated 4 trillion Guard, estimated 20,000 Chaos Space Marines

Estimated Fleet Turn: estimated 1,000 Capital Ships, estimated 50,000 Escorts

The Iron Warriors conquered every Chaotic world in the region, and Perturabo remade most of them to fuel and defend his war machine. While those worlds further from the Imperial Trust are quickly dissolving into the normal chaotic infighting without their overlord, matters are different from those worlds in your vicinity. The combination of the remains of the command network that the Iron Warriors set up and fear of the Imperial Trust has managed to keep them from infighting, and in a loose alliance which your counterattack has only strengthened. Despite being the largest, best defended and most unified Chaotic Domain in the region by a notable amount their location surrounding the Imperial Trust has allowed you to keep them suppressed, including devastating their navy time after time and wiping out most of their merchant marine.
Ration Pills

One of Callamus’ smaller but more impactful inventions, ration pills pack similar nutrition to a full course meal into a minuscule pill. Typically stored in long softplas tubes designed to dispense a single pill when squeezed, ration pills vastly reduce the amount of space needed to store an armies food supplies, both shrinking a potential weak point for enemy attack and freeing up logistical capacity for other goods. Officially, Ration pills are utterly tasteless, though unofficially many soldiers will go to great lengths to find something strong tasting to wash them down with. While incredibly effective, prolonged use can poison the user as trace chemicals build up faster than the body's natural process can purge them, limiting their use as a method of stockpiling food for the general populace. Due to toxin build-up, and moral reasons, it is recommended that soldiers be issued conventual rations on a rotation.