recursal/Fanatic-Fandom huggingface dataset:
Atlantean Planet Designation System

### Planet Environment Grade

* Primus = A paradise world with an exceptionally healthy ecosystem and environment
* Secundus = A pristine and unmarred world, with a healthy ecosphere
* Tertius = A standard world, with some minor pollution and environmental damage
* Quartus = A world with major environmental damage and serious pollution
* Quintus = A world with catastrophic pollution and permanently damaged environment, no longer capable of sustaining life independently.

### Planet Ranks

* Exactis = Worlds of major importance
* Decuma = Worlds of moderate importance
* Solutio = Worlds of minor importance
* Aptus Non = Utterly worthless.
* Sub grades within those ranks:
	+ Maximus = Extreme high end
	+ Major = Above average
	+ Median = Standard
	+ Minor = Below average
	+ Minimus = Extreme low end

### Planet Role

* Standard World = Balanced, non-specialised world. Socially, technologically, and economically advanced, and effectively self-sufficient. Serve as the basis for further specialisation.
* Hive/Arcology World = Filled with dense arcologies designed to support a total planetary population in the hundreds of billions, or even more than a trillion.
* Agri-World = Primary focus on food production, though with sufficient industry to support it.
* Forge World = Primary focus on industry and scientific, though with sufficient agriculture and other facilties to support its population.
* Mining World = Designation given to barren worlds or volcanic worlds that are being strip-mined for resources without developing local industry or establishing permanent settlements.
* Fortress World = Heavily fortified worlds of extreme strategic importance, designed to be able to withstand invasion and siege, with specialised industrial and agricultural facilities.

### Other designations

* Proto-Civilised World = Temporary designation given to captured Imperial worlds with advanced technology, prior to being uplifted to a Standard World.
* Feudal World = Temporary designation given to technologically and socially primitive worlds before they have been successfully uplifted to standard worlds.
* Feral World = Temporary designation given to worlds that lack any kind of organised society whatsoever. Indicates that extra care is needed for the planet's uplift and development.
* Chrysalis World = Used to designate a viable candidate for terraforming.
* Makrinos World = Exo-planet adrift in the void, or not in orbit around a sun. (From the Greek word for "distant")
* Lunar World = Additional description used to denote a world that orbits around a planet in a solar system, rather than directly orbiting around a sun.
* Death World = Used to refer to planets with exceptionally hostile flora and fauna inimical to both human life and civilisation.
* Omega World = Used to designate forbidden planets.
* Daemon World = Used to refer to warp-touched planets infected by Chaos and the Immaterium, which often reside partly within the Warp.

E.g. Holy Terra is a Size 3 Alpha-Quintus Exactis Maximus Hive World.
Xavier

Admiral Xavier (deceased)

Martial : 45

Learning : 8

Willpower : 23

Intrigue : 50

Charisma : 45

Diplomacy : 44

### Biography

Admiral Xavier arrived on Atlantis along with his fleet to Atlantis to aid with the colonisation of the Deathworld.

A man of noble lineage and immense experience he proved himself quite capable and was instrumental in setting up Atlantis’ orbital infrastructure as well as laying the foundations for the eventual Atlantean Navy. You don’t know for sure if he was aware of your true intent of rebellion but the fact he reacted without immediate hostility to two AIs suggest he wouldn’t have been a problem.

Alas now you will never know for sure as his ship was annihilated by one of Thot’s stray shots under orders from his former master.
Plasma-Dons

Megalodon-scale super-sharks, hunt in packs. As well as an extremely powerful bit capable of tearing a pre-Fall Astartes in half, they also emit bursts of controlled plasma detonations from their mouths equivalent to pre-Fall Imperial melta bombs. They have a super-sensitivity not only to blood but also to radioactive or high-energy substances, sending groups into berserking feeding frenzies.
Mobile Armories

Recognizing the dangers of having mobile forces dropped on unprepared forces that may not be adequately supplied, Selica envisions a partial solution. Modifying a Space Marine drop pod, which are quite large, into a mobile armory, said Mobile Armory would be capable of being deployed from air and orbit to battlefield locations where weapons systems, munitions, or supplies are critically needed. It is also quite easy for said pod to also serve as a general supply drop pod, too; just don’t put weapons in there.

### Completed

The design of the mobile armoury (nicknamed the beetle) has been a success with Selica having much help from Golden Age engineers. These beetles are very sturdy and can withstand even orbital drops. Combined with the nanoforges they have onboard means your forces will be well supplied in the future.

### Rewards:

-20 to enemy rolls (so long as orbital supremacy is held)
Eos Mobile Artillery

While the Basilisks used by the Imperial Guard are impressive, they can now be easily upgraded to a much deadlier machine of war. Definite upgrades are an enlarged hovertank chassis to carry a triple railgun assembly, each barrel firing 150mm rounds with double the power and range of a Basilisk's Earthshaker Cannon, along with a variety of submunition options to further enhance battlefield utility. A miniature fusion reactor will power the war machine modified from Crucio-tank reactor designs, and some form of energy shielding will be present as well for further protection. It is meant to be a - by Helian standards - cheap artillery piece to be built quickly and in bulk, due to the ever-growing need for rapid military expansion.
Karni-Kamals

Live in desert biomes, and the 2nd Atlantean species to be tamed. Ferocious , omnivorous and acid spitting with a bad temper, Karni-kamals are an enemy to be reckoned with, but are also a friend you mostly definitely want on your side in the harsh deserts.

## Tame Karni-Kamals

Ferocious, omnivorous and acid spitting with a bad temper, Karni-kamals are an enemy to be reckoned, with but are also a friend you mostly definitely want on your side in the harsh deserts. From talks with native tribes, Zerxes figures he might be able to tame and domesticate them for human use.

### Completed

Zerxes proudly reports his first successful domestication (and the second domestication of an Atlantean animal in general). The Karni-Kamals would serve as a perfect mount for any forces tasked for operating in any harsh desert.
Antares Escort

## Commentary

It has been repeatedly noted that the current inventory of the void fleet is lacking in the large ship classes ie. Light cruiser and so forth. While we have been able to retrofit and upgrade the capabilities of the Imperial and AdMech ships, they are lacking in adaptability and versatility that we need. This has led to the Azul and Amethyst ships having to pull double duty causing a strain on the ship and crew.

This proposal is to fill in multiple roles to free up those vessels so that they can better engage the larger ships class while the Antares can deal with multiple smaller ships at once.

## Features

Measurements: 1200 meters (length), 600 meters (width), 600 meters (height)

Mass: 2,900,000 metric tons

Crew: 2,000

Weapons (Primary): x26 3m Quad Railgun Batteries (x4 Railguns/battery; rounds fired at ~20k km/second, 10 rounds per minute; 400,000 magazine/ 10kg projectile)

Weapons (Secondary): Multi-Use Torpedo Tubes x4 Forward (nose mounted)

-20 torpedoes for normal operations with 44 for wartime

Weapons (Point Defense): x30 90cm Lance Plasma Batteries

Weapons (Point Defense – Beta): x30 90cm Onager-class Railgun Batteries (x1 Railguns/battery; fired at ~10k km/second, 20 rounds per minute; 200,000 magazine/ 4kg projectile)

Propulsion: x4 Amethyst VASMIR Sublight Engines & x20 VASMIR Maneuvering Thrusters

Acceleration: 7.6 gravities max. sustainable acceleration.

Power: x4 Mk 2 Plasma Reactors

Sensors: Starship-grade Auger sensor suite. Links and coordinates incoming sensor data from all other DAOT vehicles, processes data, then dispenses firing/tactical data as needed.

Shields: x3 Void Shields

Armor: 1m of Adamantium

Hull: 10m Plasteel/Ceramite with Adamantium Reinforcements

Roles: Escort, Anti-Frigate, Anti-Destroyer, Anti-Void Attack craft, Anti-Torpedo, Border Patrol
Underwater Mining Tools Suite

An entire suite of tools for more efficient resource harvesting under the waves is available for reverse-engineering. Such tools would vastly improve the functionality of future underwater Arcologies, allowing them to harvest ocean resources on a much wider scale.

Despite all your expansion in the last century, most of Atlantis’ true resources remain untapped, hidden thousands of kilometers underwater in the leviathan infested ocean floors. With the new technology you have uncovered, however, you can begin your first steps in rectifying that. Suites of tools specifically designed for underwater usage - ranging from focused transonic arrays to even vacuum plasma torches - have allowed for a new level of efficiency in underwater resource harvesting, while new infrastructure such as enhanced deepwater drilling platforms and plasma incinerators allow for onsite harvesting and maneuverability like never before. The comparatively few aquatic resource teams in Atlantean aquatic arcologies have cheered, and their quality of life has gone up noticeably, which is aiding in the expansion of the industry as more people now actually want to work in the field.

Rewards: Underwater mining unlocked (available once first underwater Arcologies are built). +10 to underwater resource harvesting rolls. +3B Drachma, +5B Minerals income per aquatic Arcology.
High-Density Metallic Hydrogen Fuel

Thot relayed an STC to Selica whose description seemed to be for a method of creating metallic hydrogen, allowing for much higher fuel densities onboard starships, tripling the effective range of interstellar journeys before refueling is needed. This would also be highly useful as a more potent upgrade for both greater fuel reserves for Atlantis’ plasma reactors, as well as a substitute for prometheum in Atlantis’ factorums and manufacturing districts. This should result in a glut of available power, resulting in a substantial reduction in the usage of prometheum on several markets.

### Completed

The metallic hydrogen fuel has become a mainstay of industry in no small part due to its greater energy output and relative cheapness compared to the effort required to mine promethium. The only reason it hasn’t displaced it yet due to you lacking any reliable and harvestable hydrogen sources.

### Rewards

+20% plasma reactor power output, -20% starship maintenance costs, -50% general promethium consumption, -15% on orbital costs.
Nano-Explosives

Now that Selica has had time to become familiar with the principles of how Nanoforges work, she is curious about the ramifications of nanotechnology. Specifically, she is interested in nano explosives, explosives shaped via nanotechnology at the atomic level for maximum density and explosive efficiency and yield. They would be far more potent than normal macro-manufactured explosives, with virtually no waste. Such a powerful explosive could be applied in many ways, one of which is Selica’s goal of aiming for eventually working on an improved Bolter design.

### Completed

The research into the Nano explosives was a stellar success. Not only has Selica been able to determine the precise formulas needed for nano explosives in a variety of weapons but was able to develop a new type of land mine that can shatter a land raider as if it were made of glass.

Not only that but she theorizes that some of these formulas when applied to refined promethium can make it release far more energy than it would otherwise when burned.

### Rewards

Nano Explosive formula developed. Unlocks Nano Explosive Weapons research, Bolter Mark 2 research.

Permanent +10 to landmine rolls and hybrid promethium research unlocked.
Airomancers

## Floating Thoughts

The latest psyker developments in creating a new tier of purified metals, alloys, et al was seen as highly important in the Ubergun-3 project, as well as Psysteel projects. The existing teams will be expanded over time as new candidates trickle in, allowing for an incremental improvement in industrial quality over the next century.

### Rewards

(+5% Mechanicum and Biologis research times, +1B Drachma income from improvements to industrial quality.)

## Weather Guidance

While Storm Watch hydromancers now watch over Atlantis’ skies to oversee weather patterns, Airomancers can directly manipulate the element into behaving foreign to its natural patterns. Thus, Storm Watch and Storm Sculpter squads now operate together, in many ways a seamless cooperation.

Their efforts have led to the direct creation of new storms, even one very small hurricane when one group got a little bit too rowdy. There is potential in the creation of storms wherever one wishes…

### Rewards

Weather control options now available during campaigns. -5 enemy rolls while on Atlantis. +2 civilian morale.

Storm Sculpter squads created. Can manipulate and influence storms, or with high rolls can create storms from nothing. Can be used in future terraforming, or in combat rolls.
Golden Age Mathematics

## Golden Age Mathematics (Basic)

After many years working with Golden Age engineers, interviewing them and recording their lost knowledge and skills, compiling STC knowledge, and native Helian endeavours, there is finally enough recorded information on what humanity from the Golden Age perceived to be “basic” mathematics that it can be compiled into a single set of texts. This will massively accelerate educational procedures across Atlantis and the Helios Dominion, and is one step closer towards a revision of what exactly the Mechanicus stands for in these enlightened times.

So much knowledge was lost during the cataclysm of the Age of Strife, never again to be recovered. As galactic civilization collapsed and died under the weight of a thousand agonized fronts, the tech priests of Mars contented themselves with whatever scraps that remained, ensuring that no one else would ever possess the knowledge necessary to reclaim what was lost.

But no more, for now the Dominion takes its first steps in bringing back the wonders of the Golden Age. Even if the knowledge in question seems rather mundane in comparison to the more grandiose achievements of humanity, they are nonetheless immensely valuable as the nucleus to understanding the universe, and a foundation to much greater things.

Or at least that’s what you told Gearheart so she would feel better and stop grumbling about “being reduced to writing a high school textbook,” whatever that means. Still, she accomplished the task with her usual drive for excellence.

Rewards: Basic GAOT mathematics package acquired, covering Golden Age mathematics from ancient Terra several millennia into humanity’s expansion into the galaxy. Mathematics can now be taught with much greater clarity and insight in Helian, Colonial, and Helios Dominion public education systems. -33% all military and civilian maintenance and logistics rolls. Unlocks Golden Age Physics (Basic) research action.
Fidea Prime

Designation : Hiveworld/Fortress World

Population: 26 billion

Technology level : Imperial high

Moons : 57

Star : Red Giant

### Description

Fidea Prime is often described as a sister planet to Cadia and when looks at its massive orbital and ground fortifications , they can easily see why the planet would gain such a reputation.

As a matter of fact many of the planet’s original colonists were of Cadian stock as four Cadian shock troops regiments played a huge role in conquering Fidea Prime in the 35th Millenium from a xenos species called the Darkborn .

Ever since then Fidea Prime, even with the addition of various other colonist groups , has maintained a proud martial tradition based heavy on Cadian military traditions . The world naturally is a prime recruiting spot for imperial guard regiments. The under fives in particular is rumored to produce regiments that can match up to space marines (Outrageous as this seems , this claim is supported by a stunning record of victories against Chaos Space Marines ).

The small but Important presence of Ryzian Tech priests who provide the planet’s troops with high quality weapons and armour including their famous plasma weaponry has ensured that Fidea Prime troops are among the most valued forces in the imperium.

Deemed a strategic asset by the Administratum the world has been supplied with and allowed to maintain many orbital fortresses and even has a Titan legion to aid in its defence. This is necessary as the planet suffers from constant invasions from xenos (including surviving Darkborn) and near endless chaos uprisings.

Curiously the planet maintains a large number of Legio Cybernetica esque automatons used for a variety of purposes so that the population can focus completely on military training. Thorough inspection by the inquisition and the Mechanicus has found them to be non-self aware and so are tolerated

Nevertheless Fidea remains a prized jewel of the imperium with the governor and the ruling military oligarchy being supremely loyal to the Golden Throne.
Terminator Power Armour

While much knowledge has been acquired concerning Space Marine Terminator armor as of late, actually manufacturing such a comparatively complex item in large numbers is difficult. As well, there is the additional problem of the lack of the Black Carapace on our elite soldiers, which vastly reduces its usefulness. Selica believes she can integrate a work-around design that while simplified would provide most of the functional benefits of Black Carapace without needing it. As well, there is the ever-growing pool of Golden Age knowledge that can be integrated into next-gen Terminator armor to make them even scarier than Imperial equivalents. Gearheart laughed at the idea of "glorified maintenance suits" being threatening, but is willing to assist. This will most benefit the Skitarii as a direct armor upgrade, as the project fits quite well with Octavia’s gradual humanizing of Skitarii combat assets.

### Completed

The problem with making human tailored Terminator armour is its sheer size and weight, making it cumbersome to wear and leaves its wearer vulnerable to concentrated fire, which makes sense considering it was originally built as an extreme environmental mining suit rather than actual dedicated combat armour. Only Space Marines with their black carapaces can use it with anything approaching speed or agility. Researchers decided to use this as their base, attempting to design some kind of neural interface between the user and the armour , which was greatly helped by having actual black carapace samples to study from.

After years of work they managed to come up with a solution: a skintight suit that can act as a conduit for nerve impulses and an armor interface, though not to the same seamlessness of an original black carapace. Its advantage however is that it does not require much training or invasive surgery to use, and it grants their wearers slightly more mobility with the armor than existing Space Marines, owing to them being less bulky overall.

Some have taken to calling it the Gray Carapace, which while unoriginal serves its purpose. What matters is that terminator armour is now available for limited production, though recommended only for the Skitarii for now until further refinement via actual real life testing is available.

### Rewards

Terminator Gen-2 Power Armor developed. +15 to all Skitarii combat rolls, +10 to Gen 2 Skitarii (Phase 2) research.
Improved Capacitor Systems

An increased understanding of basic physics and mathematics, as well as advances in material sciences and overall, have led to the development of vastly improved and miniaturized capacitors. Insights from Nanominiaturization have led to molecular feedback energy loops on smaller scales than ever before, allowing for the complex circulation of energies on a near-fractal scale. This takes up the most efficient distribution of three-dimensional space, allowing for very powerful potential systems to be safely fed power, even in moments of maximum need of energy that could potentially shatter worlds, if produced on a mass scale.
Hermes Shuttle

## Commentary

A heavily armored, unshielded shuttle designed for the expressed purpose of safely transporting a person, people, thing, and/or things from one location to the next at extreme speeds.

## Features

Class: Long-Range Transport Shuttle

Measurements: 23 meters (length), 10 meters (width), 9 meters (height)

Mass: 300 metric tons

Crew: 15 + 10 guards (max)

Passengers: 5

Cargo Capacity: 200 tons

Range: 1 AU

Speed: 49,000 kph or Mach 40 (Atmosphere)/ 100,000 kph or Mach 81.6 (Space)

Armor: 1 meter solid adamantium with 65 mm plasteel superstructure and hull reinforced with adamantium in key areas

Defense: Suite of electronic countermeasure/warfare manned equipment

Sensors: Starship-grade Auger sensor suite. Links and coordinates incoming sensor data from all other DAOT vehicles, processes data, then dispenses firing/tactical data as needed.

Reactor: x3 M2 Plasma Reactors

Propulsion (STL): x4 Azul Frigate Plasma Vector Engines within 180 degrees rotatable housing

Roles: Interplanetary and Planetary Precious Cargo Transport
Innovators

“Following the paths of others blinds you to alternatives”- Magos Slani Romai

The “Wildcard” faction, the Innovators (Sometimes known as the Mobtakari , Callamites or Teslans ) follow no set rigid path and will leave no technological path unpursued though they emphasise the importance of creating one’s own technology rather than just copying whatever scraps you come by

### Beliefs

The innovator ideology is rather fluid and constantly in flux but in general they seek to follow all possible paths on the quest for knowledge and prefer to do it through genuine research and prioritise invention rather than reverse engineering as they believe that while the latter is faster , the former is more helpful in the long run and more conductive to technological advancements. After all, they argue , the mechanicus can produce many magnificent pieces of technology from the golden age but hardly understands the inner workings of a fraction of them and is thus doomed to lose the ability to make them in the long run.

Despite this members will make an exception to golden age technology which they seek eagerly as they see it as an example of what humanity has achieved by following their values in ages past and would love nothing more than to bring back one more wonder from the age of reason.

### Status in the dominion

Innovators are welcomed to Atlantis and by extension the dominion as their philosophy synergizes well with the Atlantean ideals on technology, the fact that Atlantis (and helios in general) seems to be abundant with human technology is certainly a factor of why many come here.

The innovators in the Dominion would come to name themselves “Teslans” in honour of the Fabricator general now Empress octavia and later in the honour of the Old terran scientist she was named after.

### Status outside the dominion

Naturally a doctrine so anathemic to traditional Mechanicus dogma is ruthlessly suppressed and prosecuted with members suffering a number of horrific fates from servitorification to being left to the mercies of the inquisition.

Despite that most innovators were loyal to the imperium and genuinely believed they could reform the Mechanicus in time. However after the infamous trial and subsequent punishment of Callamus’ fabricator general ; they came to regard this as foolishly naivete on their part and most innovator majority forgeworlds have either openly rebelled or sought to make themselves as inconspicuous as possibly , preparing to wait out the imperium’s death

### Bonuses when faction is the majority

* -25% time and cost to GAOT tech actions
* -50% cost and time to innovation actions
* +10 to all research rolls
* +5 to all GAOT excavations rolls
* +20 to AI and software research rolls
External Launchers

Allows warships to bolt on one-use launchers onto a warship’s external hull. Triples the missile/torpedo load a ship can have upon departing on campaign; however, once they are all used up, the ship HAS to head back to friendly space to resupply, or have a much logistics train than normal.

### Rewards

External Launcher ship upgrade unlocked (0.3B D, 0.2B M price increase per ship). +15 to alpha strike (+20 with Missile Cluster Algorithms), +10 to all missile roles in void combat when using this feature. Bonus ceases when missiles run out (decided by dice rolls). If reloading in enemy territory, ships will have a -10 to combat preparations if an enemy force arrives due to being "caught with pants down". Must have Standardized Design of that warship class to equip.
Interex

## Divination (Pacificus Territories)

Though most of Pacificus is either in anarchy or destroyed after the Night Of A Thousand Rebellions and the following omnicidal Imperial retaliation, some realms that could potentially be allies remain, though Amara has only been able to get exact information on two.

The other one is an empire that called itself the Interex, a highly advanced multi-species (although firmly human-dominated) civilization that appeared out of seemingly nowhere has managed to conquer large swaths of the Segmentum in the chaos of the last century. Utilizing a mix of xeno and Imperial technologies, the Interex are a potential future diplomatic opportunity for the Dominion.
Terra Morta: Além Paraíba

Maria Fernanda Caetano

Cecília Mattos

Guilherme Fujita

Yago Matheus

Anderson Kato

Leandro Louro

**Terra Morta: Além Paraíba** é o nome dado para o RPG serial jogado e ambientado em Além Paraíba. Faz parte do universo de Terra Devastada: 1985. A campanha aborda uma perspectiva rural, se passando no interior de Minas Gerais e com um grupo de moradores do local que se adaptam ao apocalipse desde o primeiro dia do surto.

O RPG se iniciou em 28 de agosto de 2020.

## Participantes

O RPG inclui diversos jogadores que interpretam os personagens principais. São eles:

* **Luiz Gouvêa**, como **Pietro Moreira**

* **Alice Santos**, como **Lúcia Gomes**

* **Maria Fernanda Caetano**, como **Agatha Rodrigues**

* **Cecília Mattos**, como **Vanessa Rodrigues**

* **Guilherme Fujita,** como **Sargento Henrique Augusto Graco**

* **Yagho Matheus,** como **Sargento Frederico Giovanni**

* **Anderson Kato,** como **Evandro "Chaveco" Felix Viera**

* **Leandro Louro,** como **Armando "Chefia" Oliveira S****ouza**
Pyromancers

## The Fires of Industry

Every forgemaster knows that fire, while destructive and scarring, can also be used to create uncountable marvels. However, in the Nix islands, where temperatures are freezing cold that boiling water immediately turns to ice year round, maintaining heat in the factoriums is a very energy intensive task. Pyromancers can use their abilities to mitigate this, and their mastery of fire manipulation can even be used to explore more specialized fields of industry.

### Completed

The Pyromancers have been of immense aid in improving Nixean industries with an estimated 36% decrease in maintenance cost since their arrival. Already the payments and shipments from Nix are much larger than before. Elizea is very thankful for the assistance and is requesting that pyromancers aid her in other matters such as making more habitable areas in the islands or heating those that already exist.

Such success is making you consider what other uses psykers might have in industry.

### Rewards

Nix islands taxes increase permanently by 15%, +5 opinion with Elizea

## Fight Fire With... Kindness?

Pyromancers can control fire with their minds. This is of immediate use with preventing large-scale fires in Arcologies, or shutting down would-be arsonists (either of a conventional or a psyker nature). A group of pyromancers recruited and trained towards this form of civilian assistance would be very worthwhile.

### Completed

The new psyker firefighting brigades have been a stunning success despite some initial doubts. Their aid is estimated to have reduced property damage by more than 40% with their abilities, and this fact was extensively reported to the public to aid in public acceptance of their duties. This has sparked interest in expanding the group.

### Rewards

-5% to Chaos cult activity, -20% damage from fires when fighting in arcologies

## Fire Brigade

An old concept long speculated on, pyromancers were implemented in the latest plans for the Psykana. They were made public, visibly seen via mass broadcasts saving Arcology districts from immense fires, disasters, or even acts of arson and terrorism. Not only are Arcologies safer, the public windfall has been enormously positive.

### Rewards

-20% civilian casualties from psyker and wildlife attacks.
Psysteel

Psysteel is a fascinating substance, utilized in Eldar war machines, fortifications and towers, infantry armor, and many other diverse uses. It is is a psycho-plastic material that is highly resilient to damage, and capable of limited self-repair, like Wraithbone but much more limited in capability. Psysteel, and the other building materials of the Aeldari, will grow and react more like living tissue than the building materials of other intelligent species, save for the Tyranids' bio-constructs and Necrodermis, the Necron living metal that is the basis of a majority of the Necron's technology. This ability to grow according to stimulus or “feeding” of psychic energies can be sculpted into making masterwork armors or items of immense durability, easily equivalent to current Imperial-era adamantium, but with the ability to heal from damage as a bonus.

Still, just because there are seed samples does not mean they will grow. Dedicated lesser psykers, similar in nature to Amara’s divination choirs, can collectively pool their lesser power into both growing and then maintaining grown psysteel, which means utilizing it on starships - albeit smaller ones, frigate size or below - is theoretically possible, but will require MANY more psykers before the economic use of such is reasonable. Regardless, there are basic Micro-Manufactorums producing very small amounts of the material, which has helped the Chamber of Echoes and Nemesis projects along to a much improved standard.
Pangolin Corvette

## Commentary

The Dominion's first attempt on designing and building a ship of their own.

This ship is built to take on vessels far larger than her with the extreme limit being Grand Cruisers. She can strike from afar with her lances to disable shields while quickly closing in to use the newly designed torpedoes and railguns to cripple, if not severely damage, them in a single strike. The Pangolin's shields and agility will make her a tough opponent to bring down, but they have to actually hit her first.

## Features

Measurements: 700 meters (length), 450 meters (width), 300 meters (height)

Mass: 720,000 metric tons

Crew: 1,200

Weapons (Primary): x36 80cm Lance batteries (x3 Lances/battery)

(Secondary): x4 160cm Railgun Batteries (Rounds fired at ~10k km/second, 5 rounds per minute)

(Tertiary): x10 Torpedo Tubes (Vessel is equipped with variety of them as standard.)

Armor: 5 meters of plasteel/ceramite with 50cm adamantium reinforcement with the exception of the nose sections being 5 meters each

Shields: x2 Cruiser Void Shields

Sensors: Starship-grade Auger sensor suite. Links and coordinates incoming sensor data from all other DAOT vehicles, processes data, then dispenses firing/tactical data as needed.

Reactor: x4 M2 Plasma Reactors

Propulsion (STL): x8 High-capacity VASIMIR plasma drive and x8 Braking Engines with x8 Vector Maneuvering Thrusters. The plasma generated by the reactors is channeled into a series of exhaust manifolds, which vector it into the ship's engine nozzles. The drive exhaust serves as reaction mass, providing propulsion for the ship. The drive system also includes an exotic mechanism that utilizes higher-order manifolds to eliminate the otherwise-devastating fusion backblast.

Roles: Blockade Runner, Escort, Strike Craft, Interceptor, Anti-Captial Ship, Scout, Anti-Piracy
Goygrew

## Goygrew Beast Cavalry

The Goygrew are incredibly fast, on par with Sand Raptors but far more maneuverable. Possessing six long limbs coated in thick armored chitin similar to the exoskeleton of Terran insects, the Goygrew are frighteningly fast, capable of using their side limbs to turn even at speed, making them deceptively deadly. Their limbs can lash out sideways in passing, lacerating open flesh and even penetrating light steel plate.

Their main weapon is not their extra limbs or their frighteningly large insect-like mandibles, however, but their lifecycle quirks and a devastating sonic weapon they can deploy to stun crowds of prey on the plains. Such victims can remain virtually paralyzed for up to ten minutes, allowing Goygrew to tally up a frightening kill count. Their lifecycle is dangerous as well, with a rapid growth rate in their youth, slowing in their middle age, but they never stop growing, and can live for centuries. An alpha Goygrew over two centuries was spotted over thirty meters in length, resembling a Terran cockroach from the nightmares of the Warp.

The good news is that Goygrew can be relatively easily sterilized either temporarily or permanently, rendering them safe to deploy offworld (though still obviously very dangerous).

Such beasts were too useful to leave be, and the several dozen were bred quickly in isolated preserves, creating hundreds of candidates. With modified control apparatus and some minimal bio-enhancements, Goygrew will prove a frightening asset to Rough Riders everywhere.
Shiva

Designation : Astartes Homeworld

Technology level : imperial medium

Population : 5 billion

Moons : 4

Sun : Yellow giant

### Description

Shiva serves as the Homeworld of the Svartalfheim Guard Space Marine Chapter. Though they claim to be a Salamander successor chapter this has not been acknowledged by the Salamanders themselves. They are part of the 25th founding.

Nevertheless they greatly revere the primarch Vulkan and seek to emulate him in any way possible . This has made them talented artisans and weapon smiths . Unfortunately their chapter cult deviates immensely from the imperial cult but inquisitors have investigated and deemed it free of taint so it is tolerated.

Furthermore the chapter geneseed seems to be constantly mutating though these tend to be benign or otherwise do not affect the astartes in any unusual way . However there are rumors of more dangerous flaws kept secret by the chapter.

The chapter is codex adherent and is at nominal strength . Though they personally do not believe in the codex they begrudgingly follow it in fear of drawing more unwanted attention . The one thing they do deviate from is an emphasis on stealth and guerrilla tactics in their doctrine. A mix of the salamanders’ individualistic ethos and the tactics of the Raven Guard (who along the emperor’s nightmare are very close allies to the SG ).

The Guard are mostly detached from the matters of ruling Shiva as they believe in merely protecting humanity not ruling it. The planet is nominally under the rule of a king elected from its noble families but in reality the planet’s city states are in a state of almost constant low grade warfare . Though this provides a steady intake of recruits the Svartalfheim Guard prevent the wars from escalating any further in contrast to most other chapters .
Epimetheus

Epimetheus is one of the systems claimed by the Helios Dominion, although it has not yet been explored and colonised.

## Explore and secure (Epimetheus system)

Though the Darkborn have provided you with charts and information on the Epithimeis systems, they are incomplete as a result of them not daring to explore or exploit the system in fear of provoking the Imperium. You have no such qualms, and with the planet being a potential gold mine of Golden Age technology - even without other potential colony sites - you have all the incentive to add a new system to the Dominion.
Draco Mortar Tank

Urban combat is always a field of endeavor that Atlantis’ armies can be better prepared for, especially considering many Imperial worlds will involve intense urban combat, such as Hive Worlds. Thus, taking the Wyvern Suppression Tank and modernizing/upgrading it with Golden Age technology to be a completely different beast of war is only appropriate.
Assyudian Technocracy

## Divination (Pacificus Territories)

Though most of Pacificus is either in anarchy or destroyed after the Night Of A Thousand Rebellions and the following omnicidal Imperial retaliation, some realms that could potentially be allies remain, though Amara has only been able to get exact information on two. The first is called the Assyudian Technocracy, a radical forge empire that managed to resist both the machinations of Chaos, rival empires and Imperial crusades, though it has been substantially mauled by the New Devourer. They are in the process of intensive rebuilding of their home infrastructure, using the time bought by the Emperor’s death as best as they are able.
Gem Toads

Nice to look at but highly toxic with almost all species being lethal to even touch, a single brush with certain more toxic gem toad subspecies killing a man or even extremely augmented Magos within seconds. When combined with their seemingly unlimited teleportation abilities, Gem Toads are terrifying to all.
Void Infrastructure

## Civilian

Orbital Habitat
 Medium
 Large
 Colossal

Starport
 Medium
 Large
 Colossal

Orbital Factorium
 Medium
 Large
 Colossal

Orbital Food Production Centers
 Medium
 Large
 Colossal

Other Civilian Void Infrastructure
 Salvage Processing Center

## Defenses

Minefields
 Medium
 Large
 Colossal

Orbital Defenses
 Antiship Defense Array (Las, Plasma, Rail)

Starforts
 Ramilies Starfort
 Achilles Starfortress
Biomancers

## Gene Singers

A handful of Biomancers have demonstrated the ability to “sing” biological matter, namely genetic sequences, into different forms. Such a gift, though immensely rare, can only be mastered by biomancers Gamma-class or below, the power of Betas or above too great to sing properly. Such Singers would be immensely useful with our burgeoning Gene forge and Cloning facilities.

### Completed

The gene singers’ abilities have been heavily underappreciated for far too long. While their abilities are rarely usable in combat (except with immense control and focus), in the lab they are miracle workers. Already their abilities are providing a major boost to genetic research throughout the Dominion.

### Rewards

+5 to any action involving the manipulation of genetics.

## Biologis Enhancers

Capable of the manipulation of living organisms on a macro- and micro- level, Biomancers have begun working closely with the Biologis sect of the Mechanicus, allowing for their studies on living creatures to proceed more smoothly, and alterations to said creatures proceed more efficiently.

### Completed

Your Biologis department has been bolstered by the arrival of highly skilled biomancers, specifically trained and specialized in everything from altering the smallest units of life to fixing entire clone batches of genetic flaws. Already they are helping increase the efficiency of all current Biologis research.

### Rewards

+10 to all Biologis actions. The level of severity in the event of critical failure drastically reduced. +20 to all super-soldier research actions.

## Parting Flesh

Biomancers are a fundamental threat to any conventional lifeform. They can unweave living matter, sculpting it back to their own ends. They can hijack flesh and make it dance to their will, or make it self-destruct. Properly trained initiates can kill at a glance, turn neighborhoods and families against each other, or even with experience bring back the recently (within minutes) dead.

Such power has led to many Biomancers being distrusted, and it is their house that has often seen the greatest levels of public hatred and backlash. Purposefully developing the Dominion psykers’ existing combat powers has been advertised heavily as “fighting fire with fire”, in the event Chaotic or otherwise hostile Biomancers come for your communities and homes. So far the propaganda seems to be working.
Kroot

## Kroot Biology

Kroot physiology is quite fascinating, with their bird-like rapid metabolism, quick maturation in their life cycles, and ability to incorporate new genes into their genome will all be useful for your biotech research.

### Rewards

**(Research Unlocked: Project Esper)**

**(Research Unlocked: Rapid Clone Maturation)**

**(Research Unlocked: various Biologis projects)**
Hrud Weaponry

## Hrud Fusils

A handful of the deadly xeno weapons known as Hrud Fusils have been acquired for analysis. Capable of firing through the Warp to circumvent armor and defenses, Hrud fusils have obvious potential when applied to human tech, but the dangers of utilizing the Warp are also great.

### Completed

The Hrud fusils are fascinating marvels of engineering, especially for a species that mostly subsides on the leftovers of other civilizations.

The fusils do not in fact use the same principles of plasma generation as Imperial or Tau designs, but rather make use of advanced chronocrystal formations and as of yet identified materials to create extremely hot plasma columns that technically don’t “exist’ in realspace or the Warp, but in some chrono-nether realm that exists between the two dimensions. Like a ghost, the plasma harmlessly phases through everything until it reaches its intended target, at which point it somehow materialises in realspace and incinerates the unfortunate victim. How the target is marked without an obvious realspace marker is uncertain, but the most sound theory suggests that some materials in the weapon can psychically bond with its user to determine this, allowing the use of the Warp itself as a beacon of sorts.

On a more personal note, your researchers note the weapon’s internal structural philosophy has an uncanny resemblance to those observed on the scythe you wield.

### Rewards

**(Unlock: Hrud Plasma Vortex, Hrud Chrono Materials, Hrud Unidentified Materials, and Scythe Examination Mark 2 research)**

**(Unlock: Pulse Rifle Upgrade action)**
Assorted Tau Technology

## Understand Tau Technology (Railguns)

Human technology is one thing but xenos technology is something else entirely . Selica is excited to work on it nonetheless. Discovering the mechanics behind the tau rail guns will allow to make more of them which would be a great force multiplier for your army when the time comes.

### Completed

Selica has managed to not only understand the mechanisms behind reailgun technology but perfect them as well. Tau railguns now ready for deployment and electromagnetic weaponry research now unlocked.

### Rewards

Electromagnetic weapons development path unlocked and railguns become available.

## Domo Arigato Mister Tau-Drone-O

A renegade cabal of liberal tech priests just love the opportunity to get their hands on the recovered Tau drones and learn how they work! Wait...they’re not renegades, you’re paying them...but they still want at the alien tech.

### Completed

With prior experience working on tau technology, Selcia and her team were successful in figuring out the inner workings of Tau drone technology which rely primarily upon VIs (Virtual intelligences) autonomous enough to perform complex tasks but not self aware enough to be a problem , they are perfect for a wide range of applications from civilian to military.

## Modified Expeditionary Forces

The returned force from Tau space have come back substantially modified or improved by the Tau or by other parties. Selica wishes to know what those "xeno bastard engineers" have done to her ships!

### Completed

As much as Selica hates to admit it, the tau are superb engineers and the improvements they made to the ships are impressive especially when it came to energy efficiency, the ships’ plasma reactors are now more streamlined than the imperial design and its weapons’ system are more accurate and less prone to error. Not to mention the self cleaning toilets.

But what made selica squeal is the integrated tau drives which she used to accelerate her own research.

### Rewards

(Unlock : improved weapons system software, better plasma reactor designs, tau alloy research and self cleaning materials. )

(+15 to tau FTL research rolls and -5 years to action times )

## Tau Armaments

Tau infantry weapons such as Pulsar rifles and Ion rifles have been acquired in samples sizes large enough that some can be spared for dissection and reverse-engineering. Finding out whether Tau weapons are any good, or have any features that might prove useful when merged with human weapons, is critical.

### Completed

Whatever one might say about the Tau, it can’t be denied that they know how to make some excellent weapons and now so do you, this will definitely be a massive force multiplier for your forces. However, Golden Age scientists looking at the designs have noticed many similarities between Tau armaments and weapons made by humanity in the past, far too many for it to be a simple coincidence.

### Rewards

Pulse and Ion rifles available for mass production.
Ferreuphblatus Gigantes Tyranus

Olympia’s apex land predator, the Iron skinned tyrant lizard is without a doubt the most voracious beast in all of Atlantis. With an armoured skin so durable it can withstand sustained Bolter rounds without much damage and a bite that can tear apart even necromedis constructs , the Iron tyrants can eat anything in their paths even snacking on Sepaili and brazenly attacking assaulting Thorner Dragon nests to eat the unfortunate hatchlings (and their parents) ; it’s appetite even extends to daemonic entities hinting at some psychic abilities. Luckily they are rare with an estimated 140 tyrants in all of Olympia.
Better Sentry Turrets

To further improve your defences, Selica has begun work on a number of designs for improved defence turrets, concepts which should prove a match against the constant onslaught of Atlantean monsters around the planet.

### Completed

Selica has finished work on the pleothra of turret designs

### Rewards

Plasma turret, Uber-Lascannon Turret, Heavy Bolter Turret, and Micro-Missile turret.