recursal/Fanatic-Fandom huggingface dataset:
Black Ships

Black Ships are those ships designed to be able to collect untrained psykers and take them through the Warp to

## Black Ship

### Garrison

Normal: 160 Regiments, Max Capacity: 1,120 Regiments

## Defences

### Point Defence Batteries

30

training facilities. Given the sheer danger of taking untrained psykers though the Warp Black Ships need to contain an incredible array of protective technology and Runes to protect their valuable cargo. This protective theme carries on to its normal technoligy, with Black Ships being fast and well armorued at the cost of having only a fraction of the firepower of a normal Battleship.

Black Ships are classified as Medium, Transport, Super-Capitals

## Armament

The Black Ship has an anaemic amount of firepower for its size, being armed with eighteen weapon batteries and a pair of lances, a fifth the firepower of a normal battleship.

## Defences

Black Ships combine the speed of a Fast Battleship with the armour of a Medium battleship and the shields and point defences of a Command Battleship. This means that there are few few foes with both the speed to catch them and the firepower to damage them.

### Psychic Defences

It took over a decade of close work with Grandmaster Tamia and the Adeptus Astra Telepathica for Archmagos Tranth to design a set of warp protections that can protect untrained Psykers form the Warp. These protections include vastly overstrength Gellar Fields, powerful Null-Arrays and the best Wards currently known. The main difficulty of this process has been making sure that all the different forms of protection work in harmony rather then clash, and create weaknesses in the protection that a skilled daemon could take advantage of.
Firehawk Assault Fighter

A heavy strike fighter, the Firehawk is a remarkably durable if not unusually swift craft. It is also a remarkably heavily armored airframe, caring a heavy Heavy Gatling Impaler built into it's fuselage, allowing it to scyhing down entire regiments of infantry in a single pass. This is supplemented by a pair of heavy impalers in the wings, and a large number of air to ground or air to air misses mounted on its wing pylons. the Firehawk is incredibly effective against both ground and air targets, making it an usually effective escort as it can both thin ground based anti air fire and shoot down interceptors.
Macharius Destructor

Independently developed by both Callamus and Secondus, though for different reasons, the Macharius Destructor is a simple modification of the Macharius heavy tank that turns it into a super heavy self-propelled gun. Using more advanced reactors and an advanced drive system, it is able to power a single turret-mounted turbo laser destructor, and is also fast enough to keep up with most medium tanks. It is intended as a relatively cheap gun carrier to take advantage of the cheaper turbo laser destructor. While it’s lack of secondary weapons makes it vulnerable to infantry, Macharius Destructor brigades are able to field truly staggering amounts of Titan-grade firepower, allowing them to engage and destroy heavy and super heavy units.

Callamus developed the pattern as a vehicle capable of being produced widely using existing infrastructure, that did not use any of the more advanced technologies of the conclave. This enabled it to enter widespread production far more quickly than could be expected. Using large formations of Macharius Destructors to ensure they held total super heavy supremacy by using massed turbo laser fire to eradicate Baneblade and Stompa formations and even deal significant damage to ophilan titan maniples and orkish Gargant mobs. The Macharius Destructor retains most of the Macharius's armor, but compromises made to allow mounting such a large weapon onto the turret has resulted in a number of weak points in the turret mounting, notably increasing its vulnerability in close-in firefights.
Landing Pad

Landing pads are cheap pads that can be positioned under a tank allowing it to safely fall from great heights. The pads have three main layers, a layer of armour on the bottom, a layer of padding in the middle and a powerful short lived repulsor at the top. Together these provide the underside of the vehicle protection as it falls, slows the vehicle for the last few seconds before landing and cushions the impact. Together they allow a tank to be dropped from multiple kilometres up and land without suffering anything more then a sharp jolt.
Frigates

Frigates are the largest escorts, and have formidable weaponry and defences for their size. These ships are used to escort capital ships, where they can force the enemy to split their fire, shot down attack craft waves and finish off crippled foes. This is an incredible dangerous role and frigates are considered to be the most dangerous posting in most navies.

## Squire Class Frigate

### Garrison

Normal: 0.5 Regiments, Max Capacity: 1 Regiments

## Armament

### Weapons Batteries

6 Mid Ranged Escort (Squire), 3 Mid Ranged Escort (Page),

## Defences

### Point Defence Batteries

4.5

The Imperial Trust's Frigates are both based on the Squire Hull. This Dark Age design is one of the toughest escorts out there, with armour and shielding that would not be out of place on a Imperial cruiser and an effective network of point defences.

### Squire Class Frigate

The name class of its hull the Squire Class Frigate is a tough frigate with an array of weapons batteries that it uses to engage other escorts. While not glamorous between its half dozen weapons batteries and point defences it can provide a good bit of protection against the lighter elements of an enemy fleet. Flotillas of Squires are usually deployed in the wall of battle, where their toughness allows them to survive better then most escorts and their firepower an point defences makes them a valuable addition.

### Page Class Frigate

The Page Class Frigate is a variant of the Squire that replaces half of its weapon batteries with a dorsal mounted lance. While this makes it less effective against escorts the additional penetration of a lance allows formations of Pages to actually threaten capital ships. Pages are often deployed as escorts for those classes that specialise in hunting down cruisers, though they can also be fielded in mixed formations with Squires in the wall of battle.
Advanced Astartes Terminator Armour

Archmagos Tranth has recently completed the designs for Advanced Astartes Terminator Armour, which is every bit as effective as he had hoped. He tells you that by making the armour primarily out of Angelsteel and some of the alloys used in Fire Giant Armour he has been able to counter the weakness of using Angelsteel in armour, that it is a too effective thermal conductor. When this is combined with the design of the armour and the multiple integrated force shields the resulting armour is pretty much immune to anything short of a lascannon, and can potentially survive hits from anti-Titan weapons. Given that Tranth has been able to include a decent amount of stealth technology and hover capacity as well as the teleporter included in normal Terminator Armour he has created a highly flexible, near indestructible set of armour, though one that is rather expensive to make.

Crunch:

Advanced Astartes Terminator Armour

22 Armour, +400% HP, +100 bonus, \*4 melee, +50 stealth, hover, teleporter, teleport homer, Low Relic

Advanced Terminator Armour

20 Armour, +350% HP, +100 bonus, \*3.5 melee, +50 stealth, hover, teleporter, teleport homer, Low Relic

### Micro Alloy Terminator Armour

+2.5 armour, increase HP bonus by 75% of current

### Orichalcum Terminator Armour

On Year 635 since the settling of Avernus, Archmagos Tranth finished creating the Orichalcum Terminator Armour designs. The results are a terrifying improvement over his already formidable Advanced Terminator Armour designs. The additional toughness of the Orichalcum makes it all but immune to all but the most effective anti-armour weapons, with most forces needing to bring anti-Titan weapons to bear to have a chance of breaching it. This is made even harder by how Tranth has made use of the kinetic redirection properties of Orichalcum to boost its agility, making it far too agile and good at dodging for anything of its bulk.

Orichalcum Astartes Terminator Armour (28 Armour, +1,000% HP, +100 bonus, +75 to all rolls, \*5 melee, +50 stealth, hover, teleporter, teleport homer, High Relic, Cost 20 Thrones 300 Exotic Material and 1,000 Relic Material)

Orichalcum Terminator Armour (26 Armour, +875% HP, +100 bonus, \*4.5 melee, +75 to all rolls, +50 stealth, hover, teleporter, teleport homer, High Relic, Cost 10 Thrones 150 Exotic Material and 500 Relic Material)
Engram Neurochips

Possibly the Tau’s most treasured technology, these chips have come a long way from the days of Commander Puretide. For true heroes of the Tau the honour of having their memories and skills encoded is the highest honour that can be afforded, albeit one expensive enough that even most ethereals are denied it. When successfully performed it allows a sliver of the scanned’s wisdom to continue to guide their people after death through advice and insight. Although it must be noted that the engrams can offer little help against foes outside of their originator’s knowledge. More advanced modern versions have been used as the basis for automated combat platforms, such as stealth suits operated by echos of the legendary commander Shadow Sun.
Legend Class Dreadnought

The Legend Class Dreadnought is one of the two Dreadnought Classes that the Imperial Trust currently has access

## Legend Class Dreadnought

### Garrison

Normal: 1,500 Regiments. Max Capacity: 13,500 Regiments

## Defences

### Point Defence Batteries

45

to, and is therefore one of the most powerful warships in the Imperial Trust's Navy. The Legend is classified as a Armoured, Generalist, Dreadnought.

## Armament

The Legend is armed with six enhanced Ragnarok Cannons and a hundred and thirty two Dreadnought scale weapons batteries to engage large fleets. It also has ten Super-Lances and forty-four Dreadnought scale lances to engage enemy hyper-capitals, and a hundred and forty-four attack craft bays to counter enemy attack craft and deploy its own. Its massive size allows a Legend to carry over five times the reserves of a Battleship Fleet Carrier despite having similar launch capacity.

## Defences

The Legend is equipped with a formidable array of Aegis Void Shields, giving it two hundred layers shielding. This is supplemented by forty-five point defence systems, enough to ward off all but the largest of attack craft waves, and armour able to shrug off anything short of a Battleship grade lance with ease.
Helheim Pattern Land Speeder

A swift scout skimmer, land speeders are small two-man hover vehicles. Using powerful engines and anti-gravity, they are immensely fast. Typically armed with a single heavy weapon, though variants that mount heavy guns exist, though the extra weight results in either a slight decrease in speed or offsets it by using notably more expensive engines to compensate for the weight. In the DAoT it was primarily used as a scout, and the Helheim Pattern reflects this. Using an ablative armoring optimized for short engagements and carrying extremely advanced vox casters and auspexes. This makes it an excellent choice for a forward scout.
Advanced Defence Station

Four years ago Fabricator-General Scott finished designing the Advanced Defence Station, the next level of advanced orbital defences. After looking at the final designs you agree that it is a master work, combining Heavy Cruiser grade weapons batteries, six lances, a Superlance with as much attack craft launch capabilities as a cruiser but ten times as many attack craft. On the defensive side it has shields almost as strong as an average battleship and can take as much damage as an armoured battleship before being destroyed. On the downside it maintains the classic orbital defence weakness of immobility, making it an easy target at even extreme range and vulnerable to several forms of attack that normal warships can casually dodge.
Helheim Pattern Predator

A light tank based upon the rhino chassis, the predator is a swift if somewhat lightly armored tank. Mounting a pair of heavy weapon sponsons and carrying a pair of heavy weapons in the turret it relies primarily upon speed and excellent targeting to win engagements. Historically the speed and excellent targeting cognators made it a good fight for astartes, who often found heavier armor to slow for their high-speed style of war. As could be expected, the Helheim Pattern Predator outperforms most other patterns across the board. Where it truly shines is in the advanced machine spirits of its targeting aspexes. Enabling them to make minute aim corrections to strike designated weak points or evading targets, making the aim of its skilled gunners even more deadly.
Ether Drive

The Ether Drive remains in use by the Tau Empire and the Imperium Secondus despite its slower speed compared to Warp Drives. This is in large part due to he fact that its both far safer and can potentially send truly massive structures between stars, as has been demonstrated by the city-ships of the Farsight Enclaves. Unfortunately this is currently impossible to use due to Mechanicus internal politics.
Armoured Battleships

Armoured Battleships are super-capital ships intended to stand on the front line of the battle, dishing out damage and absorbing massive amounts of incoming fire. While slow Armoured Battleships are incredible tough, allowing them to survive for extended periods in even the heaviest of fighting.

The Imperial Trust fields two different classes of Armoured Battleships built on a single hull.

## Berserker Hull

The Armoured Battleships of the Imperial Trust are the Berserker Class Battleship, and its variant the Saint Class Battleship. This hull is a Dark Age design that is incredibly tough, being able to weather insane amounts of incoming firepower.

### Berserker Class Battleship

The Berserker Class Battleship is a tough warship armed with massed powerful weapons designed to seek out the thickest fighting. Its mix of sixty short ranged weapons batteries and twenty short ranged lances allows it to function against any target types, though if given the opportunity most light forces and many medium forces can easily engage it from outside of its range.The Berserker is classified as a Armoured, Brawler, Super-Capital.

### Saint Class Battleship

The Saint Class Battleship is designed to function as a fleet carrier, staying well back from the battle and picking off tough foes with its eighteen long range lances even as it deploys attack craft wings from its seventy-two attack craft bays. Unlike many carriers the Saints incredible armour makes attempting to destroy it rather then deal with its attack craft a losing proposition. Despite its slow speed the Saint is considered to be one of the safest ships in the Imperial Trust fleet, as between its usual deployment well behind the lines and its toughness few battles are lost so quickly that a Saint can not escape.
Ether Drive Tractor

In the face of the Destroyer’s inexorable conquest, the Imperium Secundus was driven to develop a method to retain their ability to project force and maintain their defence fleets. Though considered borderline heretekal by more conventional subgroups of the Adeptus Mechanicus, the Imperium Secundus nevertheless decided to adapt highly modified, Tau-inspired Ether Drive technology in an attempt to stymie damage to their void infrastructure. These Ether Drive tractors are designed to be incorporated into existing shipyard and defence station superstructures, and allow these key structures to be more easily moved from system to system. While substantially slower than conventional void travel, the ability to move vital infrastructure out of the way of the Destroyer’s warpath has allowed the Imperium Secundus to substantially reduce their material losses. Although previously impractical due to a combination of the Ether Drive’s relatively slow speed and the Destroyer’s somewhat unpredictable tactics, the return of Roboute Guilliman’s tactical and logistical genius has seen these Ether Drives put to highly effective use.
Giants

The first of the Peoples Avernus has resurrected on its new planets, moons and surface, titanic humanoids possessing seemingly unlimited strength, durability and stamina.

Possess few innate powers, save for passive ones focused on biomancy, making them proportionately the second strongest species on Avernus, especially after improving their design with Tyranid genetic engineering techniques.

Noted for their intellect, combining their brawn with creative problem solving and enhancing it with tools.

Young adults are around the size of a Reaver Titan, but their full size is equal to any Imperator Titan at around one hundred meters.

Due to the circumstances of their resurrection they have no innate culture of their own, which is likely to be a halmark of others Avernus quickly resurrects, focusing on those with fantastic innate power, without needing complex socities. As such it is probable that many Giant communities will be integrated into the expanding colonies of the people, who can provide them with food, shelter and education. The Remnant especially had a long history with giants before their first extinction and will likely encourage them to recreate the art of Starcatching, a method of gravity manipulation, that made them the rivals of the Therondy Dragons and feared by Chaos.
Dragon's Nest

Dragons Nest was the most powerful single polity in your neighborhood, covering an entire Sector of nearly a hundred worlds. It was ruled and protected by the Blood Dragons, a Adeptus Astartes Chapter descended from the legendary Blood Angels. Despite their skill and the number of well trained well equipped soldiers that they can call upon they were hard pressed to defend their territory when you first encountered them, with only the heavy fortifications that each world has on both ground and in its orbitals allowing them to survive. This changed after the arrival of the Imperial Trust, which cleared the Orks from one of their flanks, crippled Valinor's Fleet and provided them with some more advanced technology. Dragon's Nest to this relieving of pressure to further fortify their worlds and expand into Karnas and some of the nearby worlds.

At the Fall of the Imperium Dragon's Nest was the Takama Sector, a sector of no particular renown that's only claim to fame was the presence of the Blood Dragons Chapter of Astartes, a chapter known for its honor and the deadliness of its swordsmen. Thanks to a strong sector government the Sector remained strong in the immediate aftermath of the Fall of the Imperium, and thanks to the strength of the Blood Dragons it was able to defeat all that threatened it. For over a century the Blood Dragons worked with the Sector Government to defend and govern the sector, until the rise of Sector Governor Gunther von Helervan. Governor Gunther at first proved to be one of the more gifted governors of his line, keeping the sectors economy on good order and its armies strong. However this competence only hid the truth, which was discovered by a brave Blood Dragon's Librarian involved in hunting down a particularly elusive cult on the sector capital. Sector Governor Gunther von Helervan had been corrupted by the Abomination, and had taken most of the Sector Government with him. The Blood Dragon's quickly moved to remove those tainted by the sector governor, which turned out to be most of the upper levels of the sector government. The combination of the lack of suitable replacements for the now former governor and the fear the future governors may prove to be just as susceptible corruption made the Blood Dragon decide to take power for themselves, a feat they accomplished with little issue.

For the following millennia, the Takama Sector, now renamed Dragon's Nest continued to suvive despite everything that the galaxy threw at it.

It recently merged with the Imperial Trust, and currently major efforts are still underway to uplift the technology of its many worlds, and re-equip its armies and navies.

80LY east

116 Worlds

Capital: Menagroth

Fortifying Dragon's Nest: 50 Billion Guard, 3 Billion Chapter Serfs, 2,000 Space Marines, 400 Capital ships, 10,000 Escorts
Fortifying Karnas: 20 Billion Guard, 2 Billion Chapter Serfs, 2,000 Space Marines, 300 Capital ships, 8,000 Escorts
Reserve: 20 Billion Guard, 3 Billion Chapter Serfs, 4,000 Space Marines, 300 Capital ships, 7,000 Escorts
Inquisitor Yang Yinn

Inquisitor Yang Yinn of the Ordo Xenos

Age: 272 rejuved to 20, deceased.

M: 14+6=20 (+15 martial bonus)- Inquisitor Yinn is skilled at commanding small operations, though once forces get much above brigade strength she starts ahving problems.

I:14+10=24- Inquisitor Yinn is a skilled spymistress and commander of covert operations, as is to be expected of an Inquisitor.

A:6+2=8- Inquisitor Yinn has always relayed on her Inquisitorial Rosette to deal with administrative issues as she has no patience for dealing with them herself.

L: 16+4=20- Inquisitor Yinn is highly learned in the way of the Xenos, and in how to kill them.

P:13+9=22-Inquisitor Yinn is a fanatical libeler in the Emperor, though Saint Lin informs you that her faith is more fragile then it seems.

D:14+3=17- Inquisitor Yinn is a decent diplomat able to work well with others, though her refusal to compromise can lead to issues.

C: 15+9=24(+205 combat bonus)- Inquisitor Yinn is a skilled warrior, though by no means great.

Known Traits

Inquisitor- (+3M, +4I, +1L, +2P, +3C)- Inquisitor Yinn is a Inquisitor with all that that implies.

Ordo Xenos (+1M, +2D, +1P, +2I, +1C, highly knowledgeable about Xenos) – As a member of the Ordo Xenos Inquisitor Yinn is skilled in both the eradication of Xenos and diplomacy.

Expert Spymistress (+3I, +15 to spy related rolls) – Inquisitor Yinn is an expert spymistressm being highly skilled at setting up spy networks even in security conscious worlds.

Well Trained (+1M, +1I, +2A, +2L, +1P, +1D, +1C)- Inquisitor Yinn was trained by Lord Inquisitor Xorn, one of the oldest Inquisitors of the Ordo Xenos and one who trained many of the greatest Inquisitors of the next generation.

Skilled Marksman (+2C, +20 to ranged attack rolls)- Inquisitor Yinn is a good shot and can reliably hit her opponents even in challenging conditions.

Necron Expert (+1L, more information on Necrons, +M against Necrons)- Inquisitor Yinn has spent much of her life studying Necrons and is considered to be an expert on them, at least as much as any human can be.

Fanatic (+1M, +5P, +2C) – Inquisitor Yinn worships the Emperor with a level of fanaticism rarely seen outside of the Ecclesiarchy. She has wholeheartedly thrown her belief behind Saint Lin even though she does not really understand much of what he preaches.

While Inquisitor Klovis-Ultan does not know where Yang Yinn comes from or any details of her early life he does know that she was the final student of the respected Lord Inquisitor Xorn, one of the greatest Inquisitors of his generation and a gifted teacher.

Inquisitor Yinn is considered to be an expert on the Necron menace and has spent most of her career studying them. She is one of the more fanatical members of the Ordo Xenos and is a great believer in xenocide as a preventative measure.

Inquisitor Yinn was executed by her compatriots in the Inquisition due to Abomination corruption in the lead up to the War on Two Fronts.
Boar General Combat Vehicle

### The Boar General Combat Vehicle

A cheap harassment vehicle, the Boar is designed as a dedicated harasser and skirmisher. using realtivly cheap technology, the Boar supplements its wheeled drive with a set of jump jets, that allow it to cross broken terrain that would stymie most vehicles, both increasing the angles it can approach from and allowing it to retreat across ground its pursers cannot traverse. While lightly armored it is respectably well armed for its size, caring a trio of heavy weapons. While slower and less nimble than skimmers, the Boar is far cheaper, allowing it to be deployed in greater numbers.

### Calydonian Advanced Combat Vehicle

A more expensive Variant of the Boar General Combat Vehicle, it includes limited amounts of anti-grav technology to reduce it's effective weight. This enables it to carry both heavier weapons and more armor without reducing its speed. The Calydonian is extremely well armed, carrying a pair of very heavy weapons in addition to four heavy mounts. While a Calydonian Advanced Combat Vehicle is far more expensive, in many cases the increased durability and firepower is worth the increased cost, and many Boar formations will include Calydonians to provide heavy fire support.

###
DAoT MREs

Without a doubt, the single most wondrous and impossible technology yet unearthed, with many soldiers holding it up as the single greatest feat of technological prowess demonstrated by the Dark age. the DAoT MRe's are a collection of a few dozen cheaply mass produced self-contained meals, each capable of being stored for centuries and containing sufficient nutrition and calories to keep a soldier performing at peak conditions. However, what elevates these from mere rations to the absolute proof of the power of mankind's lost golden age is that they are, without exception, delicious. While taste is, of course, subjective and not every soldier will enjoy every type, they are all of high enough quality to be enjoyed by humans. Further, each meal is made up of modular courses classified as A, B, and C, with a solder only needing to eat one of each per meal, enabling squads to suit the tastes of their members by simply trading meal components. It is by the unanimous agreement of the trust high command that to ensure this wonder is properly appreciated, that new recruits be subjected to at least a few months of normal rations, lest these wonder become mundane.
Fast Battleships

Fast Battleships are fast super-capital ships intended to lead major harassment forces and hunt down hostile super-capital warships. They are designed for speed rather then toughness and use their long ranged weaponry and powerful engines to engage the enemy on their own terms.

The Imperial Trust fields three different classes of Fast Battleships built on a single hull.

## Hun Class Fast Battleship

### Varients

Martyr Class Fast Carrier Battleship, Mongol Class Fast Battleship

### Garrison

Normal: 140 Regiments, Max Capacity: 980 Regiments

## Armament

### Spinal Weapons

1.5 Ragnarok Cannon (Hun), 4.5 Super-Lances (Mongol)

### Lances

18 Long Ranged Battleship (Martyr), 14 Long Ranged Dreadnought (Mongol)

## Defences

### Point Defence Batteries

19.5

The Fast Battleships of the Imperial Trust are the Hun Class Fast Battleship, and its variants the Mongol Class Fast Battleship and the Martyr Class Fast Battleship. This hull is a Dark Age design that fills the classic Fast Battleship role of fast long ranged super-capital ship.As such no matter the variant it packs a large amount of firepower while being fast enough to escape most foes but rather fragile for its size.

### Hun Class Fast Battleship

Between its enhanced Ragnarok Cannon and ninety-six Battleship scale long ranged Weapons Batteries the Hun Fast Battleship is designed to engage enemy skirmishers. Its Ragnarok Cannon does give it a good level of harassment ability making it useful when deployed in that role. The Hun is classified as a Fast, Killer, Super-Capital

### Mongol Class Fast battleship

The Mongol Class Fast Battleship has armament entirely consisting of heavy lances, making clear its role as a Hunter. Between its four enhanced Super-Lances and fourteen Dreadnought Scale Long Ranged Lances the Mongol has a large amount of long ranged high penetration firepower. The Mongol is mostly used to take out hostile hyper-capitals and super-capitals at extreme range, either by taking them out with concentrated fire before the main clash or hunting them down as the fleets clash. The Mongol's lack of secondary weaponry makes it highly vulnerable to most enemy skirmishers, necessitating the presence of a strong escort. The Mongol is classified as a Fast, Hunter, Super-Capital.

### Martyr Class Fast Battleship

The Martyr Class Fast Battleship is primarily a carrier, being equipped with seventy-two attack craft bays containing almost seven flotillas of attack craft. Its secondary weapons consist of eighteen long ranged Battleship scale Lances, allowing it to provide long ranged fire support as well as make use of its attack craft. The Martyr is mostly deployed to harass the enemy fleet from outside their range with its attack craft and long ranged lances.
Living Materials

One of the offshoots of the collaboration between Fenris and the First Worldship, these materials are alive and can regenerate after being injured. Originally, they were intended as a part to see if making ships out of ‘living’ organisms would assist in Primal Warp Travel, they have found various uses elsewhere. Mostly where lower maintenance is prized.
Avernus Pattern Goliath Factory Ship

An armored factory ship able to supply manufactured components an fuel to expeditionary fleets.

It took Tranth three years to completely redesign the Goliath Factory ship to make the Avernus Pattern Goliath Factory Ship. This ship combines the defences of an armoured cruiser with standard cruiser speed and light cruiser weaponry. This allows it to keep up with most Imperial Trust Fleets while having enough defences and weapons to prevent it from being a vulnerable target. This means that an Avernus Pattern Goliath can be deployed as a support ship for an expedition without much risk. This greatly extend the range of said expedition by allowing it to harvest high quality fuel and produce combatants to large for a warships own forges, as long as you have metal supplies.
Alexander Class Command Battleship

The Alexander Class Command Battleship is one of the five Command Battleship Classes that the Imperial Trust

## Alexander Class Command Battleship

### Size

12km long, 70km3 volume, (BB: 18, Dr: 18)

### Garrison

Normal: 300 Regiments. Max Capacity: 2,400 Regiments

## Defences

### Point Defence Batteries

30

currently has access to, and the most traditional of them. The Alexander is classified as a Medium, Killer, Fleet Carrier, Command Battleship.

## Armament

The Alexander is armed with no less the nine Ragnarok Cannons, giving it an incredible mid-ranged punch against capital ships. This is supported by forty-eight Dreadnought Weapons Batteries and ninety-six attack craft bays, allowing it to act as a powerful fire support ship and carrier even within its primary weapons.

## Defences

The Alexander is equipped with a powerful array of Advanced Void Shields, giving it sixty layers of shields. This is supplemented by thirty point defence systems, enough to ward off all even a heavy attack craft strike, and armour able to shrug off any cruiser scale weaponry.
Hercules Dropship

A massive and extremely well armored armored dropship, the Hercules is meant to carry an entire mechanized safely though hostile skies. Between its thick armor and multiple layers of void shields, the Hercules is extremely adept at this task. able to easily pass through all but the fiercest anti air umbrellas. However, while durable it is not particularly fast or maneuverable, and carries only a token armament of six heavy weapons. As such it is extremely vulnerable to hostile interceptors and will require an escort.
Adjudicator Mobile Assault Platform

One of the largest ground units in use by the trust, the Helheim Pattern Adjudicator Mobile Assault Platform is a tank of truly titanic proportions. Larger and heavier than most titans, it bears a striking similarity in role and shape to the mighty Capitol imperialis, but is both far more advanced and slightly larger than even that behemoth. It is one of the only mobile platforms capable of mounting the massive Super Gravatic Accelerator Cannon, allowing it to blast open hive walls and obliterate armored formations from a massive distance. Despite this potent weapon, the Adjudicator is not truly a tank, instead acting as a mobile fortress and command center. For this purpose, it carries a massively sophisticated and potent array of vox-casters and Auspexs, It also carries specialized targeting cogitators to enable it to sniff out enemy command centers and generate firing solutions upon them by tracking hostile vox traffic. The Adjudicator is one of the most durable land vehicles in the trusts arsenal, supplementing thick armor with over a half dozen layers of void shield, and a single hyper void shield. capable of rendering the tank practically invulnerable for a handful of seconds before spending a minute venting heat, it seems intended to allow the Adjudicator to survive direct orbital strikes. The sheer size of the adjudicator even enables it to act as a transport, with over a company of men being able to fit within its cavernous hull. In addition to its sheer durability, it also carries a number of defensive weapon mounts, and has the ability to electrify its hull to repel borders, making it an extremely hard target for infantry assaults.
Cegorach

The Laughing God, the Clown, the Harlequin, Cegorach is one of the foremost spymasters and schemers in the galaxy. Like most Aeldari gods, he was created or augmented by the Old Ones, and he served them well during the War in Heaven. It was by his design that the C'tan fell to cannibalistic infighting. During the fall of the Aeldari Dominion, it was Cegorach who was chosen to be the surviving member of the pantheon, his kin trusting his skills and schemes above all else in their darkest moment. Had Manann not turned on the Aeldari to save his own skin, it is likely Cegorach would have been able to forge a new galactic superpower from the Dominion's remains. Instead he was left with only a few scattered bands to work with, yet he nevertheless did much to ensure his peoples survival, and to lay the groundwork for Ynnead's birth.

After her birth, He has slid easily into the role of advisor to the young goddess Ynnead, steering her away from the pitfalls that doomed her predecessor. His greatest success since was orchestrating the rescue of Isha, calling in a favor with the Brute gods of the Orks to distract Nurgle, and expending all but a fraction of his power to silence the alarms that would have seen the Chaos God warned of Isha's escape, an act that reduced him from a Major god to a Minor one. This has done little to make him less dangerous, as it has always been the mind and schemes of the Clown that are the true danger.

Cegorachs's known domains are Clowns, Trickery, Performance, Theatre and Storytelling, though hiding or obscuring his domains would not be beyond the abilities, nor out of character for the Clown.

### Trancendent

Cegorachs is one of the few divine Transcendents, and has a Transcendent trait that allows him to retroactively decide which resources were assigned to which plots.
Calgar Elite Dreadsuit

a large scale battlesuit around the size of a Knight Titan developed by the ultramarines chapter, and named in honor of one of their more famed Chapter Masters from history. It's a very expensive unit to produce, but is cutting edge technology for Secundus. The Dreadsuit moves swiftly and relies more heavily on energy shielding in lieu of heavier armor that most units of its size would boast, with the goal of swiftly closing in on Tau lines where it is absolutely devastating in melee combat against a foe that dislikes such engagements. Though its advanced weapons ensure it's still very deadly against foes at range. Further, Secundus has managed to integrate Dreadnought life support technology into the suit, giving the option of placing critically injured Astartes into one of these instead of a typical Dreadnought.
Kurnous

Kurnous is the god of the hunt, and a veteran of the War in Heaven. Unlike his wife, Isha, Kurnous did not truly survive the coming of She-Who-Thirsts, with her shattering him into shards before swallowing most of them. When Ynnead cut open slaanesh's belly, the shards where freed and in time restored. It was the work of decades for Isha to revive him, reuniting the shards and then healing what parts of him were missing. Kurnous is much reduced from his glory days, though he remains on par with an Exalted Daemon in terms of raw power and far above most in terms of skill. Kurnous holds the domains of hunting, animals and fertility.
Naval Waitwoods

less a single design and more a series of design principles and life support requirements, this is intended to allow naval ships to carry waitwoods forests upon naval vessels. This allows transit to and from the primal from the ship. this can be used to allow rapid evacuation, covert resupply, or allow covert insertion and retrieval of agents to nearby worlds. The larger the ship, the larger the forest it can carry if extra space and power is dedicated to doing so. In the modern day, almost all capital ship have at least a small waithood forest aboard, often serving duel use as both a primal access point and a recitational area for the crew. Such naval forests tend to be somewhat protective of their crew, and in exchange all number of superstitions about how to thank the wait woods have blossomed among the navies of the galaxy. While few of these customs are more than wild speculation, it seems the waitwoods nevertheless appreciate the gesture.
Flickerfields

Flickerfields are an adaptation/combination of Reflux Fields and Hologram technology. Intended to be used on aircraft, the Flickerfield, when activated, sporadically cloaks the aircraft with 'bursts' of reflux shield usage, combined with using holoprojectors to also sporadically show fragmentary afterimages of the aircraft as it moves. This majorly increases the difficulty of getting a target lock on aircraft, increasing their effective durability.
Heavy Sensor Scramblers

The counterpart to Tachyon Sensors, these scramblers can only be mounted on the largest ships due to their power drain. In combat, they mimic Eldar holofields in an extremely brute force fashion, reducing the efficiency of enemy sensors over a decent area. Practically speaking, they are largely more effective on enemy weapons which are already inaccurate.
Avernus-Pattern Warlord Titan

Devloped by Tranth himself, The Avernus-Pattern Warlord is the most advanced human Titan known to the trust, fully incorporating the advanced technology found in the datacore. Under most battlefield conditions it would be able to easily defeat two normal Imperial Titans of its weight class. In battle it wields the normal arm and carapace weapons of a Titan as well as a pair of Titanic Plasma Foils for close in work and a dozen AA mounted Neutron Repeaters. Thanks to a modular design the arm and carapace weapons of an Avernus-Pattern Titan can be exchanged with only a few month's work, allowing it to be adjusted based on who the current enemy is. On the defensive the Avernus-Pattern Warlord has a bit better and significantly heavier armour then a traditional Warlord Titan and thanks to the power supplied by its overcharged reactors the Void Shields that are three times as strong, making it able to shrug off an incredible amount of firepower.

Thanks to its advanced technology, including inbuilt replosarlifts that are able to reduce its weight by between 30% and 80% depending on how much power is running through them the Avernus-Pattern Warlord is significantly faster then most Titans of its size, though not as fast as a Scout Titan. It can also use the replosarlifts and some jets to jump great heights, and to operate in a wide range of theatres that most Titans of its size can not.

The Avernus-Pattern Warlord has a very powerful Machine-Spirit that allows it to operate at a high level of efficiency even after suffering major damage and allows it to fully take advantage of its sensor net. It is equipped wide range of advanced sensor technology, with enough redundancy to continue to operate at near full capacity even after suffering heavy damage. When combined with its communication suite this allows an Avernus-Pattern Warlord to have an incredible amount of information about the battlefield, allowing it to maximize its effect on the wider battle.
Armour Plating

### Stealth Armour Plating

This armour plating is around half as tough as modern Imperial starship armour and significantly lighter. Its main benefit is that it is very good at absorbing and containing emissions, making it very useful for stealth ships.

### Light Armour Plating

This armour plating is a bit tougher than modern Imperial starship armour but significantly lighter. It can be easily added to any warship and is most commonly found on the faster classes which benefit from the reduced mass.

### Medium Armour Plating

This armour plating is twenty percent tougher as modern Imperial starship armour and wigs slightly less. It can be easily added to any warship and is most commonly found on the cheaper or more general classes.

### Heavy Armour Plating

This armour plating is around half again as tough as modern Imperial starship armour and noticeably heavier. It can be easily added to any warship bigger than an escort and is most commonly found on the armoured classes.

### Very Heavy Armour Plating

This armour plating is around twice as tough as modern Imperial starship armour and far heavier. It can be easily added to any warship of at least heavy cruiser size and is most commonly found on the armoured classes.

### Super Heavy Armour Plating

This armour plating is around two and a half times as tough as modern Imperial starship armour and twice as heavy. It can be easily added to any Command Battleship and is found on all but the fast classes.
Dark Matter Annihilator

The Tau have gone to yet more extreme lengths in their desperation against the Destroyer. The Dark Matter Annihilator is intended to fully exploit the reality-destroying nature of a Dark Matter Reactor going supercritical. Typical, they are used in missiles and torpedos, where the traditional thrust has been replaced by the Dark Matter generator. Hideously expensive, they can be compared to downgraded Vortex Torpedos.
Dark Ray Stealth Shuttle

The Dark Ray Stealth Shuttles, are significantly larger then the Shadowbat Stealth Assault Shuttles. They are more lightly armed, only having four heavy weapons, but can carry over twice the number of men. A Dark Ray Stealth Shuttle, can carry one heavy vehicle, two medium vehicles, three light vehicles or fifty infantrymen at a time. It seems to be more designed to get down a large number of men rather then deploy a smaller group and provide fire support like a Shadowbat.
Large Mobile Research Facility: Helheim pattern

The Large Mobile Research Facility Helheim pattern is a truly massive flying facility, around fifteen hundred meters long, six hundred meters wide and five hundred meters tall, mounted on one of the largest most advanced sets of repolserlifts that you have ever heard of, though significantly smaller then that of a Muspelheim Nomad City. These repolserlifts are able to send the facility three kilometres above ground level and can propel the facility at speed of up to one hundred kilometres per hour. The facility itself is in effect a small city complete with a powerful plasma reactor that powers powerful void and ion shield generators and many weapon hard-points ranging from thousands designed for heavy weapons all the way to half a dozen macrocannon hard-points.
The faculty also has a massive sensor suite that seems to be designed to detect a massive number of things and to be capable of even conducting geological surveys if the facility hovers low for a while. From what Tranth can tell this facility was designed to act as a mobile research and exploration centre on Avernus, or Helheim as it was once known.
[B]On Finding[/B]: In [I][B]The Well of Urd[/B][/I] an STC for a disposable insertion platform for the Large Mobile Research Facility was discovered. This platform is designed to protect the Facility during re-entry and to use its rockets to slow the facility fall enough for the repolserlifts to be enough to stop it. This will allow for Large Mobile Research Facilities to be dropped onto planets from orbit, providing several interesting military uses.
Fabricator-General Hawker Britton

Fabricator-General Hawker Britton, deceased.

Age: 221

M: 13 (+3 martial bonus)

I: 14

A: 21+7 = 28

L: 18 + 13 = 31

P: 12 + 9 =21

D: 18+3=21

C: 20+ 7 = 27 (+275 combat bonus)

Fabricator-General of the Nine Worlds (+5A, +7L, +5P, +1D, +3C) – As the Fabricator-General of the Nine Worlds, Britton has been trying to both strengthen the Mechanicus and to integrate them with Imperial society. In doing this he has learnt much, both of the mysteries of the Mechanicus and of basic human nature, which he had long forgotten.

Diplomat (+2D)

Avernite Elder (+4C) – Having survived half a century of life on Avernus Fabricator-General Britton has proven himself an expert warrior.

Father of the Renaissance (+2A, +4P, +6L, +1 Mechanicus Unrest) – Fabricator-General Briton has overseen, and been the driving force behind, several major breaks from the old ways of the Adeptus Mechanicus. He has been slowly moving the Adeptus Mechanicus of the Imperial Trust closer to the scientists of the Dark Age of Technology, much to the dismay of a portion of his people.

Forge Master Britton was considered to be one of the better Forge Masters on Atlas, being both a master artisan and an expert administrator, despite several rumors going around that his faith was not necessarily as strong as it should be. Despite these baseless rumors he was next in line to become Forge Master at one of Atlas' main Forges when he volunteered to head to the then newly founded Forge-City of Dorthonion, located on Avernus, where several major discoveries had been made in the prior decade. This decision was made easier by his unusual skill in interacting with non-Mechanicus humans.

Fabricator-General Hawker Britton was killed pulling a large meltabomb from the core of Avernus' most ancient Titan, saving it from death at the cost of his own life. His last action will be remembered forever by those who crew the venerable Titan, which once warred on the red sand of Mars.
Helheim Class Fast Mass Conveyor

On Finding: The third partial STC found this year was a Mass Conveyor design. Given that the design is 25% complete, not much more can be determined.

On Completion: This year Archmagos Explorator Tranth spent much of his time completing the design for a ancient Mass Conveyor STC. He informs you that while in most ways it resembles the most advanced Mass Conveyor that he knows the design for it has superior engines, both Warp and sub-light, that make it around 25% faster then the modern version, a significant improvement indeed particularly as it only costs 10% more to build and maintain. Unfortunately the engines are to complex for Tranth to understand at the moment so he will not be able to create different versions of them that are a different size.
Knight-Engineer

The Knight-Engineer is a Knight-Titan with several inbuilt construction/repair tools, greater manual dexterity, less armour and far less firepower then the current Knights. The Knight-Engineer is also less choosy about pilots and is likely to accept a greater range of people as potential pilots. While this is not something that you can use you are quite certain that the Aesir would be interested in a new variant of Titan, even one not designed for combat.
ModTek

Originally invented as, of all things, a line of toys, ModTek is made up of a number of extremely modular parts that given a proper schema or skilled engineer can be rapidly assembled into almost any machine desired. An expensive, bulky, and worse performing one sadly, not well suited for warfare, but the ability to turn a pile of parts into anything needed at the time from a microwave through sensor to a lasgun and back again has proved quite valuable especially on frontier worlds and smaller ships, and in the hands of skilled engineers can be used to improvise machines on the spot to solve whatever problems they might happen to have at the time.