recursal/Fanatic-Fandom huggingface dataset:
Black Ice Field

Considered a form of side-grade of the Slipstream field, the Black Ice is an upgrade for the repulsor field generators of various stealth units. This upgrades them into a dual-purpose field system, allowing the user to shift the field from being a stealthy propulsion system into a defensive barrier. While not as effective as a dedicated barrier system, especially as the field is optimized for low-energy deflections so as to prevent burn-out, this still provides stealth units with much needed resilience.
Griffon Air/Void Bomber

The Griffon Class Air/Void Bomber is a sixty meter long bomber designed to operate as both a naval and atmospheric bomber. While not as effective a Naval Bomber as a Dragon or as effective a atmospheric bomber as a pair of Phoenix Bombers its ability to effectively fill both roles is rather rare and very useful for isolated carriers.
Apostle Class Command Carrier

The Apostle Class Command Carrier is one of the five Command Battleship Classes that the Imperial Trust currently

## Apostle Class Command Carrier

### Size

15km long, 135km3 volume, (BB: 18, Dr: 18)

### Garrison

Normal: 600 Regiments. Max Capacity: 4,800 Regiments

## Defences

### Point Defence Batteries

30

has access to, and the only dedicated carrier among them. The Apostle is classified as a Armoured, Fleet Carrier, Command Battleship.

## Armament

The Apostle is designed for planetary assault, closing with the enemy orbital defences and pounding away at them with its forty-eight Short Ranged Dreadnought Weapons Batteries and eighteen Short Ranged Dreadnought Lances even as it unleashes an invasion force from its ninety-six attack craft bays. In fleet battles the Apostle is often found in the heart of the battle, tearing away at the enemy with its weapons even as its attack craft fight for void superiority.

## Defences

The Apostle is one of the toughest of the Imperial Trust Command Battleships being equipped with a powerful array of Aegis Void Shields, giving it seventy-five 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 most battleship scale weaponry.
Militarized Omnitools

Archmagos Tranth spent a year designing a set of Omnitools for use by your military for fieldwork. These tools will allow for notably better field repairs and maintenance of your wargear and vehicles. When properly deployed they should be able to cut down the upkeep costs of your forces by a small but significant amount, even after taking their costs into account.
Beowulf main battle tank

A Dark age design for a medium line tank, the Beowulf fills a similar niche to the Leman Russ. of similar durability, the Beowulf forgoes the Russ's sponsons and carries only a single hull-mounted secondary weapon, using the extra room and reduced weight to notably increase its speed. In general, it is less able to act as a mobile strong point due to inferior weapons coverage, but better able to maneuver and keep up with rapid assaults. it is noteworthy that the secondary weapon mounting is extremely modular, with most patterns being able to take almost any heavy weapon. In many formations, commanders give their tankers a high degree of freedom resulting in many formations possessing a mix of secondary weapons. while this reduces the unit's focus, many commanders find the versatility of it useful, though the practice is less common in more specialized formations.
Helheim Pattern Vindicator

A self-propelled gun based upon the Rhino chassis, the Vindicator carries the devastating Demolisher cannon, a short-ranged cannon capable of blasting apart fortifications and Astartes alike. Lethal in city fighting or sieges, it is one of the few rhino variants to carry stronger armor, thinking the plating as well as supplementing its front armor with a blast shield. While it’s front armor is on par with most medium tanks, it remains fairly vulnerable on the rear or flanks. As is typical, the Helheim Pattern Vindicator is an overall improvement to the base version. In addition to the standard improvements, extra care seems to have been paid to its mobility. In addition to being no slower in reverse than advancing,  it is capable of short bursts of extreme acceleration. The intent seems to be to allow it to more quickly reposition after firing.

### Helheim Pattern Vindicator Destroyer

A variation of the Vindicator, the Destroyer replaces the main gun with a Neutron Destroyer, turning it from a short-range siege gun into a long-range super heavy killer. Compared to the standard Helheim Pattern Vindicator, its drive systems are less maneuverable, as its reverse speed is notably slower than its forward speed and it lacks the burst acceleration of its sister pattern. The design incorporates a fair amount of shielding to reduce its emissions, and many have noted the stubby barrel seems designed to pass as a demolisher cannon from a distance. This allows for an interesting type of ambush, where an enemy will come into the open confident that they are well outside effective demolisher cannon range, only to be obliterated by long-range neutron fire.
Frost Trolls

The Frost Trolls are a humanoid people of Avernus native to Avernus' northern regions and are closely related to the Trolls of Avernus' Spine. Where Trolls are made of stone, Frost Trolls are made of ice that is kept frozen by their innate powers. Like their southern cousins Frost Trolls are able to move though their element without disturbing it.

As a note you have had little contact with Frost Trolls to date so the information found below is sparse and not totally reliable.

## Physiology

Frost Trolls are humanoid creatures resembling an Ogryn made of ice. They are around twice times as strong as an Ogryn and are surprisingly tough given their makeup. It is believed that like normal Trolls that Frost Trolls have both a fully organic body and a fully ice body that take up the same space. This ice body is made up of ice gathered when they exit ice walking, and as such has greatly variably characteristics and can be casually healed as long as there is nearby ice.

## Powers and Technology

All Frost Trolls are able to use Ice Walking and Metal Bending, and are capable of using their unique discipline of cryomancy to some extent.

Ice Walking works by allowing the Frost Trolls to adjust what ice makes up their ice bodies, and effectively allows them to move though adjacent ice without leaving a trace.

Troll Cryomancy is a discipline that focuses on the manipulation of ice and cold, ranging from the simple aspects of keeping their bodies frozen and regenerating them to vastly more powerful effects such as summoning ice storms, flash freeze the blood of their enemies and general manipulation of ice.

## Culture and Location

The Frost Trolls have a civilization in the tundra between the settled regions of Avernus and the true polar regions. While details about this civilization are unclear it is known that it stretches over a wide area, is unified to an extent, and has towns with populations in the thousands.

Inquisitor Klovis-Ultan spent a pair of years trying to get into contact with the Frost Trolls to your north. While several expeditions failed to make contact with them eventually one got through and eventually made contact with their High Chieftain. The Frost Trolls are a variety of Troll that is made out of ice rather then stone and have a civilisation mostly made up of towns and small cities with populations in the thousands or tens of thousands. They have a layered system of government with Low Chieftains leading the towns, Chieftains leading the cities and a High Chieftain leading their species as a whole.
Magos Biologis Tertiarus Saren

Magos Biologis Tertiarus Saren, deceased.

Age: 151

M: 12 (+2 martial bonus)

I: 11

A: 17+3=20

L: 14 + 5 = 19

P: 16 + 2 = 18

D: 13

C: 11 - 1 = 10

Magos Biologis (+1L, +2D, +1I, -2M, -2C)

Tech-Priest ( +4L, +2P, +1C, -2D, -1I, -1M)

Officer (+3M)

Project Leader (+1A +5 to research)- Over his time on Avernus Magos Biologis Saren has become highly skilled at leading his team in the research of exotic species.

Administrator (+2A) - Magos Bilogis Saren has proven to be a skilled administrator who always runs his projects according to schedule and under budget.

Magos Biologis Saren was cloned from a respected Magos on the Forge-World of Atlas. He proved to have a passion for gaining a deeper knowledge of the Mysteries of Life and so became a successful Magos Biologis. He first came to the interest of the Inquisition when he aided Inquisitor Abbink of the Ordo Xenos in his study of the strange life forms found on slower-than-light starships in the Garidion Sub-Sector. Since then he has earned a reputation as a expert in the study of strange life forms and several different Inquisitors have used his services over the decades.

Spoiler: Fabricator-General Hawker Britton 'The Father of the Renaissance', Deceased turn 68
Monitor scout car

A small two maned tracked vehicle smaller than many civilian ground cars, the Monitor has extremely light armor, lacking even a sealed interior. It relies entirely upon speed and stealth for survival, something its advanced stealth system greatly assists with. The Monitor uses an advanced serious of sensor baffles that reduce it's emissions to almost nothing, though it does nothing to protect against visual detection. However its extremely low profile and small size makes it surprisingly stealthy. While the monitor mounts only a single heavy rifle, it is nevertheless immensely dangerous. using an advanced sensor array and tight beam voxcaster, it is an extremely effective forward observer, able to provide high quality targeting data to distant artillery batteries.
Graviton Torpedo

Developed from an attempt to resolve the weaknesses of the Graviton Cannon, the Graviton Torpedo resolves at least two of the issues with the Graviton Cannon. First, by being usable at even extreme ranges, the Graviton Torpedo avoids the short range limitation of the Graviton Cannon. Second, by being fired in the form of a torpedo, the Graviton Torpedo naturally bypasses the void shields that would usually halt the use of the Graviton Cannon. The Graviton Torpedo works rather well with the Teleportanium Torpedo, softening up enemy crew immediately prior to a boarding attempt.
Nanite Repair System

Taken from a massive dark age star ship known as the Scavenger Bot, an ancient ship that at some point was set loose to eternally upgrade itself...well until the Eldar destroyed it. However, its repair system sparked the interest of the Eldar who did it, taking the design as a trophy, but if put to use it would decrease the maintenance of ships as well as providing repairs to them, reducing the number of totally destroyed ships even if it will not be of use in combat directly.
Graviton Weaponry

Graviton Weaponry is very advanced and highly effective against heavy infantry and vehicles. It requires advanced and exotic material to build grav weapons.

### Grav-Pistol

Near identical to the Imperial Grav-Pistol

### Grav-Cannon

Near identical to the Imperial Grav-Cannon (Heavy Weapon)

### Heavy Grav-Cannon

A larger Grav-Cannon that is still smaller than a Grav-Destroyer. (Very Heavy Weapon)

### Grav-Destroyer

A larger version of the Grav-Cannon designed to be a tanks main gun, can be wielded by Knight-Titans. Larger and more powerful then the Imperial weapon of the same name. (Ordnance Weapon)

### Grav-Hammer

A Thunder Hammer that has a graviton device incorporated that massively increases the weight, and therefore momentum and energy, of the hammer when it hits. This weapon can hit the ground hard enough to hurt nearby enemies with the shockwave.

### Heavy Grav-Hammer

A far larger version of the Grav-Hammer designed for use by Knight-titans, this is a devastating weapon against both powerful foes and hordes.

### Heavy-Grav Amp

A version of the Grav-Amp designed for use with heavy Grav-Cannons.
Corvus Scout Knight

Upon returning from the conclave this is one of the first things the Primarch created. Using the technology received and new principles he realised. A titan the size of a knight with the cost and complexity of a titan. Extreme speed beyond most things with the stealth adaptations you’ve come to expect. What is a bit surprising is the high degree of modularity from the weapons, to the actually of body of the titan being able to be swapped out.
A new knight developed by Corvus himself. Taking full advantage of the advanced generators, he was able to design a titan capable of mounting a full scale cloaking field. While the stealth generator requires a number of design compromises, limiting weight and available energy, the sheer tactical versatility of a stealth capable super heavy cannot be overstated. More than one battle has been decided by a knight titan emerging from stealth in the perfect position.
Ether Drive Black Ships

Developed by all three powers concurrently to account for the lack of Runemasters with the skill required to combine the rune of absolute warding with the powerful geller field of the Deus. Thankfully an alternative presented itself in the ether drive, which does not come close enough to the warp to overly risk most psykers. With the need for psykers greater than ever, new knowledge was rapidly combined to create this derivative.
Still heavily warded, and surrounded by potent geller fields, the ship is fundamentally safer for its charges, rarely skipping close enough to the warp for any, but the most powerful psykers to touch it. When they do the warding is generally enough to keep them safe. This does of course mean the ships are slower even in comparison to the Helheim pattern of blackship, but they allowed for interplanetary psyker movement far faster than waiting for runesmiths to train.
The Naturals (members)

*This article is about the program. For other uses, see The Naturals (disambiguation).*

**The Naturals**is a program made up of exceptional and highley giften teenagers with special gifts. They use this to assist the FBI in solving crimes. There started out with few memebers slowly adding (as seen in *The Naturals*), but more members have been added since (as seen in *Bad Blood*).

## Past/Current Members

1. Lia Zhang - Lie Detector
2. Dean Redding - Profiler
3. Michael Townsend - Emotion Reader
4. Sloane Tavish - Human Computer
5. Cassandra Hobbes - Profiler
6. Celine Dalacroix - Sketch Artist
Byzantium

Byzantium, formally Fjol IV, is the youngest of the Core Worlds, founded well after the formation of the Imperial Trust. It was originally terraformed by Dark Eldar fleeing the recently formed Ynnari and was conquered in the then recently formed Imperial Trust's first offensive war.

Several decades later Fjol IV was gifted to the recently founded Varangian Guard to be their Chapter Homeworld, renamed, and colonised by colonists mostly from Avernus and Midgard. As can be expected of the Chapter Homeworld of an Ultramarines successor Byzantium is very well run, heavily fortified and has a large well trained army.

## Environment

Byzantium is a world that varies between incredible beauty, and the areas that were fully terraformed,and incredible desolation, of the few areas that were not. Otherwise there is nothing of particular notice about the world.

## People

The people of Byzantuim are mostly descended from Avernites and Midgardians, though they now have their own cultural identity built around their lords. Byzantines are industrious people who believe that their work goes towards supplying the Varangian Guard, and through that defends the Imperial Trust. Byzantium is proud of its overlords, and many Byzantines work to ensure that they are proud of what their people can achieve.

## Military

The elite forces of Byzentium are and always will be the Varangian Guard, the Astartes Chapter that makes its home on the world.

The Varangian Guard have devoted a great deal of their time and effort towards training up the armies of their homeworld, who are considered to be second only the Avernites among the humans of the Imperial Trust. These soldiers are like their masters trained to fight in every form of warfare, and are regularly deployed to border wars, or Avernus, in order to build up combat experience.
Jetbike

A swift Dark age design, the Jetbike appears to have at least been inspired by similar Aldari designs, though with more focus on armor. while the Jetbike is not fully enclosed, it does have a large reinforced plate providing decent protection from the front. Typically they are armed with either a pair of Impaler riffles, or a heavy weapon. Jetbikes have a number of uses, being able to act as scouts, harassers, or a screen for skimmer regiments. While extremely swift, they lack the armor to withstand even heavy Impaler fire forcing them to rely heavily upon speed and evasion to avoid destruction.
Heavy Cruisers

Heavy Cruisers are heavily armoured large capitals designed to fight on the front-line of major engagements. They are by far the toughest capital ships, and as such are often used as the front-line in major engagements.

The Imperial Trust fields four different classes of Heavy Cruisers built on a single hull.

## Chevalier Class Heavy Cruiser

### Varients

Teutonic Class Heavy Cruiser, Paladin Class Heavy Cruiser, Templar Class Heavy Carrier

### Garrison

Normal: 15 Regiments, Max Capacity: 75 Regiments

## Armament

### Spinal Weapons

1 Nova Cannon (Chevalier), 1 Spinal Accelerator (Paladin)

### Weapons Batteries

18 Mid Ranged Battleship (Chevalier, Templar), 15 Short Ranged Battleship (Teutonic)

### Lances

2 Mid Ranged Battleship (Chevalier), 10 Short Ranged Battleship (Teutonic), 8 Long Ranged Battleship (Paladin)

## Defences

### Point Defence Batteries

12

The only Heavy Cruiser Hull of the Imperial Trust is the Chevalier Hull that is used by all of your Dark Age Grand Cruiser designs. With armour close to an Imperial era battleship it is effectively immune to anything that escorts can field, and to cruiser weapons batteries.

### Chevalier Class Heavy Cruiser

The Chevalier Class Heavy Cruiser is designed to fight on the wall of battle, using its Nova Cannon and eighteen weapons batteries to engage escorts and cruisers while its pair of lances provide some protection from super-capitals.

The Chevalier Class Heavy Cruiser is classified as a Armoured, Killer Large Cruiser.

### Paladin Class Heavy Cruiser

The Paladin Class Heavy Cruiser is intended to stay behind the main wall of battle and take out enemy super-capital and hyper-capital warships. This is mostly done with its powerful spinal accelerator, though its secondary weapons array of eight lances helps. Given the range and penetration of the Spinal Accelerator all but the most powerful of Hyper-Capitals need to watch out for squardons of Paladins.

The Paladin Class Heavy Cruiser is classified as a Armoured, Hunter Large Cruiser.

### Teutonic Class Heavy Cruiser

The Teutonic Class Heavy Cruiser is intended be used to engage powerful enemy ships that close to the wall of battle with its score of powerful lances, while keeping lighting ships off with eighteen weapons batteries. Despite its armour this is a highly dangerous task, and Teutonics often have a short life expectancy in major battles.

The Teutonic Class Heavy Cruiser is classified as a Armoured, Brawler, Hunter, Large Cruiser.

### Templar Class Heavy Carrier

The Templar Class Heavy Carrier is intended to join squadrons of other Heavy Cruisers and provide them with a fighter escort. As such its two dozen attack craft bays mostly contain fighters and interceptors, with the Templar's main damage dealing coming from its eighteen weapons batteries.

The Templar Class Heavy Carrier is classified as a Armoured, Escort Carrier Large Cruiser.
Culture Spirits

**Culture Spirits**- It has recently been theorised that there is another unknown form of spirit similar to Machine-Spirits that is formed by cultures. If these spirits exist they would be hard to find, but Tamia is confident that she could design tests that would allow Ridcully to find them given some time.

After much study Tamia has been able to prove to existence of Culture Spirits, which seem to exist split between the members of an organisation. From what she can tell a Culture Spirit is not made up of the souls of its organisations members, but is more a separate soul fragmented between them. Now that they know what to look for several of Tamia's best researchers can find the fragments that make up culture spirits, so further study into them will not require taking up any more of Ridcully's valuable time.

### What are Culture Spirits

After another four years of work Tamia has finally got a good idea of what Culture Spirits are.

She tells you that Culture Spirits are formed by people that believe in a group that they are part of, and have a set of characteristics defined by what the organisation members believe it represents. If a member of the organisation acts in a way fitting of the organisation it strengthens the Culture Spirit, while if he acts in a way opposed to the organisation he weakens it.

While Culture Spirits can change over time as its members start believing it represents different things, a too sudden shift will instead result in the Culture Spirit dying, and eventually a new one forming.

A Culture Spirit will assist its members act for its organisation, and oppose them acting against it. While this intervention tends to be very subtle, a strong Culture Spirit can provide a major boost to deeds that are critical to its organisation.

Tamia is also pretty sure that she can figure out how to identify the presence of the same Culture Spirit in multiple people, which would be an effective way of spotting infiltrators.

### Cultural Spirits: Further Study

Tamia has continued to study Cultural Spirits over the last decade, and has made several discoveries. The first of which is that like Machine-Spirits, Cultural Spirits exist as much in the Materium as within the Immaterium, and have part of their selves split between every member of the culture that they embody. When a member of the culture dies some of the cultural spirit within them is lost, while the remainder is split between all other members of the culture. Which means that the cultural spirit of dying cultures gets far more concentrated and able to act.
Altjira

A surprise connection, the Altjira at this time are one of two species modern-day humans have met from the legendary “hidden” continent.

## Physiology

Furred, marsupial mammals, with extremely powerful hind legs, strong arms, and a muscular tail for balancing, the Altjira prefer to move by hopping on their legs and can seemingly do so for hours with no complaint whatsoever. The Altjira are one of the physically strongest races on Avernus with a physique created by one of the more successful attempts to imitate the Bunyip.

## Powers

### Will is Strength

Their special power...is unclear. Capable of feats of supernatural strength, endurance, speed, and other abilities in excess of even the most powerful biomancy. Questioning them on the subject has revealed that they an innate psychic discipline focused entirely around turning willpower into physical strength.

#### Walking the Land

A form of grand scale warding based on traveling the certain trails and performing certain rituals for generations. Little is known about the story-trails that they follow and their purpose, but it is suspected to be something to do with the massive empty area in the middle of the continent that they call their own, and its reputation as the Forbidden Continent.

## History and Culture

So far, human interactions with them have determined that they all exhibit traits associated with experienced cavers, and state that they consider being off their home continent to be a nice holiday. In part because of this, they seemed to not care particularly about the Abomination by the standards of Avernite xenos, reasoning that “What’s done is done,'' with one stating “Eh, don’t do it again mate.”

In spite of being unhelpful in that regard, they proved to be quite willing to talk about their home continent, confirming many of the horror stories we have received from the elder Avernites as well as helping to organise festivals during the tournament. They were also willing to sell their beer, although at present only high-level biomancers (and one Leman Russ) can drink it without causing immediate, catastrophic brain damage.

Socially the Altjira mostly live in small family groups of around a dozen people, which meet up with larger tribes at certain times of the year at certain locations. Their social system is heavily based around family relationships, and seems to be designed to prevent there being anyone with unchecked influence on a wide range. Jane recognises the general system as a rather well designed anti-cult system, which is rather strange for one of the Peoples of Avernus.

## Relations

There is nothing that the Altjira want from you or are willing to share with you, barring various alcohol recipes anyway.
Distributed Reactor Network

(+HP, -Power, incompatible with AM or DM reactors):

Most starships traditionally use a single reactor as larger reactors are more efficient than smaller ones in terms of power generation to volume, which in most cases is more than worth the cost of creating a critical weak point in a ship. However with the increasing energy output available to modern vessels, in some cases the cost in efficiency of multiple smaller reactors is worth paying in order to remove that potential weak point. With multiple reactors a ship can continue fighting even if one is destroyed. Though this design is incompatible with antimatter or dark matter reactors where even a smaller reactor being destabilised results in the ship being crippled.
Medivac/Nightingale

A duo of designs inspired by the Krork, Nightingales are a flying mobile hospital, designed to treat wounded soldiers on the front lines. Their counterpart is the Medivac, a high speed vehicle intended to rapidly speed wounded to where more specialised treatment facilities are available. Working in tandem a well manned pair is able to significantly reduce casualties within their area of operations, but the crafts are unfortunately vulnerable to attack. They do however have sophisticated interdiction systems such as haywire generators and smoke screens as well as considerable speed.
Mindcatcher

On Finding: Another device found the in the research labs was the Mindcatcher, a helm of sloped steel and silver, this device captures the neural pattern of any human brain, rendering it into a compressed data-loop. Although useless in the modern era, the cognitive architecture models utilised are of greater sophistication and fidelity than our current models. When combined with the Data Assault Knowledge Implantation Program which was also found this is the basis for an incredibly effective for of data-warefare, which could even hold off the Men of Iron.
IFF Warp Marker

These are devices intended to be installed on a warp going naval vessel. When activated, they allow warp scanners to very easily locate them, both in the warp and in realspace. Using the information gained thusly, ships in a friendly system can direct themselves closer to where allied ships will translate to realspace, making it harder for piracy or ambushes to occur.
Blank Orders

There are three Warrior Orders on Niflheim which consist entirely of comparatively powerful Blanks. The members of these Orders are identified at a young age and trained intensively for their roles and given access to some of the best augmentations and equipment available to the Imperial Trust. The Blank Orders of Niflheim are a highly secretive group that is mostly unknown to even the majority of the High Council, and works closely with the Inquisition to counter Chaotic threats. The main exception to their secrecy is the Psyker Hunters of Avernus, who they work with to help put down Rogue Psykers as part of their training.

## Voids

The Voids are the first of the three military orders of Blanks of Niflheim. This orders consists of Upsilon level Blanks and is trained to take out enemy psykers using stealth and range to kill their foes before they can react. This training overlaps greatly with that of the Psyker Hunters of Avernus, and there is much cross training between the two groups. They are aided in this by their nature, as Blanks of their level are the hardest to detect for psykers, both lacking any Warp presence and not creating an Null Zone like stronger Blanks. The Voids are by far the largest of the Blank Orders, numbering in the hundreds of thousands.

## Nulls

The Nulls are the second of the three military orders of Blanks of Niflheim. This orders consists of Phi level Blanks and works in groups to kill enemy psykers at close range. Phi level Blanks are the first level to have a suppressing effect on the local Warp, an effect that is strengthened when there are multiple Blanks in close proximity. When combined with their already formidable Warp resistance and power armour this allows a team of Nulls to ignore all but the most powerful of Warp effects, and cripples most nearby psykers. The Nulls are far less numerous then the Voids, with their numbers hanging around ten thousand.

## Draugr

The Draugr are the third of the three military orders of Blanks of Niflheim, and are by far the most deadly. This order consists of Chi level and above Blanks and is trained to be some of the best assassins in the Imperial Trust. Every Draugr has extensive cutting edge cybernetic augmentations and over a century of intensive training before they are deployed with the best non-Warp wargear that the Imperial Trust can produce, no matter the expense. The result is a highly skilled assassin who is almost immune to Warp based effects, and can shut down nearby psykers. Due to the rarity of Blanks of their level there are mere dozens of Draugr at a time.
Deacon Markus Aurilian

Deacon Markus Aurilian

Age: 35 (deceased)

M: 11 + 6 = 17 (+9 martial bonus)

I: 3 + 3 = 6

A: 8

L: 9

P: 14 + 8 = 22

D: 13 - 2 = 11

Veteran Witch Hunter (+2I, +2P, +3M,-1D, bonus against psykers)

Obsessed with Witches (+1P,+1I, -1A,-1D)

Deacon (+3P, +1A)

Witchbane (+3M +2P, bonus vs psykers)

Deacon Markus Aurilian was the protege of a respected bishop which was the only reason he had risen to the rank he had. He was undeniably pious and a decent warrior but that was all he had going for him, as he was totally straightforward, poorly educated and a bad administrator. He made an excellent exorcist or crusader but was completely out of his depth as a Deacon and knew it. Your contacts said he was sent to Avernus in the expectation that it would be far more of a desperate battle then it has proven to be under your command.

Markus Aurilian gained his hatred of witches when a unsanctioned delta level psyker lost control and burnt his entire town to the ground when he was eleven. After being proven free of taint, he immediately joined the Ecclesiarchy with the intention of being a witch hunter.

Despite his shortcomings, he developed into a reasonably competent if unimaginative Deacon during his years of tenure on Avernus, with no blight on his record. He learned much about fighting psykers on Avernus and earned his reputation as the bane of witches. He died 28 years after Avernus' founding, killing a Gamma-level psyker who had killed the rest of his force of dedicated witch hunters. No civilians or soldiers died in this fight and it was declared a miracle of the Emperor.
Atum Dynasty

The Necron Minor Dynasty of Atum has at least half a dozen worlds below of Dragons Nest, including at least one Coreworld. They have often raided Dragon's Nest for captives, succeeding more often then they fail despite the best efforts of the Blood Dragons. The size of the fleet that they have deployed against the Orks in recent years and the presence of a Necropolis Tomb Ship suggest that they are significantly more powerful then expected.

Necron Minor? Dynasty
Ruler: Intekhet (Necron Overlord)
Capital: Surantor (Core World)
Size: Unknown, at least 12 worlds
Estimated Population: unknown, at least 50 billion
Distance to Imperial Trust: 150 Light years to Alfheim (Descendit-East)

Military: at least 50 billion Necrons
Estimated Fleet Turn: at least 1 Necropolis Tomb Ship, at least 50 Tomb Ships, at least 200 Capital Ships , at least 5,000 Escorts
Naval Damage Control

Archmagos Tranth’s upgraded Naval Damage Control systems are marvels of psy-enhanced engineering, able to halt pretty much any form of fire in its tracks instantly and even conduct rather rapid repairs on damaged components, allowing ships to keep fighting with damage that would previously have crippled or even destroyed them.
Cloaking Fields

The Raven Guard have greatly developed their mastery of Reflux Shields, and can now equip vehicles as small as Land Raiders or as large and Starforts with Cloaking Fields, a variant that redirects energy. This allows near perfect invisibility and sensor masking, though it can not stand up to either large amounts of particles in the air or weapons fire and will break for a second if the vehicle opens fire. The sensor masking can be improved significantly at the cost of blinding the vehicle as well. While too expensive to deploy in large numbers cloaked vehicles are terrifying ambushes, and cloaked aircraft are utterly deadly.

### Planetary Cloaking Fields

This is the most extreme version of a Cloaking Field, and using a series of thousands of powerful shield generators and gravitic manipulators to totally cloak an entire planet, or tens of thousands to also cloak its orbitals. While massively expensive when combined with powerful wards it can hide a planet from even determined searchers, creating a highly secure base.
Neural Scanners

These scanners scan the target’s brain. They were developed during the Deceiver’s espionage war, and while it’s essentially impossible to detect a person’s thoughts with this device (beyond very broad outlines at any rate), they can somewhat vaguely indicate the presence of deeper mental tempering. They’re modestly useful in interrogations as well, but only in the hands of a skilled user. While they were of only minor use against the Deceiver (which itself should be considered a huge achievement), these scanners are likely to be rather more relevant against cults and other less subtle entities (Chaos in particular).
Captain Adrienne Volkiss

Captain Adrienne Volkiss

Age: 87, rejuved to 30 (deceased)

M: 14 + 6 = 20 (+15 martial bonus)

I: 19 + 2 = 21

A: 13 + 1 = 14

L: 12

P: 12

D: 11

C: 17 + 13 = 30

Captain (+3M, +2C, -1D, -1I)

Staff Officer (+1I, +1A, +1D)

Avernite Survivor (+2C)

Master Sniper (+1M, +2I, +5C, +50 to ranged combat rolls)

Veteran Soldier (+2M, +4C)

Captain Adrienne “Hawkeye” Volkiss née Maloof is a Cadian-born officer of General Drago's staff. She has been under the command of General Drago since she first enlisted fifty years ago and was assigned to the 103rd Shock Troopers, his personal regiment. Right from the start, Adrienne Maloof proved to be both a crack shot and a stealth expert. She had already earned a reputation as one of the best snipers in the 103rd when she first came to Avernus. Since then, her skill has only improved. In person, she is usually coolly professional until she gets to know you and possesses a dry sense of humor. She is rather short with a slight build and delicate features that belie the strength she has developed using her heavily-modified Long-Las for most of her life.
Lady Sif of Asgard

Lady Sif of Asgard, Governor Garp's wife

Age: 426, rejuved to 20

M: 16 + 5 = 21(27) (+18 martial bonus)- *Lady Sif is a decent commander who can easily command divsion sized forces, though she has trouble with larger armies.*

I: 8 (21)- *Lady Sif is a straight forward woman who seems utterly incapable of any form of subtlety.*

A: 17 (25)-*Lady Sif is a skilled administrator and is a major aid to her husband in running Jotunheim.*

L: 16 (21)- *While Lady Sif did not receive any more education then any other Aesir she has furthered this education throughout her life and has a good understanding of the basics of many academic disciplines.*

P: 11 (14)- *While Lady Sif worships the Emperor it is not a major part of her life.*

D: 9 + 3 = 12 (13)- *Lady Sif was raised as an Aesir and can comfortably operate in formal functions.*

C: 27 + 9 = 36 (+535 combat bonus)- *Lady Sif is one of the best Knight-Titan pilots among the Aesir and a skilled swords woman. Given her skill is mostly raw talent and is already pushing human limits it is entirely possible that she will exceed her elder brother within a century.*

***Beautiful*** (+2D, slightly more likely to persuade people of the opposite sex) – *Sif is a beautiful woman with golden hair unmatched in the Nine Worlds.*

***Blood of the Aesir*** ( +1M, +2C) – *Sif is a Lady of the Aesir, one of the oldest of the Knight Houses, whose history stretches back into the beginning of the Dark Age of Technology.*

***Questoris Familia*** (+1M, +1D, +1C, can potentially pilot Knight Titans) – *Sif is a member of the Questoris Famila, the nobles, and as such has the potential to pilot Knight-Titans and is a member of one of the greatest and most powerful noble groups in the Imperium.*

***Skilled Sword Maiden*** (+2C, +20 to combat rolls using a sword) – *Sif is a Sword Maiden, a member of a group of warrior women that many of the Aesir and Vanir ladies have joined. As such she is a skilled swordswoman.*

***Valkyrie*** (+1M, +1C, can pilot Knight Titans) – Sif is a Valkyrie, as the Aesir name those women who can pilot Knight Titans.

***Knight-Baron*** (+2M, +3C, +50 to combat rolls when in Knight-Titan) – *Sif is a Knight-Baron, one of the best Knight pilots among the Aesir, and has the skills to prove it. When in her Knight, she is unmatched by any, save her brother.*

Sif is the younger sister of Lord Marshal Sigurd of Asgard, and is almost as deadly. While beautiful, she is wild and fierce, lacking the refined manners and social skills that many of her station possess. She prefers to spend her time on the battlefield rather than at court where many of the ladies of her station live. She has offered to marry you partially to cement your connections with Asgard and partially because she has decided that you would make a good husband.
Heads Up Display

On Finding: The final partial STC found, and by far the smallest scale, is the design for an advanced heads up display that can be put in basic helmets such as your PDF forces usually use. This heads up display seems to be relativity simple to make and should be able to be mass-produced in your factories. It is 81% complete and Tranth is sure that he could easily finalise it given how similar it is to the heads-up display used by the Trooper armour.

On Completion: This year Archmagos Explorator Tranth took the time to complete the STC of the Heads Up Display that he recently found under Storms End. He tells you that while it will be possible to mass produce the HUD it will be relatively expensive and to build and maintain but will provide a significant advantage to its users
Grand Cruisers

Grand Cruisers, or Pocket Battleships as they are otherwise known, are heavily armoured light super-capitals designed to fight on the front-line of major engagements. While many refer to them as a poor mans battleship their ability to bring super-capital levels of firepower and defences to bear in greater numbers then battleships has a good deal of use.

The Imperial Trust fields five different classes of Grand Cruisers built on two separate hulls.

## Gurkha Class Grand Cruiser

### Varients

Scots Class Grand Cruiser, Landsknecht Class Grand Cruiser, Pope Class Grand Carrier

### Garrison

Normal: 50 Regiments, Max Capacity: 300 Regiments

## Armament

### Weapons Batteries

50 Mid Ranged Battleship (Gurkha), 20 Mid Ranged Battleship (Scots), 45 Short Ranged Battleship (Landsknecht )

### Lances

10 Mid Ranged Battleship (Gurkha), 20 Mid Ranged Battleship (Scots), 15 Short Ranged Battleship (Landsknecht),10 Long Ranged Battleship (Pope)

## Defences

### Point Defence Batteries

16.5

The most common Grand Cruiser Hull of the Imperial Trust is the Gurkha Hull that is used by all of your Dark Age Grand Cruiser designs. While slow it can shrug off most cruiser weapons and can mount an impressive amount of firepower.

### Gurkha Class Grand Cruiser

The Gurkha Class Grand Cruiser is a simple design, that is intended to form the wall of battle. Its mix of fifty mid ranged weapons batteries and ten mid ranged lances is best at engaging capital ships, but is capable of causing significant damage to super-capitals as well.

The Gurkha Class Grand Cruiser is classified as a Armoured, Generalist Light Battleship.

### Scots Class Grand Cruiser

The Scots Class Grand Cruiser is designed to engage enemy super-capitals in battle. Its powerful array of twenty lances can breach the defences of even a battleship while its armour is sufficient to stand up to even battleship grande firepower for a time.

The Scots Class Grand Cruiser is classified as a Armoured, Hunter Light Battleship.

### Landsknecht Class Grand Cruiser

The Landsknecht Class Grand Cruiser is a brawler, intended to participate in the thickest of fighting where its powerful short ranged weapons batteries and lances can inflict major damage, even as its armour protects it from most return fire. Against some foes this invovles leading the charge, while against others it invovles taking it but their are few foes that a tough, powerful brawler can not find its use against, and you are allied to the Empire of Ashes.

The Landsknecht Class Grand Cruiser is classified as a Armoured, Brawler Light Battleship.

### Pope Class Grand Carrier

The Pope Class Grand Carrier is designed to function as a fleet carrier, staying well back from the battle and picking off tough foes with its ten long range lances even as it deploys attack craft wings from its forty-eight attack craft bays. In effect it is a smaller Saint. Like its larger cousin the Pope makes use of its armour to weather attacks, and is considered to be one of the safer postings in the Imperial Trust Navy.

The Pope Class Grand Carrier is classified as a Armoured, Fleet Carrier Light Battleship.

.
Helheim Pattern

The pattern designation of a number of STCs recovered from the Sword of Sutur, it is something of an oddity. Helheim Pattern designs seem to be notably more effective than known patterns in almost all ways. Better armour, faster drivers, stabler and more potent power plants and better-engineered components result in across the board improvements often meshing into an advantage more than the sum of its parts. This does, of course, make them more expensive, but the massive advantage they possess over base patterns makes them well worth the extra expense.

The exact reason for the increased performance is a matter of intense debate within the Adeptus Mechanicus, as there seems to be no unifying engineering philosophy or technological edge beyond “better'' consistent throughout the various patterns. Among the many theories, two are notably more popular than most. The first is that the Helheim Pattern was created in response to the standard colonial STCs proving deeply inadequate for the challenges of the hellworld of Avernus, resulting in the development of improved but more expensive versions. The other leading theory is that these are the basic STCs, but absent thousands of years of slow technological decay, STC’s that lack the countless bits of lost knowledge or corner-cutting that plagued the imperium in its closing Millennia. Detractors of the first theory point out the improved performance would be worthwhile even in the absence of Avernus trials, while detractors of the second say the performance increase is to uniform to be the result of lost knowledge. However, given little documentation upon the purpose of the pattern survived, it is likely that the nature of the Helheim Patterns superiority will forever remain a mystery.
Huginn Stealth Reconnaissance Planes

An extremely advantaged aircraft, the huginn is an incredibly effective Reconnaissance craft. using advanced stealth and ECM systems it is able to safely gather a staggering amount of intelligence in situations where it would be suicidal for most other known observation craft. Futher it's sensor suite is incurably effective able to gather an immensely detailed image of the battlefield with purely passive sensors. Should that prove insufficient it can also pulse its active sensors for a second, making it far easier to detect for a brief window but allowing it to gather a staggeringly detailed snapshot of the battle space. Despite its heavy cost, it is a fairly cost effective design. While more than twice the cost of the marauder vigilant it replaced, a single Hugin can do the job of four vigilants resulting in both a cheaper and more effective aerial scouting force.
Hussar Air Superiority Fighter

Developed by Jaghatai Khan himself, the Hussar is quite possibly the fastest aircraft in widespread use by any major human power. Its mind boggling speed and unbelievable maneuverability make it an immensely deadly airborne combatant, though it must also rely on them to compensate for it's relatively thin armor. Typically armed with a heavy impaler in the nose and a pair of heavy weapon mounts in each wing, the hussar is a dedicated air superiority fighter, able to fly rings around almost any aircraft. Such is the speed of this craft that even with some of the best dampers available, only Astartes can withstand the strain of piloting them and even an Astartes’ augmented reflexes struggle to aim at the speed the craft fights at. To compensate for this it posses an advanced machine spirit able to assist in targeting, making nanosecond aim corrections to ensure a hit.
Archmagos Biologis Quintus Saren

Archmagos Biologis Quintus Saren, deceased.

Age: 234

M:7-1=6 (-10 martial bonus)

I:18+1=19

A:17+5=22

L:16+11=27

P:15+7=22

D:11

C: 20+8=28 (+275 combat bonus)

(30/7=4)

Archmagos Biologis (+4L, +2D, +1I, +2P, -1M, -1C)- In recent years Magos Biologis Quintus Saren has ascended to the honoured rank of Archmagos, securing his position as one of the the highest ranking members of the Adeptus Mechanicus of the Imperial Trust. As expected for someone carrying this rank his knowledge of biology and xenology is unmatched within the Imperial Trust.

Tech-Priest ( +4L, +2P, +1C -2D, -1I, -1M)- As a Tech-Priest of the Adeltus Mechanicus Quintus Saren is highly educated in the mysteries of his cult but rather unused to interacting with those outside of it.

Avernite Elder (+4C) – Having survived half a century of life on Avernus Magos Biologis Saren has proven himself an expert warrior.

His Brothers Helper (+1M, +1I, +1L, +2A, +2C) - Quintus Saren has spent most of his life acting as the helper and bodyguard of is elder brother and has developed many skills in this process.

Expert Administrator (+3A) - Archmagos Biologis Saren has proven to be a expert administrator who always runs his projects ahead of schedule and under budget.

Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Archmagos Bilogis Saren has had his faith and combat skills tested.

Seeker of Knowledge (+2L, +1P, +1C)- Archmagos Biologis Saren has journeyed into some of the most dangerous regions in Avernus in his efforts to develop his understanding of the natives of this strange world. In doing so he has proven that he is willing to put himself into danger in order to learn, a respectable trait.

Magos Biologis Quintus Saren was cloned from a respected Magos on the Forge-World of Atlas. He proved to have a passion for gaining a deeper knowledge of the Mysteries of Life and so became a successful Magos Biologis alongside his elder clone brother Tertiarus. He had a close relationship with his clone brother Tertiarus and acted his a trusted right hand for most of his life. In this position he was often the one who guarded his brother from dangers, both physical and more subtle threats.