recursal/Fanatic-Fandom huggingface dataset:
Heaven Super-fortress

### Garrison

Normal: 300,000 Regiments (30 armies), Max Capacity: 3,000,000 Regiments (300 armies)

## Defences

### Point Defence Batteries

80

Bar none, the Heaven superfortress is the most powerful station ever designed by human hands. Intended to be able to fight entire Men of Iron armadas and come out on top. over three times the size of the Deus superdreadnought, the station is powered by antimatter reactors. While it possesses sufficient onboard antimatter production to generate enough for one and a half hours of maxima performance a day, its vast armored antimatter storage tanks are capable of storing enough antimatter for the station to fight at full power for three months. The vast station possesses armor more than half again as effective as the Prophet dreadnaught, its durability cannot be overstated. Even the mightiest of vortex torpedoes known to man are no more dangerous to it than a frigate lance to a battleship. Aside from the galaxy shaking super weapons of the great powers, and the ancient might of the elder races, little can threaten the armor of this space fortress. Attempt to engage with boarding torpedoes or bombers will quickly run into its murderously potent point defense screen.

This is not to say that the Heaven super fortress is merely durable, for it possesses a staggering amount of firepower. In addition to near incomprehensibly vast numbers of strike craft, it possesses a full one thousand batteries of phased plasma cannons, supplemented by one hundred and twenty-five spinal accelerator cannons. The amount of firepower is difficult to conceptualize. The bulk of its firepower comes from the endless batteries of phased plasma cannons, each awe-inspiring volley capable of simply erasing entire fleets. Against heavier targets, its one hundred twenty-five Spinal accelerators come into play, caple of making short work of even the demon battle barges of chaos.

The heaven Superfortress would be a formidable defense in the height of the Iron War, in this faded age of embers and ashes of old glories, it is neigh impossible to overcome. With only the might of the Old races or the most ancient and terrible of superweapons are capable of even threatening a Heaven Superfortress. While staggeringly potent, the Heaven Superfortress is also staggeringly expensive, taking vast resources and most of a century to construct.
Fred Harward

Fred Harward, Low Councilor

Age: 409, rejuve to 30

M: 10

I: 13 + 2 = 15

A: 17 + 5 = 22

L: 12 + 3 = 15

P: 14

D: 14+3=17

C: 13 + 6 = 20 (+125 combat bonus)

**Expert Bureaucrat** (+5A, -1M, -1C)

**Avernite Elder** (+4C) – *Having survived half a century of life on Avernus Low Councilor Fred Haward has proven himself an expert warrior.*

**Cunning** (+2I)

**Avernite Militiaman** (+1M,+3C)

**Believer in Education** (+3L)

**Expert Diplomat** (+3D)- *Lower Councillor Harward has proven to have a real talent for diplomacy and can almost always come up with a compromise that suits both parties in any situation.*

Fred Harward is currently Henry's second and therefore one of the most powerful figures in the Avernite Administratum. He has been Henry's second since his predecessor was bitten by a Blink Spider nine years ago and has proven skilled at his job in that time, being almost as good an administrator as Henry himself. In his time working with Henry, Fred has picked up Henry's belief that the quality of education is one of the most important indicators of how productive citizens are and should therefore be improved as much as possible. Fred's main weakness as a Representative for the Low Council is is at best average military knowledge, but you nevertheless chose him to represent Avernus in the Imperial Trust's Low Council.
Echidna Mobile AA

A dedicated AA platform, the Echidna is as large as a Beowulf or Lemen Russ tank, making it notably larger than the traditional hydra. This allows it to carry a total of six AA mounted heavy weapons. Due to advanced stabilization, the Echidna is able to fire on the move with relatively little loss of accuracy. this enables it to easily provide AA cover for swift-moving armored detachments. The initial design primarily mounts neutron repeaters, though in modern times it is more common to see them with less expensive weaponry.
Isha

Isha, the mother goddess of the Aeldari, is one of the oldest and most powerful gods in the galaxy. She was a major combatant in the War in Heaven, and survived being a major target for assassination by the C'tan and their Necron slaves. After her people fell to madness, and birthed She-Who-Thirsts Isha was captured by Nurgle and kept as an enslaved "wife". Despite the direct attentions of a Chaos God for tens thousands of years, Isha resisted both despair and corruption until she could be freed during M43 by a strike force of the greatest heroes of Avernus. In the wake of her escape, Isha's will has transcended even the limits of a god, leaving her near immune to any attempts to assault her mind or break her spirit.

The freeing of Isha is considered by many a turning point in the Long Night, as her blessings enabled the slowly dwindling Aeldari to once again easily bear children, allowing their population to grow rather than shirk for the first time since the birth of Ynnead. Isha holds the domains of Motherhood, fertility, life, healing and, after her escape, strength of will. While primarily a healer and mother figure, her hatred of Nurgle has created an aspect known as the Crone, and has seen her willing to twist her own domains into weapons to wield against the forces of Chaos.

Like most of the Aeldari's gods, she is a god created by the Old Ones. as such she has an internal well of power that allows her to power herself even when cut off from other sources of strength. She is one of the few Major Gods among the sane, and is by far the most beloved god of the Aeldari . In terms of Divine relations she has a good relationship with the other gods of the Aeldari, save the now dead Khaine. She is married to Kurnous the god of the hunt, and mother of the Child of Hate.

### Trancendent

Isha is one of the few divine Transcendents, her will transcending even her godly limits by resisting Nurgle's constant attempts to corrupt her, or break her will. She is all but immune to being unwillingly tainted or attempts to break her will.
Burrow Tank

Based on the Rhino chassis, the burrow tank (formerly named the phase tank) is a dedicated ambusher. Using a phase transformation generator based on Dark age studies of the Aridian Sand Shark, it is able to sink into the ground to hide. while the phase transformation generator only works on soil and sand, this still allows the tank to lie in ambush in most terrains. when the foe draws nearby manipulating the phase field and firing specialized thrusters, it is capable of popping out of its hole very quickly. The base pattern is armed with a pair of neutron cannons and a pintle-mounted heavy impaler. Like most specialized vehicles, it is somewhat ineffective outside of its niche, lacking the armor and firepower to be cost-effective in a stand-up fight. Nevertheless, it can be a deadly ambush predator, appearing as if by magic at near point-blank range.
Callamus Titans

Where Archmagos Tranth created Titans that used the more advanced technologies to boost the speed and maneuverability of the Titan more than its firepower or toughness, Callamus focused entirely on boosting the raw firepower and toughness of its Titans. While the resulting Titans are no faster or more maneuverable than the Imperial designs, they usually have around triple the firepower and defenses of the Imperial variants. Callamite Titans are designed for one simple task: to utterly crush any foe put before them, a task at which they excel.
Destroyers

Destroyers are built for patrolling and scouting, and are some of the fastest ships in most fleets. In major battles flotillas of destroyers duel with each other and other fast warships on the edge of the battlefield, with the victor often gaining a key informational and positioning advantage.

The Imperial Trust fields two classes of Destroyer built on a single hull.

## Soldier Class Destroyer

### Garrison

Normal: 0.3 Regiments, Max Capacity: 0.6 Regiments

## Armament

### Weapons Batteries

4 Mid Ranged Escort (Solider), 3 Short Ranged Escort (Legionnaire)

## Soldier Hull

The Imperial Trust's Destroyers are built on the Soldier Hull, a Dark Age of Technology design. This hull is reasonably tough, for a destroyer, and very fast. This makes it an effective skirmisher, and able to function everywhere but the wall of battle.

### Soldier Class Destroyer

The name class of its hull the Soldier Class Destroyer is armed with a quartet of mid-ranged weapon batteries, making it an effective skirmisher able to engage other escorts, a decent harasser and a good escort for backline formations. Flotillas of Soldiers are most often deployed as scouts and skirmishers, keeping a eye on the area and engaging the enemies light forces. Sometimes, however, they are used to escort backline ships, protecting them from flanking assaults by fast formations and adding their AA to thin out attack craft swarms.

### Legionnaire Class Destroyer

The Legionnaire Class Destroyer is a variant of the Solider that replaces its mid-ranged weapon batteries with short-ranged equivalents. This makes it impossible to use the Legionnaire as a harasser but gives its weapons additional punch, making it better as a skirmisher and escort.
Chief Administrator Caroline Vergil

Caroline Vergil, deceased.

Age: 153 rejuve to 30

M: 13 = 13 (+3 martial bonus)

I: 13 + 10 = 23

A: 16 + 14 = 30

L: 13+5=18

P: 15+5 = 20

D: 10+7=17

C: 13 + 13= 26 (+250 combat bonus)

(51/7=7)

Tempered Ambition (+2I)

Grandmaster Bureaucrat (+12A, +4D, -1M, -1C)- Caroline has flourished since taken over as chief administrator of Avernus after Henry's death, improving her bureaucratic and administrative skills to a level well past your own.

Advanced Combat Training (+1M, +3C)- Caroline has been shown exactly how important combat skills are on Avernus several times since landing and as a result has enrolled herself into several advanced combat training courses. As a result of these courses she is at around the level of combat skill expected of a PDF Officer, which while not exceptional is still rather good.

Avernite Centenarian (+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Caroline has proven herself to be both expert warrior and bearer of a strong will.

Renewed Faith (+2P): Caroline's faith has only been strengthened by the test of faith caused by the Emperor's death.

Master of Political Theory (+1I, +2A, +5L, +3D)- Caroline has developed a reputation among the Avernite academia as one of the foremost masters of political theory on Avernus. While this is primarily an academic skill it also helps her with her day to day duties as your assistant.

Machiavellian Politician (+6I)- In her time as your aide Caroline has developed a real talent for the nastier side of politics. She is highly skilled at manipulating others actions to serve her own ends and is undoubtedly one of the best politicians on Avernus.

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

Not to be Overlooked (+1I, +3C)- During the First Daemonic Incursion Caroline was overlooked by several groups of cultists as not a threat. She proved herself a rue Avernite and easily dispatched these groups, taking full advantage of her reputation of having low combat skills.

Ordinate Caroline Vergil is an ambitious young bureaucrat who Henry has recommended to you. While her open ambition is off-putting, she is a highly skilled administrator and skilled in intrigue. Combined with her above-average piety, learning and martial skill, if it weren't for her ambition she would be a perfect personal assistant.

Fortunately you have managed to temper Caroline's ambition by showing her the amounts of work and the high levels of pressure that come with high rank on Avernus. She is still ambitious, but she can restrain herself enough that her ambition now serves her, not the other way around.

After a century long career, first as your aid and then as Chief Administrator of Avernus Caroline was killed in a Gnaw Worm Attack, reducing the members of the old guard even further.
Peregrine Fighter

A dedicated Air superiority fighter, the Peregrine is remarkably fast and maneuverable, able to fly circles around traditional imperial aircraft. In addition to its speed it also caries a pair of neutron repeaters, and a pair of haywire cannons. This allows it to engage almost all airborne targets, the repeaters able to down almost anything, and the haywire canons able to disable the controls of super heavy targets, sending them tumbling to the ground. While it is lightly armored, it incorporates an ion shield , allowing it to project a potent defensive field over on hemisphere of the craft at a time. While an immensely effective air superiority craft, its cost often means it is heavily outnumbered.
Psi-Throne Mechanicum

A variant of the Throne Mechanicum, the Psi-Throne Mechanicum can be used by any psyker of Delta level or higher, and allows them to channel their powers through their knight almost as if it was their own body. This has lead to the creation of Psi knights, formations of knight titans piloted by psykers able to channel their powers into their knights. In general, mobility or enhancement powers are more useful than offensive powers for Psi-knights, with demologits and diviners making particularity effective pilots.
Medium Battleships

Medium Battleships are super-capital ships intended to be able to function in any role.As such they try and strike a balance between speed and armour, making them significantly faster then Armoured Battleships and far tougher then Fast Battleships.

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

## Legate Class Battleship

### Varients

Champion Class Battleship, Hero Class Battleship

### Garrison

Normal: 150 Regiments, Max Capacity: 1,050 Regiments

## Armament

### Spinal Weapons

1.5 Ragnarok Cannon (Champion), 4.5 Superlances (Hero)

### Weapons Batteries

34 Medium Ranged Battleship (Legate), 96 Medium Ranged Battleship (Champion),

### Lances

6 Medium Ranged Battleship (Legate), 14 Medium Ranged Dreadnought (Hero)

## Defences

### Point Defence Batteries

22.5

The Medium Battleships of the Imperial Trust are the Legate Class Battleship, and its variants the Champion Class Battleship and the Hero Class Battleship. This hull is a Dark Age design that has a good balance of speed and toughness, as well as being able to mount a formidable amount of firepower.

### Legate Class Battleship

The Legate Class Battleship is designed to be able to fill any role, being equipped with thirty-four medium ranged weapons batteries, six medium ranged lances, a dozen torpedoes and forty-eight attack craft bays. This allows an admiral to be able to assign their Legates to support whatever arm of the fleet needs help, and be confident that no matter what the foe they will have the right weapon to deal with it. The Legate is classified as a Medium, Generalist, Super-Capital.

### Champion Class Battleship

The Champion Class Battleship is designed to engage the enemies capital ships at key locations, using ts engines to get into position and then tearing its targets part with its enhanced Ragnarok Cannon and ninety-six medium ranged weapons batteries. The Champions is classified as a Medium, Killer, Super-Capital.

### Hero Class Battleship

The Hero Class 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 Hero has a large amount of high penetration firepower. The Hero is mostly used to hunt down enemy super-capitals and hyper-capitals as the battle ranges, using its speed to get into position to deal the killing blow with its lances . The Hero's lack of secondary weaponry makes it vulnerable lighter foes, necessitating the presence of a strong escort. The Hero is classified as a Medium, Hunter, Super-Capital.
Galleon Merchantman

### Other

Cargo Ship (+30% Warp speed for Galleon, -30% chance of accident for Galleon)Cargo 10

## Defences

### HP

2.64 (Very Advanced Overcharged Plasma Reactor)

### Point Defence Batteries

3.3

Archmagos Tranth spent eighteen months designing the Galleon Class Merchantmen, a merchantman designed to carry as much as possible without increasing cost or making it overly fragile. You expect this to become the main cargo ship within the Imperial Trust given a few centuries.
Einherjar Class Command Battleship

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

## Einherjar Class Command Battleship

### Size

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

### Garrison

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

## Defences

### Point Defence Batteries

30

currently has access to, and the toughest of them. The Einherjar is classified as a Armoured, Brawler, Command Battleship.

## Armament

The Einherjar is built to close in with the enemy and pound them with short ranged lances. To carry this out it has forty of the terrifying, and short ranged, thermals lances, allowing it to quickly destroy even hyper-capitals if it gets to point blank range. Its other weaponry is a bit longer ranged, though not by to much as it consists of twenty short ranged Dreadnought Lances and sixty Short Ranged Dreadnought Weapons Batteries which between them allow it to easily engage enemy capital and super-capital ships.

## Defences

The Einherjar 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.
Auspex

On Completion: The second is the better Handheld Auspex STC, which turned out to be a rather simple improvement on current designs. This version has around double the range and is more able to detect though solid objects, such as stone. It is also capable of tagging all detected lifeforms with different colours and sizes depending on whether they have been given a threat rating in its databanks.
Improved IFF

On Finding: The third interesting find and the final complete STC was of a better IFF for your fighters and bombers. This will allow your fighters to be more easily identified in combat allowing you to more safely shoot AA near friendly fighters and giving your pilots an advantage in the larger dogfights. This is a simple design and will be easily able to be installed on all of your air wings without needing the attention of any senior military or Mechanicus personnel.
Atlas

Atlas is a Dark Mechanicus Forge World. Prior to the death of the Emperor and the birth of the Abomination, it was a loyal Forge World of the Imperium, which extensively traded technology with Avernus. It collaborated with the Daemon Prince Turoq in his failed plan to attack the Trust and steal its advanced technology. Along with Washington it was one of only a handful of worlds to escape destruction at the hands of Hive Fleet Grabakr in Amir'ka.
New Model Navy Descents

Descent Class Warships are warships that are able to descend to the lower atmosphere and fight engage ground forces at comparatively low range. They are limited in just how low they can go by atmospheric pressure, with an average floor of between five and ten kilometres, and must rely on secondary thrusters and grav engines to move when in atmosphere due to the fact that the thermal bloom of their main engines would melt their hull.

### Leviathan Class Descent

The Leviathan class is a modernization of the Dark Age of Technology Descent class destroyer. Armed primarily with Bombardment Cannons for their pinpoint accuracy, it also mounts some macrocanons for massed destruction and disintegrators for siege work.
Awakened Machine Spirits

The Machine-Cult within Callamus focused a major portion of its theological and psychic research division on Machine-Spirits once the First Worldship showed how to detect them more easily. This focus has finally led to major breakthroughs, as a set of easy rituals to strengthen and wake Machine-Spirits has been crafted. These rituals are being used on everything that has a machine-spirit, and have led to notable improvements across the line now that they are being used.

Once implemented, it can take decades to fully awaken the machine spirts of an empire, but once done so the results are well worth it. industrial equipment corrects for minor user error, mechanical failures become rare an almost always happen in ways that minimize damage, weapons that can turn on subverted crew and other such benefits.
Fusion Power Cores

Based on the compact fusion reactor of the Recon Advanced Power Armour, this fist-sized canister is designed to be slotted into a variety of devices so as to provide power for long intervals. General usage is as a supplement to Elite & Raider Armour battery systems, and to provide power to various field support devices (such as deployable shield emitters and artillery pieces) and heavy energy weapons (particularly combi-variants). While the ability to rapidly swap fusion cores (at least, in comparison with battery systems with comparable power output) is extremely helpful on the tactical & strategic scale, its most important feature is its effects on logistics. Once a fusion core has been expended it is just a simple matter to run a maintenance check, refuel, and reissue it. Each core can follow this pattern dozens of times before failing, though standard policy is to submit each for a deep thorough maintenance cycle after only a half-dozen cycles to maintain maximum power efficiency. Just because you can use each of them that much doesn't mean you should do so, after all. -
Helheim Pattern Rhino

A recovered STC for a Rhino variant, the Helheim Pattern rhino is a fast reliable and cheap low profile APC, able to carry a full squad of Astartes swiftly through a battlefield. While not particularly durable, they are able to weather fire from most anti personnel weapons. Armed only with a pair of impales, the Rhino is able to provide only limited fire support. Compared to most variants, the Helheim pattern rhino performs notably better in almost all areas. Possessing a more advanced engine, superior electronics, a better armoring scheme and notably improved ability to cross rough terrain.

### Helheim Pattern Command Rhino

  Initially confused for a variant of the Demos pattern command rhino, it soon came to light that the two designs have no relation. It appears that the Demos was simply developed to fill the same need for a mass-producible command vehicle. The Command Rhino sacrifices the vast majority of its transport capacity to carry advanced voxs, auspexes and cognatores. When combined with the right interface it can tie directly into a commander's armor, or cybernetics, to enable a high level of battlefield control. In addition to being notably more advanced in general, compared to the Demos pattern, the Helheim Pattern also includes a high degree of signal masking and ECM, making it harder to suss out its exact location by triangulating its emissions.

### Helheim Pattern Razorback

The Razorback is a Rhino that sacrifices two fifths of its transport capacity to carry a pair of heavy weapons, enabling it to provide swift fire support to the infantry it carries. However, it is no more durable than a Rhino, as such it is rarely given expensive armaments. Both due to avoid wasting resources, and to avoid drawing attention to such a thin skinned vehicle. Most often it will carry a pair of heavy impalers or lascannons, but it is not unheard of for formations to include a few with more specialized or expensive weaponry, multi-meltas are especially common allowing it to breach fortifications The Helheim Pattern in addition to the typical advantages, also posses a notably superior targeting array, enabling it to more easily fire on the move.
Helheim Pattern Skyspear

It is a matter of debate if this is the STC of the Hunter AA tank or if like the demos and the Helheim Pattern command rhino it's a case of convergent evolution. A debate made harder by the bastardization of the Hunters munitions, replacing the guidance package with custom made servitors. Whatever the truth, the Helheim Pattern Skyspear mounts a variant of the standard heavy AA missile on a modified rhino chassis, creating an extremely effective AA tank. Compared to the standard missile the Skyspear missile is somewhat shorter range, however, it is notably more maneuverable and poses superior targeting cogiators, resulting in a notably more accurate missile. This is further enhanced by the excellent targeting auspexes of the Skyspear tank.
Helheim pattern Spartan Assault Tank

In both appearance and function, the Spartan Assult tank is a scaled-up Land raider. largely the same shape and weapon layout. though the side sponsons have been upscaled to quad mounts, however, much like the land raider, the Spartan is a heavy IFV rather than a true tank, and the true threat is the twenty-five powered armor troopers it can carry. The Helheim pattern Spartan is composed of an advanced ceramic armor composite designed to be highly resistant to melta fire, protecting it from one of the few weapons able to threaten it at a sub super heavy mounting. Its advanced armor is further augmented by an advanced Flare shield, serving to deflect and dampen shots against its front armor. Similar to the land raider, the spartan also possesses an assault ramp for swift disembarking. The Helheim pattern includes an advanced array of assault launches, allowing it to bombard its foes with melta and plasma grenades as the assault ramp slams down. Typically the Helheim pattern Spartan Assult tank is typically armed with neutron cannons in its side sponsons, and a pair of neutron repeaters in its turret mont, though some will replace the eight neutron cannons with a pair of heavy Neutron Cannons.
Grav-Raider

Exceptionally expensive, Grav-Raiders are high speed heavily armoured transports, transporting rapid-response forces under heavy fire. Armed similarly to the Crusader chassis, each of the three patterns is well armed to defend its cargo. The Doomfist-pattern is powered by an atomantic reactor to support the use of a pavise to serve as a mobile bunker. The Corvus-pattern instead uses plasma reactors and projected stealth fields to facilitate infiltration. Finally the Blitz-pattern is equipped with a nova reactor to power superior propulsion and shield systems. - sabreFather
Lady Freya of Vanaheim

Lady Freya of Vanaheim, Governor Rotbart's wife
Age: 120, rejuved to 20, deceased

M: 20+ 3 = 23(41) (+24 martial bonus)
I: 15 + 3 = 18(24)
A: 18+2=20(28)
L: 11(12)
P: 15 = 15(21)
D: 23 + 7 = 30(35)
C: 15+5=20 (+125 combat bonus)

**Stunningly Beautiful** (+4D, +1I, far more likely to persuade people of the opposite sex) – *Freya Njorordatter is considered to be the most beautiful woman in the Nine Worlds. Men who meet her often find themselves agreeing with her just so that she will continue to smile at them.*

**Tainted Bloodline** (-1D, -1P) – *Many members of Freya's bloodline have developed psychic powers; indeed, in later life her father awoke his own Warp-born powers and became a Sanctioned Psyker and the best Diviner currently on the Nine Worlds.*

**Blood of the Vanir** (+1M, +1D, +1C) – *Freya is of the Vanir, the rulers and warrior class of Vanaheim, and as such she has some of the Vanir's martial skills and beauty.*

**Expert Sword Maiden** (+3C, +30 to combat rolls using a sword) – *Freya 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.*

**Settled Down** (+3D, +2I, slightly more likely to persuade people of the opposite sex) – *The combination of the relationship that she has forged with her husband over the last decade and her imminent motherhood have proved to be enough for Freya to bring her bad habits about fidelity and lust under control.*

**Freyr's Twin** (+2M, +1C, knowledgeable about Naval Combat) – *Freya is the twin sister of Admiral Freyr, the senior Admiral of the Nine Worlds. She has almost always been close to him and has picked up a lot of the skills needed for an admiral from him, and is supposedly one of the best Naval tacticians in the Nine Worlds.*

**Aspiring Theological Scholar** (+1L, +1P) - *Since Syr developed an interest in theology Freya has been studying many religious texts in an attempt to stay ahead of the questions that Syr asks. This has strengthened both Freya faith and her understanding of the new Imperial Truth.*

**Administrator** (+2A) – *Her time running Helheim Void Command has force Freya to further develop her administrative talents, to the point where she can now easily manage one of the larger organisations in the Avernus system.*

Freya Njordordatter, the niece of Governor Olaf of Vanaheim and twin sister of Admiral Freyr, is probably the best-connected woman in the Nine Worlds as well as the most beautiful. Freya is a skilled warrior who is nearly the equal of her brother both as an Admiral and as a fighter. Her uncle has offered you her hand in marriage and she is not opposed to the union and in fact supports it. This may be enough to reduce her (legendary) tendency to have affairs with anyone who catches her interest.

She was killed by a Deaths Head Blink Spider seventy-three years after the founding of Avernus, while having dinner with her family.
Medium Cruisers

Medium Cruisers are capital ships designed to be able to fill any role. They have enough speed to be usable in harassment operations and enough armour to survive in the wall of battle, but do not excel in either.

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

## Warrior Class Cruiser

### Varients

Hoplite Class Cruiser, Bishop Class Carrier, Praetorian Class Cruiser, Bolas Class Cruiser

### Garrison

Normal: 5 Regiments, Max Capacity: 20 Regiments

## Armament

### Weapons Batteries

12 Mid Ranged Cruiser (Warrior), 12 Short Ranged Cruiser (Praetorian), 6 Long Ranged Cruiser (Bishop)

### Lances

2 Mid Ranged Cruiser (Warrior), 2 Short Ranged Cruiser (Praetorian), 6 Mid Ranged Cruiser (Hoplite),

### Other Weapons

12 Haywire Batteries (Bolas), 2 Haywire Lances (Bolas)

## Warrior Hull

The Warrior Hull is a cheap reliable build that can be used in a range of situations due to its combination of defence speed and reasonable defences.However their relatively short range limits their use as skirmishers, and their comparative lack of armour gives them a short life expectancy in the wall of battle.

### Warrior Class Cruiser

The name class of its hull the Warrior Class Cruiser is a Medium Generalist Cruiser. Its dozen mid ranged weapons batteries and pair of lances allow it to function as a decent skirmisher when used in that role, or to cause some damage when deployed in the wall of battle.

### Hoplite Class Cruiser

The Hoplite Class Cruiser is a Medium, Hunter Cruiser armed with half a dozen lances. When used for harrasment this is most often used to engage the enemies larger skirmishers, while when deploed on the wall of battle the Hoplite is used to engage enemy heavy cruisers and other mid range armoured ships

### Bishop Class Carrier

The Bishop Class Carrier is a Medium Fleet Carrier with a dozen attack craft bay and a pair of long ranged lances. It is designed to keep far away from the enemy, either acting as part of a harassment force or fighting from behind the wall of battle.

### Praetorian Class Cruiser

The Praetorian Class Cruiser is a Medium Brawler, making it a strange and hard to use design. Its lack of armour makes it unsuited to the intense clashes that brawlers are usually used in, but its speed provides it with another option. Unlike most other brawlers a Praetorian can keep up with many skirmishers, and can force them into fights on its own terms, where its powerful short ranged weapons allow it to dominate skirmishers, whose weapons sacrifice power for range.

### Bolas Class Cruiser

The Bolas Class Cruiser is a variant of the Warrior that entirely replaces its conventional weaponry with haywire variants. This allows it to inflict some damage and major problems to any unshielded ships that get within range, at the cost of being bad at dealing with shielded ships and totally useless against many fleets. The Imperial Trust fields few Bolas.
Grav-Shear Weaponry

Prototype grav-weapons that concentrate the gravatic forces they produce into a very small area, making them capable of cutting though most conventional materials with ease, and even the hardest materials the Mechanicus can produce with time.

When it comes to anti-armour work even plasma weapons lack the combination of power and rate of fire that Grav-Shear Weapons use while the nature of the damage they inflcit means the living beings suffer far worse wounds then the size would indicate. All Grav-Shear ranged weapons fire an almost totally invisible shot and silent, making them effective in stealth situations.

The extreme price of Grav-Shear Weapons means that you doubt they will ever be able to equip anyone shot of heroes with them. While they were once fragile and even more expensive due to their prototype nature Archmagos Tranth has been able to improve them.

### Grav-Shear Pistol

Medium ranged pistol with average rate of fire able to cause incredible damage to a target.

### Grav-Shear Carbine

Medium ranged carbine with fast rate of fire able to cause incredible damage to a target.

### Grav-Shear Rifle

Long ranged Rifle with fast rate of fire able to cause incredible damage to a target.

### Grav-Shear Sniper

Extremely long ranged ranged Rifle with slow rate of fire able to cause incredible damage to a target. Second only to a Super-Exitus as a sniper rifle.

### Grav-Shear Blade

Blade capable of cutting though almost all armours and powerfields. Highly effective duelist weapon.

### Grav-Shear Point

Point capable of piercing almost all armours and powerfields. Length and penetration makes it effective against large targets.

## Orichalcum Grav-Shear

#### Orichalcum Grav-Shear (Pen 22, +50% damage, +50 to all rolls, add half of enemies base damage to your own, can increase base damage by up to 100%)

Archmagos Tranth’s Orichalcum Grav-Shear weaponry are some of the most deadly weapons that you know of, combining the cutting edge of Grav-Shear with the force multiplication of Orichalcum to create something far superior to either. You are told that he managed to use the momentum bending properties of Orichalcum to in effect turn the Grav-Shear effect back on itself, massively increasing its strength and allowing it to rip apart even the strongest of materials and effects.
Personal Void Shields

Archmagos Tranth recently finished designing personal Void Shields, Void Sheild generators miniaturised enough to be merely awkward for a power armoured warriors to carry. These incredibly expensive devices project a large enough field to cover a single fire-team in normal situations, more in close order. While weak for a Void Sheild the personal Void Shield is still effectively immune to small arms fire and can take a couple of hits from anti-tank weapons before collapsing. While not something you will ever be able to issue to even the Heljaegers en-mass, this design should be a major boost to those heroes willing to carry one, and for Astartes Veterans.
Assassin Stealth Cruiser

The Assassin Stealth Cruiser is a Stealth Cruiser designed to unless a single powerful Alpha Strike from hiding before retreating from the battlefield. To carry out this role it combines a mix of all stealth technologies currently available to the Imperium Secondus, a handful of external torpedo launchers and far more macrocannons then a ship its size should be able to mount. The Assassin gets away with its massive number of macrocannons due to a combination of large capacitors to deal with the short term spike in energy needs, small ammunition reserves and needing to totally shut down its engines when firing. While in most cases Assassin Stealth Cruisers are a useful source of burst damage but barely worth the price tag they carry the true reason for their construction was not general use. Assassins are built to act as Vortex delivery systems, and an Assassin equipped with Vortex munitions can cause far more damage then any cruiser should eb able to for the short period in which it can maintain fire.
Mark II Gravity Engines

The result of a focused effort by researchers from Quartus in conjunction with the First Worldship, these upgraded Gravity Engines are notably faster than the previous generation of Gravity Engines, although they are still rather slow compared to conventional engines. Nevertheless, they do allow our stealthiest Stealth Ships to move at a substantially increased speed, which can make a big difference at times.
Longship

A hundred meter long craft made from still living wood, the Longship has a Primal Keystone on board, allowing even the weakest of Shamans to easily sail it into and out of the Primal Warp as long as it is keyed a Primal Narwhale within the system. There are both military and civilian versions, with the civilian version being a cargo lighter for Tallships. The military version of the Primal Longship take advantage of this to conduct landing operations which bypass a worlds AA defence network by entering the Materium either shortly above ground level or on the surface of a water feature of sufficient size. As an aircraft they are distinctly second rate, but that is more then made up for by the tactical options that they allow.
Escort Cruisers

Escort Cruisers are armoured small cruisers intended to escort larger warships into battle. While mostly this consists of protecting them from swarms of light ships and attack craft it can also involve taking fire for its principle.

The Imperial Trust fields two different classes of Escort Cruisers built on a single hull.

## Youxia Class Escort Cruiser

### Garrison

Normal: 1.5 Regiments, Max Capacity: 4.5 Regiments

## Defences

### Point Defence Batteries

7.5

The Youxia small cruiser hull is a well armoured tough design with a moderate amount of firepower, enough speed to keep up with everything but a fast ship and a massive amount of AA for its size.

### Youxia Class Escort Cruiser

The name class of its hull the Youxia Class Escort Cruiser is designed to use its dozen short ranged weapons batteries to engage nearby enemy escorts and light capital ships. While its short ranged weapons are of little use in long ranged firefights, as a while those are the firefights where escorts are least effective. Squadrons of Youxias are usually deployed for ship of the wall, though sometimes some are kept back to protect backline formations against fast foes.

### Monk Class Escort Carrier

The Monk Class Escort Carriers main duty is to deploy its fighter compliment to intercept enemy ordinance, though its secondary weapons battery of a pair of lances gives it some punch against capital ships. Monks are often mixed into squadrons of Youxias to provide them with better AA capabilities, or deployed to help protect the backline from attack craft waves.
Galvanic Weapons

## Mark V Zoltan Galvanic Rifle

Thanks to insights won from impaler weaponry, Callamus has developed a new model of galvanic rifle that is now standard across the Forge-Empire: the Mark V Zoltan. The Mark V Zoltan incorporates a very cost-efficient, high-intensity capacitor similar in effect to those sported by galvanic casters. With additional bracing, a skitarii ranger can use it to fire an armour-piercing slug shot at a velocity that lets it exceed the anti-armour capabilities of impaler weaponry.

### New Galvanic Rifle:

When attacking with this weapon, choose one of the profiles below.
Data-Jewels

An extremely advanced data encryption technology, Data-Jewels appear as simple gems of varying cuts, ranging in size from a fingernail to a man's fist. Data-Jewels were developed to resist intrusion attempts from AI, frustrating both the Men of Stone and the Men of Iron alike. Using the subatomic structure of the crystal itself as data storage, they are capable of extremely high data density, carrying entire libraries' worth of information in a chip of crystal the size of a fingernail. The security comes from the degradation of the crystal if improperly accessed. Every time an access attempt is made, the very act of testing the key against its encryption will degrade and further randomize the encrypted information, increasing its resilience against further attacks. The proper command codes can be used to extrapolate the degradation to a degree, allowing a crystal to be opened with the proper code after a number of hack attempts; however, sufficient attacks against a crystal can render the information irrecoverable.

Physically, Data-Jewels are extremely resilient, on par with diamonds, but lacking the structural weak points of natural gemstones. Where empty Data-Jewels are perfectly clear and will grow cloudy as they are filled, looking smoky once at capacity. the crystal will further darken as hack attempts strengthen the encryption, with the Data-Jewel ultimately appearing jet black. It has been noted that a fully irrecoverable data crystal appears identical to the Black crystal set. However, any attempts to find a relationship they have to these potent artifacts have come up empty, and it is assumed to be a coincidence. When in use, Data-Jewels appear as perfectly clear gems radiating rainbow light. The effect is notably beautiful, and a number of richer members in the Trust use small Data-Jewels in constant read/write cycles as jewelry or art pieces, much to the annoyance of the Adeptus Mechanicus.
Maynarkh Dynasty

The Maynarkh Dynasty of Necrons hold the very southern edge of Segmentum Tempestus, laying claim to almost three hundred sectors worth of territory, though only a small fraction of that area is in use. Apart from a low key, for them, war with the Forge-Empire of Callamus they have been mostly inactive, like most Necron Dynasties.
Avernus Pattern Warhound Titan

The Avernus-Pattern Warhound Titan is the second of the Avernus-Pattern Titans.

Like its Warlord counterpart Avernus-Pattern Warhound is one the most advanced human Titan designs in existence, far above classic designs and a step above the designs from Callamus. Firepower wise it has the normal arm mounts of the Warhound, a pair of Titan Plasma Foils and two AA mounted Neutron Repeaters. Like the Warlord its arm weapons are a modular design that will allow for them to be exchanged with a few months work. Defensively the Avernus-Pattern Warhound has heavier armour then most Warhounds and twice as strong Void Shields.

The biggest advantage of the Avernus-Pattern Warhound however is its speed and manoeuvrability, with a variety of technologies allowing the Avernus-Pattern Warhound to reach double the maximum speed of a traditional design, though only by diverting energy from other systems. As well as its great speed though careful arrangement of anti-gravity technology an Avernus-Pattern Warhound is capable of feats of agility unheard of in Imperial Titans, being able to fully reverse directions in a single stride, lower its weight enough to walk on top of all but the most unstable grounds without issue and fly with its inbuilt jets. While the jets are mostly used to increase its maximum speed and boost manoeuvrability when combined with its replosarlifts an Avernus-Pattern Warhound is able to fly at a decent speed, for a ground vehicle anyway. This increases the range of theatres that an Avernus-Pattern Warhound can operate in beyond what even your Warlords can dream of.

Like the Warlord the Avernus-Pattern Warhound has a very powerful Machine-Spirit that allows it to operate at a high level of efficiency even after suffering major damage. This Machine-Spirit is required to operate the incredible sensor and communication networks that the Warhound possesses, which are on a level beyond even those possessed by the Warlords.
Super-Exitus Rifle

Super-Exitus Rifles are incredibly advanced sniper rifles, which use gravatic impulses to shoot a variety of ammunition types, of differing sizes, at anything from hundreds of meters per seconds to hundreds of kilometres per second. This weapon has the most advanced targeting scope that Archmagos Explorator Tranth has ever heard of, making the Exitus Rifle seem simple. Even by the standards of available Dark Age technology, these are considered extremely advanced weapons.

These weapons, their original name unknown, have a variable shot selector which currently has three forms of remaining ammunition.

The most common and most simple is were carefully shaped Adamantine spikes, designed to pierce flesh and armour while doing massive damage. This shot was simple to engineer, and in fact, the designs were found in the Sword of Surtur datacores.

The second most common form of ammunition discovered were the acid rounds, which have many similarities to Hellfire Rounds except using a far more powerful acid.

The final form of ammunition found is a more effective, and complex, Shield Breaker Round. This round is incredibly complicated and Archmagos Explorator Tranth managed to reverse engineer it, even making a version for Impaler weapons, though few carry such rounds outside the most elite Psyker Hunters.

Eight Super-Exitus Rifles were found onboard the Gravatic Array Command Battleship, along with a hundred and eighty-five Adamantine Spikes, forty-two Hellfire Rounds and twenty-three Shield Breaker Rounds. The total finds in the ship graveyard were around ten times that. While Tranth had eventually manage to reverse-engineer the design, it turned out to be extremely expensive, requiring an entire unit of Relic Material per rifle. Only the Last Hunters and the greatest of snipers are carrying the weapon, and even that requires depending on Svartalfheim for much of the production and maintenance.

With the Rifles appearing to be Gravatic Accelerator Cannons far smaller than any known, and containing an amount of targeting systems appropriate for a Superheavy Vehicle or even a small starship, it is possible they were an attempt by ancient humanity to replicate Termite miniaturization.
The Laciarn Tank

An extremely potent tank discovered by Ryza, the Laciarn hover tanks most distinctive feature is a complex and unique plasma weapon known as the Laciarn plasma mortar. incredibly safe and stable due to advanced heating systems, the Laciarn plasma mortar is able to fire in a 360-degree arc as either a direct or indirect fire weapon. In addition to this the Laciarn tank posses both impressively thick armor, and inbuilt ion shields, resulting in it an immensely durable tank. While incredibly effective as both an artillery piece and a frontline tank, the Laciarn is extraordinarily expensive, sharply limiting its use.