recursal/Fanatic-Fandom huggingface dataset:
King Zaren Halkvar of Alfheim

King Zaren Halkvar of Alfheim

Age: 445 rejuved to 25

Martial: 11+3=14 (+4 martial bonus)- *King Zaren has not military training and should never be put in command of soldiers.*

Intrigue: 14+6=20- *King Zaren grew up in a royal court and understands the importance of spies and agents*.

Administration: 13+12=25- *King Zaren is a skilled administrator who has developed Alfheim from a run down agri-world into having a far larger industrial base. Combined with his work ethic he is one of the better administrators among the Imperial Trust's Governors.*

Learning: 10+3=13- *King Zaren has the standard education of an Imperial noble along with some more knowledge about administrative theory.*

Piety: 14+3=17*- King Zaren's faith is strong enough that he has yet to fall to any of the Chaos gods.*

Diplomacy: 16+6=22- *King Zaren is a skilled diplomat who has both secured his rather unsteady hold on his position and represented Alfehim well at High Council Meetings.*

Combat: 8+3=11 (+5 combat bonus)- *King Zaren both has no combat training and no more dangerous then an average fit civilian.*

***Noble*** (+2I, +3D, -1M, -1A) - *King Zaren was born a member of the royal family and raised in a life of luxury and politics.*

***The Rewards of Hard Work*** (+4M. +10A, +3 to all stats, +2 civilian morale)– *King Zaren has always put his all into his work, achieving though effort what more gifted men achieve though talent. Over a hundred years of this have allowed him to develop all of the skills needed to rule Alfheim to a decent extent.*

***King of Alfheim*** ( +1I, +3A) – *As the King of Alfheim, the breadbasket of the Nine Worlds Zaren spends more time focusing on administrative work then anything else.*

Zaren Halkvar of Alfheim was born the nephew of King Traskcoft of Alfheim, a rather self centered and incompetent ruler. His early life was no different from any other noble of Alfheim being filled with hunting, indolence and education. This changed after his fathers death when he was thirty, forcing him to run their family estate.

Zaren lacked his fathers talent for administration and his estates suffered in the initial years of his rule. His reaction to this was to spend more and more time on his work until though his hard work and effort the estates begun to recover. Over the next several decades he continued to spend more time in the office then at court and so avoided much of the corruption that beset the court of King Traskcoft. Upon the death of his uncle and cousins at the hand of Inquisitorial agents Zaren Halkvar was crowned King of Alfheim, a task that he has taken to with the dogged work ethic that has become his trademark. Alfheim has prospered under his rule, a state that he can claim partial credit for but is as much the doing of chance as it is a result of King Zaren's hard work.

In the century since the formation of the Imperial Trust King Zaren has continued to rule Alfheim as best as he can, regularly spending over a hundred hours a week on the job. This has developed both his relevant skills and popularity to a good amount.
Advanced Combat Drones Mk2

Early in the Destroyer War it became obvious that Tau Combat Drones were a liability, able to be easily hacked and taken control of by the forces of the Destroyer. This led to both an immediate withdrawal of all combat drones from the Destroyer front and a major project by the Earth Caste to create a Combat Drone able to fight against the Destroyer. Ten years later the Advanced Combat Drone entered the battlefield. The Advanced Combat Drone was an entirely self-contained system with intentionally crippled communications and downgraded sensors to make hacking more difficult. While this greatly limited its ability to function at long ranges, or without oversight it allowed Combat Drones to once more to be deployed on the battlefield.
Recently the Advanced Combat Drone Mk2 has entered the battlefield. This model features significantly better sensors, allowing it to function in a wider range of roles while still being little more vulnerable to hacking then normal battlesuits. There are dozens of designs for Advanced Combat Drones, which are able to control most vehicles and battle suits that the Tau have access to, including several designs that only the suicidal would use. They generally have better reactions and control over their vehicles then living pilots but are less able to adapt to the unexpected or pull off the improbable.
Knight Forlorn

Knight Forlorn is a Knight variant which is optimised for boarding actions. It is equipped with a stronger the usual more direction Ion Shield, a Meltagun, sword combo, homing missiles and a gatling laser. It is noticeably smaller and more agile then most Knights and has electromagnets in its boot and a small rocket pack that would allow it to maneuver in space.
Minor Chaos Realms

**Minor Chaos Realms**

last updated: Turn 15

Ruler: none

Capital: none

Size: 726 Worlds

Estimated Population: 12 trillion

Distance to Imperial Trust: 500-1,000 Light years to Midgard (all directions)

Military: estimated 120 billion cultists, estimated 60 billion Guard, estimated 8,000 Chaos Space Marines

Estimated Fleet Turn: estimated 200 Capital Ships, estimated 5,000 Escorts

There are countless smaller Chaotic polities in the region, ranging from sector sized to single worlds. In total there re around 1,300 worlds within a thousand light-years. These polities are mostly sub-sector sized and are constantly shifting in number of size as worlds change hands.

In the aftermath of the Iron Warriors arrival and remaking of the region, these polities are significantly better industrialised and fortified than they once were, though many of them are rapidly degrading.
Biometric Dogtags

On Finding: The first STC of interest was of Bio-Metric Dogtags that contain important medical data for the wearer and can be used as an easy, reliable way of proving a soldiers identity, not working for anyone but the user. They are relativity affordable being mass producible and it will be easily affordable to give them to the entire PDF without any real effort.
Geomantic Web

## The Geomantic Web

The Geomantic Web is the power source of Avernus, a vast network of energy that exists in an extradimensional state both within and without the World. It is from this web that the World seems to primarily draw its power, which is sustained by the Great One the World Serpent.

### Origins

According to the information unveiled by the Lizardmen, Geomantic Webs predates the World considerably, with the Slann somehow relying on them to sustain their numbers and using them to power much of their important infrastructure. It is likely Avernus's geomantic web is odd, or at least especially powerful, owing to its power source in the World Serpent and considerable age.

We are unsure how the Ancient Lizardmen would have powered or created the web without a World Serpent.

#### Nature and Uses

We are unsure of what the Web is exactly, as it seems to exist both extra dimensionally and within the world at the same time appearing from the ground. For example the World can create areas where the web's power is widely accessible known as Arcane Fulcrums, making many during the Green Skies incursion with one remaining permanent after it was over.

Furthermore, the power the web produces is strange. The Eldar have described it as a "purer" and more potent energy source than anything they have encountered save for their infinity circuits and have as little understanding of the web as we do.

The Web's main function on Avernus is sustaining the World in some capacity and powering the Lizardmen's structure's on Avernus, although it seems to fulfil these function several times over.

Under normal circumstances, access to the Geomantic Web appears to be intentionally limited to non Lizardmen and Great Ones to prevent misuse. During incursions, it seems these restrictions can be lifted temporarily allowing for vast psycic feats in minimal time. During the Green Skies incursion Areatha empowered with the Web was able to produce a pair of galaxy shaking magnitude by first obliterating all the deployed Death Guard and then depowering Nurgle by binding the concept of Good always being Triumpant.

However, using the Web is a dangerous task, not because it is actively attempting to kill you like the normal warp, but because there is simply too much power that is too easy to access. One must have both strong will power, a lot of personal psycic strength of their own *and* immense control to survive and utilise it in any capacity.
Marauder Defiant

Initially a desperate improvisation by a minor power of the thousand points of light, the design met with such success it has since been developed into a full Marauder pattern, as well as a refit for existing Marauders. The Defiant replaces the Marauder’s bombays, and much of its internal volume, with a spinally mounted Helheim pattern turbolaser and the capacitors to fire it. While the bomber's powerplant can not quickly charge the weapon, in its intended role it should not need to.

While moderately capable in a ground attack role, the design is intended to intercept and destroy descending landers. While even more vulnerable than Traditional Marauders having sacrificed manoeuvrability for speed, its primary weapons possess sufficient range to engage its intended prey from a great distance, shortening the length for which it needs to be escorted. More than one invasion has failed due to a flying battery reducing a key lander to rapidly falling scrap. The design is above all else, designed to be expendable, intended to allow militia air forces to blunt hostile forces. Despite few returning to base, casualty rates among the crew are relatively low, as the high altitude of its combat, relative lack of volatiles and friendly territory to bail out over, make it a surprisingly survivable craft. Many do not consider one a true Defiant pilot until they have had at least one craft shot out from under them.
Armoured Cruisers

### Lances

2 Mid Ranged Cruiser (Knight), 8 Mid Ranged Cruiser (Cataphract), 2 Short Ranged Cruiser (Kshatriya), 4 Long Ranged Cruiser (Samurai)

## Defences

### Point Defence Batteries

9

Armoured Cruisers are armoured capital ships intended to make up the bulk of the wall of battle. They are designed for toughness over speed, and are able to survive a surprising amount of incoming fire for a capital ship.

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

## Knight Hull

All of the Imperial Trust's older Armoured Cruisers are built on the Knight Hull. This hull is very tough by capital ship standards, with its shields in particular being able to withstand a large amount of firepower.

### Knight Class Cruiser

The name class of its hull the Knight Class Cruiser is a Armoured, Generalist Cruiser designed to make up the bulk of your front line. Its eighteen weapons batteries are able to inflict major damage on most escorts and cruisers while its pair of lances allows it to hurt larger ships, if only to an extent.

### Cataphract Class Cruiser

The Cataphract Class Cruiser is an Armoured, Hunter Cruiser intended to engage enemy capital and the lighter super-capital ships. While sometimes a Cataphract or two are added into a Knight Squadron they are most often deployed in discrete squadrons which are deployed against moderately armoured ships.

### Kshatriya Class Cruiser

The Kshatriya Class Cruiser is an Armoured, Brawler Cruiser designed to function in the densest, and shortest ranged portion of the battlefield. In such an environment its short ranged weapon batteries are able to reap havoc among escorts and the lighter capital ships, while its pair of lances can cause vital damage to already damaged super-capitals. While well armoured for its size a Kshatriya will often find itself destroyed in short order in the high intensity environment that it was designed for.

### Samurai Class Cruiser

Unlike the other Armoured Cruisers in the Imperial Trust the Samurai Class Cruiser is not intended to be a ship of the wall, and instead is a backline fighter. The Samurai has eight torpedo launchers, which allow squadrons of Samurai to unleash substantial torpedo volleys at enemy formations. This long ranged firepower is supplemented by its four lances, which when concentrated are a significant threat to most capital ships.
DX-31 Aerial Drone swarm

DX-31 Aerial Drone swarm

Developed in the closing days of the destroyer war, the DX-31 are a defensive aerial denial system intended to aid in warding off inbound bombers, and discourage landing attempts near tau settlements. Built as cheaply as feasible, the DX-31 uses a basic hover engine and lacks the speed to close with most craft. To compensate, the DX-31 are deployed via railgun fired canister. While the stress this places on them induces a non-trivial failure rate, and sharply limits operational lifetime, it does allow them to near instantly reach the targeted zone.

DX-31 are typically armed with lascannons, or other cheap long range weapons, though some will have more potent shorter ranged weapons and are intended to be deployed within enemy formations. Typically, a small portion of the drones will be fitted with relatively expensive single use engines, allowing them to briefly sprint at a respectable speed, complicating efforts to bypass the swarm. While intended more to shape the arial battlespace than directly kill the enemy, their weight of fire can allow them to pose a lethal threat to hostile air forces that blunder into their range. That their delivery pod can be fired out of many of the patterns of macro scale railguns in use by the tau often ensures that vast clouds of these drones can be deployed to complicate enemy operations in and around tau airspace.
Djinn Skein Gladiatoria

One of the most advanced training tools available to humanity, the Djinn Skein Gladiatoria is a full immersion virtual reality capable of simulating physical sensations up to accurately modeling a moderate stab wound. While not truly indistinguishable from reality, it is a close enough facsimile for most purposes. When connected to a sufficiently massive bank of cogitators it can simulate hundreds of square kilometers of virtual terrain, and enable thousands of individuals to interact with nearly full tactile feedback, as well as run data ghosts fully capable of being felt. This allows soldiers to train in as close to real-world conditions as is possible with the right programming. While some foes are difficult to simulate, especially those who employ mental attacks, a unit well drilled in the Gladiatoria can match even moderately seasoned troops in terms of raw skill. In many ways, the Djinn Skein Gladiatoria enables troops to march to their first battle as experienced soldiers.
MK II Teleportanium Pads

Researchers were initially disappointed that the First Worldship's Teleport technology was wholly designed for the Sea of Souls - With a range and precision that make our teleportanium look primitive, except suicidal in current warp environments. However, a research project to integrate what usable concepts they had to our teleportanium technology given current warp conditions has borne fruit. These upgraded teleportanium pads boast a substantial improvement in range and precision over current versions, if nowhere near the fantastical levels once achievable in the past.
Eternal Conflagration

The greatest of the Ork polities in Segmentum Ultima is the Eternal Conflagration, which consumes over a thousand sectors in the Northeast of the Segmentum, an area that totally surrounds the Krork. This conflagration is constantly being fed by Waaaghs from all over the galaxy, which when combined with the countless Orks grown in its territory makes it by far the largest and most powerful Orkish Domain in the galaxy. Over the centuries as more Orks pour into the region the Eternal Conflagration takes up ever more of the surrounding area, even as the Krork slowly drive it back along the front.
Ion Technology

One of the most common pieces of Tau technology is Ion. Initially given by the Demiurge, but adapted across the empire, ion technology can be found in thousands of forms, from the industrial to the weaponized. In this regard it is falling out of favour, but its applications defensively are innumerable as demonstrated by the Dark Age Ancients.

## Ion Shields

The two most impressive pieces of technology created recently, are Ion Shields. These shields can take the form of projectors that are placed on the ground creating strong cover for forces to hide behind, or wrist mounted shields that project a strong forward defence while being exceptionally light although more expensive. However they also appear as a suit of undershields below void shields on vessels. As these do not interfere with the void shields themselves they provide an additional layer of protection (albeit weaker than a void shield) just after the shields go down catching, or weakening otherwise lethal blows. This can allow a ship time to restore its void shields with less damage and indeed just give another layer of protection.

## Ion Integrity Fields

Second are Ion Integrity Fields, which reinforce the strength of a structure they are applied too. Very energy intensive meaning only cities and star ships can use them and for larger structures even then Dark Matter maybe required. In Hives they are just an increase to the endurance of the city, with an added advantage of defenders being able to selectively depower parts of it, to negate that advantage for an enemy. In ships they are activated by emergency generators when a certain damage threshold is reached, keeping the ship together when it should otherwise be destroyed, ensure that more survive or can be recycled.
Bane Fenrir

Utilizing the various flamer advances and metallurgy added by the new technology, this variant of the Bane Wolf is capable of deploying well over twice the toxin at thrice the range, with a larger storage tank. In addition, various leaks have been patched, so the tanks crews are no longer being exposed to their payload. However, it does have slightly lighter armor, if still proof vs most standard infantry weapons. Usually used against Ork hordes, as their habit of extremely poor armor sealant even these days means Mega Armored Nobz will still sometimes find themselves melted into a fine goo.
Light Cruisers

Light Cruisers are fast small cruisers intended to act as skirmishers and harassers.

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

## Buccaneer Hull

The Imperial Trust's Light Cruisers are built on the Buccaneer Hull, which is one of the fastest human ship designs that you know of. It pays for this speed with fragility, being little tougher then a frigate despite its far greater size.

### Buccaneer Class Light Cruiser

The Buccaneer Class Light Cruiser is designed to skirmish with other light forces using its eight weapons batteries and to hit the enemy with torpedo volleys from extreme range. The Buccaneer's greatest asset in this aim is its incredible speed, with a Buccaneer able to reach near double the speed of the average warship, and being faster then any Imperial era ships.

### Adherent Class Light Carrier

The Adherent Class Light Carrier is a fast light carrier designed to prey upon lightly defended foes or add its attack craft wings into massive swarms. The Adherent will use its speed to avoid contact with its foes as much s possible, so its three weapons batteries that act as its secondary weapons are usually only fired at extreme ranges. While the Adherent has no more launch capacity then most ships its size, it does have deeper then usual hangers allowing it to continue fighting for a longer period of time. Though by the standards of any other size range its hangers are still shallow.
Neutron Superheavy Precision Artillery

Born of an attempt to exploit the beam bending ability of neutron laser technology in the indirect fire artillery role, it was soon clear that only an Adeptus Mechanicus Magos is able to perform the required computations rapidly enough to make it practical in combat conditions, and that the cost of the technology is too great to justify general use in the artillery role for even elite formations. So it was decided to make it a superheavy specialist unit instead, exploiting neutron lasers' immense precision and penetration compared to more conventional artillery to function as a superheavy sniper unit meant to rapidly annihilate hardened high value targets like Titans or Chaos Lords from a great distance, in the image of the Twister class Pocket Dreadnought.

For when no such targets are available NSPR is capable of short periods of sustained beam fire allowing it to destroy multiple weaker targets, though it is not quite cost effective in that role.
Mogral's Domain

last updated turn 15

Nurgle Realm

Ruler: Plague Marine Mogral Rotbringer

Capital: Nurgarloth (Fortress World)

Notable worlds: Bagon (Deamonworld)

Size: 1,453 Worlds

Estimated Population: 58 trillion

Distance to Imperial Trust: 1,000 Light years to Midgard ( Descendit-North)

Military: estimated 1 trillion cultists, estimated 500 billion Guard, estimated 25,000 Chaos Space Marines,

Estimated Fleet: estimated 12,000 Capital Ships, estimated 100,000 Escorts

The oldest Chaotic Domain in the region Mogral's Domain has existed in some fashion since the middle of M42. In the time of the Imperium, it was based in a local Warp Storm, controlling the majority of the dozen worlds within the storm and expanding into the region whenever an opportunity presented itself. With the Death of the Emperor Morgral's Domain once more expanded, taking over the surrounding seven sectors. Mogral's Domain's greatest strength is not only in its well-trained fleets and solders, but the sheer experience that the Mogral Rotbringer and his inner circle can bring to bear. This group has been together since the days of the Great Crusade, making them some of the only veterans of the Long War in the local region. In recent years Mogral's Domain has been attacking the Vestri League and the Princedom of Bagon and has been making slow but steady progress against both of them.

At the coming of the Iron Warriors Mogral immediately swore himself to Perturabo, and was put under the command of Warsmith Tar'kor in the efforts to take down the Vestri League. Mogral managed to preserve the majority of his forces in this war, and earn the alliance of many of the lesser chaos forces conscripted by the Iron Warriors as auxiliaries. When the Iron War finished Mogral immediately ensured that, forged, evidence of Bagon Flylord's plans of treachery was discovered, ensuring that he was slain by the Iron Warriors before they left. Upon the Iron Warriors leaving Mogral quickly took control over the realm of his rival, giving himself the largest domain in the region.

In recent decades Mogral has expanded his domain significantly, mostly by promising protection against the Imperial Trust. This has combined with a major effort to restructure his domain to be more productive, which has led to a massive boom in population and productivity. By Chaos standards. Militarily Mogral has focused on slowly learning down the Vestri League and on securing his borders from Orks.
Mindstasis Devices

A solution to the problem of evacuating the severely wounded, Mindstasis Devices takes full advantage of the fact that modern conclave medical technology can replace an entire body in time. The Mindstasis Devices is a small hardened Stasis casket, intended to stabilize and recover the brains of wounded soldiers. Designed for rapid and simple use, the device is simply placed over the head of a wounded solder, before a power guillotine blade at the base clearly severs the head and engages stasis. While effective, the cost limits its use primarily to elite formations.

While effective at reducing fatalities, it does little to reduce casualties, as even with the medical technology of the grand conclave, recovery from decapitation is a long process.
Diamondback Hover Tank

A swift medium tank, the Diamondback is notable in that it lacks any secondary weapons, possessing only a single ordinance weight weapon. Lightly armored for a medium tank, its primary advantage is its extreme speed and ability to traverse any terrain. The Diamondback uses advanced stabilizes and targeting to enable it to fire almost any weapon on the move, allowing it to maintain evasive maneuvers while returning fire. while it is poorly suited to work as a line tank, its speed allows Diamondback formations to act as both rapid response forces or deadly harassers. While it can mount almost any ordinance weapon, its relatively small size means it can struggle to fit sufficient munitions for prolonged combat.

## Diamondback

armament: Neutron Destroyer

the base pattern in the Dark Age of Technology, the Diamondback caries the lethal Neutron Destroyer. Allowing to engage and destroy even super heavy assets at long range. This allows it to prick at heavy and super heavy armor formations as a harasser in the lead up to a main battle, as well as act in a fire support role during a pitched battle. In addition to a heavy tank killer, the sheer penetrating power of its weapon means it is moderately effective against super heavy infantry such as terminators, the small numbers such forces deploy in largely offsetting the Neutrons Destroyers low rate of fire. While the Diamondback is a lethal combatant, the cost of its weapon somewhat limits how many can be fielded.

## Pit Viper

Armament: Melta Cannon

a more specialized variant, the Pit Viper pattern is intended to engage and destroy super heavy combatants at knife fighting ranges. typically it will close by either ambushing its targets or by engaging them while they are distracted by other units. it should be noted that Pit Viper formations tend to suffer significant attrition, the lethality of their intended foes combined with their thin armor means heavy losses are inevitable. However, in the cold calculus of war the super heavies they bleed to down are often worth far more than the three or five Pit vipers lost destroying them. elite versions exist that incorporate a degree of stealth technology, enabling them to more safely close but significantly increasing cost.

## Sun Cobra

Armament: Plasma Destroyer

intended as a counter to heavy and super-heavy infantry, the sun cobra is immensely suited to acting as hunter kill units against Astartes. Its speed allows a squadron of them to quickly react to sighings of fallen Astartes and bring its weapons to bear. In addition to being able to slay heavy and super-heavy infantry, it is only somewhat less effective against tanks than the base pattern.

## Rattlesnake

Armament:  Heavy Gatling Impaler

intended to assist other patterns of diamondbacks by eliminating lighter screening elements, such as infantry or light vehicles, the Rattlesnake carries a deadly Heavy Gatling Impaler. While effective, it is unable to carry sufficient ammo for prolonged heavy combat. as such it is used primarily to assist in harassment or to attempt to bleed enemy breakthrough attempts of momentum.
Droopy

**Droopy** is a character in Scoob and Shag.

## History

Droopy works with Sam and presumably Bugs, alerting Sam to the rescue team's presence using his Ballyhoo, Direct To Video.

After seeing Sam be defeated, Droopy attempts to leave Scoob in the interrogation room before having his head sliced clean in half by presumably Mick, likely killing him.

## Abilities

**Increased Lifespan**: Due to the Ballyhoo energy present in his body, Droopy has a longer lifespan than humans and regular members of his species.

### Ballyhoo

**Direct To Video:** Droopy's Ballyhoo is Direct To Video. Through what appears to be paintings on the walls in the ship, Droopy is able to get a live video feed of any location he chooses. Included on the video are the location and room, as well.

## Appearances

 N | (No) No appearance and no mention by name or title
Mk2 Grav-Rhino

The Gravis-Pattern is inspired by the Primarchs’ memories of the Grav-Rhinos used by the Emperors elite forces upon Terra. While they lacked an example of such holy machines, the plethora of hover-tanks and grav tech from the Grand Conclave has enabled the design of a comparable vehicle. Between the costs of the required systems and their power requirements, the Mk2 Grav-Rhino is not notably better armed or armored than other post-Conclave Rhino transports, but it does make it more amenable to stealth systems from the Raven Guard's armory. The ability to transport an elite team of soldiers in a platform that can, albeit slowly, move nearly undetectably has proven effective at preventing the formation of Ork Waaaghs and eliminating the heads of Chaos warbands.
Descent Class Destroyer

The Descent Class Destroyer is a small destroyer capable of atmospheric flight. It needs to slow to a crawl to get

## Descent Class Destroyer

### Garrison

Normal: 0.2 Regiments, Max Capacity: 0.4 Regiments

## Defences

### Point Defence Batteries

3

under two kilometres above sea level but is more then capable of leveling armies with accurate macrocannon fire from a few kilometres above ground level.

While near useless in void combat Descents are incredible powerful forces in the atmosphere, capable of leveling entire armies in short order. They do however have several major weaknesses that limit their use.

First, Descents are incredibly vulnerable to anti-orbital firepower, and will quickly die if they enter the field of fire of even the weakest of anti-orbital weapons.

Second, Descents are vulnerable to orbital bombardment, and will be quickly spattered by any enemy ship that can bring its weapons to bear.

Third, Descents are vulnerable to boarding and can be neutralised by skilled boarders.

Finally, Descents are vulnerable to certain high level psychic effects.
Military and Naval Formations and Hierarchy

## Army

The militaries of the Imperial Trust make use of a standardised organisation chart and military hierarchy to ease interplanetary coordination. What follows is the current standard formation sizes and the rank of their commanding officer, from Lord General Militant to Colonel.

### Campaign-Lord-General Militant

Lord-General Militant is the highest military rank in the Imperial Trust. Technically a Lord-General Militant will command between two hundred and one thousand army groups, but given the scale that the Imperial Trust operates on in practice, they are given command of a major military campaign. Currently, the only Lord-General Militant in the Imperial Trust is the commander of the Trust Guard.

### Region-Lord General

Lord General is the highest military rank in regular use in the Imperial Trust and is expected to control a Region of twenty Army Groups. Something in the order of forty billion men on average. Sub-Sector Militants and the leaders of the most powerful militaries in the Imperial Trust often have the rank of Lord General, the Lord-General of Avernus included.

### Army Group-General

The Army Group is the largest field formation fielded in the Imperial Trust, with only the largest battles requiring several Army Groups. It consists of twenty full Armies, approximately two billion men under arms and is commanded by a General. The smaller planetary militaries in the Imperial Trust are commanded by Generals while larger militaries can have dozens of Generals.

### Army-Marshal

An Army is the largest field formation regularly used in the Imperial Trust, with there being few battles that need more then a couple of armies to win. An Army consists of ten corps, around a hundred million soldiers and is commanded by a Marshal.

### Corps-Lieutenant-General

The Corps is the standard organisation unit in the Imperial Trust, and most formations are made up of multiple permanent corps. With ten Divisions per Corps each Corps has approximately ten million members and is led by a Lieutenant-General.

### Division-Major-General

The Division is the standard organisation for specialist formations in the Imperial Trust. It consists of ten Brigades, around a million men in total and is led by a Major-General.

### Brigade-Brigadier-General

The Brigade is the smallest multi-regiment formation in the Imperial Trust. A brigade consists of around ten regiments or a hundred thousand men and is led by a Brigadier-General.

### Regiment-Colonel

The Regiment is the basic building block for the Imperial Trust's formations. Each regiment has a regimental history going back to its founding and is a single highly united military unit. Regiments consist of around ten Battlations and ten thousand men.

## Navy

The navies of the Imperial Trust make use of a standardised organisation chart and military hierarchy to ease interplanetary coordination. What follows is the current standard formation sizes and the rank of their commanding officer, from Lord Admiral to Lord-Captain.

###

###
Fortifications

In the grim darkness of the 46th millennium, fortifications have once again risen to strategic prominence. With Void Shields and adamantium allowing the creation of hardpoints capable of resisting even prolonged orbital bombardments and weather rains of artillery shells like a bunker might weather hail. Furthermore, the centralization of most world populations and infrastructure into massive centralized Hives shrinks the key points to attack or defend on a given world to a relative handful of hardpoints. A strong defense can allow even mere militiamen to bleed even the fiercest assaults of time and troops, buying time for aid or some crisis to force the enemy to withdraw. Of course, not all fortifications are created equal. From prefabricated bunker lines to walled cities to towering Fortress Hives bristling with weapons and Void Shields, all have their place in the war-torn worlds of the blood-soaked galaxy of the 46th millennium.

## Crunch

Fortifications provide a benefit based on the level of the fortifications and the size of the fortifications. In terms of crunch, fortifications provide three notable benefits:

1. First, and arguably least, is that they mount macro cannons, powerful long-range artillery that is extremely well suited to destroying heavy and super-heavy formations.
2. Secondly, fortifications provide a flat modifier to the defenders' roll, based upon both the size and level of the fortifications.
3. The last, and often the most potent benefit, is that fortifications provide an inherent reduction in casualties applied after all other factors, based upon the fortification level.

Combined, this means that even light fortifications can be a massive force multiplier, whilst heavier ones can enable defenders to overcome attackers who would slaughter them in a field battle with little issue.

   Defense bonus.
Accelerator Cannons

These weapons are somewhat conventional cannons that use either electromagnetic or gravatic forces to accelerate their shell rather then the more common chemical.

### Accelerator Battle Cannon

A more advanced Battle Cannon that uses electromagnetic acceleration to get higher muzzle velocity. Can replace Leman Russ Battle Cannons (Ordnance Weapon)

### Heavy Accelerator Battle Cannon

A larger version of the Accelerator Battle Cannon that can replace the main cannons of a Baneblade. (Heavy Ordnance Weapon)

### Gravatic Accelerator Cannon

This cannon uses gravatic acceleration to shoot an anti-tank shell as massive speeds. The sheer velocity that it fire the shell at makes the Gravatic Accelerator Cannon very effective against fortified positions and almost as good against armour. Due to the weapons size and power requirements it is usually mounted on Felblades and other superheavy tanks. (Light Titan Weapon)

### Heavy Gravatic Accelerator Cannon

This large cannon uses gravatic acceleration to shoot an anti-tank shell as massive speeds. The sheer velocity that it fire the shell at makes the Gravatic Accelerator Cannon very effective against fortified positions and almost as good against armour. Due to the weapons size and power requirements it is usually mounted on Felsword and the larger Titans. (Titan Weapon)

### Super Gravatic Accelerator Cannon

This massivecannon uses gravatic acceleration to shoot an tank sized anti-tank shell as massive speeds. The sheer velocity that it fire the shell at makes the Gravatic Accelerator Cannon very effective against fortified positions and almost as good against armour. Due to the weapons size and power requirements it is only mounted on fixed defenses, Capitol Imperialis and Adjudicators. (Above Titan Weapon)
Crab Assault Walker

A versatile assault walker, the Crabs six legs and sealed construction allow it to traverse almost any environment, from cities to mountains to the deep seas. its gripping claws allowing it to climb near shear surfaces. Most patterns are intended for either assault or transport. typically transport varieties will carry four heavy weapons to provide fire support, and assault patterns will carry an ordinance weapon and two heavy secondary weapons. while relatively slow, its ability to assault from unexpected angles make it a surprisingly able flanker.
Augmetics

Bionics, also called augmetics in the Imperium of Man, are mechanical or electronic cybernetic substitutes for biological Human limbs or organs.

Generally the bionic replacement is stronger, more durable or effective than the original, or gives its user completely new abilities.

### Advanced Bionics

There is a large amount of advanced bionics in the datacores, with more advanced versions of most modern implants. This will provide a major boost to the Adeptus Mechanicus, both in war and in peace.

+2A, +1L, +2C to all Adeptus Mechanicus Characters
+15 to all Tech-Gaurd and Skitarii rolls, +50% base AM, +50% base EM

### Callamus Augmetics

The Adeptus Mechanicus has long used highly advanced biological and cybernetic enhancements for a wide range of tasks. Callamus has continued to develop them over the years, and now has a massive range of augmetics designed for countless roles, ranging from the arcane cybernetics of an Archmagos to the simple enhancements used by the Tech-Guard. These designs should be valuable for the Mechanicus in most of its roles.

+15 to Mechancius ground forces, +10% AM, EM and RM production

### Hercules Implant

On Finding: The first of the partial STCs found is 54% complete and is of the Hercules Implant, a cybernetic implant that can provide a far larger strength boost to Tech-Priests and combat servitors then any current design. This will allow servitors to carry greater weights, and therefore heavier weapons as well as providing an advantage in melee.

On Completion: The Hercules Implant is a lot more simple, being a strength boosting implant that is around half again as effective as any currently known. This will provide a major boost to the combat capabilities of the Adeptus Mechanicus infantry forces and heroes but have few other effects.

+5 to Tech-Guard rolls, +10 to Skitrii rolls, +1 to Combat of Adeptus Mechanicus Characters

### Catachan Plasma Commando Augments

Archmagos Biologis Maximal has finished his report on the augmetics that Catachan Plasma Commando’s are equipped with. He tells you that these highly advanced augmetics make use of a very sturdy design and nanofusion reactor power sources to allow them to function for long periods of time with only basic maintenance, which both allows the users to operate independently for decades and cuts down on maintenance costs. This allows the creation of a set of incredibly effective combat augmentics that are surprisingly cost-effective over the long term, assuming that their users avoid heavy losses. As such it may actually be possible to roll them out to the Avernite Helguard, though still very expensive.
Khaine

The Bloody-Handed one, the god of War and Murder, Khaine has a complicated history. Khaine was the only war god of the Aeldari to survive the War in Heaven, a testament both to his prowess and the willingness to do almost anything to survive. Khaine is, by the reckoning of many, ultimately responsible for the Fall of the Dominion, as it was him who sparked the divine civil war that forced Asuryan to issue the Edict that separated the gods from their people, ultimately preventing the gods from arresting the slow decline into madness that would doom them.

During the Fall, he would prove his worth however, stalling Khorne himself for vital moments before being shattered into shards, with the shards' awakening serving as a weapon of last resort for the Craftworlds for thousands of years. The practice would fall out of use after the birth of Ynnead. Then, Khaine's most devout follower, the fallen Phoenix Arhra would seek to resurrect his god. In what would come to known as Arhra's Folly, he would conduct a ritual in the Eye of Terror using 888 shards of Khaine to attempt resurrecting the Bloody-Handed one. The ritual went catastrophically wrong as Khorne was able to seize it and steal much of Khaine's power, creating the dreaded Avatar of Khorne. Disaster was only averted by the ascension of the Phoenix lords into true gods, their combined might enough to banish the Avatar for a time and prevent Khorne from binding the Aeldari to him.

Ironically, this madness proved entirely unnecessary mere decades later, when with the rescue of Isha, Khaine was raised from the final intact avatar. By drawing power from a grand working that he had left upon the Crucible, the god was able to once more walk among his people. He was tolerated, but not trusted, allowed to draw only enough power to reach the size of a Favoured greater daemon. Nevertheless his skill at war allowed him to match and even banish Exalted. Khaine would meet his Final End in battle against the C'tan known as the Destroyer. After the strategy intended to slay it fell apart, he faced it in single combat, burning his soul into nothing to slay the Star God in an apocalyptic display of power.

Despite his sacrifice, even in death Khaine's reputation remains mixed. While his service and sacrifice are honored, more than a few are quietly relieved that Khaine perished gloriously, worried that in an age of dawn he could well have become the next great threat.

Khaine's sword, the Widowmaker remained after his death, and absorbed the Death Curse of the Destroyer. Exactly what this did to what was already one of the most cured, and powerful, artefacts in existence is unknown, and non have dared take it up.

Khaine was the god representing one of the the darkest sides of war; the sheer desperation felt by soldiers as they stared death in the face and the desperation that leads them to do anything, anything to survive even as you see that the enemy soldier is no different from you.
Codiac Support Artillery

A derivative of the Earthshaker cannon, the Codiac is designed to fire on the move. while it is able to do this, it comes at a cost. the codiac has roughly half the rate of fire and range of traditional earthshakers, however, it is significantly more accurate. This is considered an acceptable trade-off for the raiding forces it often supports, enabling them to bombard on the move, as well as more easily bombard and eliminate specific key targets.
Genghis Class Command Battleship

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

## Genghis Class Command Battleship

### Size

13km long, 88km3 volume, (BB: 18, Dr: 18)

### Garrison

Normal: 450 Regiments. Max Capacity: 3,600 Regiments

## Defences

### Point Defence Batteries

30

currently has access to, and the only fast design among them. The Genghis is classified as a Fast, Hunter, Command Battleship.

## Armament

The Genghis is armed with no less then twenty Super-Lances, giving it an incredible long-ranged punch against super-capitals. This is supported by fifty-six Long Ranged Dreadnought Lances. All in all a Genghis is designed to engage enemy super capitals and hyper capitals at long ranged and wear them down with its powerful lances. Its lack of other weapons means that it needs a strong escort to protect it against the fast forces that will most likely be sent to hunt it down.

## Defences

The Genghis is equipped with a powerful array of Ancile Void Shield, giving it fifty 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 cruiser scale weaponry.
Farsight Enclaves

### Enemies

Tau Empire (puppets of the oppressor), Orks (war), Chaos (war), The Deceiver (The Great Oppressor)

In general all groups in the vicinity of the Tau Empire and the Imperium Secondus in Segmentum Ultima have been either wiped out or absorbed by one or the other. There is one exception to this however, the void-borne Farsight Enclaves, which have been shifting to exist just outside the reach of the Tau Empire since the forty-first millennium.

Their void-born nature makes it hard to determine the true strength of the Farsight Enclaves, though the Ynnari estimate that they are the equivalent of a twenty-sector polity in most respects. The Farsight Enclaves led by the ancient leader are convinced that the Tau Ethereals are leading the Tau Empire into a terrible doom, and claim to be working with elements within the Tau Empire of oppose the Ethereals. While their claims are taken with a good bit of doubt, the fact that they are able to constantly field cutting edge Tau Empire technology shows that they have an effective network within the Tau Empire.
Dark Matter Reactors

A power source utilized by many of the Tau’s largest ships and by their most potent battle suits, these devices work by fusing exotic dark matter. Producing seemingly an infinite amount of controlled power Ultramar made it a priority to capture examples of these and probe their secrets, finally succeeding in replicating them only a century ago. What they found is that aside from expense and danger, these devices are a flat upgrade from the more traditional plasma reactors, requiring minimal amounts of fuel, but offering immense power.

Currently Ultramar (ironically) only has access to battle suit sized reactors which they now use in the construction of their most prized relic armours. In terms of utility, while superior to a plasma reactor of seemingly any type as well as being incredibly stable by most standards they do not produce as much energy as an annihilation reactor. The difference seems to be a balance of control vs power. While very stable if a Dark Matter reactor goes critical and detonates then it will erupt outward in an all-consuming wave. When it retreats all within the radius seems to have been wiped from existence.Unfortunately this is currently impossible to use due to Mechanicus internal politics.
Chrono-Displacer

An inversion of temporal stasis technology provided by the Eldar the Chrono-Displacer allows a user to move forward or backward on their personal timeline.

Most commonly this is used to instantly reposition to where you intend to be in a few seconds or to ‘rewind’ your physical condition and unmake an injury. A skilled user is almost impossible to kill or contain. It is not without drawbacks however.

Most significantly the Chrono-Displacer is an extremely sophisticated device, rivalling Super-Exitus Rifles in complexity and cost. Secondly it has a sharp mass limit. Only the lightest of power armours can be worn in conjunction with the Chrono-Displacer, and Astartes are fully incapable of using it. Finally while it can erase injuries to the user damage to the device itself not only renders it inoperable but has a chance to cause exotic consequences such as being frozen in time or catapulted into the future.