recursal/Fanatic-Fandom huggingface dataset:
Principalities of Change

While the Black Imperium is the only unified Chaotic polity of power within Segmentum Pacificus, there is another collection of polities of major influence, those being the Principalities of Change, a group of almost five hundred sectors controlled by hundreds of Dominions of Change that lie in the southern regions of the Segmentum.

While this group have the potential to be a major player in the Segmentum, and even in the galaxy, their sheer level of infighting would be considered impressive by Orks so they have little impact outside of their immediate area.
Trelleborg Class Starfort

This Starfort falls between a Defence Station and a Ramilies Starfort is size and purpose, and is designed to provide powerful long range firepower to a set of defences.

To achieve this it has a battery of dreadnought scale macrocannons and lances, as well as a quartet of hard points that can either hold a pair of Spinal Accelerators, a pair of Nova Cannons, most often supplied with Vortex shells, or a Ragnarok Cannon.

The Trelleborg Starfort is designed to trade fire with enemy Hyper-Capitals, or to devastate enemy super capitals and adds another layer to the defensive strength of Imperial Trust worlds.
Tarlokk's Domain

last updated turn 15

Major Orkish Domain

Ruler: none

Capital: None

Size: 236 Worlds

Estimated Population: 10 trillion Orks

Distance to Imperial Trust: 900 Light years to Midgard (Descendit-South)

Military: 10 trillion Orks, estimated 10,000 Gargants

Estimated Fleet: 5+ Space Hulks, estimated 1,000 Capital Ships , estimated 20,000 Escorts, estimated 10,000 Roks

Tarlokk's Domain was the most powerful Ork Domain in the region to remain, mostly, unified under a single figure until the Iron Warriors arrived. As such it was no surprise that they come under attack by the forces of Perturabo, losing their Overlord and all of his lieutenants before the Iron Warriors pulled back. While they remain disunited they have still expanded into the weakened regions surrounding them since the Iron War. This expansion halted recently with the crippling of Tarlokk at the hands of a Lamanter, which has resulted in much of his former domain breaking away from the now weakened Overlord.
Thunder Hunters

The Thunder Hunters are an order of Psyker Hunters selected from gifted young Avernites and put though the Thunder Warrior process. Thunder Hunters will be based in every city on Avernus and act as the spearhead for assaults on the most powerful rogue Psykers, a task in which their greater strength and toughness will be tested to its limits. All Thunder Hunters have Advanced Power Armour marked with Basic Wards, Enchanted Talismans of Protection form the Searing Seas and talismans marked with the Inverted Rune of Focus. All Thunder Hunters use Teleport Evacuation Devices and Mindstatis Devices to reduce their casualties.

### Veteran Thunder Hunters

The century-old Veteran Thunder Hunters have the experience and skills to make better use of their augmentations and are better equipped than even Elite Witch Hunters. This makes them a terrifying force of combatants that even Astartes Veterans should treat with respect.
Vajra Class Command Battleship

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

## Vajra Class Command Battleship

### Size

14km long, 110km3 volume, (BB: 18, Dr: 18)

### Garrison

Normal: 500 Regiments. Max Capacity: 4,000 Regiments

## Defences

### Point Defence Batteries

30

has access to, and the one most specialised for its role. The Vajra is classified as a Medium, Hunter, Command Battleship.

## Armament

The Vajra is built around its Heavy Spinal Accelerator, the most powerful and long ranged anti-hyper-capital weapon in the Imperial Trust armoury. As such it is meant to stay well back of the field of battle and pick off the heaviest warships in the enemy fleet. As well as its primary weapon it has sixty long ranged Dreadnought Weapon Batteries and twenty long ranged Dreadnought Lances with which it can fend off closer attacks and provide long ranged fire support to the main fleet.

## Defences

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

More'lumix's Realm commanded several sectors to the Autem-West of the Imperial Trust and was renowed for the number and quality of sorcerers it produced in its Everchanging Academies. These sorcerers allowed its forces to win on countless battlefields where the at best decent armies of the Realm would falter.

The More'Lumix's Realm was wiped out by the Tyranid Hive Fleet Grabakr.

Tzeenchian Realm
Ruler: The More'lumix (Chaos Sorcerress)
Capital: Polis (Shrine World)
Size: 181 Worlds
Estimated Population: 2 trillion
Distance to Imperial Trust: 500 Light years to Midgard (Autem-West)

Status: Extinct

Military:estimated 800 billion cultists, estimated 40 billion Guard, estimated 5,000 Chaos Space Marines, Sorcerers
Estimated Fleet Turn: estimated 2,000 Capital Ships , estimated 30,000 Escorts
New San Vanelona

New San Van dans Skate 2

La carte des spots de New San Van dans Skate 2

**New San Vanelona**, communément appelée **New San Van,** abrégée en **NSV**, ou en français la **Nouvelle San Vanelona** est la ville de Skate 2. Comme son nom le laisse deviner, il s'agit de la ville de San Vanelona rebâtie suite à des catastrophes naturelles.

## Histoire

Un jour, un violent séisme à ravagé San Vanelona. Heureusement, une société nommée MongoCorp à reconstruit la ville. Cependant, l'entreprise à condamnée certains spots connus, et à placé de nouveaux vigiles encore plus violents. Le Joueur, fraîchement sorti de prison, devra reprendre le contrôle de la ville, spot par spot.

## Points d'intérêts

New San Vanelona contient un lycée publique (qui était l'école primaire), toujours le méga park, plus de métro, un skatepark à Slappy, une montagne, une vista, plusieurs piscines, une mairie, un centre des congrès, une marina avec un phare et deux tours (Howell et Hideki), un cinéma (nommé The Deco Theatre) et un barrage.

*Pour plus de lieux, choses, ou encore événements dans cette ville, veuillez vous référer à cette page :* Choses à New San Vanelona*.*

## Anecdotes

* Selon les développeurs, la ville est 7% plus large que Skate premier du nom.
* Sur un panneau, on peut apercevoir un hôpital nommé le Weedon County Hospital. Cela voudrait dire que la ville serait située dans le compté de Weedon, un compté fictif… Mais portant le nom d'une ville québécoise, Weedon.
* Sur un autre panneau, on peut voir une université nommée l'East Stanflard Technical College.
* Il existe aussi visiblement une chaîne de télé locale, nommée SVN (possiblement les lettres de San Vanelona News), et elle est présentée par Richard Burchet-Canyon. Cette chaîne est apparue dans la scène d'introduction de Skate It.
The Long Night Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Description

This is a wiki for the Warhammer 40k Quest The Long Night, on Sufficient Velocity. Part one, *Embers in the Dusk*, is available here while part two, *Sparks at Midnight* is here.

Datasheets marked "Informational" should provide a basic overview for new players.

Current categories are

* Avernus Natives
* Organisations including Adeptus Astra Telepathica, the Departmento Munitorum , the Adeptus Administratum, the Adeptus Mechanicus,
* Technology, chiefly divided into Ships, Vehicles, and Weapons.
* Research, for Telepathica, Biologis, and Fundamentals.
* Characters divided into Living Characters and Obituaries, with the additional sub-categories of Avernite Characters, High Council Members, and Imperial Trust Characters.
* Worlds, sub-divided into Imperial Trust Worlds.
* Forces of Sanity, Forces of Chaos, Necrons, and Orks.
* Major Polities, Local Polities, and Minor Polities.
* The Imperial Trust and Imperial Trust Sub-Sectors.
* Gods, divided into the The Aetheric Concordat, and Chaos.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Magni Transporter

A massive superheavy transport, the Magni dwarfs even the massive Gorgon. From tip to tailpipe it is one hundred and fifty meters long, and it is also twenty-five meters wide, and it fits three decks into its ten-meter height. Despite its massive size, it is fairly lightly armed, with only a dozen dorsal heavy weapons and a single turreted ordinance weapon towards the front. However, it has a number of bunkers built atop it, which allow the infantry being transported to defend themselves. It is not intended as an assault vehicle, but instead as an immensely durable transport. Its underside is lined with rows of articulated tracks, allowing it to cross most forms of terrain. In its three massive loading bays, it can either carry half a regiment, or five kilotons of supplies at top speed, or ten kilotons at a slower pace. With armor on par with a leviathan, it allows for supplies to be carried in relative safety, as few units light enough for harassment can carry weapons capable of threatening such a behemoth. The trust has replaced a large number of their transport regiments with Magni Transporters, each behemoth vehicle being able to haul as many supplies as two such regiments.
Stormcrow Bomber

An impressively swift and durable bomber, the Stormcrow is one of the most effective bombers in the trusts arsenal. protected by heavy armor and an ion shield able to project a hemisphere at a time, it is easily able to survive anti air fire that would be suicidal for the more common marauder bomber, allowing it to deliver its four tons of munitions to targets that would otherwise be impractical to strike. the Stormcrow carries six heavy weapons to defend its'elf from hostile interceptors. typically a pair of heavy impalers, a pair of neutron repeaters and a pair of haywire cannons.
Skullskar's Domain

last updated turn 15

Major Orkish Domain

Ruler: none

Capital: None

Size: 280 Worlds

Estimated Population: 8 trillion Orks

Distance to Imperial Trust: 900 Light years to Midgard (Autem-West)

Military: 8 trillion Orks, estimated 20,000 Gargants

Estimated Fleet: 3 Space Hulks, estimated 1,000 Capital Ships , estimated 10,000 Escorts, estimated 2,000 Roks

Skullskar's Domain was a two-sector Ork Dominion almost nine hundred light-years from the Imperial Trust. Its distance and the reputation of his overlord for slaying daemons failed to protect it from the Iron Warriors cull, but following the War of Iron it expanded significantly. In recent decades this expansion has been halted, mostly due to Skullskar's recent focus on building the biggest Hulk he can.
Stealth Battleships

Stealth Battleships are super-capital ships intended avoid detecting using an array of stealth technology. They are the largest class of stealth warships that the Imperial Trust fields, and are considered to be very hard to use well.

The Imperial Trust fields a single class of stealth battleships.

## Darkness Class Stealth Battleship

### Garrison

Normal: 120 Regiments, Max Capacity: 840 Regiments

## Defences

### Void Shields

25 (Ancile Void Shield, Reflex Void Shield)

## Darkness Class Stealth Battleship

The Darkness Class Stealth Battleship is the most powerful stealth warship that the Imperial Trust fields, and while it is equipped with a wide range of weapons it is primarily a carrier. Darkness Stealth Battleships often ambush their foes with wings of stealth attack craft and torpedoes launched from extreme range, and then taking out scouting groups with their other weaponry when they get close. This can force a hostile fleet to patrol in force, opening holes in its patrols or diverting a large number of ships from its field of battle. While it is primarily a carrier the Darkness's most powerful weapons are not its attack craft but its torpedoes. A Darkness Stealth Battleship is armed with a dozen Dreadnought scale torpedo launchers which fire torpedoes equipped with basic stealth technology, allowing them to avoid notice until they close. Against particularly important targets devastating, and expensive, Vortex Torpedoes are deployed.

The Darkness Class Stealth Battleship is classified as a Stealth, Fleet Carrier, Super-Capital.
Platform Deployable Torpedos

Probably one of the most useful designs from the shipyard Rokslide were the attachable torpedo tubes, but their utility to static defenses were limited. On ships that can maneuver away from attacks, having torpedoes attached to them merely increases the risk to a defense platform. However, an alternative was developed.
Essentially a mine and generally situated within minefields far away from defense platforms, PDTs are automated and wait for objects lacking the correct IFF to pass them by whereupon they will unleash their deadly cargo. Since they are mixed in amongst regular mines even lacking in stealth fields they are deadly surprises, even when the enemy is making a deliberate effort to clear a minefield as most are not expecting such long-ranged mines.
Northern Sentinel Titan-Killer

A walker that just barely qualifies as super heavy rather than heavy, the Northern Sentinel is an extremely specialized design. It is to an extent built around the overcharged Neutron Annihilator that is its main armament. Lightly armored for its size, it instead relies upon its impressive agility and speed to avoid incoming fire, supplementing this approach with emissions masking and retractable Cameloline plates to make it a harder target. The Northern Sentinel acts as a super heavy sniper, striking from ambush before rapidly re-positioning to avoid retaliation. This makes its effectiveness extremely dependent on the terrain, with its effectiveness increasing as it becomes easier to break line of sight. This makes it a lethal sniper in urban or mountainous environments but leaves it fatally exposed upon open plains.
Reflex Shields

### Reflex Shield

This is a weak Void shield that instead of redirecting incoming fire into the Warp redirects outgoing emissions into the Warp. It can't handle much energy, so only fully hides the most stealthy of ships.

### Squadron Reflex Shield

The Squadron Reflex Shield is a modification of a normal reflex shield that allows the shield to be projected a far greater distance. This allows a ship equipped with one to hide the presence of other ships from unsuspecting foes, or to disguise the number of hidden ships from those foes able to detect the presence of reflex shields but not able to see though them clearly. Squadron Reflex Shields can be mounted on any scale of capital ship, with the larger ships able to hide progressively larger areas of space. These shields have proven to be highly useful in a range of situations, and whil expensive are far less so then many large scale naval technologies.
Prefectus Secondus Henry Volkiss

Prefectus Secondus Henry Volkiss, deceased.

Age: 129, rejuved to 30

M: 14 + 11= 25 (+30 martial bonus)

I: 11 + 6 = 17

A: 16 + 11 = 27

L: 13 + 4 = 17

P: 9 + 5 = 14

D: 13+6=19

C: 15 + 13 = 28 (+300 combat bonus)

Administratum Adept (-1M, +5A, -1C)

Devoted Student (+3M, +2A, +1I, +1P, +1C, will always follow Frederick Rotbart)

Believer in Education (+3L)

Military Genius (+6M, +1C)

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

Benevolent Bureaucrat (+1D, -10% to education and medical costs) – Henry has a reputation for always using his position to make things better for the citizens of Avernus.

Survivor (+2C, more likely to survive any given situation) – Henry has shown a real talent for surviving in situations where he is far out of his depth.

Been Wounded (+1M, +1C) – Henry bears his scars with pride and has taken his training far more seriously since he was wounded.

For her sake (+2M, +1A, +3D, +1I, +1L, +4P, +4C, +10 to ranged combat rolls)- Henry has felt the terrible sense of loss that comes with someone you love dying in front of him and come out a sadder but wiser man. He has decided that if his wife gave her life to save his he would do his best to prove worthy of her sacrifice. He has also vowed that never again will those he loves after spend their lives saving him and thrown himself into his combat training with a passion, especially in his efforts to learn to use his beloved wife’s heavily modified las-rifle.

Expert Avernite Administrator (+3A, +1C)- Since his wife’s death Henry has greatly improved both his administrative skills and his combat skills,developing into the stereotypical Avernite Administrator.

Skilled Politician (+3I, +2D)- Henry has been force to improve his political skills over his time as the leader of the Avernite Administratum. He is now a skilled politician who can easily handle almost any political task.

Henry has been your protégé ever since he was first assigned as your scribe when he was seventeen years old. Since then he has learned much from you and has become like a son to you. A conviction that he developed himself rather than picking it up from you is his belief in the importance of education and that the Imperium should be educating its citizens to a far higher level. Henry has always maneuvered to serve under you even as he climbed the ranks from being a lowly scribe to being the mid-rank Administratum Adept he now is.

Henry was killed during the First Daemonic Incursion when a group of Seekers managed to bypass the defences of the half built Psyker City he was inspecting. He will be sorely missed.
Petty Imperium of Karnas

Karnas
Capital: Karnas (Recruiting World, Fortress World)
Size: 12 Worlds
Estimated Population: 250 billion
Distance to Imperial Trust: 120 Light years to Midgard (Autem-East)

The Petty Imperium of Karnas was the only Petty Imperium within two hundred Light-Years from the Imperial Trust when you first encountered it. In the lead up to the wakening of the Ork Gods it was taken over by a political coup by its traditional protectors of Dragon's Nest, a move backed by the royal family.
Skateur

Le **Skateur** est le personnage incarné dans Skate It, le spin-off de la série. Si c'est un personnage féminin, elle sera alors la **Skateuse**.

## Histoire

Contrairement au joueur, où l'on sait au moins quelques choses, ici, on ne sait absolument rien à propos de lui/d'elle. Il/elle rencontre Reda et décident ensemble de visiter six villes du monde, à savoir Shanghai, Londres, Paris, Barcelone, Rio et San Francisco. Leur but est le même que celui du Joueur, à savoir remporter le titre du meilleur skateur de l'année, par Thrasher.
Titan drop pods

Created by Callamus as a means of deploying their most powerful asset as quickly as possible, a Titan drop pod is surprisingly complex. There are numerous hurdles that must be overcome in order to drop a titan from orbit without harming the Machine within or making it an easy target to being shot down. Even now Imperator titans cannot be dropped at all and it is risky to try to drop Warlords. However, despite these limitations the ability to deploy titans directly to the front, while denying the enemy time to gather a counter force is a massive strategic advantage
Shrine Fairies

Shrine Fairies are a communal races that lives in tribes numbering from the hundreds to the thousands deep in the Lindon Deepwood. They are small winged humanoids who average only twelve centimetres in height, making them one of the smallest of the peoples of Avernus.

They posses one of the most complex languages is an incredibly complex combination of telepathy, the spoken word and body language where the focus shifts almost randomly. This language is highly information rich, with a Shrine Fairy being able to convoy in a sentence what most languages would need paragraphs for.

## Powers

Shrine Fairies are highly flexible omnimancers, though generally on the lower end of Iota in power level. Like most of the psyker peoples of Avernus, shrine fairies seem to have a unique method for channelling their powers, in their case this is a form of ritual casing where many psykers work together for an extended period of time to create an effect far outside of what they could achieve in a traditional choir. This ritual casting has a few similarities to some forms of sorcery, and may operate on similar principles, and seems to be highly effective at creating semi-permanent wards and traps that the Shrine Fairies use to hide and protect their villages.
Purgatory Heavy Space Fortress

Created by the Ultima Compact in their desperate search for any sort of force parity, the purgatory was developed as a midpoint between the heaven super fortress and the ramilies star fortress. Making use of tau dark matter reactors it can power a station far above the size of a Ramiles, without being as time consuming and expensive to construct as a haven super fortress. Using upscaled Demiurg Ion interdictors it is capable of disrupting even the strange weapons of the destroyer, blunting their impact and reducing their accuracy throughout the battlefield. Much like the Heaven super fortress, its primary weapon are its hundreds of batteries of phased plasma batteries supplemented by strike craft bays. However for heavier weapons instead of a mass of spinal accelerators, it makes use of a smaller number of Heavy Accelerators to better cope with the staggering armor of the destroyer's naval constructs. The station also includes tachyon coms, married to advanced tau VI enabling far better use to be made of them. Drawing upon the Demiurge’s experience, the station is fairly resistant to the stress of acceleration, enabling tugs to more roughly move it. Making using it as a forward beachhead notably easier, as tugs can more rapidly change its course
The Princedom of Assour

## Military

### Military

estimated 500 billion cultists, estimated 100 billion Guard, estimated 1 billion Immortals, estimated 20,000 Chaos Space Marines

### Fleet

estimated 7,000 Capital Ships , estimated 100,000 Escorts

## Known Relations

### Enemies

Orks (Enemies),

The Priancedom of Assour commands several sectors to the Autem-Southof the Imperial Trust and is the most powerful chaos domain in your region. This power is built on the backs of its immortals, mutated human warriors trained from birth to be some of the most dangerous mortal soldiers in the galaxy.
Stealth Light Cruiser

Stealth Light Cruisers are small cruisers intended avoid detection using an array of stealth technology. Like most stealth warships they are considered to be challenging to use well due to their great fragility.

The Imperial Trust fields a single class of Stealth Light Cruisers.

## Fog Class Light Cruiser

### Size

2.5 km long, 0.63 km3 volume (Es 1.5 Cr 1.5)

### Garrison

Normal: 1 Regiment, Max Capacity: 3 Regiments

## Defences

### Void Shields

1.6 (Ancile Void Shield, Reflex Void Shield)

### Point Defence Batteries

3

The Fog Class Light Cruiser is designed to launch volleys of torpedoes and stealth attack craft from extreme range before withdrawing, hopefully without ever being detected. When this works a squadron of Fogs can inflict substantial damage to enemy fleets without losing anything more then attack craft. However due to a Fogs anaemic conventional weapons and light armour if it finds itself taking fire it will certainly lose, with even some escorts both outgunning it and being tougher.
Structural Integrity Field

One of the First Worldship’s civilian/warfare technologies, Structural Integrity Fields are force fields intended to reinforce the existing hull against weapons fire or other spatial anomalies. They effectively trade power for superior hull integrity, a trade which is generally only worthwhile if you already have a surfeit of power to spare.
Super Heavy Gravitic drive

Developed from the gravitic drive, this was intended to allow star fortresses retrofitted with ether drives a means of manoeuve. Similar to the gravity drive it creates an artificial gravity well for the mounted station to fall into. This modified version is capable of functioning as a slow but power hungry drive, however the uniform and relatively gentle nature of the acceleration, as well as being increasingly efficient at large sizes, it is well suited to enable once stationary starforts to set themselves on a drifting course towards the inner system, though it relatively unsuited to combat manoeuvring. Stations equipped with this drive are slower than even space hulk, and in tactical situations can be considered effectively stationary, however it allows for the relatively easy use of star fortresses within hostile systems. Work on a version capable of affecting a cloud of lighter stations intended to allow a Ramiles to bring a cloud of assault platforms in with it is presently under development.
The Princedom of Demagoye

## Military

### Military

estimated 70 billion cultists, estimated 30 billion Guard, estimated 600 Chaos Space Marines

### Fleet

estimated 450 Capital Ships , estimated 12,000 Escorts

## Known Relations

### Enemies

Orks (Enemies), Imperial Trust (Enemies),

The Slaneeshi Domain of Demagoye controls half of the old Zaotis Sector to the south of the Imperial Trust. So far little is known about them but they are one a possible threat to the Imperial Trust.
Warp Scanners

### Advanced Warp Scanner

On Finding: The first as a partial STC, 68% complete, that seems to be a better warp scanner, that would allow you to spot ships approaching in the warp sooner and to make longer range calculated jumps.

On Completion: Archmagos Explorator Tranth spent much of the year examining the new Warp Scanners partial STC and has been very successful. He has managed to complete the STC and has found that not only does it act as an early warning system against invaders and a better navigational tool, but it can also pinpoint where a ship is going to exit the warp far better than the current model.

### MK II Warp Scanners

Originally a DAOT technology discovered by Avernus a long time ago, the early warning technology that is the Warp Scanner has been considerably improved. Much of this is due to better understanding of the warp as well as technology in general, but it also helps that in this case, the warp scanner technology could be actively tested not just on ships, but also on allied warp entities on a repeated basis (in this case the Triumvirate's Devas). Some have also been upgraded using Azyr to improve detection range. Overall, this technology should give most systems an earlier warning against raids by the forces of Chaos.
Slayer fairies

Slayer Fairies are a species of mobile hunters that operate in family groups or small clans numbering less than a dozen. They are the larger variant of fairy, averaging almost twenty centimetres in height, and are carnivores.

## Powers

Like most of the species of Avernus they are limited to a single psychic trick, though theirs is among the most flexible. They have the ability to form a sympathetic link with a foe they are engaging in single combat with, with the strength of the link depending on the difficulty of the fight. If they kill their prey they are then able to craft wargear out of their kill's body and will gain some fragment of their prey's power while using the wargear, possibly including its own psychic abilities. Archmagos Maximal has noted that slayer fairies seem very loathe to use this power more than absolutely required and seem to enter a period of mourning after using it, suggesting that forming and breaking the sympathetic link causes psychological issues.
Shield Capacitors

A salvaged Dark Age device, these capacitors function as an emergency supply of power to a ship’s void shields in the event that they are somehow cut off from main power. On its own these are not unusual; similar devices are present in many of the Dark Age ships from the graveyard. What differs is the unusual efficiency of these capacitors, able to store enough energy to keep most void shields operational for a 12-hour period and come online the instant power to the generators is cut off. This transition is so seamless that the shields do not even fall completely. This allows ships to more rapidly bring their shield to full capacity when ambushed or conducting an ambush, keep their shields up after suffering damage to the power grid and survive longer after suffering a reactor failure, possibly long enough to bring the reactor back online.
Viking Gunship

The Viking is a Vulture variant that resems an ordinary Vulture in all ways except that it replaced the multi-lasers with flechette grenade launchers. The flechette grenade launchers resemble a Tau weapon called the Airbursting Fragmentation Projector but with a slightly higher rate of fire, and they are capable of causing massive devaluation among large lightly armoured groups, such as Tyranid Gaunts. The Vikings will be highly effective against Tyranids and Tranth suggests building some immediately.
Ynnead

The chief goddess of the Aeldari, Ynnead is a young goddess by the reckoning of her people, having been born only a few thousand years ago, shortly after the death of the Emperor. Her birth was the result of thousands of years of preparation, great sacrifice, and frantic improvisation. Formed from the sacrifice of every living Farseer and much of the Aeldari population, Ynnead is the heir and reincarnation of Asurian, the dead king of the Aeldari gods. Her birth in many ways was the keystone of Eldrad's grand plan to remake the Aeldari into an honorable people.

Empowered by her birth, Ynnead challenged She-Who-Thirsts upon their own ground. In truth, the plan was never for Ynnead to win, instead the plan was for their valiant death to buy time for Cegorach to sever the link between Slaanesh and the Aeldari. Instead, meticulously, valiantly, ruinously, Ynnead tore into the gloating Chaos God, cutting open their gut and liberating the souls of the Aeldari Dominion and the shards of their ruined pantheon. Had she not stumbled as she left Slaanesh's realm, dropping the bulk of the souls, the young goddess could well have poisoned herself with the malice of the Dominion. While this would result in many of the greatest souls of the Dominion to be lost before the Aeldari could recover them, and greatly complicate the resurrection of their pantheon, it nevertheless ensured Ynnead would come to embody the best of the Aeldari, being free of the Dominion's taint.

After her humbling of the Chaos God, Ynnead led the charge into Commorragh, breaking Vect's hold on the dark city and sending him and his most loyal followers scrambling out of the Webway. From there, Ynnead has led her pantheon and guided her people in their war against the dark, turning the Aeldari afterlife into a recruiting ground. When an Aeldari dies and passes into Ynnead's realm, they are remade into a Wraith, a type of Deva that retains all of their skill if none of their former power. They can then be summoned into Wraithbone bodies and sent out to war. These Wraiths form the vast majority of the Aeldari military, often outnumbering living Aeldari a hundred to one.

Ynnead is a Major god, though the vast majority of her power has been invested into the Wraiths that grant the Aeldari the numbers needed to wage their wars. She is remarkably humble for a member of the Aeldari pantheon, and is a god of atonement and redemption as well as death, seeking to redeem her people for the horrors wrought upon the galaxy by the Aeldari Dominion.
Stone Trolls

The Stone Trolls are a humanoid people of Avernus native to Avernus' Spine and were the first of the peoples of Avernus that humanity made contact with. They are stone humanoids that have a fully carbon-based organic body and a fully stone body that take up the same space and are able to move though solid stone without disturbing it. When first encountered the Stone Trolls were tribal hunter gatherers but since contact with humanity they have started to developed, unifying into a single nation, building permanent settlements and using basic agriculture.

## Physiology

Stone Trolls are humanoid creatures resembling an ogryn made of stone. They are around three times as strong as an ogryn and are almost as tough as a power armoured Space Marine, but are slow moving. Despite first appearances all Trolls have both a fully organic body and a fully stone body that take up the same space. This stone body is made up of stone gathered when they exit stone walking, and as such has greatly variably characteristics and can be casually healed as long as their is nearby stone.

## Powers and Technology

Trolls have two innate powers that all Stone Trolls can use, Stone Walking and Metal Bending, and some Stone Trolls are also capable of using psychic powers from their unique Troll Geomancy Discipline.

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

Metal Bending is an innate power that allows Stone Trolls to effect metal as if they were four times as strong as they actually are, which when combined with their massive innate strength is incredibly powerful.

Stone Troll Geomancy is a discipline that allows for the manipulation of earth and stone, ranging from creating simple attacks and pitfalls to large scale environmental alterations. Such as dropping a mountain on invaders heads. It seems to relay on the innate connection to stone that all Trolls posses so can not be learned by human psykers.

## Culture and Location

The Stone Trolls are in the process of developing from tribal hunter gatherers into a unified nation with building permanent settlements and using basic agriculture. This is in large part due to the combination of food and ideas that they gained from humanity.

So far all Stone Trolls that you have encountered live within the Avernus' Spine mountain range, though their are rumours of other tribes of trolls.

== ==
HLM (SV)

**Les HLM**, aussi appelée **The Res** en anglais, est un quartier de San Vanelona, dans Skate., et il se trouve au centre de la ville.

## Description

Avec les rues les plus raides et rapides de San Vanelona, les HLM offrent aux fanas de vitesse ce qu'ils cherchent. Trace à donf dans les descentes, prend des curbs et trouve des wallrides.

## Lieux notables

* Galerie d'art
* Hôtel de ville
Technology levels

Technology levels are a rough abstraction of how technologically developed a nation or other group are. While the most advanced technology a group has access to is taken into account, what is given more weight is what can be fielded en mass. Often, the kye advantage of a higher technology level is not in the raw qualitative edge of more potent technology, but the ability to field those advanced weapons in large numbers. The STC blueprint for neutron guns means little if a nation can only produce a handful of them. A tech level 10 empire might be able to field a small elite force with basic power armor, while a tech level 20 empire would be able to field similarly equipped troops en mass. As the technology gap widens, it becomes impossible to quantify, as the lower tech species can not properly assess the higher. Technology bases to advanced to quantify are referred to as 30+, while 30 is the maxim technology level that can presently be at least vaguely understood.

At a base, a technology level is evenly applied, but some techbase have a heavy focus on some aspects of technology, these technology levels are considered specialists , and the number given will be of their advancement in their area of focus. As a rule of thumb, they can be considered to be 2-3 tech levels lower outside of their area of focus.
Tachyon Coms

An application of the Deus's tachyon sensors, applying the technology to communications. While the transmitting is too bulky and expensive to practically mount on every ship, more compact receivers able to send simple confirmation signals scaled for even escorts have been created. This allows for a single ship to feed staggering amounts of information to the rest of the fleet, at speeds beyond casualty, greatly enhancing the admiral's ability to command and coordinate his forces.
XV148 Dominance Battlesuit

The Tau Empires answers to Titans and other high end superheavy warmachines this massive battlesuit falls between a Scout Titan and a Reaver Titan in size. Where Imperial Titans are designed to act as unstoppable combatants, shrgging off any fire as they crush their foes before them the XV148 is closer too a mobile artillery piece. On the move the XV148 is agile for a Titan and able to trade fire with a Scout Titan on an even footing. When it anchors itself however and diverts the full fury of its reactors to power its primary weapons systems the XV148 unleashes a level of firepower that even a Callamus Reaver Titan would struggle to match. In war the XV148 is used as mobile artillery, bringing overwhelming firepower to a segment of the battle before redeploying to escape retaliation or cover another area.
Tranth Patten Gellar Fields

Archmagos Tranth’s new Gellar Fields are surprisingly little more expensive to build than the current designs, but the improvements that he has made to both shrink the fields and make them more, streamlined is probably the best word, have had a massive impact. As well as reducing the chance of most accidents that befall ships travelling through the Warp his design increases travel speed by a solid sixty per cent, allowing ships to approach six Light-years a day.

### Mark 2

It took Archmagos Tranth a mere three years to redesign your Gellar Field Generators into the Tranth Patten Mark 2 Gellar Field Generators, which are both a bit safer then his previous Patten and should allow the ship to move through the Warp a good five percent faster.
New Model Navy Battleships

Battleships are the largest conventional warships, and each ship has enough firepower and armour to match an entire squadron of cruisers. Battleships are generally used either as flagships for fleets of all sizes or to make up powerful task forces which are used as an elite force by their Admiral.

## Boulder Class Battleship

### Garrison

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

## Armoured battleships

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

### Boulder Hull

Part of the New Model Navy, the Boulder take advantage of the abundant supply of Ultra-Dense Metal that the Imperial Trust has in the aftermath of the Iron War to make an incredibly tough battleship with a significant amount of firepower

#### Boulder Class Battleship

The Boulder Class Battleship is designed to absorb incredible amounts of incoming firepower away from the rest of the fleet. It does this via the use of a mix of Thermal Lances and short ranged weapons batteries that allow it to inflict massive damage if it is allowed to remain close to the enemy fleet for long. Defensively the Boulder combines its Ultra-Dense armour and body with reinforced Aegis Void Shields and a formidable point defence network to allow it to weather an insane mount of firepower.

## Mirum Class Stealth Battleship

### Garrison

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

## Stealth Battleships

The stealth battleships are a rather unusual design, intended to use stealth to close to within short range and then fight as a conventional armoured battleship. This makes them the one exception to the normal rule that stealth ships should avoid traditional battles, and many a battle has been turned by stealth battleships unexpectedly opening fire at short range.

### Mirum Class Stealth Battleship

The Mirum is a rather simple design, using grav engines to slowly and stealthy move its heavily armoured bulk into short range of the enemy then erasing them with massed Thermal Lances. It is the slowest warship in the Imperial Trust Navy by a good half, and as such can be rather hard to get into position against manoeuvring foes. As such it is mostly used either in ambushes, attacks against defences or by the Imperial Trust's better admirals who can lure the foe into its range.
Parasite Drone Craft

Parasite Drone Craft are an attack craft variant intended to attach to enemy ships and repeatedly strike them at point blank with cutting thermal beams. Their advantage over regular attack craft is that they don’t need to be recollected or refuelled, having enough reserves to last multiple days of continuous fire. Their disadvantage is that it takes quite some time for the damage from their parasitical attachment onto enemy ships to build up to the point of being lethal. Nonetheless, they have led to situations where the enemy fleet is crippled to the point of non-functionality even after all allied ships have been defeated.
Ordinatus Talos

The Ordinatus Talos from the Imperium Quartus, is a baffling and utterly incomprehensible example of psi tech, designed to target the only weakness left in the Necrodermis Tyranid’s battle line, their Hive Mind. In their war with the Necrons who could rarely attack it, their defences in that area had atrophied, allowing Vulkan and Corvus to cooperate on a weapon which can best be described as a telepathic psycannon, which shreds the minds of those it is fired at.
Skate 3

**Skate 3** est un jeu de skate, sorti le 11 Mai 2010 en Amérique du Nord, et le 14 Mai 2010 en Europe.

## Histoire

Après avoir fini les épreuves de Skate 2, le joueur déménage à Port Carverton, "le paradis des skateurs". Reda à alors une idée, il va créer une marque de skateboards avec le joueur/la joueuse, et leur but va être de vendre un million de planches et de fonder une équipe. Avec quatre amis, il/elle va faire des défis divers et variés, ce qui va engranger des ventes de planches.

## Anecdotes

* Au Beffroi, on peut voir une horloge disant 16:20. Cela pourrait dire qu'il est 16:20 à Port Carverton.
* Cependant, on peut voir sur la montre d'un homme qu'il est visiblement 11:05.
Refractor Shields

## More Easily Produced Refractor Shields

On Finding: 89 refractor field generators of a design that seems to be more easily produced then the standard type, of which only three were in working condition.

On Completion: This year Archmagos Explorator Tranth has managed to reverse engineer the refractor fields found under Dorthonion. These refractor fields seem to be a far more efficient design that is just as effective but far easier to build, taking around a quarter the resources as the type that Tranth already knows about.
Short Term Planetary Shields

The planetary shields developed by Callamus and shared during the Third Conclave were useful but so tremendously expensive as to only be deployed on a nation's most key worlds, often being unaffordable even for fortress worlds. While not necessarily an improvement, this model uses far fewer generators in an overcharged state to provide a short term protection before burning out. While this is more expensive if a shield is often needed and provides only a few days of delay to an attacking force, they are far cheaper to construct and can buy time for a reinforcement fleet to arrive.
United Sectors of Amir'ka

The United Sectors of Amir-Ka is one of the most powerful polities in your region of the Segmentum, controlling over four entire sectors. Fortunately it is mostly inward looking, with its leaders being more concerned with internal politics then other powers. This is because it is run by that most strange of governmental systems, a democracy.

Amir-ka is led by a President who is elected once every decade by a vote of all citizens of the polity and whose power is restricted by both a constitution and by the power of the Council of Leaders, who are themselves elected by their own worlds. The Council of Leaders is split into five main political parties, the Nationalists, the Progressives, the Liberals, the Greens and the Conservatives. While the exact balance of power between the five is always changing generally a President will need the support of at least two of the major parties to win, and a third to govern.

While each of the parties seems to owe its allegiance directly to one of the Chaos Gods the conflict between them is rather tame, with there rarely being more then a few billions deaths in the campaign year leading up to a election.

Democracy (Chaotic)
Ruler: President
Capital: Wa-Shi-Ton
Size: 355 Worlds
Estimated Population: 5 trillion
Distance to Imperial Trust: 400 Light years to Midgard (Autem)

Military: estimated 400 billion cultists, estimated 750 billion Guard, estimated 4,000 Chaos Space Marines
Estimated Fleet Turn: estimated 3,500 Capital Ships , estimated 50,000 Escorts
Ordinatus Grábakr

Tranth tells you that the Ordinatus Grábakr is a massive gravitic/sonic weapon that can create massively powerful sonic attacks on areas several hundred kilometers away via the manipulation of gravity, with the attacks being powerful enough to kill Genestealers within a kilometre, cripple them within two, and take out tougher foes closer to the epicentre, though its rate of fire is not particularly high. The weapon is carried on a massive vehicle built out of a pair of Adjudicator Mobile Assault Platform equipped with heavy armour and powerful shields, though it has few other weapons and will need to rely on escorts to deal with attackers that reach it.
Éditeur de rediff

L'**éditeur de rediffusion**, ou **éditeur de rediff**, est un outil disponible dans tous les opus de la série Skate, excepté Skate sur Java. Le but est (ou du moins, était) de publier des vidéos en ligne qui se retrouveront sur le site EA Skate, ou sur skate.Flux. Mais cet éditeur peut aussi servir à visualiser ses erreurs, ses meilleurs tricks, une belle séquence, ou... un glitch. C'est vraiment marrant ça, aussi. Il est aussi possible de prendre des photos, que l'on peut aussi partager.

## Skate.

Dans Skate., il est possible d'accéder à l'éditeur via le menu Pause. Pour les visionner, il faut aller dans le Sac à dos, dans Médias, puis dans Mes médias. On peut ensuite aller dans Mes rediffs, pour les vidéos, ou dans Mes photos pour voir les photos. Il est possible de stocker 8 vidéos et 12 photos. Les vidéos peuvent faire un maximum de 25 secondes.

## Skate It

Dans Skate It, pour la version Wii, c'est encore le menu Pause, dans Éditeur de rediff, et ces vidéos peuvent faire 20 secondes. Pour les visionner, il faut aller dans le menu principal, et dans Média, puis dans Mes photos partagées, ou Mes rediffs. Il est possible d'enregistrer 136 photos et 5 vidéos. Pour la version DS, il faut appuyer sur l'icône Vidéo sur l'écran tactile, ce qui permettra d'ouvrir l'interface de commandes vidéo. Les vidéos durent 10 secondes, et il est impossible de les sauvegarder, de même qu'il est impossible de prendre des photos. Cependant, et pour la première fois, il est possible de bouger la caméra à l'endroit où l'on souhaite, soit avec la manette +, soit avec l'ajusteur sur l'écran tactile.

## Skate 2

Dans Skate 2, c'est ENCORE et TOUJOURS dans le menu Pause, et c'est encore dans Éditeur de rediff. Pour les visionner, il faut aller dans le menu En ligne (ou Hors ligne), puis dans Vidéo skate., et dans Mes médias. Le nombre de vidéos varie selon la taille des vidéos, de même pour les photos. D'ailleurs les vidéos peuvent aussi faire 25 secondes, grand maximum.

## Skate 3

Pour Skate 3, la limite de temps est cette fois-ci de 60 secondes, et pour accéder à l'éditeur, il faut passer dans le menu Carrière, ou Jeu libre, puis dans le sous-menu Créer, et dans Éditeur de rediff. Pour les visualiser, Il faut aller au même emplacement, mais dans skate.Média. On peut alors choisir Mes rediffs ou Mes photos. Comme pour Skate 2, le nombre de vidéos, comme de photos, varie selon leurs tailles.