Avernite Military Skill and Equipment

The forces of Avernus are the most skilled soldiers in the Imperial Trust, and some of the best equipped. This is a result of many factors, most of which resolve around the Eternal War with the wildlife of Avernus and just how central war is to Avernites, and therefore how much of the GDP is spent on Avernus' soldiers.

## Universal

All Avernite professional formations are provided with Emergency Stabilisers and medical omnitools, reducing the percent of casualties that end up as fatalities by 20%.

All Avernite professional formations are provided with Zom and Twitch, allowing them to fight with mortal wounds for a time and greatly enhancing their reaction speed.

## Heljaegers

### Total Skill +1134

+100 Elite Bonus

+110 Military Traditions Bonus

+245 Equipment bonus

+50 Bionics Bonus

+115 Deathworlders Bonus

+25 Morale Bonus

+23 Officers Bonus

+70 Training Facility Bonus

+51 Training Bonus

+267 Juvenat bonus

+52 Militia Bonus

+5 Champions

+25 Alkahestrial augmentations

#### Other Bonuses

+35 additional bonus vs melee

+20 additional bonus against Psykers

+18 additional bonus against Deamons

+15 additional bonus in sieges

+5 additional bonus when defending in sieges

+5 addition bonus for/against harassment

+3 additional bonus for light infantry

+50 additional bonus when fighting on Avernus

+50 to Lifeguard detection and interception

+50 to Jomsjaeger vs Titan+ targets

+50 Rikjaeger vs Heroes and Leaders

+10 vs Ka Users

### Total Morale +235

+20 Elite

+29 Military Traditions Bonus

+17 Deathworld Bonus

+5 Morale Bonus

+38 Equipment bonus

+10 Bionics Bonus

+4 Officers Bonus

+26 Training Facility Bonus

+53 Juvenat Bonus

+20 Trait Bonus

+5 Chaplain Bonus

+1 Champions

+5 Alkahestrial augmentations

### Equipment

#### Zom: + 1%HP vehicle HP, +10% infantry HP

**Psychic Grenades: +20 to rolls, +50% HP, +0.1 armour**

The Heljaegers equipped with whatever is best for their task, barring only the most costly of wargear, much of it master crafted by Orkwing artisans. This includes an extensive array of runes with all Heljaegers having warded runed armour and vehicles made from microalloys further boosted by enhanced Runes of Reinforcement for both their defence and mobility. Their weapons are enhanced by runic combinations, with excess weapons available allowing them to adjust their loadout with the foe. Finally, a similar array of runes is applied to all of their vehicles. Additionaly they are provided with enchanted amulets and talismans by the Searing Sea Sirens.

The Heljaegers are equiped with Psychic Grenades, allowing them access to a wide range of psychic effects on demand without needing to draw on the Psyjeagers overly. These grenades go particularly well with the large number of practitioners of the Lore of Life that Avernus has access to, allowing you to easily turn them into portable healing devices.

Like the Helguard formations, Jeagers are provided with Emergency Stabilisers and medical omnitools, reducing the percent of casualties that end up as fatalities by 20%.

Jeagers are equipped with Catachan Plasma Augmetics, which allow them to function on a level not that far below that of Astartes.

The Nyenye created a set of Alkahestrial Augments for your Jaegers, making a set for each of the five types including Witch and Psyker Hunters. All of the augmentations provide a good level of base physical boosts that when combined with the Jaegers existing cybernetic augmentations should put them physically on par with Astartes.

## Helguard

### Total Skill +898

+50 Grenadier Bonus

+95 Military Traditions Bonus

+120 Equipment bonus

+50 Bionics Bonus

+115 Deathworlders Bonus

+25 Morale Bonus

+23 Officers Bonus

+70 Training Facility Bonus

+51 Training Bonus

+217 Juvenat bonus

+52 Militia Bonus

+5 Champions

+25 Accumulated Other Bonuses

#### Other Bonuses

+35 additional bonus vs melee

+20 additional bonus against Psykers

+18 additional bonus against Deamons

+15 additional bonus in sieges

+5 additional bonus when defending in sieges

+5 addition bonus for/against harassment

+3 additional bonus for light infantry

+50 additional bonus when fighting on Avernus

+10 vs Ka Users

### Total Morale +189

+10 Guard

+30 Military Traditions Bonus

+17 Deathworld Bonus

+5 Morale Bonus

+21 Equipment bonus

+10 Bionics Bonus

+4 Officers Bonus

+22 Training Facility Bonus

+43 Juvenat Bonus

+20 Trait Bonus

+5 Chaplain Bonus

+1 Champions

### Equipment

#### Zom: + 1%HP vehicle HP, +10% infantry HP

The Avernite Helguard is equipped with advanced weaponry.  At the moment a full quarter of your Helguard is equipped with Plasma Pistols, 5% with Grav Pistols and the rest with TransNeutron Pistols. Currently 55% of the Helguard is armed with TransNeutron Rifles, 20% with Remnant Battle Rifles, 20% with Plasma Rifles and 5% with Grav Rifles, giving each fire team either a plasma rifle or a grav rifle. 35% of the heavy weapons have been replaced with Plasma Weapons, while 10% have been replaced with Grav Weapons, the remainder is a mix of TransNeutron Weapons, Neutron Shardcasters, along with missiles launchers with advanced warheads and Remnant Homing Missiles. All Helguard are armed with Light power Weapons.

Helguard are equipped with Catachan Plasma Augmetics, which allow them to function on a level not that far below that of Astartes.

## Helltroopers

### Total Skill +758

+10 Guard Bonus

+108 Military Traditions Bonus

+95 Equipment bonus

+35 Bionics Bonus

+115 Deathworlders Bonus

+25 Morale Bonus

+23 Officers Bonus

+70 Training Facility Bonus

+51 Training Bonus

+152 Juvenat bonus

+52 Militia Bonus

+5 Champions

+17 Accumulated Other Bonuses

#### Other Bonuses

+35 additional bonus vs melee

+20 additional bonus against Psykers

+15 additional bonus against Deamons

+15 additional bonus in sieges

+5 additional bonus when defending in sieges

+10 addition bonus for/against harassment

+3 additional bonus for light infantry

+50 additional bonus when fighting on Avernus

+10 vs Ka Users

### Total Morale +163

+2 Guard

+29 Military Traditions Bonus

+17 Deathworld bonue

+19 Equipment bonus

+7 Bionics Bonus

+5 Morale Bonus

+4 Officers Bonus

+22 Training Facility Bonus

+30 Juvenat Bonus

+20 Trait Bonus

+5 Chaplain Bonus

+1 Champions

### Equipment

#### Zom: + 1%HP vehicle HP, +10% infantry HP

While not as well equipped as the Helguard the Helltroopers are still equipped with powerful weaponry. At the moment your Helltroopers have replaced most of their heavy weapons with Neutron Weapons, a tenth with plasma weapons and a percent with Grav Weapons. When combined with their melta-missiles and Haywire weapons this makes them better equipped then some Trust Grenadiers. All Helltroopers are armed with Light power Weapon and have either Neutron Rifle or Volkite Rifles as standard.

Helltroopers are equipped with highly advanced bionic enchantments, which significantly increase their toughness and provide several notable boosts to other abilities.

## PDF

### Total Skill +617

-10 PDF Bonus

+93 Military Traditions Bonus

+100 Equipment bonus

+117 Deathworlders Bonus

+25 Morale Bonus

+23 Officers Bonus

+70 Training Facility Bonus

+51 Training Bonus

+52 Militia Bonus

+61 Juvenat Bonus

+5 Champions

+15 bionics bonus

+15 Accumulated Other Bonuses

### Other Bonuses

+35 additional bonus vs melee

+20 additional bonus against Psykers

+15 additional bonus against Deamons

+15 additional bonus in sieges

+5 additional bonus when defending in sieges

+5 addition bonus for/against harassment

+3 additional bonus for light infantry

+50 additional bonus when fighting on Avernus

+10 vs Ka Users

### Total Morale +130

-2 PDF

+29 Military Traditions Bonus

+17 Deathworld bonue

+17 Equipment bonus

+5 Morale Bonus

+4 Officers Bonus

+22 Training Facility Bonus

+20 Trait Bonus

+5 Chaplain Bonus

+12 Juvenat Bonus

+1 Champions

+3 bionics bonus

### Equipment

#### Zom: + 1%HP vehicle HP, +10% infantry HP

The Avernite PDF is armed to the standard of Imperial Trust grenadiers, with Rail Rifles and basic power armour.

The Avernite PDF has a few bionics new cybernetics whose main benefits are defensive, but also provide a range of boosts to strength, senses and reflexes that together make your PDF notably more dangerous.

## Militia

### Total Skill +374

-40 Militia Bonus

+85 Military Traditions Bonus

+80 Equipment bonus

+115 Deathworlders Bonus

+25 Morale Bonus

+16 Officers Bonus

+56 Training Facility Bonus

+11 Training Bonus

+13 Juve-Nat Bonus

+13 Accumulated Other Bonuses

#### Other Bonuses

+16 additional bonus against Psykers

+12 additional bonus against Deamons

+12 additional bonus in sieges

+4 additional bonus when defending in sieges

+4 addition bonus for/against harassment

+3 additional bonus for light infantry

+50 additional bonus when fighting on Avernus

+8 vs Ka Users

### Total Morale +90

-8 Militia

+17 Deathworld bonus

+15 Military Traditions Bonus

+13 Equipment bonus

+5 Morale Bonus

+4 Officers Bonus

+16 Training Facility Bonus

+20 Trait Bonus

+5 Chaplain Bonus

+2 Juve-Nat Bonus

### Equipment

#### Trollsteel: +.75 armour for infantry, +.5 armour for power armoured infantry and vehicles, increase vehicle HP by 25%

The Avernite militia is armed to the standard of elite Imperial Trust forces, with Pulse Rifles and basic power armour as standard supported by Markerlights, Locar Smoke and similar technologies.