Pre-Fabricated Fortress

One of the most impactful technologies found upon Avernus, the Pre-Fabricated fortress has redefined how the Trust fights wars. Each Pre-Fabricated Fortress is a collection of fifteen different fifty by fifty meter modules, each able to be assembled by a platoon in an hour, and capable of seamlessly connecting with neighboring modules. This design allows a regiment to construct a square kilometer of fortifications with only two hours of work, and enables a field army to raise lines of bunkers and fortifications in mere hour. This can often allow the creation of fortresses mid-battle, as well as enabling an army on the march to create multiple lines of fortifications and fall back points with only a handful of hours notice. A key feature of the Fortress modules is their low cost, as no module requires truly advanced technologies, allowing for easy mass use. With Magni Transporters making it a simple matter for an army to keep massive numbers of modules close at hand, they have utterly redefined how the Trust fights.

## Modules

### Hospital

A surprisingly simple module, the Hospital Module is primarily a collection of generators, water and air purifiers, and sections of optional walls. At its center is a modular one to three-story building that can be assembled from an array of smaller sub-modules. This allows the exact makeup of the hospital to be customized to a degree. allowing a hospital to be built to treat field trauma, plagues, or simply have as many beds as possible. Modified versions have been created by the trust that include melta charges as a last resort sterilization measure. Usually modular, multiple hospital modules can be combined to create larger hospitals. This module has seen a large amount of non-military use, setting up field hospitals to assist disaster or plague-stricken areas throughout the Trust.

### Motor Pool

Intended for vehicle storage, the Motor Pool module is mostly open ground, with a network of fuel lines running through much of it allow easy access to refueling. It also contains a number of secure sheds for storing equipment and spare parts, as well as a basic garage for maintenance and simple repairs. More than most, the Motor pool module is designed to be used in clusters, often with many of them being configured as bare tarmac as the support structures are clustered around the edges. Most modules do not contain a full set of walls, as the assumption is that any given motor pool will be constructed from multiple different modules, but self-contained fully walled variants do exist.

### Barracks

A walled and gated module, the Barracks module contains a single two story bunkhouse, as well as an optional armory bunker, which can be either free-standing or built into the bunkhouse as a citadel. The Barracks is of sturdy construction with special attention paid to heavily reinforcing the roof to resist bombardment, as well as having defensive points around all entrances. Like most modules, multiple Barracks can be combined to create a single larger structure. The Barracks contains a degree of local storage for food and water, as well as infantry weapons.

### Supply Depot

The Supply Depot is a sturdy supply bunker capable of safely storing supplies. Much like most modules, the central bunker is such that multiple can be connected together to create larger structures. Unlike most modules, the Supply Depot is not designed to withstand direct assaults, but instead to resist infiltrators. Surrounded by floodlights, razor wire fences, and a comprehensive camera system, the Supply Depot module is designed to be incredibly difficult to approach unseen. Despite the name, the bunker at the module's center is not necessarily a supply depot. Some variations instead act as utility infrastructure, protecting power plants, water pumps, or other such utilities needed to keep a small city or large military base running. Like most modules, most Supply Depot types can be combined. In larger prefabricated fortresses it is not uncommon to have large power and sewage plants broken over a dozen modules.

### Landing Pad

Similar to the motor pool module, the Landing Pad module contains a number of hangers and a small supply of spare parts, as well as a comprehensive system of integrated fuel pumps to allow for rapid refueling of aircraft. Aside from that, the Landing Pad module uses a purpose-built type of reinforced tarmac. It is capable of basic color changing and is dotted with sockets for lights. This allows for on the fly adjustment of markings and illumination patterns. While in smaller fortresses this module is limited to VTOL aircraft, it is entirely possible to combine a large number of them to swiftly set up a high-quality airstrip. Configurations that make use of a large amount of this module, and a variant Command Node module can be used to set up a fully functioning airbase in a handful of hours.

###  Repair Shop

A collection of machine shops, foundries, and garages, the Repair Shop module is intended to allow for maintenance and repair of units in the field. The basic self-contained module is capable of maintaining and repairing infantry weapons and capable of performing basic repairs on vehicles. Larger complexes made of multiple modules are capable of performing repairs of some of the smaller super heavies. However, such modules usually need to be supported by a power plant and will draw heavily from stores of spares. As such most large Repair Shop modules are situated near the army's cluster of Supply Depots.

### Bunker Line

A group of just over a dozen small bunkers, this module is intended to serve as the meat of defensive hardpoints. Each Bunker Line is just over a dozen small bunkers and is sufficient space for half a regiment to fight from without overcrowding. The bunkers themselves are fairly simple affairs, made of a mix of plasteel and high strength Rockcrete, and, as could be expected, provide excellent cover and mounting points for any heavy weapons the defending infantry carry. The bunkers are themselves somewhat modular, allowing a commander to select the type and orientation of firing ports and exits. While effective defenses, bunker lines are somewhat reliant on other modules to provide extra killing power and support.

### Heavy Weapons Line

A line of fire support bunkers, the Heavy Weapons Line consists of twelve bunkers with integrated weapons. The bunkers are themselves modular and capable of mounting any weapon of the appropriate size in the trusts arsenal and typically come in one of two mounting configurations. The more common is capable of mounting eight heavy weapons and is able to bring almost all of them to bear against most approaches, allowing it to put out a staggering amount of fire. The other design mounts a pair of ordinance weapons, enabling them to lay down devastating long-range firepower. Typically Heavy weapons lines will use a mix to provide fire support for nearby bunker lines, though mounting pure ordinance bunkers on top of high ground with clear fire lines is a common tactic.

### Perimeter Section

While many sections have light walls or fences, the Perimeter section is a dedicated curtain wall. Two hundred meters worth of ten meter high walls topped with enclosed firing ports and heavy weapon emplacements. While unable to put out the same volume of fire as a line of bunkers or heavy weapons, the simple protection of high walls remains an incredible advantage. Due to the low price and speed of assembly, many dug in Trust armies will create multiple layers of walls, filling the gap between with bunkers of various sorts, allowing them to bleed the enemy across multiple lines of defense.

### Shielding Module

Intended to protect other sections from bombardment, a Shield section is a collection of four ion shield generators, the plasma generators to power them and heavy bunkers intended to protect them. The shielding modules was in fact the source of ion shield technology, with the defensive fields being reverse-engineered from the first recovered shielding modules. Each ion shield is capable of projecting a shield over a hundred and twenty-five meters of fortifications. The Shielding module is capable of powering its ion shields from some distance, running up to one hundred meters of high capacity power cabling through heavily armored sleeves. this enables the generators to be more easily distributed, allowing for greater ease covering other modules. It has become common practice in the trust to include void shields as a replacement for the ion shields in at least some modules, as the two defensive fields complement each other extremely well. The shielding module is a key part of the Pre-Fabricated Fortress, allowing the other modules to weather focused bombardment far better than they otherwise could.

### Anti-Air Section

Four massive heavily armored bunkers, one containing advanced scanners and targeters, two mount four anti-air autocannons, and one mounting a massive anti-air turbolaser. The four bunkers are networked together, allowing the targeting bunker to provide excellent firing data. This combined with the fixed platforms near-perfect stability, allows an Anti-Air section notably greater accuracy than most mobile forms of anti-air. The inclusion of super heavy anti-air into the module ensures that foes attempting to use super heavy bombers or gunships to breach prefabricated fortresses will suffer catastrophic losses in the attempt, something a great many traitor Astartes were briefly surprised to discover. The Turbo laser it uses is notably cheaper than the one that was in common use by the Imperium and can be produced without using advanced technology. The beam is notably less exotic than traditional turbo lasers, and it is suspected that it's lower cost was the result of removing a counter to some now lost technology. Whatever the case its discovery made the mass deployment of turbolasers into heavy fortifications feasible, massively increasing the lethality of all trust fortifications.

### Command Node

A dedicated command bunker, the Command Node is a single large heavily reinforced bunker with a number of close-in defensive options such as minefields or emplaced turrets. The bunker contains an extremely potent array of comms and jammers. the command node is able to maintain high bandwidth secure communications over kilometers and is able to jam the communications of even some dedicated command vehicles such as command chimeras over a ten-kilometer range, ensuring that the defenders of the fortress will maintain command and control supremacy in the immediate battlespace. This effect can be augmented by constructing overlapping bunkers to further degrade enemy communications.

### Artillery Section

A series of ten bunker-mounted Royal Earth-Shaker Cannons and fortified munitions stores, the Artillery Section allows a Pre-Fabricated Fortress to provide integrated artillery and bombardment capacity, allowing a Pre-Fabricated Fortress to engage in counterbattery fire to make attempts at prolonged bombardment costly. It should be noted that this was the first example of Royal Earth-Shaker cannons recovered and served to allow their reverse engineering and incorporation into the Trust's arsenal, effectively doubling the range, rate of fire and accuracy of the Trust's most commonly fielded piece of field artillery.

### Macro Weapon Emplacement

Created by Callamus to leverage their industrial capacity, the Macro Weapon Emplacement is a new type of prefabricated fortress module intended to provide massed anti super heavy fire. Consisting of a pair of massive weapon emplacements, each capable of mounting anything up to a Turbo-laser Destructor. the bunkers can be configured as either raised towers or more durable bunkers. The firing towers are by design just tall enough to fire over the ten-meter walls that usually surround prefabricated fortresses. while the vast majority of Macro Weapon Emplacement modules mount a pair of the cheaply produced Turbo-laser Destructors, however many will mount more advanced weaponry such as Plasma Obliterators or similarly expensive and deadly weapons. The addition of an easy way to mount a significant amount of super heavy weaponry, especially on firing platforms enabling them to fire over other modules, notably increasing the lethality of pre-fabricated fortresses. At present, a variant that has twice as many weapon mounts but uses knight weight weapons is presently under development.