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Military Forces of the Glimmering Federation
SYSTEM ARMY GROUPS
Motto: "From the Depths to the Stars!"
Regimental Standard Baseform: A Field of Deep Blue with a Red Sand Wave, inlaid by a Black Star.

Forces:
1st Droman SAG - (1st Cradle Medium Assault, 1st and 2nd Droman Coral Medium Assault, 1st Droman Tideswarm Heavy Demolition) - (2/5 to Veterancy)
2nd Droman SAG - (3rd, 4th, and 5th Droman Coral Medium Assault, 2nd Droman Tideswarm Heavy Demolition) - (1/5 to Veterancy)
3rd Droman SAG - (1st Cradle Medium Engineering, 6th Coral Medium Assault, 1st and 2nd Heavy Infantry Kil'drabi)
4th Droman SAG - (7th, 8th, and 9th Droman Coral Medium Assault, 3rd Droman Tideswarm Heavy Demolition) - (2/5 to Veterancy)
5th Droman SAG - (2nd Cradle Medium Engineering, 10th Coral Medium Assault, 3rd and 4th Heavy Infantry Kil'drabi)
6th Droman SAG - (1st and 2nd Droman Abyssal Dive Light Tanks, and 1st and 2nd Cradle Light Engineering) - (2/5 to Veterancy)
Motto: "Burn Them All To Dust!"
Regimental Standard Baseform: A Green Field adorned by a trio of Blood-Red Fists clenching Golden Lighting.

Forces:
1st Ubrakan SAG - (1st Ubrakan Heavy Tanks, 1st and 2nd Ubrakan Medium Tanks, 1st Ubrakan Light Tanks) - (4/5 to Veterancy)
2nd Ubrakan SAG - (2nd Ubrakan Heavy Tanks, 3rd and 4th Ubrakan Medium Tanks, 2nd Ubrakan Light Tanks)
Motto: "By Coin Abandoned, By Duty Reformed!"
Regimental Standard Baseform: A Golden Field surrounded by a Red Halo with an inlaid Purple Cog.

Forces:
1st 'Gatecrasher' Neumidian SAG - (1st and 2nd Corcrat Heavy Mechanized Assault, 1st and 2nd Budget Arms Light Tanks) - (Veteran)
2nd Neumidian SAG - (3rd and 4th Corcrat Heavy Mechanized Assault, 3rd and 4th Budget Arms Light Tanks) - (2/5 to Veterancy)
Motto: "Beyond the Dawn! We Stand Eternal!"
Regimental Standard Baseform: A White Field with a Black tower centered within, and a Green Laurel framing it.

Forces:
1st Perfindian SAG - (1st Order of the Final Bastion Heavy Engineering, 1st and 2nd Order of the Final Bastion Medium Mechanized Ogryns, 1st Order of the Final Bastion Medium Tanks)
2nd Perfindian SAG - (2nd Order of the Final Bastion Heavy Engineering, 3rd and 4th Order of the Final Bastion Medium Mechanized Ogryns, 2nd Order of the Final Bastion Medium Tanks)
Motto: "There is only Hope."
Regimental Standard Baseform: A Green Field with Two Blue Hands cupping a White Star.

Forces:
1st Gnatiilian SAG - (1st Gnatiilan Medium Infantry Assault, 1st Gnatiilan Light Infantry Engineering, 1st and 2nd Gnatiilan Heavy Tanks)
2nd Gnatiilian SAG - (2nd Gnatiilan Medium Infantry Assault, 2nd Gnatiilan Light Infantry Engineering, 3rd and 4th Gnatiilan Heavy Tanks)
Motto: "Shatter The Earth, Shatter The Foe!"
Regimental Standard Baseform: A Red Field with a Green Circle divided in Five Pieces by a White Border.

Forces:
1st Itanian SAG - (1st, 2nd, and 3rd Itani Heavy Tanks, 1st Itani Heavy Mechanized Engineering) - (4/5 to Veterancy)
2nd Itanian SAG - (4th, 5th, and 6th Itani Heavy Tanks, 2nd Itani Heavy Mechanized Engineering)
Motto: "From Darkness Unto Dawn!"
Regimental Standard Baseform: Unit-Specific Standards, but a clenched Brown Paw, a Black Hammer, and a Red Star arranged in a Triangle on a Purple Field with the words "Truth, Loyalty, Dedication" between the symbols.

Forces:

1st Host of the Unbidden - (1st, 2nd, and 3rd Yeeni Heavy Mechanized Assault, 1st Yeeni Heavy Mechanized Engineering)
2nd Slayers of the Banished Foes - (1st and 2nd Yeeni Medium Infantry Sabotage, 1st and 2nd Yeeni Light Tanks)
3rd Legion of the Burning Ashes - (1st, 2nd, and 3rd Yeeni Heavy Tanks, 1st Yeeni Heavy Mechanized Engineering)
4th Enkindled Clockwork Legion - (1st, 2nd, 3rd, and 4th Yeeni Heavy Augmetic Legion Assault) - (3/5 to Veterancy)
5th Maws of Smog - (4th, 5th, and 6th Yeeni Heavy Tanks, 2nd Yeeni Heavy Mechanized Engineering)
6th Corruptors of Sin - (1st and 2nd Yeeni Light Infantry Sabotage, 1st and 2nd Yeeni Light Infantry Demolition)
Motto: "Expect None, Deliver All."
Regimental Standard Baseform: A White Field with a Black Circle within a Green Maw.

Forces:
1st 'Sugar Bombers' Barbarun SAG - (1st Barbarun Light Tanks, 1st, 2nd, and 3rd Barbarun Medium Mechanized Sabotage) - (Veterans)
2nd Barbarun SAG - (2nd Barbarun Light Tanks, 4th, 5th, and 6th Barbarun Medium Mechanized Sabotage)
Motto: "Break The Chains! Break The Chains! Break The Chains!"
Regimental Standard Baseform: A Brown Field with Five Black Broken Chains shattered by a Blue Five-Fold Star.

Forces:
1st Ikatun SAG - (1st, 2nd, and 3rd Ikatun Light Infantry Sabotage. 1st Ikatun Light Augmetic Legion Demolition) - (4/5 to Veterancy)
2nd Ikatun SAG - (4th, 5th, and 6th Ikatun Light Infantry Sabotage. 2nd Ikatun Light Augmetic Legion Demolition)
Motto: "Get That Loot!"
Regimental Standard Baseform: Various Gang-Tags depending on who is on the rise and downfall right now.

Forces:
1st Kriegar 'Gorecog' SAG - (1st, 2nd, 3rd, and 4th Kriegar Medium Augmetic Legion Assault) - (Veteran) - (3/5 to Elite)
2nd Kriegar SAG - (5th, 6th, 7th, and 8th Kriegar Medium Augmetic Legion Assault) - (1/5 to Veterancy)
Motto: "Risen By The Word!"
Regimental Standard Baseform: Five Colors (Green, Blue, Red, Black, and White) going from a central point to the edge of the standard.

Forces:
1st Diablan SAG - (1st and 2nd Diablan Light Mechanized Assault, 1st Diablan Light Infantry Engineering, 1st Diablan Light Infantry Demolition) - (4/5 to Veterancy)
2nd Diablan SAG - (1st and 2nd Diablan Heavy Mechanized Assault, 2nd Diablan Light Mechanized Engineering, 1st Diablan Heavy Infantry Demolition)
3rd Diablan SAG - (1st, 2nd, and 3rd Diablan Medium Infantry Assault, 1st Diablan Medium Infantry Demolition)
4th Diablan SAG - (1st, 2nd, and 3rd Diablan Light Infantry Assault, 2nd Diablan Medium Infantry Demolition)
Motto: "Write Down Our Deeds."
Regimental Standard Baseform: A White unfurled Scroll atop a Yellowed Field.

Forces:
1st Brigach SAG - (1st and 2nd Brigach Light Infantry Sabotage, 1st and 2nd Brigach Light Mechanized Assault)
2nd Brigach SAG - (3rd and 4th Brigach Light Infantry Sabotage, 3rd and 4th Brigach Light Mechanized Assault) - (2/5 to Veterancy)
Motto: "Wardens of the Dead."
Regimental Standard Baseform: A Black Skull atop a Grey Tombstone amidst a Green Field.

Forces:
1st Saget SAG - (1st, 2nd, 3rd, and 4th Saget Heavy Infantry Engineering) - (2/5 to Veterancy)
2nd Saget SAG - (5th, 6th, 7th, and 8th Saget Heavy Infantry Engineering)
Motto: "This Counts As Overtime!"
Regimental Standard Baseform: A Trio of Golden Coins atop a Brown Field.

Forces:
1st Malrasian SAG - (1st, 2nd, and 3rd Malrasian Heavy Tanks, 1st Malrasian Light Infantry Engineering)
2nd Malrasian SAG - (1st, 2nd, 3rd, and 4th Malrasian Light Mechanized Demolition) - (2/5 to Veterancy)
Motto: "Grow your Destiny."
Regimental Standard Baseform: A Green Vine snaking around a Brown Tree with Golden Leaves.

Forces:
1st Semumrum SAG - (1st and 2nd Semumrum Light Infantry Sabotage, 1st and 2nd Semumrum Light Infantry Engineering)
2nd Semumrum SAG - (3rd and 4th Semumrum Light Infantry Sabotage, 3rd and 4th Semumrum Light Infantry Engineering)
Motto: "We got something for the job!"
Regimental Standard Baseform: A Grey Wrench crossed with a Brown Gun atop a Black Field.

Forces:
1st Gathin SAG - (1st, 2nd, 3rd, and 4th Gathin Heavy Infantry Demolition)
2nd 'Saphire Sweaters' Gathin SAG - (5th, 6th, 7th, and 8th Gathin Heavy Infantry Demolition) - (Veterans)
Motto: "Defend What's Yours!"
Regimental Standard Baseform: A Red Sun atop a Blue Field.

Forces:
1st Valhidem SAG - (1st Valhidem Light Infantry Sabotage, 1st Valhidem Light Mechanized Assault, 1st Valhidem Light Infantry Engineering, 1st Valhidem Light Mechanized Demolition)
2nd Valhidem SAG - (2nd Valhidem Light Infantry Sabotage, 2nd Valhidem Light Mechanized Assault, 2nd Valhidem Light Infantry Engineering, 2nd Valhidem Light Mechanized Demolition)
Motto: "Victims No More!"
Regimental Standard Baseform: A Leering Blue Predator Skull atop a Dancing Red Skeleton in a Yellow Field.

Forces:
1st Fall SAG - (1st, 2nd, 3rd, and 4th Fall Heavy Tanks.)
2nd Fall SAG - (5th, 6th, 7th, and 8th Fall Heavy Tanks.)
Motto: "Seeking Better Lifes."
Regimental Standard Baseform: A Pure Black Field.

Forces:
1st Kanzura SAG - (1st, 2nd, 3rd, and 4th Kanzura Medium Mechanized Assault)
2nd Kanzura SAG - (5th, 6th, 7th, and 8th Kanzura Medium Mechanized Assault)
Motto: "Pride yourself by seeking better than the last."
Regimental Standard Baseform: A Black Skeleton holding a Golden Scale with a Red Feather and a Brown Eye being measured atop a White Field.)

Forces:
1st Grabstein SAG - (1st and 2nd Grabstein Medium Tanks, 1st and 2nd Grabstein Heavy Tanks.)
2nd Grabstein SAG - (3rd, and 4th Grabstein Medium Tanks, 3rd, and 4th Grabstein Heavy Tanks.)
Motto: "Fuck Off!"
Regimental Standard Baseform: A White Pike crossed with a Black Wrench atop a Purple Field.

Forces:
1st Gheistheim SAG - (1st, 2nd, 3rd, and 4th Gheistheim Medium Mechanized Engineering.)
2nd Gheistheim SAG - (5th, 6th, 7th, and 8th Gheistheim Medium Mechanized Engineering.)
Motto: "Would you like to know more?"
Regimental Standard Baseform: A Grey Skull holding a Black Bomb in its jaw, its Brown Fuse lit with a Red Glow on a White Field.

Forces:
1st Lethysan SAG - (1st, 2nd, 3rd, and 4th Lethysan Heavy Mechanized Demolition)
2nd Lethysan SAG - (5th, 6th, 7th, and 8th Lethysan Heavy Mechanized Demolition)
Motto: "Bulwark Against The Dark!"
Regimental Standard Baseform: A Red Skull with Blue Flowers within its eyes and a Purple Crown crushed by its jaw on a Green Field.

Forces:
1st Terrore SAG - (1st and 2nd Terrore Medium Mechanized Ogryn, 1st Terrore Medium Mechanized Kil'drabi, 1st Terrore Medium Augmetic Legion Assault)
2nd Terrore SAG - (3rd, and 4th Terrore Medium Mechanized Ogryn, 2nd Terrore Medium Mechanized Kil'drabi, 2nd Terrore Medium Augmetic Legion Assault)
Motto: "By The Light!"
Regimental Standard Baseform: A Red Rising Sun on a White Field.

Forces:
1st Lights SAG - (1st and 2nd Lights Light Infantry Assault, 1st Lights Light Infantry Sabotage, 1st Lights Light Infantry Engineering)
2nd Lights SAG - (3rd, and 4th Lights Light Infantry Assault, 2nd Lights Light Infantry Sabotage, 2nd Lights Light Infantry Engineering)
Motto: "Sing The Hymns!"
Regimental Standard Baseform: A Notesheet displaying the Planetary Hymn in White on a Black Field.

Forces:
1st Hymns SAG - (1st and 2nd Hymns Light Mechanized Assault, 1st and 2nd Hymns Medium Tanks)
2nd Hymns SAG - (3rd, and 4th Hymns Light Mechanized Assault, 3rd, and 4th Hymns Medium Tanks) - (4/5 to Veterancy)
Motto: "Unbowed And Proud."
Regimental Standard Baseform: A five-colored Star in Blue, Green, Brown, Red, and Yellow upon a Purple Field.

Forces:
1st Defenders of the Innocents - (1st Yeeni Light Infantry Assault, 1st and 2nd Yeeni Light Infantry Engineering, 1st Light Tanks)
2nd Voices of the Foxes - (1st and 2nd Yeeni Augmetic Assault, 1st and 2nd Yeeni Augmetic Demolition)
Motto: "With Labor Enobled!"
Regimental Standard Baseform: A Brown Shovel crossed by a Green Gun on a Grey Field.

Forces:
1st Labors SAG - (1st, 2nd, and 3rd Labors Light Mechanized Engineering, 1st Labors Light Tanks) - (1/5 to Veterancy)
2nd Labors SAG - (4th, 5th, and 6th Labors Light Mechanized Engineering, 2nd Labors Light Tanks)
Motto: "Fortress Against Evil."
Regimental Standard Baseform: A Black Tower on a White Field.

Forces:
1st Sigrittan SAG - (1st and 2nd Sigrittan Heavy Mechanized Engineering, 1st and 2nd Sigrittan Heavy Mechanized Demolition) - (3/5 to Veterancy)
2nd Sigrittan SAG - (3rd and 4th Sigrittan Heavy Mechanized Engineering, 3rd and 4th Sigrittan Heavy Mechanized Demolition)
Motto: "Anchor And Artillery."
Regimental Standard Baseform: A Blue Cannon on a Red Field with a Yellow Rising Sun.

Forces:
1st Silistan SAG - (1st, 2nd, and 3rd Silistan Medium Mechanized Engineering, 1st Silistan Medium Tanks)
2nd Silistan SAG - (4th, 5th, and 6th Silistan Heavy Mechanized Engineering, 2nd Silistan Heavy Tanks)
Motto: "Under Dark Skies We Flower."
Regimental Standard Baseform: A White-Black Checkerboard with One Purple Eye with a Green Iris.

Forces:
1st Howling SAG - (1st, 2nd, 3rd, and 4th Medium Augmetic Legion Assault)
2nd Howling SAG - (5th, 6th, 7th, and 8th Medium Augmetic Legion Assault)
3rd Howling SAG - (9th, 10th, 11th, and 12th Medium Augmetic Legion Assault)
4th Howling SAG - (13th, 14th, 15th, and 16th Medium Augmetic Legion Assault)
5th Howling SAG - (17th, 18th, 19th, and 20th Medium Augmetic Legion Assault)
6th Howling SAG - (21th, 22th, 23th, and 24th Medium Augmetic Legion Assault)
7th Howling SAG - (25th, 26th, 27th, and 28th Medium Augmetic Legion Assault)
8th Howling SAG - (29th, 30th, 31th, and 32th Medium Augmetic Legion Assault)
9th Howling SAG - (33th, 34th, 35th, and 36th Medium Augmetic Legion Assault)
10th Howling SAG - (37th, 38th, 39th, and 40th Medium Augmetic Legion Assault)
11th Howling SAG - (41th, 42th, 43th, and 44th Medium Augmetic Legion Assault)
12th Howling SAG - (45th, 46th, 47th, and 48th Medium Augmetic Legion Assault)
Motto: "Welcome To The Cornfield, Motherfucker!"
Regimental Standard Baseform: A Yellow Corn Cob on a Green Field.

Forces:
1st Voxx Secundus SAG - (1st, 2nd, 3rd, and 4th Light Mechanized Sabotage)
2nd Voxx Secundus SAG- (5th, 6th, 7th, and 8th Light Mechanized Sabotage)


Special Military Organizations

Official Motto: "Devotion in Study, Veneration of Ability, for the Art of War"
Unofficial Motto: "We go where we are needed. We do what must be done."
Coat of Arms: A Yellow Sun centered on a black background, with a silver candle with a white flame set before the Sun.
Color Scheme: Black and Yellow/Gold are the primary colorations for Order Knights, with the Order's Coat of Arms painted on the left shoulder plate. Each Knight may (should they so choose) have a sigil representing their Homeworld painted onto the right shoulder plate, and personal Heraldry (should they commit actions deemed worthy of the honor) may be applied to either one thigh plate or the crotch plate.
Notables:
-Instead of a lupine skull with baleful eyes, a mask bearing the countenance of the Terran Wolves native to Ixxus and Drixxus has been chosen as countenance of the Karnivores. Painted in four colors to give meaning to change. Bone White for the Innocence regained by purification, swirls of Gold and Black to announce the Knights allegiance to the Order of the Blazin Sun, and red drops underneath the eyes to herald the bloodshed to protect those the Knight and their Pilot would strive to leave behind in safer fields.
-Along the entrance to its cockpit, handprints are be left by the workers who labored to bring the Orders' machines to life, reminding the Pilot of those who had made their duty possible and needed them to provide it every time they would enter to bring war and death to the foes of the Star Child. Likewise, the Pilot inscribes an Oath on the left thigh plate, not the one of the Order, but one of their own conviction to their duty and to the compassion they would need to show even in the most brutal battle to those they shielded, and those who surrendered in truth before their might.


Headquarter System: Perfinda

Forces:
1st 'The Ancient Pack' War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (Veterans) - (2/5 to Elite)
2nd War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
3rd War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (3/5 to Veterancy)
4th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
5th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (3/5 to Veterancy)
6th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (3/5 to Veterancy)
7th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
8th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
9th 'Inheritors of Starlight' War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.)- (Veterans)
10th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (3/5 to Veterancy)
11th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (3/5 to Veterancy)
12th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (3/5 to Veterancy)
13th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (3/5 to Veterancy)
14th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
15th 'Corpse-Grinders' War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (Veterans) - (1/5 to Elite)
16th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (3/5 to Veterancy)
17th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (4/5 to Veterancy)
18th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
19th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
20th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
21th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (4/5 to Veterancy)
22th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
23th 'The Lord's Lance' War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (Veterans)
24th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
25th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
26th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
27th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
28th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
29th 'Heralds of the Heavens' War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (Veterans)
30th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)
31th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (2/5 to Veterancy)

Legal Situation:
-Order Houses and other infrastructure under the direct control of the Order fall under the aegis of Federal institutions.
-The Order consists entirely of well-trained volunteers.
-Conscription may occur, but only in an emergency that would enable the appointment of a Diktat.
-Security Forces for Order Houses may not number more than 1 Security Officer for every 3 other Order staff at any given Order facility, and they are to be used exclusively for protecting whichever facility they are assigned to.
-At the discretion of the ranking officer of any operations an Order Detachment is a part of, Knights are free to apply appropriate camouflage patterns to their machines in place of standard Order colors for however long is deemed necessary.



Chapter Master: Gamma
Chief Librarian: N/A
Master of the Forge: Zahariel
Master of Recruits: Delta
Chief Apothecary: Marach Isheo
Master of Ships: Alpha
Chief Chaplain: Beta

Forces:
1st Company - ~100%
2nd Company - ~100%
3rd Company - ~100%
4th Company - ~100%
5th Company - ~100%
6th Company - ~100%
7th Company - ~100%
8h Company - ~100%
9th Company - ~100%
10th Company - ~100%
11th Company - ~100%
12th Company - ~100%

Notable Wargear:
-Power Swords are standard Equipment.
-Force Swords are available in abundance.
-Ichor Power Armor (Equivalent to the Mark X.)

Relics:
-Promise of Rebirth - An Ancient Hellfire Dreadnought once occupied by Chapter Master Amadeus 'Chyron' Chyropheles, May His Name Ever Be Remembered, before dying due to old age in 798.M42 after nearly two millennia of service in the name of Humanity. Painstakingly maintained and upgraded throughout the centuries, it now sports a Heavy Plasma Cannon, Missile Launcher, Smoke Launchers, and Twin-Linked Heavy Bolters, alongside improved Auramite armor coatings.

Hallowed Heroes:
-Chapter Master Amadeus 'Chyron' Chyropheles - Died in 798.M42 due to Old Age. Ensured the Chapter would live again when he was the last Lamenter in the galaxy. Has been honored with the eternal right to be titled as 'Chapter Master' for this deed alone, alongside numerous other feats of heroics in the name of duty and humanity.

Vehicles:
Tanks - ~20% Strength
IFVs - ~100% Strength
Air - ~250% Strength
Dreadnoughts - 0% Strength

Favored Tactics: Shock Assault, Orbital Drops, Strike Teams, Air Assaults



Standard Equipment of the System Army Groups
Weapons: 1x Hellshot-Lasgun (Power-Selector (Single/Auto/Beam/Mag-Dump Melta)), 3x Grenades (Types available: Frag, Krak, Blind, Plasma), 1x Holdout Hellshot-Laspistol, 1x Holdout Combat Knife.
Armor: Reinforced Powered Carapace Armor (Self-carrying, Minor Strength Amplification, Standardized), Light-weight Heavy Duty Environmental Sealing, Tactical Display Helmet, Vox Bead.
Equipment: 1x Double-Sided Tool Knife (Serrated/Straight Edge), 1x Compact Multi-Tool (Weapon/Armor Repairs/Maintenance), 1x Compact Shovel, 3x Emergency Armor Patches, 1x Emergency Medical Kit, 2x Stimms, 1x Medical Information Plaque.
Misc: Food/Water for 3 Days of Combat Operations, Optional Waste Disposal Equipment, Personal Memoria.
Weapons: 1x Hellshot-Laspistol, 1x Holdout Combat Knife, 1x Servo-Skull Nest (5x Servo-Hunters, 2x Light Gun-Skulls (Hotshot-Laspistol)).
Armor: Light Powered Carapace Armor (Self-carrying, Standardized), Light-weight Heavy Duty Environmental Sealing, Tactical Command Helmet, Vox Command Bead.
Equipment: 2x Emergency Armor Patches, 1x Medical Kit, 1x Medical Information Plaque.
Misc: Food/Water for 3 Days of Combat Operations, Optional Waste Disposal Equipment, Personal Memoria.
Weapons: 1x Plasma Rifle, 6x Grenades (Types available: Frag, Krak, Blind, Plasma), 1x Plasma Pistol, 1x Power Blade.
Armor: Wearer-Adjusted Power Amor (Self-carrying, Strength Amplification, Standardized), Jump-Pack, Light-weight Heavy Duty Environmental Sealing, Tactical Display Helmet, Vox Comms.
Equipment: 1x Double-Sided Tool Knife (Serrated/Straight Edge), 1x Compact Multi-Tool (Weapon/Armor Repairs/Maintenance), 1x Compact Shovel, 5x Emergency Armor Patches, 2x Emergency Medical Kits, 5x Stimms, 1x Medical Information Plaque.
Misc: Food/Water for 10 Days of Combat Operations, Optional Waste Disposal Equipment, Personal Memoria.
Weapons: 1x Heavy Weapon of Choice (Includes Crew-Served Weaponry), 1x Beatin' Stick, 5x Ultra-Heavy Squeeze Grenades.
Armor: Reinforced Powered Carapace Armor (Self-carrying, Minor Strength Amplification, Standardized), Light-weight Heavy Duty Environmental Sealing, Motivational Speech/Order Helmet.
Equipment: 1x Compact Ogryn Shovel, 1x Medical Information Plaque, 1x Morale-Boosting Reinforced Plushy of Choice (Washable, Tear-Resitant, Named).
Misc: Food/Water for 10 Days of Combat Operations, Optional Waste Disposal Equipment, Personal Memoria.
Weapons: 1x One-Handed Shotgun, 1x Beatin' Stick.
Armor: Light Power Armor (Self-carrying, Strength Amplification, Standardized), Light-weight Heavy Duty Environmental Sealing, Motivational Speech/Order Helmet.
Equipment: 1x Directional Ion Shield Emitter, 1x Medical Information Plaque, 1x Morale-Boosting Reinforced Plushy of Choice (Washable, Tear-Resitant, Named).
Misc: Food/Water for 10 Days of Combat Operations, Optional Waste Disposal Equipment, Personal Memoria.
Weapons: 1x Heavy/Crew-Served Weapon of choice (Back-mounted), 2x Holdout Hellshot-Laspistols.
Armor: Reinforced Powered Carapace Armor (Self-carrying, Minor Strength Amplification, Standardized), Light-weight Heavy Duty Environmental Sealing, Tactical Display Head-Seal, Vox Bead.
Equipment: 1x Compact Multi-Tool (Weapon/Armor Repairs/Maintenance), 5x Emergency Armor Patches, 2x Emergency Medical Kits, 4x Stimms, 1x Medical Information Plaque.
Misc: Food/Water for 3 Days of Combat Operations, Optional Waste Disposal Equipment, Personal Memoria.
Weapons: 1x Hellshot-Long-Las (Power-Selector (Single/Beam) or 1x Hellshot-Bullpup (Power-Selector (Single/Auto/Mag-Dump Melta)), 2-8x Grenades (Types available: Frag, Krak, Blind, Plasma), 1x Hellshot-Laspistol, 1x Holdout Combat Knife.
Armor: Reinforced Powered Carapace Armor (Self-carrying, Minor Strength Amplification, Standardized), Light-weight Heavy Duty Environmental Sealing, Tactical Display Helmet, Vox Bead.
Equipment: 2x Improved Yeeni Tool Gloves (Weapon/Armor/Vehicle Repairs/Maintenance), 3x Emergency Armor Patches, 1x Medical Kit, 1x Medical Information Plaque.
Misc: Food/Water for 3 Days of Combat Operations, Optional Waste Disposal Equipment, Personal Memoria.
Weapons: 1x Hellshot-Laspistol, 1x Holdout Combat Knife, 1x Servo-Skull Colony (5x Servo-Hunters, 8x Light Gun-Skulls (Hotshot-Laspistol), 5x Heavy Gun-Skulls (5x Micro-Rockets, 1x Hotshot-Laspistol), 2x Grox Hunter-Skulls (1x Bolter)).
Armor: Light Powered Carapace Armor (Self-carrying, Standardized), Light-weight Heavy Duty Environmental Sealing, Tactical Command Helmet, Vox Command Bead.
Equipment: 2x Emergency Armor Patches, 1x Medical Kit, 1x Medical Information Plaque.
Misc: Food/Water for 3 Days of Combat Operations, Optional Waste Disposal Equipment, Personal Memoria.
Weapons: 1x Plasma Bullpup or Plasma Long-Rifle, 4x Grenades (Types available: Frag, Krak, Blind, Plasma), 1x Plasma Pistol, 1x Power Blade.
Armor: Wearer-Adjusted Power Amor (Self-carrying, Strength Amplification, Standardized), Jump-Pack, Light-weight Heavy Duty Environmental Sealing, Tactical Display Helmet, Vox Comms.
Equipment: 2x Improved Yeeni Tool Gloves (Weapon/Armor/Vehicle Repairs/Maintenance), 5x Emergency Armor Patches, 2x Emergency Medical Kits, 5x Stimms, 1x Medical Information Plaque.
Misc: Food/Water for 7 Days of Combat Operations, Optional Waste Disposal Equipment, Personal Memoria.



Federation War Machines
-Heritage Pattern: 1x Havoc Multi-Launcher (Back-Mounted), 1x Slaughterclaw (Left Hand), and 1x Reaper Chaintalon (Right Hand)
-Godclad Pattern: 1x Starcoil Harpoon (Two-Handed) and 1x Omega Pattern Mechadendrites (Back-Mounted)
-Howler Pattern: 1x Reaper Chaintalon (Right Hand), 1x Star Impulse Rotary Lascannon (Left Hand), and 1x Seraphim Class Jump Rig (Back-Mounted)
-Dawn Pattern: 1x Thermal Cyclone (Right Hand), 1x Infernus Minor (Left Hand), 1x Havoc Multi-Launcher (Back-Mounted)
-Stalker Pattern: 1x Mobile Ion Shield Gauntlet (Left Hand), 1x Slaughterclaw (Left Hand), 1x Star Guard Point Defense Suite (Back-Mounted)
Havoc Multi-Launcher - Back-Mounted
This weapon is a simple, yet effective, multi-barrelled Missile Launcher that can fire clusters of high-explosive munitions.

Slaughterclaw - One-Handed
A Knight-sized, three-taloned melee claw able to rip into enemies with ease.

Reaper Chaintalon - One-Handed
A Armiger-sized chainsword with a sharp claw at the end to hack into enemies.

Infernus Minor - One-Handed
Designed as an upscaled Heavy Flamer and taking inspiration from the Inferno Cannon of the Malcador Infernus, the Infernus Minor fires a volatile jelly mix of Promethium and other choice accelerants at incredibly high pressures, capable of denting vehicle plate if used as a simple water cannon. These high-pressure streams are met with the pre-ignition sequence as they travel out of the barrel, setting the volatile mixture aflame in what has been described as "Sun-Fire" when fired by an Inferno Cannon proper. While lacking the sheer volume and size of the Infernus Cannon, the Infernus Minor is still fully capable of melting anything stupid enough to be within sight for longer than a moment. The Infernus Minor is a one-arm mounted weapon designed for use on the Armiger to deal with entrenched positions and hordes of infantry. However, it has proven devastating against even power-armed troops, given the firestorm it can unleash.

Star Impulse Rotary Lascannon - One-Handed
This fierce weapon is the result of an attempt to give the Karnivore Armiger Knights ranged anti-armor firepower. Essentially, it is five oversized lascannons built into a rotating frame with an overstrength cooling matrix. This allows it to consistently lay down a withering barrage of coherent destruction as each lascannon is fired in sequence and cooled by the cooling matrix. This weapon can lay down fire for as long as the Knight pilot wants to, thanks to its cooling capacity. By the time the fifth lascannon has fired the first lascannon in the sequence has cooled and recharged for firing.

Starcoil Harpoon - Two-Handed
The Starcoil is a massive Barbed Harpoon, attached to a thick, braided adamantium cord, typically used to help moor Starships against the cosmic winds. During use, the Starcoil launcher utilizes a set of electromagnetic coils and grav thrusters to propel the barbed projectile towards a target at supersonic speeds, projecting a power field into the head of the projectile. This power field allows the Starcoil to penetrate the hides of the toughest warp-touched daemon or the hulls of the heaviest vehicles. After entering the target, the pilot can rip the Harpoon out themselves, rewind the weapon and force the pierced target to either move closer or suffer massive internal damage, or use it while still pierced to control the opponent's range of movement. Some pilots have been known to utilize what they call 'The Flick,' firing off their Harpoon and flicking their arm, sending the Adamantium Cord snapping around, inflicting horrifying damage to those unlucky enough to be near the whipping cord. Unfortunately, between the required motors to haul the targets back, the power field generators within the backup harpoon heads, and the size of the weapon, the Starcoil is a Two-Handed weapon, Leaving the Armiger with little more than their gauntleted fist on the other arm and their back-mounted weapons or equipment.

Thermal Cyclone - One-Handed
An attempt to recreate a Thermal Spear, legends of which had once been espoused by Chapter Master Chyron and remained in the minds of the humans listening ever since, the Thermal Cyclones internals can be summed up as a series of Heavy Meltas, arranged into a circular pattern. Firing in sequence, the Thermal Cyclone creates a series of hammer blows as superheated blasts are repeatedly slammed into the target, rapidly melting even the thickest armoring. This has a devastating effect on the target during close-range combat. To combat the rapidly diminishing returns of the Melta's range, the Thermal Cyclone can be switched to a longer-ranged mode, firing the Heavy Meltas together instead of in sequence. By channeling the mass of superheated energy through concentrated grav plate-lined channels, the Thermal Cyclone can fire at Medium Range...for a Knight's weapon.
Mobile Ion Shield Gauntlet - One-Handed
A one-handed Directional Ion Shield supplemeting the Karnivores already existing Ion Shield with additional protection capable of recovering from a breakdown far faster than the full shield.

Seraphim Class Jump Rig - Back-Mounted
With a heavy series of thrusters and anti-gravity plates, the Seraphim Class Jump Rig is designed to mimic grav-chutes and Space Marine Jump Packs, albeit on a decidedly extensive scale. Mounting quadruple promethium-burning thrusters along the sides and back, the Jump Rig is bolted onto the middle and back sections of a Karnivore. Combined with a heavy-duty anti-gravity generator, the mass of the Karnivore is rendered far lighter than it should be once the Seraphim is activated for its short 'burn time.' While this does not render it capable of 'flight,' the Karnivore's ability to jump is now drastically enhanced by thrusting it into the air while allowing a safe return to the ground or on a target, typically on top of someone's head. During sub-orbital insertion, these same Seraphim Class Jump Rigs allow the Karnivore to perform what has become known as 'The Flatpaw Special,' Named after the Yeeni engineer who managed to convince a Squire to try it, dropping into a training session on top of the simulated Titan enemy and winning immediately.

Omega-Pattern Mechadendrites - Back-Mounted
This equipment started life when a tech-savvy Knight witnessed the Servo Harness of a Chaos Marine and decided, "Fuck You, I can do better," before proceeding to bother the Techpriests who helped maintain their Knight to aid them. The Omega Pattern Mechadendrites are a set of massive Mechadendrites, similar to those of a Techpriest or Servo Harness, enlarged and grafted onto an Armiger's back. Starting with two Knight-sized mechadendrites, the Omega-Pattern also sports dozens of thin and agile Dendrites alongside their larger cousins. Capable of quick patch jobs in the field, comprehensive repairs with access to materials and supplies, limited construction capabilities, and devastating support in melee, the Omega-Pattern has quickly endeared itself to those Knight-Pilots who desire close-range engagements.

Star Guard Point Defense Suite - Back-Mounted
The Karnivore thrives in close combat. It is designed to destroy the enemy up close and personal. The Star Guard is a means to help the Karnivore reach its preferred range. The Star Guard is a suite of equipment such as laser-based fast-tracking point defense guns and high-resolution sensor systems to detect incoming missiles and other ordinance. All to intercept any and all ordnance before they reach the Karnivore's armor or the ion shield to allow the titan to be at its full capacity when it reaches melee.
Infantry Fighting Vehicle
Ranger Infantry Fighting Vehicle
The Ranger's purpose is to take full advantage of our integrated society to create a machine that can go where it must fight as it must and do so without breaking the budget on the way. Trimmed down, it is a proper hover vehicle, capable of largely ignoring terrain in its effort. It carries two Multi-Lasers due to their limited recoil and to reduce the weight on the hull, supplemented by an octet of Hunter-Killer missiles for anti-armor work in a pinch. It can carry an entire squad of Federation Soldiers to battle--roughly six to twelve infantry depending on species and any other specifications--and has firing slots for its passengers to join in while it searches for problems. While the proper operation of a Ranger requires a dedicated Enginseer-equivalent, few of the technologies involved are significantly advanced--only their applications in wartime.
The call for a replacement for the Chimera transport inherited from the Imperium came as a moment of great consternation to the Federation's design teams. Simply put, the Chimera was virtually perfect as far as an infantry transport could be. It had excellent durability, a degree of ruggedness that left it virtually impervious to assault--and yet was simple to maintain and could be modified for almost any conceivable circumstance by simply switching out some of its hardpoints. Some thought that this meant the Federation needed some completely novel capability, like aerial transport or firepower sufficient to double up in the tank line. There were a few fights here and there, harsh discussions, and then an intern asked an important question.

"Shouldn't it just be as helpful to the team it's carrying as it can be?"

It was like a revelation from above. For all that the Chimera was rugged, cheap, and effective. It was not designed to provide significant support to the troops it carried. Oh, it certainly was equipped with respectable anti-infantry armaments. But the Chimera's core design was that of suppressing fire and a delivery mechanism, not as the lodestone of a fighting doctrine in and of itself.

With that understood, the question then became more apparent. "What is the purpose of mechanized infantry, and how is it superior to the more typical motorized or line infantry?" The answer was, "In exchange for a heavier logistical and technical burden, you get a small tank attached to every squad that can protect them to and from their destination while allowing them exceptional mobility." The Glimmering Federation's ability to support a more advanced fighting force than Imperial Standard has never been in question, thanks to its more significant proliferation of foundational technological lore and education. This meant that using what amounted to an armored box with a few suppressive weapons was a waste of that potential.

The Ranger's purpose is to take full advantage of our integrated society to create a machine that can go where it must fight as it must and do so without breaking the budget on the way. Trimmed down, it is a proper hover vehicle, capable of largely ignoring terrain in its effort. The Heavy Bolters have been replaced with Multilasers due to their limited recoil and to reduce the weight on the hull, supplemented by a small number of Hunter-Killer missiles for anti-armor work in a pinch. It can carry an entire squad of Federation Soldiers to battle--roughly six to twelve infantry depending on species and any other specifications--and has firing slots for its passengers to join in while it searches for problems. While the proper operation of a Ranger requires a dedicated Enginseer-equivalent, few of the technologies involved are significantly advanced--only their applications in wartime.

While admittedly, it is more expensive than the Chimera by a fair portion and has a greater demand for specialized driver training and maintenance, none of these are things the Federation lacks. In exchange, we gain an elegant transport, capable of delivering our crusaders where they need to go, regardless of opposition--and spirit them away when their work is done.


Armored Personnel Carriers
Magnadon Heavy APC
A wedge-shaped APC with heavy and costly armor used to transport high-value troops to the front. Armed with a Multi-Laser turret and co-axial Heavy Bolter atop its body, the Multi-Laser can be replaced by an Auto/Lascannon and the Heavy Bolter with a Heavy Flamer. Two missile attachments on the Magnadon's body can carry a reverse-engineered Havoc-Missile Launcher or Hunter-Killer Missile Pod each. Its complement of infantry can dismount to the rear and back of the vehicle, with the doors able to be used as mobile cover should the vehicle be destroyed in an open field or cover-less position.
Heavily Based on burnt-out hulls, interviews with Chapter Master Chyron, and pictures of Space Marine Rhinos, the Magnadon sits low to the ground and can be compared to a Massive Wedge with Thick, Heavily Armoured tracks, capable of crawling over hundreds of different types of terrain with as much ease as the Chimera that it was designed to replace. The Magnadon is designed with a Thick Plasteel Hull reinforced with a Thin Adamantium Lattice to maximize durability. Placed atop the wedge-like body of the Magnadon, the APC carries a small turret.

During an average deployment, the turret of the APC mounts a Multi-Laser and a co-axial Bolter designed to provide fire support against infantry. Optional replacement weapons include replacing the heavy bolter with a co-axial mounted Heavy Flamer and the Multi-Laser with either an Autocannon or a Lascannon.

The dismount options for its cargo include doors on the side, which are heavily armored and reinforced. Both can be removed and used as deployable covers if the vehicle is disabled or through the Magnadons back ramp.

To finish off the complement of the Magnadon, it can mount two missile attachments to the Roof: a single Havoc launcher reverse-engineered from purified chaos loot and a single hunter-killer missile pod. Depending on the mission, this weapons profile can be changed to two of either instead.

Due to its inherent stability and the sheer durability of its Adamatine-reinforced Plasteel hull, the Magnadon can survive drops from considerable heights. This attribute can be focused upon with heavy-duty parachutes and even suborbital drops with the addition of specialized heavy one-use gravity Chute Plates. However, this last option remains rare due to its one-use nature and niche need.

N3 Klajiyos IFV
-Crew: 3 (Commander, Gunner, Driver)
-Primary Armament: 1 Autocannon or 1 Multi-Laser
-Secondary Armament: 2 Missile Pods or Grenade-Launcher Pods
-Propulsion: Front wheels, Rear tracks
-Troop Compartment: 8-troop squad
-Special Equipment: Motivational posters are present in Ogryn Units.
-Description: The N3 Klajiyos IFV is the next-generation infantry fighting vehicle purposefully designed for the Federation by the Federation. Setting itself from the age-old Chimera is the Klajiyos' half-track design, a return to an old design now made logistically feasible once again thanks to significant improvements in alloying and automation, among others. These recent improvements place the Klajiyos on par with the Chimera in terms of cost and maintenance while allowing it superior maneuverability, ease of use, and greater survivability.


Scouts
Sharpuktu Reconnaissance Hover Vehicle
While the Salamander has served us well as a reconnaissance vehicle, it is somewhat lacking in mobility compared to what we could design. This is where the Sharpuktu comes in as a fast and maneuverable hover vehicle that can be airdropped onto the battlefield. It can get over obstacles with hoverjets and even "boost" its engines for increased speed. Yet, both features cannot be used for long and will overheat through prolonged use. It's armed with a light, fast-firing battle cannon (albeit only capable of moving vertically) and missile launchers. It is intended to carry high-value personnel, whether field commanders or an elite strike team or recon squad, with a capacity of 6 people.

Gremlin Light Scout
An extremely light two-person scout vehicle meant to be used by the Glimmering Federation's scouting, infiltration, and sabotage elements. Thanks to its ultra-light yet durable construction, the Gremlin's construction may as well be a rounding error for the Federations Mechanized Formations. Three variants are officially sanctioned, but the SAGs of the Federation have since added several hundred more to the list of unofficial variations. Usually armed with Heavy Stubbers or Las-Repeaters, the Gremlin can be armed with virtually any weapon it can carry, and it thus has been armed with everything it can bring to a fight.
The Gremlin is a small two-person vehicle meant to provide armor capability & mobility to light infantry and infiltration units. It is intended to be transported in a modular series of compact crates and assembled on-site. The first crate contains the engine, the second includes the wheels and disassembled vehicle frame, and the third contains any one of several standard heavy weapons that can also double as crew-served heavy infantry weapons. Optional fourth and fifth crates contain armaplas armor meant to be bolted-on, though the vehicle can also be armored with locally sourced armaplas, plascrete, or even ferrocrete.

The Gremlin's assembly is highly modular. There are no less than three vehicle configurations for different urban or rough terrain environments, each with varying armoring, size, speed, turning radius, and off-road capability characteristics. The weapon mount is similarly interchangeable, with options including Las-Repeaters, Heavy Stubbers, or more exotic options such as a Bolter Turret or Light Melta Cannon for high-value specialists.

The Gremlin is meant to be maximally effective with minimum logistic support and is designed to use local supplies wherever possible. The engine can use nearly any formation of liquid petrochemical as fuel, from ethanol to promethium, and there are included instructions for how to ferment and distill ethanol as fuel. The weapon mount can also be customized to fit any locally sourced heavy weapon. The resulting vehicle is a small one-to-two-person armored buggy that can support light infantry and infiltration units in urban areas or rough terrain.

Early testing indicated that soldiers in the field had difficulty following the instruction manual despite it being specifically designed to be easily understood. Additionally, they frequently lost some of the critical tools necessary for the assembly of the Gremlin. After that, an entire set of hand tools was included with every Gremlin crate, and the instructions were reworked several times until they were entirely formed of pictographic diagrams that did not require literacy to follow.
Anansi Light Walker
-Role: Light Tank
-Propulsion: Spider-limbs
-Weapons: 1x Lascannon, 2x Light Multilas
-Lore: The Anansi is the Federation's answer for the need for mobile skirmishers, urban combat, and recon vehicles. A squat, spider-like vehicle with four limbs, the Anansi's closest Imperial counterpart would be the Heavy Sentinel walker. Equipped with limited supply needs in mind, the Anansi is fitted with laser weaponry, a las-cannon atop its body and two multilas fitted in sponsons at the front, to be ammo-independent. Its limbs allow climbing on steep surfaces and vertical movement, with a pair of wire anchors enabling it to grapple up to higher locations to flank heavier opponents in rough or urban terrain. Unfortunately, its mobility comes at the cost of armor and crew space, with the pilot and gunner stacked over each other in a backward-leaning position so that the gunner's hips begin where the pilot's head ends, making it far more difficult to leave in a hurry.

Venerable Guardian Mk. 1
-Role: Medium Tank
-Propulsion: Tracks
-Primary Weapon: Battle Cannon
-Secondary Weapons: Coaxial Heavy Stubber. Hull-Mounted Lascannon. 2 Heavy Bolter Sponsons. Pintle-mounted Heavy Stubber, Smoke Launchers
-Optional: Up to 2 Hunter-Killer missiles
-Lore: The Venerable Guardian Mk.1 is the Glimmering Federation's take on the implacable Leman Russ tank and is meant to serve as the mainline combat vehicle of the armored core. Smaller than the Imperium's Hammer, the Guardian mounts a similar armament; a battle cannon in the turret supported by a coaxial heavy stubber, with hull, sponson, and pintle mount supporting weapons meant to deal with any threat the vehicle needs to fight. Significant changes to the hull shape use curves and slopes to increase the chances of shot deflection even with the Guardian's slightly weaker armor, though lower mass means the tank has a higher top speed than a Russ. Overall, it is a balanced vehicle that will serve as the armored fist of the Glimmering Federation. However, its weaponry loadout has led to a cramped interior, alongside a decrease in the "curved" hull due to the mass of weaponry attached to its frame, making it far more blocky than intended, if still less box-like than the Leman-Russ.

Morrigan Heavy Tank
-Role: Heavy Tank
-Propulsion: Tracks
-Weapons: 1x Battlecannon, Directional Ion Shield, 1x Twin linked Heavy bolter
-Lore: Designed as a Centerpiece Tank, the Morrigan Heavy Tank is the first attempt to mount the Karnivore-derived Directional Ion Shield on a new, non-bipedal platform. To make space for the Ion shield, the Heavy Morrigan wields a weapon that is more in common with the MBT of the Imperium, the Leman Russ. While not a genuine heavy in the sense of the Imperium, the Morrigan makes up for its lesser weapon loadout of only a Battlecannon and Twin-Linked Heavy Bolter with heavy armor and a Space marine-esque pauldron on its turret, which, in truth, houses its Directional Ion Emitter. This heavy defensive loadout allows the Morrigan to serve as the cornerstone of a defensive line or the armored fist of an Armor column. Due to technological advances, most of the issues plaguing the Morrigan have been solved, allowing it to shine in what it was designed to do.

Angel Medium Walker
-Role: Anti-Infantry/Light Armor/Air
-Propulsion: Spider Legs
-Weaponry: 4x Autocannons
-Lore: Originally designed as an all-terrain solution to the problem of the Federations lacking anti-air, the Angel Medium Walker Design Team quickly changed tracks under the premise that it would never match the near dirt-cheap nature of the Chimera-based Hydra; as such, the Angel was remade to fulfill a pair of different niches. Thanks to its "spider" legs, it can traverse nearly any terrain able to hold its weight, with a limited vertical traversal ability inherited thanks to its choice of locomotion. In addition, the Angel mounts heavier armor than its lighter Anansi-counterpart, allowing it to serve as both anti-air and turn its quad-autocannons upon Infantry and Light Armor targets, serving to clear its vicinity of such threats when enemy air support is not in desperate need of killing.
S-51 Pentagon Heavy Bomber
-Crew: 10 (two turret gunners, four bombers/bomb technicians, two pilots, two engineers/sensor techs)
-Dimensions: 90m Long, 20m Wide, 10m Tall
-Lore: A third-generation successor to the venerable Five Star bomber. The Pentagon is meant to be a bomber that can survive and succeed in a harsher battlefield than the Five Star. It retains the heavy munitions load and defensive turrets; however, the primary difference is the utilization of Refractive Hull Coating to confuse enemy point defenses as well as an ion shield to improve the ability of the Pentagon to successfully deliver its payload to its target. The heavy bomber also possesses a more robust engine bay, allowing improved speed over its predecessor.
S-47 Stilleto Strike Bomber
The Stilleto is a smaller, faster cousin of the Pentagon heavy bomber. Instead of heavy anti-ship warheads, the Stilleto is designed to carry and utilize Rad-bombs. The ordinance was explicitly meant to disrupt and overload warship shields instead of dealing direct damage to the hull. Much like the Pentagon, the Stilleto has defensive turrets, ion shields, and refractive hull coating to support its anti-shield bomber role.
S-5 "Five Star" Heavy Bomber
-Crew: 10 (two turret gunners, four bombers/bomb technicians, two pilots, two engineers/sensor techs)
-Dimensions: 90m Long, 20m Wide, 10m Tall
-Lore: The S, the joke goes, definitely does not stand for speed. While not slow compared to the old bombers, the S-5 does not have the absurd speed upgrades that the new generation of Fighters has. It is instead a rather substantial ship, huge, heavily armored and armed, and capable of raining down a truly absurd amount of bombs, torpedoes, or, if need be, mini-mines and more, with a modular loadout making it an Omni-capable warhorse both within and without the atmosphere. Yet one that, for non-stealth missions (as there are versions with stealth capacities), definitely needs its Fighter screens to be effective, at least against truly stiff opposition. It is a kind of rectangle in shape, with its turrets mounted on either wing-edge for its own limited point defense, and has a crew of ten, almost always Thules who are stereotyped as having a deeply codependent relationship, even by the standards of Thules... not a stereotype that is always honored, but there's always a few.


Oath-Sworn Bomber

M-12 Star Guardian Air-Void Superiority Fighter
-Crew: 2, Pilot and Copilot. The pilot focuses on maneuvering and forward-facing weapons. The copilot assists with target acquisition, communications, navigation, management of expendable munitions, and secondary armaments.
-Dimensions: 20m Long, 10m Wide, 4m Tall
-Lore: The successor to the Star Raptor, the Star Guardian is the next-generation air-void superiority fighter designed to take advantage of improving baseline technology of the Federation as well as the lessons learned from the Star Raptor's venerable service. The Star Guardian's primary weapon consists of a pair of plasma cannons and a nose-mounted hotshot scatter laser to serve as the backup to the plasma weapons. The Star Guardian has an enlarged, modular internal bay for various payloads, though typically, they will utilize a large brace of anti-fighter missiles and carry decoys for anti-shipping strikes. To round out the weapons the fighter is equipped with a rear-facing turret to protect its flanks against enemy craft and missiles. For protection, the Star Guardian utilizes advanced composite armor and an ion shield adapted for void-craft use.
M-4 Perseus Interceptor
A departure from older Federation fighter designs. The Perseus is a fighter meant to be the bane of enemy fighters and bombers, eschewing any pretense of ship strike support roles. Its primary armament is a void-adapted Star Impulse rotary las cannon backed by twin-link plasma cannons. While it possesses a missile bay, unlike the Star Raptor or the Star Guardian, the Perseus eschews modular mission modules in exchange for supporting even more anti-fighter and anti-bomber missiles. Utilizing a reinforced inertial dampener system to keep the pilot alive, the Perseus' powerful engines allow it to outmaneuver its opponents. It is protected by an ion shield and a light composite armor.
Air-Void Superiority Fighter M-01 Star Raptor
-Sketch: See the Top and Bottom Views
-Crew: 2, Pilot and Copilot. The pilot focuses on maneuvering and forward-facing weapons. The copilot assists with target acquisition, communications, navigation, management of expendable munitions, and the rear-facing gun.
-Dimensions: 20m Long, 10m Wide, 4m Tall
-Lore: The Star Raptor was submitted to the Glimmering Federation's Fightercraft Trial as a joint project by two Concrat organizations: Motivatrix Limited, a research and design group, and Joricson's Heavy Metal, a civilian aircraft manufacturer. The design team from Motivatrix was led by Magos Hermine-02K1, though the Magos credits one of her subordinates, Techpriest JLP-9921, with several of the critical features of the Star Raptor. The Star Raptor is armed with several weapon systems. Two las cannons that switch between linked and alternating fire make up the primary dogfighting armament and are mounted to flank the forward-projecting cockpit pod. Its secondary armament is a pair of nose-mounted hotshot scatter lasers, meant for use against targets at closer ranges, as well as a rear-mounted hotshot scatter laser mounted in a remote-controlled ball turret at the rear of the craft between the primary engines, meant to deter enemy craft on the Raptor's tail. The rear gun is controlled by the copilot when needed. In addition to these direct-fire weapons, the Star Raptor has 2 internal weapon bays for anti-fightercraft missiles, each of which has a pair of launch bays on the craft's underside. The smaller bay is intended for short-range dogfighting munitions and can carry a maximum of 8 missiles. The larger bay carries longer-ranged standoff munitions designed to be used as formations of Star-Raptors are closing in on enemy craft and can carry 6 standoff missiles. Defensively, the Star Raptor has 2 chaff launchers for distracting enemy-guided munitions. The primary selling feature of the Star Raptor is its retractable secondary maneuvering thrusters, mounted across the aircraft to allow it to handle void combat, similarly to how it would within a planetary atmosphere, which can drastically increase atmospheric maneuverability. However, these thrusters and the internal weapon bay are very maintenance-heavy, and the mechanisms for extending/retracting thrusters or opening the bays can easily jam at inopportune moments if they take damage or are improperly maintained. Also, using the extra Thruster in the atmosphere too much may result in what the designers call 'rapid mid-air craft disassembly' or 'pilot incapacitation.'


Nightsky Air-Void Superiority Fighter


WaterSkimmer Assault Craft
Small and incredibly nimble, this heavy assault craft is intended for quick, disabling strikes on enemy warships. After penetrating the enemy defenses, it will fly towards enemy batteries or emplacements, entering the vessel through the gunports. It will then deploy cluster ammunition to clear the area of immediate hostiles, allowing the onboard complement to place sabotage and denial charges, leaving before ammunition is exhausted or the enemy can mount an effective response.
Broadsword Assault Craft
The Broadsword assault craft is a larger cousin of the WaterSkimmer assault craft. Where the WaterSkimmer focuses on utilizing boarding assaults to disable enemy gundecks, the Broadsword is meant to brave its way through enemy point defense and slam home into the most efficient locations for assaulting enemy command bridges and engineering spaces to capture or scuttle the target vessels. The Broadsword's blunt plow is equipped with two tools to accomplish this. First is an overcharged melta-cannon of terrifying strength that will weaken and melt its way through the enemy hull, and the second is a shortlived power field covering the plow to take advantage of the weakened hull to press the assault home. To allow the Broadsword to make its approach, the craft is equipped with a heavy ion shield and advanced composite armor. It also possesses point defense turrets and smaller boarding support turrets that can be deployed to support the assault while embedded in the enemy vessel.
Unbroken Promise Assault Boat

O-6 Constellation Support Craft
An unusual design, the Constellation is enormous for a strike craft. Yet, despite its size, it is not meant for combat. Instead, it is intended to augment the capability of other fighters and bombers by providing refueling and rearmament without returning to the mothership. It utilizes various automation improvements and Yeeni mechanical expertise for the remote equipment operation needed to achieve this. The Constellation usually allows extended-range strikes to provide additional safe distance for the carriers.
'The Salvation of Archwan' - Leo-Class Vanguard Cruiser
'Arrow of Diablo' - Leo-Class Vanguard Cruiser
'Embrace of the Wing' - Leo-Class Vanguard Cruiser
'Lord Barachail' - Leo-Class Vanguard Cruiser
'Revengeance II' - Leo-Class Vanguard Cruiser
'Umbral Scourer' - Leo-Class Vanguard Cruiser
'Unbidden Invitation' - Leo-Class Vanguard Cruiser
'Salvation In The Making' - Leo-Class Vanguard Cruiser
'Agressor of Defiance' - Leo-Class Vanguard Cruiser
'Steed of the Arcanum' - Leo-Class Vanguard Cruiser
'Starbound Salvation' - Leo-Class Vanguard Cruiser
'Song of the Infinite' - Leo-Class Vanguard Cruiser
'Lunging Dagger' - Leo-Class Vanguard Cruiser
'Inexorable March' - Leo-Class Vanguard Cruiser
'Wings of Change' - Leo-Class Vanguard Cruiser
'United Unidvided' - Leo-Class Vanguard Cruiser
'Brass Ingot' - Leo-Class Vanguard Cruiser
'Undaunted Clockwork' - Leo-Class Vanguard Cruiser
'Forbidden Jewel' - Leo-Class Vanguard Cruiser
'The Might Of Kin' - Leo-Class Vanguard Cruiser
'Weight of our Words' - Proof of Our New Path-Class Battlecolony
'Eternal Bond' - Proof of Our New Path-Class Battlecolony
'Light of Promise' - Proof of Our New Path-Class Battlecolony
'Paths We Yearn' - Proof of Our New Path-Class Battlecolony
'Wanderer' - Proof of Our New Path-Class Battlecolony
 
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Yet again all of these options are amazing.

Though going with Plump and raising that QoL is going to do wonders for our Federation. We do this then Chaos losses yet another foothold or bargaining chip as no one is going to be desperate or starving enough to swear allegiance to Chaos.

Also am I the only one who cannot wait to see what that 55 does four Song? This is our first Psykana crit in quest so far and haven't anyone react to it yet.
 
Yet again all of these options are amazing.

Though going with Plump and raising that QoL is going to do wonders for our Federation. We do this then Chaos losses yet another foothold or bargaining chip as no one is going to be desperate or starving enough to swear allegiance to Chaos.

Also am I the only one who cannot wait to see what that 55 does four Song? This is our first Psykana crit in quest so far and haven't anyone react to it yet.

We already know, we just got Song II right away, which means it can be used in tandem with other Melodies apparently.
 
Also am I the only one who cannot wait to see what that 55 does four Song? This is our first Psykana crit in quest so far and haven't anyone react to it yet.

It upgraded the Song Melody to level 2 immediately, essentially saving us an action in the future. And honestly, couldn't have happened for a better Melody IMO, both mechanically and thematically.
 
All of these are amazing, It's hard to pick one.

The Seedbanks are great, The biggest concern in a siege is food, If a population can have some form of fallback if they suffer a catastrophe or siege, the increases the length of time they can hold on before they collapse, which in turn makes it more likely that our reaction force can actually get their in time.

The better rations are great, even aside from moral, everyone knows that shit input, Shit output, If you feed a soldier better, the better their body can output. Aside from that, it certainly feels like we are doing a lot of Liberation/Refugee work, so being able to help those people is great!


But number three is so tempting. Its the smallest increase I think, but spread over the widest degree. Body's and brains can't work at peak performance if your input is shit, So a Measured increase over the entirety of our population is so tempting.

Leaning it towards Happy and plump.
 
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We already know, we just got Song II right away, which means it can be used in tandem with other Melodies apparently.

It upgraded the Song Melody to level 2 immediately, essentially saving us an action in the future. And honestly, couldn't have happened for a better Melody IMO, both mechanically and thematically.

Oh, guess I missed that then. Still, free Tier II melody is great.

At this point we have two Melodie's left until we got proper Interstellar infrastructure going (astropathy and communications)
 
The Seedbanks are great, The biggest concern in a siege is food, If a population can have some form of fallback if they suffer a catastrophe or siege, the increases the length of time they can hold on before they collapse, which in turn makes it more likely that our reaction force can actually get their in time.
Seedbanks seem like they'd be less useful in a siege, than in the aftermath of said siege.

Rebuilding the farms while the enemy fleet is still overhead is just asking for your stockpiled goods to be blown up.
 
I'm leaning towards MRE's. It would still increase the SoL but it would also massively boost our ability to fight beyonf the sub sector.

Unless we think we can hit Food X before we poke our heads beyond Itani and get it then?
 
[] Hardened Seedbanks
(Planets can recover from orbital bombardment, sieges, and catastrophes without inflicting penalties on Food Production or requiring Actions to aid.)
This is great from an AP standpoint. Not only do we not have to worry about building back up food production, it also means that worlds can recover on their own without spending AP. While the part saying it it only applies to crisis, this is 40k. So it's more a matter of when, not if, things go wrong. I will note however that the AP savings doesn't seem to apply to liberating or conqured worlds when we absorb them.
[] Efficient And Tasty MREs
(Improves Military Morale and severely reduces malnutrition and starvation within your own or recently conquered or liberated populations.)
A more shotgun approach. Improves military morale and reduces malnutrition and starvation as the PHH option. However, it's probably won't be as effective since it says "severly reduces" in comparison to PHH's "reduced to near nothing".
[] Plump And Happy And Healthy
(Glimmerlings have their malnutrition reduced to near nothing for as long as steady food supplies and supply lines exist on and to their planets.)
Here it's very monofocused. However, it's still very good for what it does. Nearly eliminating malnutrition means it shuts down an avenue for Chaos to try and stick its tendrils it. Not only that, but it would probably also increase our people's baseline health and fitness. Better workers, soldiers, etc. I do have a feeling that this perk will spread more slower to new planets conquered/liberated in comparison to MRE, which specifically pointed out that it can severely reduce malnutrition and hunger to recently conquered/liberated planets.

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[X] Hardened Seedbanks
Going for the AP saving option.
 
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