Callamus Techs
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Callamus Techs
Callamus Biological enhancements: Despite the Trust's high level of technological advancement, its bio-enhancements especially in regard to its tech priests are somewhat lacking. In deed Progressive techpriests argue that their personal enhancements in general do not reflect the Trust's abilities due to Conservative backlash regarding changing or improving the standard holy augments. This is not to say that the augments are poor in quality, indeed due to the Sword of Surtr they are among the best in the galaxy, but this is due to improvements to individual systems that have not been made to work as a combined whole.
This is however, besides the point. A traditional Conservative talking point even pre-Fall, was a dismissal, even hostility, to the idea that the flesh was but another machine that could be made strong, preferring instead to Trust in metal exclusively and scorn the flesh. While the pros and cons of both sides have been subjected to literal millennia of debate already the fact remains that the Conservatives have shut down attempts to investigate this potential avenue of research, despite the fact that with the genetic expertise and equipment available to the Trust it would be easy to create very potent and useful augments for techpriests should they desire them. Even combine the benefits of both paths to an extent.
The Tech Priests of Callamus have not had similar interference and with some of their earlier Fabricator Generals and Archmagi being strongly in favour of the idea that a techpriest should be allowed to fully choose how to change themselves to show respect to the Machine God, biological augments have thrived under them.
These augments range from basic improvements to eyesight and the senses, adding additional senses like echolocation, replacing the potentia coil with one that works through biological means in conjunction with electro musculature and more.
At its most drastic members of their Myrmidons in cooperation with survivors of the Ordo Reductor undertook a centuries long project to reconstruct the ability to create "psudo astartes." This is a shockingly expensive and difficult process that was given to only a handful of individuals during the Great Crusade who were close to the Primarchs, such as the infamous Luther and Kor Pharon. If completed successfully the recipient would gain strength, speed and long life similar to those legendary fighters.
While the technique was lost the Ordo Reductor retained certain records of the process and with the aid of Callamus was able to replicate a facsimile of the process. The end result is not comparable to an Astartes, and to some physiologies is remarkably unstable. However, compared to many other super soldier augmentations it is a great success, especially given that the recipient may be augmented at any age. In truth its greatest disadvantage is the immense cost and skill needed to apply it limiting its deployment to elite units like the Magos Myrmidons.
Many of these biological augments have flaws, however it is believed that these are fixable flaws with Trust technology.
Proton Launchers: One of Callamus's most advanced technologies, recovered at great expense from a now dead world, these devices fire tightly concentrated balls of Neutrons that react violently when they come into contact with matter, causing incredible damage and bypassing shields.
Slow moving the balls can be compared in many ways to torpedoes, especially in the sense that they can be disrupted by flack causing them to detonate prematurely. However, due to their composition they are much more resilient to this. They have the added bonus of being made of energy, which means that so long as the projector is not damaged, and power is supplied the weapon can continue to fire. This reduces the strain on the ship as it does not need to carry around highly volatile and large munitions. This does not mean that they are a flat upgrade. The balls do not track, nor can they do much beyond the purpose of explode, limiting their attributes. In addition, their short speed leads to accuracy issues and usually limits them to short range engagements, although they are at maximum effectiveness against stationary targets like for example, defence stations. When combined with their costs and energy requirement it is not surprising that most ships prefer to stick with regular torpedoes, despite the damage advantage of the launchers.
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 ship 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.
Eugenetics capabilities: The Tech Priests of Callamus have for quiet centuries now been experimenting on their own populace in an attempt to improve them in various ways, be it to make them stronger, to increase their physical beauty or just to make them more intelligent. This has been achieved through the use of vast genetic data banks, retroviruses, clinic systems and the constant monitoring of millions of genators at all time. During this time Callamus's patience has been rewarded with results that have improved their populations to be above average in many ways, ensuring supplies of experts and good soldiers at the same time. This process has not been without flaws, with mistakes being hurriedly corrected to prevent panic, rebellion or worse, but their vast experience means that they know in greater detail both how best to go about this and what not to do. This process is vastly less efficient than whatever Avernus is doing, as it was able to accomplish incredible feats of genetic engineering in two centuries with a fraction of the population with no visible mistakes as well as the ability to manipulate psycic genes which the Callumites learned quickly not to do. By comparison the Callumites have achieved a minor increase in several areas that boost average ability enough to make a difference, but only after nearly a thousand years of effort. Despite this, with their information it may be an effective long-term project for the rest of the Trust. Simply having access to their genetic database would also be valuable, as it would provide enormous sample sizes upon which to draw and potentially improve the range of psyker genes due to having records of trillions over a thousand years.
Had some ideas, some inspired by Deus Ex Mechanicus, others at least semi original.
Attempted to adapt the Deus Ex Mechanicus ones to Embers as best I could.
@Durin
Callamus Biological enhancements: Despite the Trust's high level of technological advancement, its bio-enhancements especially in regard to its tech priests are somewhat lacking. In deed Progressive techpriests argue that their personal enhancements in general do not reflect the Trust's abilities due to Conservative backlash regarding changing or improving the standard holy augments. This is not to say that the augments are poor in quality, indeed due to the Sword of Surtr they are among the best in the galaxy, but this is due to improvements to individual systems that have not been made to work as a combined whole.
This is however, besides the point. A traditional Conservative talking point even pre-Fall, was a dismissal, even hostility, to the idea that the flesh was but another machine that could be made strong, preferring instead to Trust in metal exclusively and scorn the flesh. While the pros and cons of both sides have been subjected to literal millennia of debate already the fact remains that the Conservatives have shut down attempts to investigate this potential avenue of research, despite the fact that with the genetic expertise and equipment available to the Trust it would be easy to create very potent and useful augments for techpriests should they desire them. Even combine the benefits of both paths to an extent.
The Tech Priests of Callamus have not had similar interference and with some of their earlier Fabricator Generals and Archmagi being strongly in favour of the idea that a techpriest should be allowed to fully choose how to change themselves to show respect to the Machine God, biological augments have thrived under them.
These augments range from basic improvements to eyesight and the senses, adding additional senses like echolocation, replacing the potentia coil with one that works through biological means in conjunction with electro musculature and more.
At its most drastic members of their Myrmidons in cooperation with survivors of the Ordo Reductor undertook a centuries long project to reconstruct the ability to create "psudo astartes." This is a shockingly expensive and difficult process that was given to only a handful of individuals during the Great Crusade who were close to the Primarchs, such as the infamous Luther and Kor Pharon. If completed successfully the recipient would gain strength, speed and long life similar to those legendary fighters.
While the technique was lost the Ordo Reductor retained certain records of the process and with the aid of Callamus was able to replicate a facsimile of the process. The end result is not comparable to an Astartes, and to some physiologies is remarkably unstable. However, compared to many other super soldier augmentations it is a great success, especially given that the recipient may be augmented at any age. In truth its greatest disadvantage is the immense cost and skill needed to apply it limiting its deployment to elite units like the Magos Myrmidons.
Many of these biological augments have flaws, however it is believed that these are fixable flaws with Trust technology.
Proton Launchers: One of Callamus's most advanced technologies, recovered at great expense from a now dead world, these devices fire tightly concentrated balls of Neutrons that react violently when they come into contact with matter, causing incredible damage and bypassing shields.
Slow moving the balls can be compared in many ways to torpedoes, especially in the sense that they can be disrupted by flack causing them to detonate prematurely. However, due to their composition they are much more resilient to this. They have the added bonus of being made of energy, which means that so long as the projector is not damaged, and power is supplied the weapon can continue to fire. This reduces the strain on the ship as it does not need to carry around highly volatile and large munitions. This does not mean that they are a flat upgrade. The balls do not track, nor can they do much beyond the purpose of explode, limiting their attributes. In addition, their short speed leads to accuracy issues and usually limits them to short range engagements, although they are at maximum effectiveness against stationary targets like for example, defence stations. When combined with their costs and energy requirement it is not surprising that most ships prefer to stick with regular torpedoes, despite the damage advantage of the launchers.
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 ship 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.
Eugenetics capabilities: The Tech Priests of Callamus have for quiet centuries now been experimenting on their own populace in an attempt to improve them in various ways, be it to make them stronger, to increase their physical beauty or just to make them more intelligent. This has been achieved through the use of vast genetic data banks, retroviruses, clinic systems and the constant monitoring of millions of genators at all time. During this time Callamus's patience has been rewarded with results that have improved their populations to be above average in many ways, ensuring supplies of experts and good soldiers at the same time. This process has not been without flaws, with mistakes being hurriedly corrected to prevent panic, rebellion or worse, but their vast experience means that they know in greater detail both how best to go about this and what not to do. This process is vastly less efficient than whatever Avernus is doing, as it was able to accomplish incredible feats of genetic engineering in two centuries with a fraction of the population with no visible mistakes as well as the ability to manipulate psycic genes which the Callumites learned quickly not to do. By comparison the Callumites have achieved a minor increase in several areas that boost average ability enough to make a difference, but only after nearly a thousand years of effort. Despite this, with their information it may be an effective long-term project for the rest of the Trust. Simply having access to their genetic database would also be valuable, as it would provide enormous sample sizes upon which to draw and potentially improve the range of psyker genes due to having records of trillions over a thousand years.
Had some ideas, some inspired by Deus Ex Mechanicus, others at least semi original.
Attempted to adapt the Deus Ex Mechanicus ones to Embers as best I could.
@Durin