The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
doing it in secret would double-down on how much people would hate us for it....and people who do things with thhe assumption that their friends don't find out are called...well...I probably would get a notice of some kind from a mod for saying.

remember when we tried to manipulate one of the trust-planets (I forget which) and it completely backfired and we ended up dumping their dept to us to make up for it (or something like that?)
Doing it in secret would prevent them from finding out though, which would mean that our people wouldn't hate us. I also think it's a massive false equivalence to compare secretly smuggling lifeforms onto Avernus with attempting to manipulate another planet's government via espionage and manipulation. With the latter, we were attempting to manipulate a foreign power, operating on their turf, where we didn't have control over the situation.

However, with the former, we have complete and utter control over both the government and the spread of information. If anyone needs to know, then we can pick and choose personnel so that only diehard loyalists will ever be informed or involved in any way. There's no more reason to suppose it would necessarily become common knowledge than anything else we've kept top secret and classified - less, in fact, since the Eldar shouldn't even need to travel to our cities, but just get their cargo close enough for the Planet Mind to scan. If we aren't worried there will be leaks about our STC constructor and Men of Stone STC, or Lin's discoveries about the nature of gods, then I don't really think we should be concerned with this.

Even if they did find out, while it would potentially cause some unrest, I doubt it would do anything worse than the knowledge that we've previously bombarded our own cities from orbit to harm the forces of Chaos, or any of the other pretty horrific things we've done. Moreover, it's just not on the same level as attempting to subvert and manipulate an ally through intrigue and espionage, since we'd be acting in a way that was entirely legal and which we entitled to. Moreoever, while manipulating a foreign power was to our benefit, it very clearly wasn't to theirs.

Things are rather different when it comes to Catachan genetics though. We are acting in a way that we are completely entitled to, and that includes whether we decide to keep it secret or make it public. We'd also not be committing an action that was purely selfish, and which put our personal interests above those of Avernites. Catachan genetics on Avernus could help to lower our casualties during daemonic incursions, and yet would also likely have no impact on our own rates of attrition, since the Planet Mind automatically adjusts the number of wildlife attacks to ensure the level of challenge stays the same. By that measure, Avernites themselves would actively benefit from it.

Of course, even if rates of attrition were increased, there would then be a commensurate increase in the skill of our soldiers and their ability to protect the Trust, as well as there also being new species for our Biologis and Telepathica to study and derive immensely useful knowledge from. All of these things would help the Trust and countless billions and trillions more humans to survive in the face of Chaos, Orks, and whatever myriad other threats we might encounter. Working for the greater good to strengthen the Trust is something that Avernites certainly understand - that logic was the reason Avernus was colonised in the first place, after all.
 
Last edited:
Even if they did find out, while it would potentially cause some unrest, I doubt it would do anything worse than the knowledge that we've previously bombarded our own cities from orbit to harm the forces of Chaos, or any of the other pretty horrific things we've done. Moreover, it's just not on the same level as attempting to subvert and manipulate an ally through intrigue and espionage, since we'd be acting in a way that was entirely legal and which we entitled to. Moreoever, while manipulating a foreign power was to our benefit, it very clearly wasn't to theirs.
Word of Durin is that our population would revolt.
 
Doing it in secret would prevent them from finding out though, which would mean that our people wouldn't hate us. I also think it's a massive false equivalence to compare secretly smuggling lifeforms onto Avernus with attempting to manipulate another planet's government via espionage and manipulation. With the latter, we were attempting to manipulate a foreign power, operating on their turf, where we didn't have control over the situation.

However, with the former, we have complete and utter control over both the government and the spread of information. If anyone needs to know, then we can pick and choose personnel so that only diehard loyalists will ever be informed or involved in any way. There's no more reason to suppose it would necessarily become common knowledge than anything else we've kept top secret and classified - less, in fact, since the Eldar shouldn't even need to travel to our cities, but just get their cargo close enough for the Planet Mind to scan. If we aren't worried there will be leaks about our STC constructor and Men of Stone STC, or Lin's discoveries about the nature of gods, then I don't really think we should be concerned with this.

Even if they did find out, while it would potentially cause some unrest, I doubt it would do anything worse than the knowledge that we've previously bombarded our own cities from orbit to harm the forces of Chaos, or any of the other pretty horrific things we've done. Moreover, it's just not on the same level as attempting to subvert and manipulate an ally through intrigue and espionage, since we'd be acting in a way that was entirely legal and which we entitled to. Moreoever, while manipulating a foreign power was to our benefit, it very clearly wasn't to theirs.

Things are rather different when it comes to Catachan genetics though. We are acting in a way that we are completely entitled to, and that includes whether we decide to keep it secret or make it public. We'd also not be committing an action that was purely selfish, and which put our personal interests above those of Avernites. Catachan genetics on Avernus could help to lower our casualties during daemonic incursions, and yet would also likely have no impact on our own rates of attrition, since the Planet Mind automatically adjusts the number of wildlife attacks to ensure the level of challenge stays the same. By that measure, Avernites themselves would actively benefit from it.

Of course, even if rates of attrition were increased, there would then be a commensurate increase in the skill of our soldiers and their ability to protect the Trust, as well as there also being new species for our Biologis and Telepathica to study and derive immensely useful knowledge from. All of these things would help the Trust and countless billions and trillions more humans to survive in the face of Chaos, Orks, and whatever myriad other threats we might encounter. Working for the greater good to strengthen the Trust is something that Avernites certainly understand - that logic was the reason Avernus was colonised in the first place, after all.
wait....your planning on bringing catachan humans here? that makes FAR more sense.

bringing the wildlife from that planet is what I have issue with.
 
Why would anyone even want to make Avernus even deadlier? It's an Old One's bioweapon research lab, and even after all this time it's still taking it easy on the humans. It probably got enough of a boost from that Grey Knight it ate (ok, technically he mysteriously disappeared, but let's be realistic here) and that Norn Queen, so what's the point of bringing in other animals for Avernus to take inspiration from? Especially since its probably got an even better/deadlier version already somewhere.
 
@Durin, what about the Krork? While they may be too busy dealing with the Orks to take on one of the ritual sites themselves, their history with the Eldar might justify at least a token contribution to the attack on Tzeentch's ritual. In addition, if the leak of the target to Nurgle's forces came from them, it would probably raise less suspicion than the normally-inscrutable Eldar seemingly botching OPSEC that hard.
 
I see no reason to bring anything from catachan then...
I believe they mean things like Catachan barking toads not the humans.

Why would anyone even want to make Avernus even deadlier? It's an Old One's bioweapon research lab, and even after all this time it's still taking it easy on the humans. It probably got enough of a boost from that Grey Knight it ate (ok, technically he mysteriously disappeared, but let's be realistic here) and that Norn Queen, so what's the point of bringing in other animals for Avernus to take inspiration from? Especially since its probably got an even better/deadlier version already somewhere.
Actually we've got out and out confirmation that the world nabbed him, since it was He Who Walks that did it.

As for the why, because the more dangerous avernus is the better it is able to resist incursions etc. yes there's likely to be very little off world that's of use to it, but who knows there might be somethings.
 
As for the why, because the more dangerous avernus is the better it is able to resist incursions etc. yes there's likely to be very little off world that's of use to it, but who knows there might be somethings.

I think an alliance with the people would be more effective.

... And they would hate us if we are going to go out of our ways to make the planet more letal.
 
Why would anyone even want to make Avernus even deadlier? It's an Old One's bioweapon research lab, and even after all this time it's still taking it easy on the humans. It probably got enough of a boost from that Grey Knight it ate (ok, technically he mysteriously disappeared, but let's be realistic here) and that Norn Queen, so what's the point of bringing in other animals for Avernus to take inspiration from? Especially since its probably got an even better/deadlier version already somewhere.
heck...who wants to bet that the PM was not the original source of at least some of the creatures on catachan anyway?

I mean, for example, maybe the disturbingly life-eater-similar fungus is not similar to life-eater but rather that the life-eater is similar to the one we have here because it came from here and its just changed after who knows what messed with it a bunch?

also: I somehow kinda like the idea that the emp and the PM had, without ever explictly commuicating anything with eachother, agreed to trade some things... "give these people a chance to survive on Avernus for a while, I need them alive..... and I won't fight you over these grey knights"...I mean, we know empy is a very strong diviner and I'd eat somebody's hat (not chaos tainted thank you) if the PM doesn't have a way to get access to the powers divinors on Avernus on top of whatever it itself has.

people are always talking about the supposed paradoxs that happen when two-or-more people with future-sight start battling eachother...but i think its equally cool when you find instances where they both see that they can work together and, in ONE PERFECT GO, wordlessly agree to work together.
 
Last edited:
The Emperor's Past - Why is He The Anathema
I have a theory about this since I remember Durin once said that the Emperor isn't stronger than the chaos gods we can infer that the Emperor didn't gain the title Anathema by raw power or any inborn ability so that means he likely gained it through deeds and what ever transcendent or Divine traits he gained from said deeds

so here is the theory proper during the age of strife warp storms were every were and psyker awakenings were happening all over the place ,the perfect conditions for demon worlds to form , so were are they ? , what happened to all the demon worlds that should have formed during the age of strife with no one to stop them , with all the untrained rouge psykers going around and warp storms thinning the border between reals space and the warp ? I'll tell you what happened the Emperor happened in the only way a millennia old Apex class psyker perpetual with enough paragons , transcendent traits and archetypes that he counts as a greater god in is own right could happen . I believe the emperor spent most of the five thousand years of the age of strife stopping countless demon worlds from forming , foiling dozens of chaos conspiracies and schemes , dealing with who knows how many greater demons and generally going through the forces of chaos like a lawn mower through grass , by the end of the age of strife the Emperor had gotten so divinely good at fighting the forces of chaos that he gained the Divine trait (Anathema of chaos) which would go a long way to explain why the Emperors powers were so stupidly effective against chaos as well as why when he passed a portion of said power to Lin it was so potent it nearly crushed his soul
 
Last edited:
Omake Mambo #5 - Blessed Be the Grand Conclave 2: Calgar Boogaloo
Odds & Ends: Omake Mambo #5 - Blessed Be the Grand Conclave 2: Calgar Boogaloo
Within this document you shall find a plethora of suggested wargear for the Grand Conclave, including three previous suggestions. Their denial from the previous Grand Conclave was related to them making more sense as the products of the Grand Conclave.
  1. Spirit Class Moving Fortress: A Callamus invention, a mobile fortress with enough firepower and armor to make a Titan blush. With onboard repair facilities & supplies it keeps an army moving, while also making or breaking a battle. It is only its immense cost to build and difficulty of transporting it that makes it an uncommon unit, even with Callamus's immense industry. (Callumus) - Romans, resubmission; Stormgear the originator
  2. Helots: From study of the Thunder Warriors Gene structure several breakthroughs in genetic modifications have been made. Allowing the creation of what has been dubbed Helots, while nowhere near the Thunder Warriors level. This gene package has allowed men and women of any age to undergo a significant combat upgrade without cybernetic enhancement. A helpful boon when facing foes like chaos or necrons who can mess with cybernetics. While the initial cost is cheaper and almost any world can set up one of these facilities, there is an increase in upkeep and an adjustment period from normal skitarii. Despite that fact, their lives and quality of life are not lessened a cost effective upgrade in the war against Ophelia. - Romans
  3. Conversion batteries: the massive power offered by the deus and other super-heavy annihilation powered craft has at last made feasible the masterpiece of an ancient magnos. Massive batteries of gargantuan Conversion beamers, the calculations to fire them handled by vast banks of cognators. Ironically, they are best used at short ranges, as longer ranges increase the number of calculations, reducing the firing rate. Compared to phased plasma arrays, conversion batteries can be thought of as a short-ranged battery to its medium-range battery. - Random_NPC
  4. Enthalpic driver: a creation of the forge father himself. While working on the plans for his brother's new flagships, his efforts to create a lance scaled for super dreadnoughts met with unusual success, leading to a spin-off weapon. While Enthalpic lances involve to much miniaturization for mere moral craft, when scaling it up to the size of a heavy accelerator, it is possible for mortals to create a devastating weapon. While immensely power-hungry, even for a naval weapon of its size, the sheer power of the weapon makes it more than worth it, though it does demand the use of exotic generators. - Random_NPC
  5. Pulse lances: a joint project between the Tau and Secondus, pulse lances are an effort to scale pulse drivers up as much as possible. The result is a slow firing weapon able to fire massive bolts of compressed plasma at near the speed of light. While the weapon is extremely power-hungry, it is also incredibly potent for its size. It is well suited for use in ships and installations using either dark matter reactors or annihilation engines, and seem to fill the lance role on the deus being constructed for use as Guillemon's flagship. - Random_NPC
  6. Tachyon coms: an application of the deuses tachyon sensors, applying the technology to communications. While the transmitting is too bulky and expensive to practically mount on every ship, more compact receivers able to send simple confirmation signals scaled for even escorts have been created. This allows for a single ship to feed staggering amounts of information to the rest of the fleet, at speeds beyond casualty, greatly enhancing the admiral's ability to command and coordinate his forces. - Random_NPC
  7. Lightning warriors: a begrudging creation of Cawl, a derivative of thunder warriors that doubles down on their role as short-lived super soldiers. Forsaking any thought of preserving the lifespan, they incorporate dozens of dangerous mental enhancements. Compared to traditional thunder warriors, they fix the issues with reaction speed by brute force acceleration of the subjects nervous system, shifting how they perceive time. The process is deeply unsettling and usually results in madness within less than a century. This is considered an acceptable trade-off by Guilliman, as so far only a handful have survived the destroyer war long enough for it to become an issue. - Random_NPC
  8. Power frame: another desperation driven creation of secondus. The result of desperate attempts to find a way to field line troops able to maintain relevance, secondus has developed a set of demi power armor. By leveraging their understanding of the various suits and their components, they were able to create an affordable type of semi-powered armor. The power frame is a backpack, boots, gauntlets and a set of struts that run along the limbs of the wearer. The frame allows a wearer greater strength and allows quick bounding movement. This allows its wearer to carry more potent weapons and gives some of the benefits of trooper armor, but the vast majority of the frame capacity is tied up doing so, leaving little weight for armor. As a result, it provides little more protection than carapace armor. - Random_NPC
  9. Bomb beacon: a grim weapon indeed, the bomb beacon is a specialized form of teleport homer. Instead of allowing a teleportarium to lock on to it, it instead tethers an in progress attempt to teleport a payload to the device. Tying the teleportation to it mid-transit in a type of warp bubble. The process is immensely stressful to the contents of the bubble, subjecting it to lethal amounts of warp turbulence. Once the device is triggered, the paused teleport finishes, scattering the tainted payload around the bearer. Typically caustic or reactive chemicals in bulk amounts are used, as few munitions can be relied upon to function as intended. As can be expected, what comes out tends to be only conceptually related to what was put in. Ensuring that while the payload will be lethal, how lethal is extremely variable. At present, no attempt to use this weapon at anything beyond zero range of its wielder has succeeded. Typically it is issued to units expecting to be overrun, giving them the means to take as many of the enemy with them as they can. - Random_NPC
  10. Fabrica: gargantuan starships, Fabrica are in essence, mobile forge cathedrals of the Omnissiah. Each one able to match the production capabilities of a forge hive. The design shares obvious common ancestry with forge hives, and those who understand such things can see their lineage clearly. Given the sheer number of hive variants known to Callamus, it is somewhat unsurprising they found one that could easily accommodate engines and an ether drive. Compared to an equivalent forge hive, they are significantly more expensive, but the ability to move a production center at will is of significant use. Already they have proven themselves by vastly accelerating colony construction as well as the reconstruction of ravaged worlds. While they can be used as logistical nodes as well, conventional wisdom is that doing so is gross overkill for all but the most massive of campaigns. - Random_NPC
  11. Nanite hives: a repurposing of the repair nanites, while the original design and maintain and preserve large structures such as hives and starships, the need to program in the exact shape of what they maintain sharply limits their use. The nanite hive is a large nanite factory designed to produce nanites slaved to a central control network. By using a neural interface to interface directly with a magos, it allows skilled users to direct vast swarms of custom-built nanites to effect extremely rapid and complete repairs. For safety reasons the device by design cannot produce nanites capable of fine atomic-scale manipulation, preventing the danger of a dangerous self-replicating swarm. While this makes it much safer, it does limit how much can be done for truly delicate and advanced technology, as well as greatly slow the replenishment of nanites. - Random_NPC
  12. Titan repair nanites: A derivative of repair nanites, this system works much the same way but can be applied to titans, applying many of the same benefits. Unlike the initial version, this version is not fully self-sufficient. As the nantie hives that can fit within a titan cannot quite keep up with battlefield use. Necessitating either a prolonged period of inactivity to slowly rebuild nanite reserves, or a trip to a supply depot to take on additional nanites. - Random_NPC
  13. Demi-Forge: Developed by callmous from the existing Nano-Forge. The Demi-Forge modifiers the produced nanites, greaterly streamlining their production allowing for one forge to produce far more material. However, this comes at a cost in precision. While still capable of extremely fine manipulation, they are no longer capable of precise atomic manipulation that allowed them to produce the most advanced of technology. It can however greatly assist in the production of exotic components and technologies.

Jotun Heavy Lasrifle
As the Jotun population increases, a need for a cheaper militia weapon became clear. While the core worlds can afford the expense of equipping their militia with impaler rifles, the colony world of Groen struggled to do so for some time. Tasked with creating a cheaper alternative, the admech turned to the las technology that had served mankind well for so long. Scaled for use by a Jotun, the result was a cheaper weapon, that while less effective than the alternative, remained more potent and longer ranged, than a typical impaler rifle. - Text by Random_NPC, Idea by sabreFather

Light Autocannon
In the ongoing effort to leverage existing weapons technologies and ammo stores, Quartus and Callamus both independently began development of a Heavy Rifle using the lighter shells of the Reaper and Arlatax Autocannon. Due to the invasion of the Silver Swarm Splinter Fleet, Quartus had to discontinue this project so as to focus its assets elsewhere, but Callamus continued unabated. The resulting weapon requires the enhanced strength of an astartes or a Skitarii equipped with both Power Armor and the Hercules Implant, but is a remarkable weapon capable of engaging both medium infantry and the lightest of Vehicles & monsters, made noticeable when a single squad of Skitarii managed to gun down a full Squadron of Penitent Engines before they could even close to flamer range. But where it truly shines is when accompanied by other developments in Autocannons in the form of Accelerators and alternative munitions. With the Accelerator alone it becomes capable of crushing Power Armor, as demonstrated when a Skitarii Maniple destroyed a company of Ophelian Adeptus Sororitus Retributors with minimal casualties*.
*: The maniple suffered 30% casualties, compared to the 42% casualties normally incurred.
- text by sabreFather

idea by sabreFather
NOTE: Variant munitions can be used with the Accelerated versions of these weapons, though the increase they give to AP is reduced.
The nature of these munitions is that they allow stockpiled projectile weapons to be relevant in the Second Age of Strife. These are more of use to Callamus than other polities due to its massive industrial base, though they would find employment among specialist forces.
Iron Hail Munitions: Iron Hail munitions are a cheap AP munition intended for use with Heavy Stubbers and related weapons. Apparently this is a post-Heresy improvement to traditional autogun and stub gun munitions, but certain influential Magos halted its deployment with claims of it being Heretekal. After study by the Imperial Trusts conservative elements, it quickly became apparent the argument was utterly without merit. While exactly why such baseless nonsense was accepted has not been definitively proven, the magi who raised the objections was known to specialize in energy based armor piercing weapons.
Effect: +AP (Heavy Stubber, Assault Stubber, Rotor Cannon)
Kroot Pulse Munitions: Kroot Rifle munitions rechambered for use with Stubbers, Assault Cannons, and light caliber autocannons. Boosting both strength and penetration, these munitions have greatly increased the effectiveness of their equipped weapons against armored targets. As the pulse cartridges themselves are relatively cheap to produce, they have proven widely popular among forces that prefer the stopping power of such weapons over the AP and logistical ease of Impalers.
Effect: +AP, +Strength (Heavy Stubber, Assault Stubber, Rotor Cannon, Assault Cannon) or +Damage (Light Autocannon, Reaper Autocannon, Arlatax Autocannon)
Bio-Corrosive Rounds: Munitions designed to deliver a potent biochemical cocktail with Stubbers and Assault Cannons. The Bio-Corrosive rounds are noteworthy for fading quickly, and eliminating targets without causing lasting damage to the local environment. While relatively ineffective against heavy armor or vehicles, they are lethal against lightly armored infantry.
Effect: -AP, ++Damage vs Organic (Heavy Stubber, Assault Stubber, Rotor Cannon, Assault Cannon)
Avernus Biologis Munitions: A stark improvement on Bio-Corrosive Rounds, boosting them to a level comparable to Hellfire Bolts.
Effect: +++Damage vs Organic (Heavy Stubber, Assault Stubber, Rotor Cannon, Assault Cannon)
Kroot Gun Munitions: Large caliber versions of the basic pulse cartridge, these munitions are comparable in power to proper autocannon shells despite being half the width and a third the length. Stock shells are easily redesigned for use with the Kheres Assault Cannon and Punisher Gatling Cannon, while a larger but cheaper shell can be used with existing full-sized Autocannons.
Effect: +Strength, +AP, +Damage (Punisher Gatling Cannon, Kheres Assault Cannon, Autocannon and larger variants)
Explosive Shells: These variant Autocannon shells replace their normal shaped charge with a fragmentary explosive, similar to a Frag missile. The loss in raw power is offset by each round having a vastly larger blast radius, while being cheaper to produce than traditional Frag missiles.
Effect: --Strength, -AP, --Damage, ++Blast Area (Autocannon and its lighter variants, Stormcannon and its variants)
Krak Shells: These Autocannon shells have been equipped with an implosive charge, based on Krak missiles. While the loss of blast area limits these shells to anti-vehicle duty, when paired with dark age targeting systems they have proven extremely effective at AA duty.
Effect: +Strength, + AP, +Damage, -Blast (Autocannon and its similarly sized variants, Stormcannons)
Plasma Shells: Similar to Explosive Shells, these more expensive shells enable the equipped weapon to vastly increase its effectiveness against Medium and Heavy Infantry.
Effect: --Strength, -Damage, +Blast Area (Stormcannon and its variants, Predator Autocannon, Armiger Autocannon, Anvillus Autocannon)
Melta Shells: Derived from the warheads of Melta missiles, these shells allow the larger autocannon variants to focus far more on anti-tank fire.
Effect: +Strength, ++AP, ++Damage, ---Blast (Predator Autocannon, Armiger Autocannon, Anvillus Autocannon)

Accelerated Weapons
An application of the principles of the Accelerator Battle Cannon too smaller weapons. While initially theological arguments and difficulty of working with smaller weapons proved an insurmountable obstacle. However, as more materials were discovered and reproduced, and the progressives political star became ascendant, the technology was applied to a vast array of ballistic weapons. - Text by Random_NPC, Original idea by OmegaS
Effect: +RoF & Range (Deathwatch Frag Cannon only; vehicle and Jotun Destroyer APA mount only), +AP. Available for all Heavy Stubber variants, Rotor Cannon, Assault Cannon variants, Autocannon variants, Stormcannon variants, and the Deathwatch Frag Cannon.

Flame Projectors
An ancient design, created by Vulcan himself in the great crusade it was shared with the trust during the grand conclave. Muspelheim has taken a keen interest in these weapons. In the years since they have made notable refinements to vulcans work. Incorporating the Dark age technology from the sword of Surtr, and creating a variant to take advantage of the greater heat resistance of their famed Fire Giant armor. - Text by Random_NPC

Idea by sabreFather
Plasma Accelerator: This advanced piece of wargear is in fact derived from the Tau's Pulse Accelerator system, designed to effect true Plasma weapons. Consisting of additional fuel cells and esoteric mechanisms, a plasma weapon cabled to this device has its range boosted by roughly a quarter. Available both as a Pack-mounted device for Elite and Astartes Advanced Power Armour as well as integrated into vehicular designs, this device is utilized extensively by Catachan Plasma Commandos. - sabreFather

Micro Plasma Projector: Designed as a support weapon for assault units, this miniature phased-plasma flamer allows dedicated assault units to burn out entrenched Coppergants without hampering melee effectiveness. - sabreFather

Kahong Sili Pistol: A three barreled phased plasma pistol intended for use by power armored assault units. The provenance of the name is unknown, but rumors of it being the result of a practical joke by a Carcharodon Techmarine are rampant. - sabreFather

Plasma Autopistol: A design of questionable provenance, this variant of the Plasma Pistol eschews the increased power of Dark Age designs for a more efficient acceleration of its plasma projector. This results in both an increase of range and combat endurance. Employed primarily by Recon Armour equipped soldiers, designs intended to be integrated into Astartes Armour using the same mounts as plasma foils are in development. - sabreFather

Occulus Plasma Rifle: A sidegrade of the Heavy Plasma Gun, this pattern slims down the weapon whilst focusing on efficiency of the magnetic accelerator. This, combined with the advanced auspex scope generally used in Stalker Pattern Bolters, results in a highly effective sniper weapon with a long combat endurance relative to it's weapon type. - sabreFather

Plasma Exterminator: The design for this miniature plasma cannon is not a Ryza creation, but in fact originates from data fragments held by Custodian Genetor Cawl. Originally intended as an anti-armor weapon for fire support jump troops, this weapon has proven to be a highly effective skirmish weapon for Jetbikes as well. Plans to create a variant to serve as a pistol for Destroyer and Jotun Advanced Power Armours are under consideration. - sabreFather
NOTE: this is the same weapon intended for Primarus Inceptors.

Plasma Pulsar: one of the first innovations crafted by ryza in the years following the grand conclave. By combining new lore with ancient secrets and millennia of expertise they were able to create a plasma weapon of unprecedented versatility. capable of filling the role of both a plasma flamer or a plasma cannon by adjusting the magnetic aperture. While immensely expensive, it enables a terminator to perfectly fill two distinct niches with a single weapon. - Text by Random_NPC

Phased Plasma Arquebus: Phased Plasma-Fusil had long baffled Ryza. It's unique containment and firing mechanism proving opaque to even their utter mastery of plasmatics. However, after the conclave it was discovered that Tau plasma weapons seemed to rely upon a cruder application of the same principles. With a more primitive point of comparison, Ryza was at last able to fully unravel the secrets behind the Plasma-Fusil, enabling the creation of weapons using its unique principles. The Phased Plasma Arquebus is the first such weapon, being a simple miniaturization. - Text by Random_NPC

Phased Plasma Carronade: Once the plasma sages of ryza where more comfortable with their mastery of phased plasmatics, they sought to create a more potent weapon. Scaling it up they created an alternative to the mighty Plasma Destroyer. While somewhat less potent, the unique firing chamber provides a more consistent output, and the burst mode enables it to effectively engage large formations of armored infantry. - Text by Random_NPC

Phased Plasma Bell: a specialized version of the common Plasma Blastgun, the Phased Plasma Bell is named for its distinctive bell like muzzle. It is a somewhat specialized weapon, spreading its deadly payload more thinly than a traditional Blastgun, the Phased Plasma Bell is intended to counter the massed heavy infantry oftentimes fielded by Orks. Burning down vast Mobs of Nobs with a single shot, however this comes at the cost of sharply limiting the weapons usefulness against armored formations. - Text by Random_NPC

After the success of Mastering Phased Plasma technology, the Archmagos of Ryza sought a grander prize: the armament of the God Machines themselves. The pursuit of this study led to the development of two new weapons of vast destruction. -Text by sabreFather

Phased Plasma Macro Array: The first was the Phased Plasma Macro Array, a relatively simple concept combining the Rotary cannon design of a Mega Bolter with the intense rapid-fire blasts utilized by the Tau Empires own plasma cannons. The resulting weapon matched the rate of fire seen by the more widespread Accelerated Titan Mega Bolter, but far exceeds it in shear damage capacity, creating a weapon capable of chewing through hordes of Daemon Engines, Ork Deffdreads, and even the elusive brood-swarms of the perfidious Mercurial Carnifex. - Text by sabreFather

Macro Plasma Destroyer: Designed by the forge smiths of Ryza, this weapon utilizes the advanced technologies acquired from the Grand Conclave to create a Knight Questoris compatible plasma weapon that marries the range of the venerable Ryza Plasma Executioner with the rate of fire of the Astartes Plasma Destroyer and its Leman Russ mounted descendents. While it may lack the pure anti-infantry capability of the similarly-sized Phased Plasma Carronade, it more than makes up for it by being able to eliminate Argentate Tyrants and their accompanying Adamant Bio-Guard. The Macro Plasma Fusil is a variant designed for use on the Calgar Dreadsuit, utilizing its superior power systems to achieve greater destructive potential against even ORICHALCUM-class Tyranids such as the DOMINATRIX and even the SWARM LORD. At least in the rare instances where they have been outmaneuvered, ambushed, or grappled by Vulkun. - Text by sabreFather

Laciarn Plasma Howitzer: The second, and far more ambitious concept, was to improve the Laciarn Plasma Mortar into a Titan-scale artillery piece. Derived from the sanctified secrets rediscovered through study of the Tau's own Plasma technology, this new weapon uses a series of electromagnetic chambers to compress the stream of plasma formed by the venerable plasma mortar array until it is held within the Electro-Gravitic Cage that forms the extremis of the weapon. With a pulse of force capable of crumpling a Castraferrum Dreadnought into a block the size of a ration pack, this compressed ball of plasma is launched at supersonic speeds, all the while its electro-gravitic bottle suppresses such mere things as atmospheric compression while simultaneously maintaining the firing arc. Upon contact with a surface more resilient than the surrounding atmosphere the electro-gravitic bottle inverts, releasing the compressed plasma in a blastwave normally only seen by a Plasma Destructor, and capable of obliterating an entire macro-swarm of Silver Mist Lictors. - Text by sabreFather

Idea by sabreFather
Neutron adaption: While neutron weaponry is far more complex than las, and to a degree relies upon different principles, in application there is a great deal of overlap. As a result, for most las weapons a neutron variant is at least feasible. As the tech priests become more familiar with this potent technology, more and more variants are created. - Text by Random_NPC

Neutron Lascutter: instead of increasing the already acceptable power of the weapon, the increased power to size ratio was instead used to make the Neutron Lascutter far less unwieldy. Reworking the ergonomics and reducing the weight to only somewhat more than a chainsword, turning a breaching tool into a true melee weapon. - Text by Random_NPC

Heavy Neutron Lascutter: a further refinement of the Neutron Lascutter, the Heavy variant scales the weapon up, creating a potent but surprisingly small close quarters combat weapon. It acts as a secondary weapon for walkers, enabling an arm bearing a ranged weapon to be equipped with a potent melee weapon, or a last resort breaching tool should a walker find itself faced with fortifications beyond its more long ranged armaments capabilities.- Text by Random_NPC

Neutron Talon: while the Neutron Talon nearly mirrors the las talon, exchanging range for rate of fire, the increased punch has caused a notable shift in its use. While it remains a deadly dog fighting weapon, the increased potency and range has widened its niche. While still only somewhat useful for ground attack, the increased punch has made it incredibly effective against super heavy flyers such as landers or thunder hawks.- Text by Random_NPC

Lernean Neutron Cannon Array: While over strength and overpriced to cost effectively engage lighter airframes, this array of 4 Neutron cannons can obliterate even the most durable super heavy aircraft in seconds. While this leaves it remarkably specialized, within its area of focus it is without peer. - Text by Random_NPC

Neutron Volley Cannon: Ironically, the upgrade to a neutron caused the reemergence of a design flaw long since fixed. The power feeds of the weapon are not able to keep up with the full capacity of four neutron cannons designed for rapid fire. Thus users of this weapon must either reduce the weapons power somewhat, or risk the explosive failure of the power feeds. This flaw is however not universal, their skill with high energy systems enabled the techmarines of secundus to easily overcome it, creating a perfected version of this weapon. - Text by Random_NPC

Micro Neutron Laser Destroy Array: Less a weapon, and more the formalization of a common admech combat technique. Micro Neutron Laser Destroy Array is simply the use of multiple mechadendrite mounted netron las pistols and a specialized firing program. By focusing the beams on a single point far greater penetration and stopping power is achieved. - Text by Random_NPC

Neutron Destroyer Array: a quad barreled weapon that focuses all four barrels upon a single point to achieve overwhelming penetration. The upgrade to neutron has dramatically increased both range and damage of this weapon. The initial weapons penetration was sufficient to allow a rapier mounted weapon to threaten heavy tanks. Enhanced with neutron technology, it is now able to pierce even titan armor with some reliability. However, the limited damage means a full battery is needed to significantly threaten titans. - Text by Random_NPC

The Arachnus Neutron Cannon Array: a surprisingly simple upgrade, the signature las cannon of the Deredeo Dreadnought seemed to use a number of design elements found in many neutron weapons, as such converting them was surprisingly simple. Some wonder if this suggests the STC for it was an incorrectly reassembled neutron weapon design, but it is equally likely to simply be a case of convergent design. Whatever the truth, it has been buried under tens of thousands of years of history, and is likely to remain a minor point of contention for argumentative magos indefinitely. - Text by Random_NPC

Heavy Neutron Destroyer Array: unlike the lighter counterpart, the Heavy Neutron Destroyer Array instead of focusing its weapons simply fires them in sequence. While this reduces its penetration below the point of being a threat to titans, it massively increases the damage dealt per volly. This enables it to wreak bloody ruin upon its prey, reducing knight titans and land raiders to slag in seconds. - Text by Random_NPC

Atropos Neutron Lascutter: upgrading the vicious and temperamental machine spirits of the infamous Atropos knight titan should have been a challenge. Both due to the complexity of the designs and the willful machine spirits. It was not. An unending string of inspiration saw what should have been vexing technological issues overcome in a handful of years. More concerning still the machine spirits seemed almost eager, gleefully adapting to the new weapon. Whatever the reason, the work was completed swiftly, and the Atropos grew more deadly still.

Neutron-Impulsor: a surprisingly difficult conversion. While much of it was simply reworking it to withstand the increased energy in the system, the weapon was already near the edge of what could be achieved without resorting to unacceptably expensive materials. In the end, a number of physical components where replaced with electromagnetic based solutions. While this reduced power efficiency somewhat, it was deemed an acceptable trade off for the vastly increased performance. - Text by Random_NPC

Neutron Lance: an upgrade to the knight titan scale Volcano Lance, the Neutron Lance is a horrifyingly deadly weapon. With skill it is capable of felling a warhound titan in a single well aimed burst, and can do grievous damage to even reaver titans. Such is the power of this weapon, that some of the more conservative magi wonder if it's truly right to unleash such a bane to their god engines upon the galaxy. - Text by Random_NPC

Saturnyne Neutron Lascutter: another innovation from the cult of Sollux. A magos inspired by his work on the conversion of the Atropos Lascutter sought to craft a grand version of the weapon, one fit for a true titan. Ultimately, they succeeded beyond his wildest hopes. While the throughput of the weapon is no greater than that of the atropos, the increased capacitors and cooling systems allows the beam to be maintained near indefinitely. While fluctuations in the lensing array can make keeping the beam on target somewhat difficult, its creator has claimed that the weapon is potent enough burn though even a warlord with perfect aim. While such a grandois claim would normally be dismissed, in the weapons first field test pricepts Yuy slew a possessed reaver titan in a single burst. It is no less terrifying a melee weapon, parting adamantine like water and leaving great burning valleys in its passing, easily dealing crippling damage to even heavy titans. - Text by Random_NPC

Neutron Mega Repeater: The titan Neutron Repeater is not an adaption of an existing las weapon, but is instead the adoption of Neutron technology to fill the same role as the venerable Vulcan mega bolter. While initial designs had issues with overheating, as well as issues with power feeds, this was eventually resolved by taking inspiration from the weapon it was replicating. By mounting the firing arrays on a rotary platform, they could use a single power supply that the barrels would fire when in contact with, and supplement their heat sinks with air cooling. The result is a weapon able to scythe down anything short of super heavy tanks. This weapon has found a great deal of success on the battlefields of Quartus, burning though even the necrodermis hides of the silver swarm. - Text by Random_NPC

Idea by sabreFather
Jotun Auto Launcher: In contrast to the Grenadier Gauntlet, the auto launcher is a complex weapon, that requires a degree of tactical awareness for ideal use. However, in the hands of a soldier able to take full advantage of its diverse munitions it is a deadly weapon. This is a challenge the soldier sages of the Jotun are more than up to. - Text by Random_NPC

Cluster Missile Launcher: a bulky system, intended for use with heavy power armor. The Cluster Missile Launcher unleashes swarms of explosive projectiles with each shot. Advanced auto loaders allow it to be rapidly reloaded, drawing from seperate munition bins. This allows a single soldier to carry a wide variety of warheads into battle, ensuring they always possess the ideal weapon for any situation. - Text by Random_NPC

Micro-Missile Array: ammunition supply is often the bane of missile weapons, the size of the projectiles limiting the amount of ammo a soldier can carry. Micro-Missiles work to alleviate this limitation through the use of expensive miniaturization techniques. While this enables a larger supply of missiles to be carried into battle, it dramatically increases the cost of each missile. As such, only the most elite soldiers will be equipped with so expensive a weapon. - Text by Random_NPC

Jotun Destroyer Auto Launcher: A large missile weapon intended for use on Jotun scale Destroyer armor. Made of heat resistant alloys and linked to an advanced munitions feed system, it is capable of firing missiles full auto, inundating targets with a stream of explosive death. While expensive and difficult to master, it is well suited for its role as a weapon for some of the most elite forces fielded by Jotunheim. - Text by Random_NPC

Accelerated Viking Flechette Launcher: a weapon repurposed from the Viking gunship, and upgraded with accelerator technology. The Viking Flechette Launcher fires a hyper velocity stream of Flechettes, that while poor against armor they deal gruesome wounds to flesh. While the weight of the limited munition limits the use of this weapon to advanced suites of power armor, it is a terror on the field of battle. Able to reduce hordes of lightly armored foes to bloody chunks of meat. - Text by Random_NPC

Idea by sabreFather
Neutron Las-Lock & Neutron Mitralock The Neutron Las-Lock and the Neutron Mitralock are adaptations of Heresy Era laser weapons normally used by combat trained menials. A seeming contradiction, the The Neutron Las-Lock mixes one of the most expensive weapons technologies with one famed for its cheapness and infamous for its low quality. The result is a potent, if temperamental weapon able to pierce even power armor with some reliability. It provides a cheaper alternative to plasma for dealing with heavily armored foes, enabling even cheap servitor swarms to threaten more expensive troops. Text by random_npc

The Sollex Pattern Heavy Neutron Cannon: The recovery of the plans for the famed Sollex Pattern lascannon was the crowning achievements of the cult of Sollux. However, mere decades later even so potent a weapon was rendered near obsolete by the discovery of Neutron weaponry. Refusing to let so holy a weapon lose its niche, the high illuminator spent years seeking to apply Neutron technology to his masterwork. After nearly a decade, he succeeded, adapting a number of of the Sollux's signature elements to work with Neutron technology. The result was an extremely potent if inordinately expensive weapon. - Text by Random_NPC

The Impaler Auto Shredder: a refinement of the Flechette Blaster, the impaler auto shredder replaces the chemical propellent with impaler derived electromagnetic propulsion. This was an immensely difficult endeavour, as the weapon relies both on subsonic ammunition to remain covert, and a Galvanic cell embedded in the projectile. Ultimately , the solution was near childishly simple, instead of increasing muzzle velocity or rate of fire, the caliber of the round was simply increased. This gives it greater stopping power, as well as making room for the shielding needed to protect the Galvanic cell from the electromagnetic stress of firing. - Text by Random_NPC

The Heavy Impaler Carbine replaces the Stub Carbine.
The Macro Heavy Impaler replaces the Macrostubber.
Heavy Impaler Carbine & Macro Heavy Impaler
For thousands of years, stubbers held a small niche place in admech armories. Skill and craftsmanship enabling them to match more advanced las weaponry, serving to castigate foes whose protections focused overmuch on more exotic attacks with simple lead. However, with the refinement of impaler technology, stub guns have been displaced from their final niche. Save for a handful of relics, such roles are now filled by more potent impalers. - Text by Random_NPC

Arlatax Power Claw: As Callamus grows ever more familiar with accelerator technology they have been able to apply it to increasingly niche or unusual patterns of autocannon. While a minor upgrade over all, many consider the upgrade a major milestone, signaling a major step in their mastery of this new technology. - Text by Random_NPC

Arc Tether: A wrist-mounted gadget that fires a rope of blue energy. It sticks onto whatever it connects to, allowing the user to rappel down surfaces, pull in objects and enemies, or electrocute whatever is on the other end enough to fry it to a black crisp. The rope can also be generated as a flail, allowing the Arc Tether to be used as an effective melee weapon or to throw things.(Callmus) - Romans, resubmission Original Andres

Grav-Arc Glaive: Ever looking to improve their superiority over the forces of the Abomination and the Dark Mechanicus, the Magos of Callamus look to paths untread to advance their armoury. One such path is combining disparate technologies. The Grav-Arc Glaive is a proof in concept tool, combining the armour-crushing power of grav-tech with the vehicle killing power of Arc weaponry. - text by sabreFather

CX Pulsar Designs: The Adeptus Mechanicus of old held many secrets, Dark age weapons of near unique design never understood even when the emperor walked among them, deployed by the handful and jealously guarded. The devastating Pulsar-Fusil was one such weapon. Though chance alone was a dozen found in all of Callamus. For over a thousand years the order of exitio particula labored to reverse engineer these terrifying weapons. It was the eldar that gave the final piece. The energy envelope employed by neutron weapons held the secret to allowing the beam to maintain its deadly cohesion. After a millennia of toil, the order has at long last put the secrets of particle weaponry into human hands. - text by Random_NPC

CX-25 Pulsar Carbine: The first true particle weapon created by the order. Initially they had managed to create a crude cutting torch that could be carried by myrmidons. Once they had gained the secrets of the neutron envelope, their first test was applying it to their only functioning design. The prototype now serves as the orders badge of office as the first particle weapon made by human hands for tens of thousands of years. Within a year a full production model had been completed. - text by Random_NPC

CX-84 Pulsar Rifle: the third design created. A simple upscaling of the CX-24, the increased power allows for a greater energy envelope and notably greater range compared to the smaller CX-24. While the weapon itself is a little larger than a heavy impaler, the power requirements make using it as a squad support weapon nonviable. Limiting it to use by heavy units or in fixed defenses. - text by Random_NPC

CX-88 Pulsar Caliver The second design created. The multi chambered nature of the original Pulsar-Fusil made downscaling it a simple exercise. The CX-88 is able to devstate formations of heavy infantry or light vehicles, while possessing the punch and penetration to threaten heavy tanks. - text by Random_NPC

CX-112 Pulsar Carronade: The fourth weapon created, the CX-112's creation was controversial within the order. Prior attempts had focused around scaling the pulse fusil down, creating weapons that used only simplified versions of its power. The CX-112 was a direct attempt to upscale the weapon and build upon its foundation. The result was a terrifying weapon mounted on the newly created Doomblade baneblade variant. Able to scour entire knight maniples from existence in a single volly, the weapon quickly proved wrong its detractors. - text by Random_NPC

CX-999: Taking Pulsar technology to its utter limits, the CX-999 has managed to fully scale the weapon up for use by Titans. The result is a weapon that suprases even the CX-112's ability to eradicate lesser super heavies, with thunderous volleys obliterating even the heaviest knight manaples or largest baneblade squadrons. Not even titans are safe from this weapon, it's terrible fury able to wound even the fallen god machines of the Ophelian Theocracy. Designed like most titan weapons it can be mounted in single, double or triple mounts, allowing everything from the nimble warhound to the mighty warlord to bear it into battle. To date, attempt at a CX-1200 have resulted in terrifying and bizarre anomalies, however the exitio particula has vowed to seek full mastery, and one day create a naval version of pulsar technology. - text by Random_NPC

Eclipse Cannon: During research in pairing various laser weapons with recently acquired Dark Matter Reactors, the Callamus branch of the Cult of Sollux discovered that the black light beams of Photon Thruster weapons bear a remarkable similarity to the destructive effects of a breached Nova Reactor. While the nature of Dark Matter falls outside the specialty of this Cult, they have given insight into the function of Photon Thrusters, in particular towards the exotic particles transmitted by such weapons lasers. While the exact specifics of these exotic devices are not understood beyond gross similarities, it has been discovered that when fed energy from a dark matter reactor that photon thrusters gain a significant boost above and beyond what would generally be expected. The result of this research was the creation of the Eclipse Cannon, a full ordnance-scale Photon Thruster designed specifically with the Nova Reactor in mind. Currently mounted on the prototype Shadowblade variant of the Fellblade, this weapon has proven capable of destroying clusters of heavy tanks even without the use of a Nova Charge; with a Nova-Charge it has proven capable of gutting a Stompa with a well placed shot and reducing 'orkanaught mobs to molten husks. Though research into this line of weaponry is currently stalled, the leadership of Callamus hopes that the upcoming Grand Conclave will bear fruit if the more eccentric Magos advisors suppositions on Tau participation is true. - text by sabreFather

Idea by sabreFather
Assault Stubber: A semi-obscure variant of the Heavy Stubber most commonly found in the Calixis Sector, this double-barreled design exchanges range for increased rate of fire. This design was spread across the Imperium by Rogue Trader crews that passed through the Calixis Sector. In this modern age of Impalers this weapon is of use to forces utilizing the variety of specialist munitions developed over the millennia of the Imperium. A design equipped with an accelerator has been made, though it is still under the same limited uses. - Text by sabreFather, originates from the Rogue Trader RPG

Inducted Needle Pistol: an improvement on standard Needle pistols. The inducted needle pistol is an immensely advanced weapon. Incorporating the more optimized propulsion of the impaler it can fire its deadly payload at far greater speeds. To avoid a telltale sonic boom, the weapon incorporates a lesser version of the technology used by super exitus rifles to create a micro vacuum for the round to travel though. - Text by Random_NPC

Advanced Ripper Gun: while the Ripper gun of the old was a serviceable weapon, and one Jotunheim has much experience with, it was from the ground up designed for use by a dullard. Sacrificing a great deal of performance to be able to survive being used carelessly as a club. The design has long since been modified for use by the more intelligent jotun, creating a more accurate and adaptable weapon. While no longer able to be used as a club, the weapon incorporates a drill bayonet to preserve the use as a melee weapon. this weapon serves primarily as a militia armament, taking advantage of existing parts stockpiles, enabling large regiments of potent assault troops to be raised relatively cheaply. - Text by Random_NPC

Accelerated Ripper Gun: a more advanced version of the jotun ripper gun, the Accelerated Ripper gun incorporates both an accelerator barrel, and a power cleaver to work as a bayonet. Typically born into battle by jotun sergeants. - Text by Random_NPC

Jotun Handcannon: The idea of a heavy pistol is a common one throughout humanity, the creation of a weapon able to deal devastating damage at close range. When scaled up for use by Jotun, the result is a weapon in the same caliber as an auto cannon, able to threaten even tanks at close range. - Text by Random_NPC

Jotun Power Knife: The greater expense of jotun scale power weapons has seen power knifes enter the trusts armories. The weapons have proven surprisingly effective, as a jotuns size and strength often compensates for the weakness of knife fighting, while they benefit from the increased agility of the weapon. - Text by Random_NPC

Heavy Chain Blade: another approach to jotun melee combat is further double down on their strengths. It is this school of thought that saw imperial Eviscerators adapted for use as typical chain sword by jotun. - Text by Random_NPC

Titanic Chain Blade: a further doubling down on the jotun advantage of mass and muscle. The Titanic chain blade is a chain weapon so large even destroyer armored jotun struggle to wield it. Crafted to a high standard from expensive materials out of necessity to withstand the force of its use, the weapon is able to cleave through bulkheads and super heavy armor with equal ease. - Text by Random_NPC

Jotun Thunder Hammer: a heavy thunder hammer with the grip redesigned for use by jotun. The great might of a jotun soldiers lets them wield these heavy weapons with great finesse, enabling them to bring the devastating power of a thunder hammer to bear on foes normally too nimble to strike with so heavy a weapon. - Text by Random_NPC

Idea by sabreFather
Thanks to Secundus, the Jotunheim AdMech were able to make Jotun versions of the Paratrooper Armour and Raider Advanced Power Armour. But what caught Garp & Sif's eye, though, was the Riptide and its variants. If some two bit Xenos Empire could create flying Knight-sized battlesuits, then why not give the Jotun their own? And thus was the Jotun Flight Armour born! Combining lessons from the Riptide & Coldstar Battlesuits and the Calgar Dreadsuit (as well as choice bits from Pilot, Ace, and Destroyer Armours), this massive battlesuit turns a Jotun into a Super Sonic Beast. This comes at the cost of being too expensive to deploy as anything other than as limited issue gear, restricting it to the most skilled and experienced of Jotuns. As these are generally Commanders, that results in them being deployed similarly to Tau Coldstar Crisis Suits as high speed battlefield support. That the suit is just barely small enough to not count as a Super-Heavy unit is a nice bonus. - Text by sabreFather

Jotun Flight Armour: inspired by the number of powered suites the tau use to fill the gap between knight titans and tanks, a project was created to apply the lessons learned from the jotun power armors to create a larger more powerful suite. The result was a suite of power armor that stands between a heavy sentinel and a knight armiger. Incorporating tau design principles there was a focus on speed has resulted in a suit of power armor capable of keeping up with some interceptors, with only a jotuns natural fortitude allowing them to withstand the G forces. The armor occupies a sweet spot between heavy and super heavy units, leaving it durable enough to withstand most weapons that can be brought to bear upon it, and swift enough to evade most weapons that could destroy it. While extremely potent, the extreme difficulty in utilizing its speed and high cost per unit sharply limits its use. Further development is likely to focus on these issues, focusing on cheaper and easier to use patterns. - Text by Random_NPC

The Flight Armour Weapon Pod is a test design, and may well change in the future. It combines a Chain Cleaver to leverage the Jotun's immense strength to tear apart Monsters & Walkers alike, a Neutron Talon to deal with Super-Heavy Infantry, and a rapid fire Micro-Missile Launcher firing salvos of half a dozen missiles to saturate Infantry or Vehicles depending on the Commanders needs. Due to the weight of fire, the stats were bumped so as to reduce the number of attacks for the abstraction level of the tabletop. - Text by sabreFather

Corvus Scout Knight
Corvus Scout Titan: Upon returning from the conclave this is one of the first things the Primarch created. Using the technology received and new principles he realized. A titan the size of a knight with the cost and complexity of a titan. Extreme speed beyond most things with the stealth adaptations you've come to expect. What is a bit surprising is the high degree of modularity from the weapons, to the actually of body of the titan being able to be swapped out. (Quartus) - Romans, resubmission; idea & op text Stormgear

A new knight developed by Corvus himself. Taking full advantage of the advanced generators, he was able to design a titan capable of mounting a full scale cloaking field. While the stealth generator requires a number of design compromises, limiting weight and available energy, the sheer tactical versatility of a stealth capable super heavy cannot be overstated. More than one battle has been decided by a knight titan emerging from stealth in the perfect position. - Text by Random_NPC

Knight Forlorn Mk II
Idea by sabreFather
The knight smiths of Callamus are both revered and infamous for a near unbecoming willingness to tinker. Known for constant iterations, and an unending desire to outdo their predecessors. It was this spirit that saw them seek to improve the Knight Forlorn. The MK II flawlessly incorporates an advanced flight system, enabling both true flight as well as rocket assist to increase its running speed in the presence of heavy AA, resulting in the creation of an incredibly mobile knight. That they were able to incorporate such technology with a net increase in the designs durability is a testament to their skills. - random_npc

Armiger Hræsvelgr
Designed by Callamus using technologies derived from the Calgar Dread Suit and Tau Super-Heavy Battlesuits, the Armiger Hræsvelgr is intended to support the Knight Forlorn in the same manner as other Armigers support other Knights. The inclusion of advanced flight systems has created a walker whose agility is rivaled solely by the Knight Courts of the Exodite Eldar. The Hræsvelgr is armed with a large Siege Drill so as to breach vessels, and a Heavy Plasma Flamer to burn through even the toughest of infantry. - sabreFather

Karkinos Siege Walker
Work of Callamus; Basic description below
a Dreadnought-sized variant of the Crab Walker that is specced to use Ace armor, top tier power systems, heavy armor, and a shield system that is an upscaled version of the Tau's MV36 Guardian Field Generator. The Karkinos Siege Walker is like a Terminator/Centurion equivalent of a Sentinel and its heavy generator lets it use more power hungry guns, but only 2 such weapons without compromising defense, and its melee skills just consist of impaling fools with its crab legs. This is a linebreaker gun platform that protects infantry, and has proven effective at allowing Callamite forces to advance under fire from the Chaos-tainted weapons of Ophelia's Corrupted Sororitas. - Text by sabreFather

Knight Toreus Hammer
Idea & text by Andres
The Knight Toreus is a rare pattern of Knight Titan that wields a single large hammer, the Magnum Hammer, instead of two smaller weapons. While slow, the Magnum Hammer is very powerful, capable of sundering fortifications and other Knight Titans with ease.

Knight Toreus Destroyer
The Toreus Knight-Destroyer is designed specifically to eliminate enemy armour, with a particular focus on super-heavy units. While the original pattern was equipped with a Conversion Beam Cannon based on those used by the Acastus Knight Asterius, Callamus generally equips the Destroyer with a Mega Vanquisher to reduce costs. Current alternative weapons include the Plasma Obliterator for dealing with Terminator equivalents and Imperial era heavy tanks, the Magma Cannon to fit the niche between dedicated anti-titan and anti-Terminator, a Heretek Suppressor Cannon for countering Ophelia's conventional Tank regiments, and a stabilised variant of the Northern Sentinel's Neutron Annihilator as a dedicated anti-Titan weapon. - sabreFather

Knight Toreus Eradicator
In contrast to the Destroyer, the Knight-Eradicator is designed specifically for punching down, targeting sub-super heavy units. Standard armament is a Heavy Accelerator Cannon, based on the Fellblade's primary weapon. This gives the Eradicator the ability to destroy Heavy Infantry while being able to use Melta Shells for anti-vehicle purposes. Instead the Eradicator can be armed with a Twin Heavy Plasma Flamer to burn out scores of entrenched corrupted sisters, a Grav-Destroyer equipped with a Grav-Amp to counter power armoured infantry at range, or a Volkite Carronade as a generalist that can incinerate anything between. - sabreFather

Quartus Flame Accelerators
Advanced Variant of the Flamer inspired by Ryza's work on the Plasma Pulsar. Using a specialized fuel mixture paired with a focused jet, a Flame Accelerator is a fuel efficient design, using shorter bursts of flame than traditional flamers so as to increase combat endurance. As a secondary effect it is capable of firing a bolt of concentrated flame, burning far hotter and for longer. Such a bolt has a marked increase in power and penetration, and at the range of more conventional weapons of similar scale. The Micro Flame Accelerator, the equivalent of a Hand Flamer, is compact enough that it can be used in the same mounting as a plasma foil. Feasibility studies are still ongoing as to whether this switch is worthwhile. - sabreFather
Effect: Flamer with optional attack with +Strength, +AP, +++Range, ---Area of Effect (compatible with any standard Flamer weapon, from Hand Flamers to the Titan Inferno Gun)

Idea by sabreFather
Magma Laser: a new weapon created by the thanes of Muspelheim working in conjunction with the cult of sollex, by combining neutron technology with advanced melta principles. Traditional Neutron weapons rely on an exotic energy envelope to assist in range, the envelope prevents the blast from interacting with the surrounding atmosphere until it impacts its target. Magma lasers instead invert it, drawing in oxygen and other gasses, compressing them along the path of the beam. The result is a limited amount of fusion that greatly increases the energy payload, at the cost of a significant reduction in range. So far, the weapons can only be safely used by those in heat resistant armor, as the thermal blooming is enough to cook unarmored humans along the beam's path. -random_npc

Magma Pistol: The smallest Magma weapon yet created and one of the shortest ranged sidearms in the trusts armory. However, the sheer killing power of the weapon makes it a useful sidearm for those expecting to fight in close quarters. -random_npc

Magma Blaster: The carbine of the Magma laser family, the Magma Blaster is designed heavily for use in cramped quarters, such as fortifications or boarding actions. With many having an almost shotgun like form factor. -random_npc

Magma Ejector: The First Magma laser developed, the Magma ejector served as the proof of concept. Heavy enough to need strength assist armor, it was designed from the ground up to be used in conjunction with heavy power armor. The base design incorporates a power feed to supplement its powerpack. While less than half the range of a traditional neutron rifle, the Magma Ejector possesses a notably higher rate of fire, and far superior armor penetration. -random_npc

Magma Projector: the first heavy weapon created for the Magma laser family, the creation of the projector to many marks the point where it transitioned from a one off to a full line. A number of key issues with scaling the weapon were identified and resolved. Due to a quirk of the thermal blooming, the Magma projector fares poorly against most enclosed vehicles, but is able to burn down even terminators and other super heavy infantry at rifle ranges. -random_npc

Magma Volleygun: initial attempts to further scale up the Magma projector proved inordinately difficult. A number of emergent properties began showing themselves at such energy densities. As a work around, the Volleygun is created using a number of smaller barrels and uses a complex energy array to place a short lived version of the standard neutron envelope around its shots. The end result is not only a notable increase in range, but a weapon that is notably less dangerous to its users than most magma lasers, however it limits the impact per shot to no more than the Magma projector. -random_npc

Magma Lantaka: Taking advantage of the lessons learned from the Magma Volleygun, the Lantaka takes advantage of a quirk of the energy envelope. It was found once the energy density passed a certain point, the amount of fusion would overcome any attempt to contain it, resulting in a burst of plasma scattering the beam. The Lantaka fires a beam tuned to reach such densities micrometers in front of its target, relying on inbuilt auspex arrays to enable its machine spirits to calculate each shot on the fly. The resulting blast is devastating against armored targets.. -random_npc

Magma Fusil: a refinement of the Lantaka, the fusil fires two pulses in quick succession. The first pulse is a modified envelope designed to create a vacuum tunnel, and a dense ball of atmosphere against the target, Microseconds later a second overcharged beam is fired. Due to the vacuum tunnel the second shot can be fired at significantly higher power than is typically feasible. Upon exiting the vacuum tunnel it immediately induces a fusion blast upon impact with the dense ball of gases created by the first shot, resulting in a massive release of heat. -random_npc

Magma Jezzail: Where most magma lasers rely upon clever tricks and delicate reactions to achieve their performance, the Jezzail relies on pure brute force. It fires a beam well past the point of creating a devastating fusion reaction, but compensates by simply using a massively overcharged envelope. The result is an incandescent beam of annihilation bursting into a conflagration of burning and fusing air upon impact. -random_npc

Magma Culverin & Demiculverin: Designed as dedicated anti-Chaos Marine weapons, these Magma Lasers are intended to destroy Land Raiders and their Terminator passengers. While exact effectiveness is more questionable, they have proven extremely effective at eliminating Mega-Nobz and Armored Battlewagons. - sabreFather

Thunder Servitors
A creation of the forge empire, instead of fixing the flaws of thunder warriors they instead underwent a lateral shift. Instead of enhancing humans they instead apply a derivative process to brain dead clones, creating mindless hulks of bulging cancerous muscle, living machines waiting for the installation of a control system. By using the higquest quality servitor cognators and componets, the result is a potent legion of murder servitors, who seem to retain some dim echo of human instinct and initiative. While the organic components still wear out surprisingly quickly, this can be mitigated by incorporating stasis technology into their specialized bio hangers, and it is a simple task to salvage the expensive cybernetics from the fallible flesh once it fails. - Random_NPC

Teslan Electro-Priest
Teslan Electro-Priests are high ranking members of the Cult Mechanicus nominally equivalent in rank to a Techpriest Dominus. They forego the normal duties of that rank to specialize in leading their fellow Electro-Priests and groups of Thunder Servitors. Their overspecialization has lead to them becoming deadly combatants, but they lose out on the broader support capabilities and resources a Dominus would normally provide. Their Teslic Amplifiers super-charges the Nikola-Blessed weapons and Voltagheist fields of nearby Electro-Priests and Thunder Servitors. Their chosen weapon are the Electroleech Gauntlets, powerful relics combining the armor shattering power of an Electroleech Stave with the Electrostatic Gauntlets own prowess at range and melee. On occasion, a Technomancer blessed with the might of fulmancy walks the path of Saint Nikola, and often wield Voltagheist Lances, weapons capable of shattering the armor of even a Baneblade in concentrated blasts of lightning. Such psykers often exhibit unique powers, either by charging nearby Voltagheist Fields to vastly increase the units mobility or by the Psyker temporally transforming himself into a bolt of living lightning, able to burn through an infantry line and allow him to engage enemy officers in melee. - sabreFather

Idea by sabreFather
Thunderstrike Lance & Voltagheist Lance: A specialized Force Lance that combines the technologies of the Taser Lance with the Arc Lance, this weapon is usable solely by Psykers with Electrokinetic powers (generally Biomancers, Technomancers, and Fulmancers). The Voltagheist Lance is a derivative used exclusively by Teslan Electro-Priests, and is capable of shattering the armour of even the heaviest of tanks in a focused blast of lightning. Originates from Callamus. - text by sabreFather

Dragonlock Serpenta: Excessively powerful in the hands of a Pyrokine, this force pistol is capable of firing both gouts of flame and armour melting beams that exceeds Orthus Flamers and Meltaguns wielded by True Born Salamanders. Used exclusively by Pyromancers. Originates from the Salamanders Librarius. - text by sabreFather

Dragon Lance: A large Force Lance incorporating a Heavy Flamer intended for use by mounted Pyrokines and Librarian Dreadnoughts. A massive version for use with Librarian Dread Suits and Psy Knights also exists, using an Inferno Cannon. The raging flames these weapons are capable of can reduce entire squads of Astartes to ash. Originates from Imperium Quartus. - text by sabreFather

Spark Flayers: On long standing frustration with those who delve into the secrets of haywire weapons is their relative ineffectiveness against chaotic warachines. The demons inhabiting them uncaring of the havoc wrought upon delicate control consoles and cogitators. By building power feeds in the shape of the rune, it is possible to imbue them with its power. The effect of both banishing daemons while disrupting the material controls has proved devastating, the daemon engines often built with little hardening against an attack they had long been immune to. - Random_NPC

Las-Fusil: Appearing as a compact Lascannon, this weapon is in fact a synthesis of old Imperial Las weaponry. According to Custodio-Genetor Cawl, this weapon was intended as an anti-tank weapon to be used by Primaris Sniper units. To that end, his subordinate Arch-Magos Alpharion used the recently (at the time) discovered Avernus-Pattern Heavy Lasrifle as the base. Incorporating advanced power storage systems and systems from Hellguns and Imperial Era neutron lasers, this weapon is only marginally less powerful than a full-sized Lascannon. Unfortunately, the highly specialized design of this weapon means that it is incompatible with existing upgrade schemas based on Dark Age Neutron Lasers. This, however, just means that such schema had to be designed from the ground up… - text by sabreFather

Advanced Heavy Lasrifle: Created from the ground up as a conversion of the Heavy Lasrifle with superior Neutron Laser technology, these variants serve as a stark upgrade of that most venerable of weapon whilst improving it to the level of an anti-vehicle weapon like the Las-Fusil that ultimately inspired the process. Thanks to the advanced capabilities of Neutron Lasers, these weapons are more compact and precise than one would expect for their power, enabling a sniper to bring down the Destroyers Command Barges through even the thickest of Canoptek swarms. - sabreFather

Deathwatch Frag Cannon Plasma Shell: Derivative of plasma rockets, this heavy shell enables a Frag Cannon to combat heavy infantry more effectively than the traditional AP Shell ammunition, at a marked increase in cost per round. Due to issues with the ballistics this round has half the range of the standard AP shell.

Astartes-Pattern XV-22 Quicksilver Battlesuit
This adaptation of the Quicksilver Battlesuit is intended to allow an Astartes Captain to leverage his superior melee capabilities against the Destroyers elite forces. To this end the suit has been equipped with the prototype Annihilus Targeter, an advanced form of the Tau's own Structural Analyzer fine tuned to find even the most minute of weaknesses within the Destroyers forces. To supplement this the suit is armed with a Disintegrator pistol equipped with additional targeting systems which, when combined with the Annihilus Targeter, allows the bearer to create weaknesses in the enemy to be exploited. Due to the nature of the Macro-Erasure Pistols limits, this added weakness can only be capitalized on by physical weapons. Combined with the suits ergonomics this has restricted this pattern in its employment of such weapons, as cumbersome weapons greatly reduce this suits defensive parameters. Currently the suit is issued a Relic Blade as a stopgap, while Tech-Adepts seek an alternative. - sabreFather

Annihilus Targeter
A recent development, leveraging tau programing expertise and DAoT cogitators. The Annihilus targeter uses the most advanced and expensive cogitators known to mankind, allowing it to simultaneously run the three most advanced tau targeting programs simultaneously, as well as a near AI level program able to blend all three to produce unsettlingly deadly and borderline precognitive targeting solutions. However, at present only the most effective neural links are able to convey the sheer bulk of information at the needed fidelity and speed. At present this is limited only to those possessing either the black carapace, or the most expensive and invasive neural jacks are able to make use of it. Further limiting an already staggeringly expensive piece of wargear. Text by Random_NPC

Kroot War Panoply
The Kroot are an ancient space-faring race (at least by the standards of the Tau), with Kroot Mercenary bands being known to operate all over the galaxy well before the T'au Empire encountered them. Simultaneously the Kroot are self-proclaimed primitives, eschewing almost the entirety of their tech-base for reasons known only to their elders. Little is known of what the Kroot were once capable of, with the sole evidence of their technology being the Kroot Warsphere, a combination Battleship and Colony vessel. But with the rising conflicts of the galaxy the Kroot have been forced to access their own tech repositories to equip their forces. And with the Destroyer War, the Kroot have finally released their full potential.
The War Panoply are ancient sets of armor and weapons of designs that would be nigh irreproducible if not for the Artisan-Shamans that maintain them. The Armor itself is a more advanced form of the Kroot's own Camo Suit armours, equipped with more advanced armour plating and a basic motive system to amplify the wearer's agility. But it is the War Panoply's armaments that have acquired interest.
The Kingslayer Rifle is the least of the weapons, as it is at its most basic level a longer-ranged variant of the Kroot Hunting Rifle. Where it differs is its choice of munitions, being chambered for a larger variant of the plasma-based shells used by the Kroot Hunting Pistol. Granting it increased penetration and power, these munitions combined with the weapons precision allow the wielder to inflict grievous harm to leaders and monsters alike.
The Shockwave weapons, a pistol and a rifle, serve as Anti-Infantry weapons. Utilizing advanced sonic emitters, these weapons generate armour crushing blasts of concussive force. Capable of crumpling the armours of most heavy infantry, they have proven effective at eliminating Scarab Swarms and disrupting the other light elements of the Destroyers forces. They are especially effective against the Destroyers more mobile units, as their own speed amplifies the impact of the concussive blast.
The melee weapons of the panoply are simple but effective. The War Staff is fundamentally a Kroot Fighting Stave equipped with powerblades, and the Slaughter Blade is a mastercrafted power knife. The Obsidian Kingreaver is itself a heavy bladed weapon analogous to the Kroot Hunting Axe, albeit of a larger size. Its blade is made of an artificial crystal, grown over specially designed powerfield generators. The crystal appears to be an advanced synthesis of obsidian molecularly reinforced with adamantine that, when grown properly, combines the deadly sharpness of obsidian with durability close to that of adamantine. Due to the difficulty of the synthesis process combined with the unreliable growth patterns, the Kingreaver remains a rarity. - sabreFather

Callamus War Walker
Imag
A truly new vehicle the Callamus war walker was created from whole cloth to fill the same niche as the increasingly outmatched sentinel. Combining technologies from every source of the conclave, from tau derived neural interfaces, to dark age capacitors, to articulators of the primarchs own design, the result is a machine more than the sum of its parts. Modular, swift and bearing potent weapons. Typically armed with two arm hardpoints, and a lighter one upon the machines chassis, the war walker is far more heavily armed than its predecessor, yet due to advanced technology also bears superior sensors and has a much smaller emissions profile. While the base model is open topped, it has a mounting point for easy addition of a canopy, often resulting in pilots customizing the canopy to suit their particular suite of cybernetic sensors. While moderately more expensive, the war walker seems posed to supplant the sentinel as the primary light scout walker in Callamus. - text by Random_NPC

Hastatus War Walker
A variant of the War Walker piloted by Combat-focused Technomancers. Secondary armament consists of a Cluster Launcher loaded with advanced missiles and melee arms equipped with a pair of Heavy Force Claws. The primary armament is more variable, with the option of a Runic Cannon imbued with a variety of Runes for combating Super-Heavy Infantry and Daemons. Alternatively it can be armed with a Spark Flayer Cannon for dealing with war machines of far more esoteric mien, proving to be massively effective against machines normally utterly immune to Haywire weaponry. - sabreFather

Idea by sabreFather
MK19 Defensor Boarding Shield:
Add 1 to the models Armour save, add 1 to hit rolls during Overwatch
While Vanaheim is known for its conservatism, its void troops have often been something of an exception in this. The sheer lethality of boarding actions leaving them far more willing to try and find ways to reduce the historically ruinous casualties of boarding operations. Thus was born the MK19 Defensor Boarding shield. By combining a simplified ion field projector, and advanced DAoT generators to power them, it can briefly slow a charging ork, giving the void trooper behind it a priceless extra few seconds to line up a shot. - Random_NPC

MK82 Valk Suppression Shield:
The Latest incarnation of the Suppression shield, the MK82 primarily applied the improved technology to aiding logistical strain and reducing weight. By using sturdier materials in a lesser amount the shield is made far lighter and easier to handle. This makes it significantly easier to use in melee comaber, but precluded any significant upgrades to its inbuilt refractor field. The shields built in shock system now comes with an adjustable power output as standard. Enabling the same model to be used both for non-lethal crowd control, and military applications. While not a revolutionary new design, it is better suited to the modern trust, as orks have in recent centuries displaced the majority of less melee obsessed pirates, resulting in them becoming the most common foe this shield faces.- Random_NPC

Spike Driver:
The first attempt at creating the Spike Driver dates back decades before the founding of the Imperial Trust, being the never quite perfected pet project of a journeyman tech priest. Over the decades and centuries its creator would tinker with the incorporation of new technologies and design principles into its design. It was not until recently that by combining design elements from technologies as disparate as thunder hammers and gravity points that it was at last perfected. The ultra hard tip wreathed in a burst emission power field of immense potency is able to punch through even Terminator armor if perfectly aligned and can cut through most lesser forms of armor with more glancing strikes. Further, while it may not be able to breach bulkheads on its own, it is more than capable of boring a hole for optimal placing of breaching charges, greatly aiding in demolition work. - Random_NPC

Neutron Assailer:
For the first decade of its life, the Neutron Assailer did not technically exist. A purpose built combi weapon combining a Vanaheim-Pattern Neutron Carbine with a Neutron Lascutter, initial attempts at deployment where snarled in a theological argument about the sanctity of the design. Unwilling to allow petty debate to cost voids men their lives, a requisition officer placed an order for a number of combi-lascutters, listing them as merely a common combination of armor modules. The deception held until a voidsman was awarded (insert distinction here) for slaying a terminator armor clad chaos lord in single combat with this weapon, propelling both him and his weapon into the limelight. Faced with the weapons excellent service history, opposition to the weapons deployment evaporated. To this day over seven hundred officers have taken full responsibility for the deception, claiming to have acted alone, much to the frustration of many conservative admech magos. - Random_NPC

Callamus Ogre Battle Armour
Idea by sabreFather
Straddling the line between small walker and heavy power armor, the Ogre Battle armor is intended for use as a dedicated line breaker and heavy assault unit. Ogre battle armor stands literally head and shoulders above even terminator amor, though provides notably less protection. The armor's size is the result of using cheaper but bulkier armor materials and power systems than most suites of power armor. This allows it to be fielded in surprisingly large numbers, providing a devastating shock unit to the commanders of the forge empire. - text by random_npc

Designed from breaking down the Elite grade power armor with the intent of making it cheaper. The result is a power armor that has less features and enhancements then elite class. But being better and more reliable then the basic class. Intended for units like the Hell Troopers, Vanir Drop Troops, and maybe one day the Midguardian Chosen. An upgrade that enhances the level of these good but not elite formations. - Romans

Captain armor: both pilot and ace armor where of great interest to Callamus and its heavy emphasis on mechanized warfare. However, while pilot armor was found insufficient for their more verteran pilots, ace armor proved prohibitively expensive. As such Captain armor was developed as a midpoint between the two. Drawing upon the wide range of technologies from the conclave, they were able to find sufficient materials of the needed cost and performance. Similar to Ace armor it, ties into their vehicles systems to notably increase performance. Compared to pilot armor, greater emphasis is placed on increasing survivability. Incorporating an ablative armoring scheme that is almost as protective as ace armor, though degrades quickly in prolonged combat. It's main survival aid however is the stealth generator and communication systems. While it lacks a microfusion generator, the secondus derived hyper capacitors allow it operate for over a week with judicious use of its more power hungry systems. - random_npc

Legionnaire Armor: While Basic armor has found widespread use within Callumus, Elite armor has not. The Domain's elites being their Myrmidons and few Astartes, the cost also plays a part. However in the Grinding war against Opheilia many regiments and even Corps of Mortal men have proven themselves against the golden legions. To better protect and use these men, the Legionnaire armor was developed. Better than Imperial era armor and about a 15% drop from Elite armor to drop costs in overall capabilities. Its display and comms are simple but highly rugged, Repulsor lifts were removed, and the backpack system was made non modular and directly integrated into the armor. Certain Backpacks like the Shield generator are produced less, occurring about one per squad. With the reduced features the reactor gives the armor about two weeks of power, one in sustained combat. -Romans

Breaker armor: a midpoint between Shocktrooper and Destroyer armor. Much like the rest of the armor line, Breaker armor is meant to punch though key enemy formations, as well as clear fortifications. Incorporating iridium armor from secondus, it achieves significantly more protection than standard shocktrooper armor, but is slowed somewhat by the extra weight. Incorporating enhanced galvanic cells it is able to carry a pair of heavy weapons with significant power to spare, or a single larger weapon such as a gatling impaler if it is willing to strain it's power supplies. Notably stronger than Shocktrooper armor at base, it is able to match Destroyer armor raw might in short bursts by overcharging its actuators. Under most combat conditions Breaker armor can operate for three days on a single charge, though sufficiently intense combat can lower endurance to two days. - text by random_npc

@Durin Omake Mambo #5! If anything is non-canon, just let me know and I'll remove it here and slash it from my original docs. Enjoy your visit to [REDACTED]!
 
Last edited:
Damn, a quarter of the way through already. Say, does anyone know what happened to this guy? Sent away in time, given regular training, stasised away until the Geneseed projects are done?
 
Some tech from the Callamus quest that may be interesting to incorporate @Durin:

Sabre-Class Star Fortress: Vast orbital Fortress Monasteries only outdone in size by such legends such as the Rock or the Phalanx, these enormous fortresses provide training grounds so vast and with so many possible variables that they allow the chapter to simulate a wide array of different battlefield scenarios in-house without ever leaving the fortress, enormous state-of-the-art medical bays and entire manufactorums and workshops for the techmarines, their serfs and any seconded techpriests; all made to Callamite standards. The actual quarters, chapels, vaults and the like of the chapter take up only a marginal part of the monastery.

It's central structure is an enormous hexagonal 'spire' that alone would outmass several battleships. At evenly spaced intervals, juts three platforms similar to those found on an Imperial starfort, one for each side of the structure, layered several times. Bristling with gun batteries, hangar bays, torpedo launchers and piers for ships to dock, it's yard facilities are also far more extensive than that of almost any star fort, sufficient to not only conduct repairs but also construct new ships entirely so long as the necessary materials are provided.

While the first was largely a vanity project gifted to the distant Ultramarines successor chapter the Remnant Blades, Sabre-Class Star Fortresses are far too large to be utilized practically by just a single chapter. The first quickly became a frequent resupply stop for fellow Ultramarines successor chapters, but ever since the Emperors death, most Fortresses will comfortably house and maintain three to six full-strength (1000 marines) chapters of Astartes within their vast halls. While they could house more Battle-Brothers, doing so for long periods of time outside of immediate conflict often leads to...scheduling issues.

Sabre-Class Star Fortresses, naturally, are very expensive and time consuming to make, the first taking many decades to build. But the Forge Empire of Callamus considers this an acceptable price. Such Fortresses are usually placed in locations of high strategic import, often highly productive Forge Worlds, and mark a powerful gathering of Astartes wherever they are.
 
Last edited:
So, I forget, is this one of the Quests where Crawlers are used as Titan and general support units? I could swear Callamus had them in that role, but I can't seem to find it.
 
So, I forget, is this one of the Quests where Crawlers are used as Titan and general support units? I could swear Callamus had them in that role, but I can't seem to find it.
Well that depends on what a "Crawler" is, seeing as you neither decribed it or gave a link to what it is. We do have Crab Walkers, one of which is Titan-sized.

@legioN7 those were suggested back during the lead up tot he first Grand Conclave. Exo-Lances and Ceramantium were not accepted, and if ceramantium ever exists it will be the creation of the Salamanders or Muspelheim and not an STC. And we have the incomplete design data for Neutron Lances, which fill the Neutron Exo-Lance role.
 
Did anyone consider the possibility of Sutr being a Tartarus agent, or is he too Eldar-friendly for that?
Considering that when asked about tech from Out of the Dark, Durin said he did not read that story and that it's portrayal of the Dark Age goes on the far end of tech. So it is something that has no reason to be considered, like the idea that Surt is actually a Slaanesh resurrected fusion of Kurt Kobain and Jeffrey Daumer.
 
Well that depends on what a "Crawler" is, seeing as you neither decribed it or gave a link to what it is. We do have Crab Walkers, one of which is Titan-sized.

@legioN7 those were suggested back during the lead up tot he first Grand Conclave. Exo-Lances and Ceramantium were not accepted, and if ceramantium ever exists it will be the creation of the Salamanders or Muspelheim and not an STC. And we have the incomplete design data for Neutron Lances, which fill the Neutron Exo-Lance role.

Sort of like the crab walker. Unlike Titans, they have 4-8 legs, and are shaped more like ants. They tend to be support units, acting like aircraft carriers on land, providing mobile headquarters for command staff with powerful communication networks and counter-ECM, projecting large-scale Ion or Void shields for the benefit of allied vehicles and infantry, field hospitals, workshops to aid in field repair, etc. They aren't on par with Titans (more like a Titan than a superheavy in size, though they tend to be a lot longer than they are tall) in combat, because of their support focus, so they tend to hang back from the front lines.
 
Sort of like the crab walker. Unlike Titans, they have 4-8 legs, and are shaped more like ants. They tend to be support units, acting like aircraft carriers on land, providing mobile headquarters for command staff with powerful communication networks and counter-ECM, projecting large-scale Ion or Void shields for the benefit of allied vehicles and infantry, field hospitals, workshops to aid in field repair, etc. They aren't on par with Titans (more like a Titan than a superheavy in size, though they tend to be a lot longer than they are tall) in combat, because of their support focus, so they tend to hang back from the front lines.
Ok. No, the closest to that are a group of Hive Cities in the Callixis Sector (still functioning as of 41st millenium). But, if you looked at the first entry in my Omake, Spirit Class Moving Fortress fits that bill.
 
Back
Top