Technology list
Unordered, may include duplicates
Gravitic Array: Investigation
After several years of hard work Archmagos Tranth was able to determine exactly what the Gravitic Array does. He tells you that the primary use of the Gravitic Array is to change the gravity over massive areas of space, allowing for entire fleets to be accelerated in a selected region, for incoming shots to be deflected and similar feats. The strength of this effect can be increased by concentrating it over a smaller area, to a limit and it can effect any area within a light minute. At its largest area of effect the Gravitic Array can cover entire cubic light seconds, and provide them with maybe a single G of acceleration. At its smallest regular effect the Gravitic Array covers an area of a few trillion square kilometers, and can provide enough Gs to inflict major damage to the more fragile warships and attack craft. Without an AI only the most simple of shapes can be affected, and all acceleration must be in a single direction, with entire minutes being required to change matters. While Archmagos Tranth is still far from being able to replicate the Gravitic Array, if he does Admiral Sarnow tells you that it will be a game changing addition to the defences of your worlds.
The Well of Urd's Secondary Engines:
After a years careful study Archmagos Tranth was able to determine how the Secondary Engines of The Well of Urd function. He tells you that they effectively twist gravity in the area around the ship in order to accelerate the ship in a selected direction. While the engines are not able to provide nearly as much acceleration as a conventional engine their nature means that they emit absolutely no emissions, allowing acceleration under stealth to be achieved without compromising the stealth at all. This is helped by the fact that they do not need a particularly large amount of power to work, allowing them to be run with the main reactor on low. Archmagos Tranth is sure that he can repair the engines and almost certain that he can copy them.
The Navigator's Eyepiece
Found in one of the Data-Jewels on Diephobe, the Navigator's eye piece looks more like a confusing eye patch, but in the place of a patch is a mass of lenses and psychically active crystals. When secured over the Navigator's Eye the device activates, and effectively helps focus the Navigator's vision, and provides a suit of supplementary tools to that effect, allowing the navigators to filter out unneeded information to read warp currents to better effect. A complex item not just to create, but also operate the device necessitates a great deal of training and constant adjustment by its wearer to fine tune itself to the ever changing warp. However, in skilled hands a navigator can increase the speed a ship passes through the Imperium considerably.
Planetary Cloaking Fields
This is the most extreme version of a Cloaking Field, and using a series of thousands of powerful shield generators and gravitic manipulators to totally cloak an entire planet, or tens of thousands to also cloak its orbitals. While massively expensive when combined with powerful wards it can hide a planet from even determined searchers, creating a highly secure base.
Plasma Reactor Wingnut
On Finding: A new type of wingnut designed for use in plasma reactors that will have a small increase in the maximum energy output of plasma reactors, 71% complete.
On Completion: This year Magos Explorator Tranth managed to complete the STC template of a new Plasma Reactor Wingnut. As well as being valuable to the Mechanicus this template can be used to increase the output of plasma reactors by several percent, which will allow for more energy to be fed to void shield and weapons systems of cities and the larger Imperial vehicles among other improvements. A very convenient factor of this design is that it is easy to add into existing plasma reactors which allows current warships, cities and even Titans to be upgraded.
Hercules Implant
On Finding: The first of the partial STCs found is 54% complete and is of the Hercules Implant, a cybernetic implant that can provide a far larger strength boost to Tech-Priests and combat servitors then any current design. This will allow servitors to carry greater weights, and therefore heavier weapons as well as providing an advantage in melee.
On Completion: The Hercules Implant is a lot more simple, being a strength boosting implant that is around half again as effective as any currently known. This will provide a major boost to the combat capabilities of the Adeptus Mechanicus infantry forces and heroes but have few other effects.
+5 to Tech-Guard rolls, +10 to Skitrii rolls, +1 to Combat of Adeptus Mechanicus Characters
Mindcatcher
On Finding: Another device found the in the research labs was the Mindcatcher, a helm of sloped steel and silver, this device captures the neural pattern of any human brain, rendering it into a compressed data-loop. Although useless in the modern era, the cognitive architecture models utilised are of greater sophistication and fidelity than our current models. When combined with the Data Assault Knowledge Implantation Program which was also found this is the basis for an incredibly effective for of data-warefare, which could even hold off the Men of Iron.
Callamus augmetics: +15 to Mechancius ground forces, +10% AM, EM and RM production
The Adeptus Mechanicus has long used highly advanced biological and cybernetic enhancements for a wide range of tasks. Callamus has continued to develop them over the years, and now has a massive range of augmetics designed for countless roles, ranging from the arcane cybernetics of an Archmagos to the simple enhancements used by the Tech-Guard. These designs should be valuable for the Mechanicus in most of its roles.
More easily produced refractor
On Finding: 89 refractor field generators of a design that seems to be more easily produced then the standard type, of which only three were in working condition
On Completion: This year Archmagos Explorator Tranth has managed to reverse engineer the refractor fields found under Dorthonion. These refractor fields seem to be a far more efficient design that is just as effective but far easier to build, taking around a quarter the resources as the type that Tranth already knows about.
Flamer Variant
On Finding (1): The other partial STC seems to be of a variant Flamer but as it is only 13% complete Tranth can not determine the differences to standard.
On Finding (2): The first of the partial STCs located was more of the flamer design earlier encountered. Now that he has 41% of the design, Tranth can tell that it is a twin-linked variant of the flamer that is no heavier or fuel-intensive than a single flamer of the types he is familiar with.
On Completion: The first of these is the twin Flamer STC which is the design for method to create the Orthus patten flamer, an intriguing design that manages to use the interplay between the two streams from the flamer to double the effect of the flamer without using any more promethium. This will be immediately rolled out among your military and will provide a major boost to them in certain situations.
Improved Handheld Auspex
On Finding: A 27% complete STC of a slightly better hand-held auspex.
On Completion: The second is the better Handheld Auspex STC, which turned out to be a rather simple improvement on current designs. This version has around double the range and is more able to detect though solid objects, such as stone. It is also capable of tagging all detected lifeforms with different colours and sizes depending on whether they have been given a threat rating in its databanks.
Bio-Metric Dogtags
On Finding: The first STC of interest was of Bio-Metric Dogtags that contain important medical data for the wearer and can be used as an easy, reliable way of proving a soldiers identity, not working for anyone but the user. They are relativity affordable being mass producible and it will be easily affordable to give them to the entire PDF without any real effort.
Improved IFF
On Finding: The third interesting find and the final complete STC was of a better IFF for your fighters and bombers. This will allow your fighters to be more easily identified in combat allowing you to more safely shoot AA near friendly fighters and giving your pilots an advantage in the larger dogfights. This is a simple design and will be easily able to be installed on all of your air wings without needing the attention of any senior military or Mechanicus personnel.
Heads Up Display
On Finding: The final partial STC found, and by far the smallest scale, is the design for an advanced heads up display that can be put in basic helmets such as your PDF forces usually use. This heads up display seems to be relativity simple to make and should be able to be mass-produced in your factories. It is 81% complete and Tranth is sure that he could easily finalise it given how similar it is to the heads-up display used by the Trooper armour.
On Completion: This year Archmagos Explorator Tranth took the time to complete the STC of the Heads Up Display that he recently found under Storms End. He tells you that while it will be possible to mass produce the HUD it will be relatively expensive and to build and maintain but will provide a significant advantage to its users
Mega Vanquisher Cannon
On Finding: This STC was a partial STC, 64% complete, of a new Module of the Pre-Fabricated Fortress that contains four bunkers each with a Mega vanquisher Cannon, similar in Size to the Mega Battle Canon used by Baneblades.
On Completion: He tells you that there were no real surprises in the design for the Mega Vanquisher Cannon Module and gave you a brief summary of the new weapon design. From what you can tell it requires some precision engineering so is considered to require Advanced Material and can be used to fire both anti-tank and high explosive shots. This means that it can either function like a normal Mega Battle Canon or act as a low grade anti Titan weapon. One interesting bit of information that Tranth mentions is that this design is actually a bit smaller then the normal Mega Battle Canon and may be able to be mounted on a Macharius, though only just and not without problems.
Improved Fighter Sensors
On Finding: The final interesting STC located this year was of a improved design for fighter sensors and is 64% complete. These sensors will provide a major advantage to your Fighters as they can easily detect and position both friendly end hostile aircraft and can even help with targeting.
On Completion: These sensors are significantly more accurate and detailed than any modern version and will make it easier for pilots and gunners to locate hostile and friendly fighters. This will reduce the chance that enemies can ambush them as well as providing a boost to general efficiency, particularly in low-light conditions.
+10 to Fighter sensor rolls, +5 to combat rolls which is increased further in low light conditions up to +15.
Haywire Weaponry
On Completion: Over the last year Archmagos Explorator Tranth made a study of the Haywire weaponry that has been found in massive amount in the ship graveyard. He has made a major breakthrough in these studies and not only reverse engineered the forms of haywire weaponry discovered but has gained a good enough understanding of Haywire Weaponry that he is able to design new forms. He tells you that he is now able to design Haywire version of almost any weapon possible, ranging from Haywire Swords to Haywire lances. Speaking of Haywire Lances with his new understating of Haywire weaponry Archmagos Explorator Tranth is able to inform you that the Unknown Energy Weapons found on two cruiser variants are in fact Haywire Weapons.
Shield Breaker Rounds
On Completion: Archmagos Tranth spent a year reverse engineering Shield Breaker Rounds for Super-Exitus Rifles. He was highly success in this endeavour and actually managed to modify them enough to work with Impaler Sniper's as well, allowing for a much wider distribution. However while the Shield Breaker Round is able to pierce most force fields, excluding heavy duty Void Shields and some of the stranger psychic effects, it is to expensive to produce for regular or even elite forces. Providing some to your Helguard Snipers and Veteran Psyker Hunters will be possible but even that will not be cheap.
Grav-Shear Weapons
On Finding: Grav-Shear Weapons, prototype grav-weapons that concentrate the gravatic forces they produce into a very small area, making them capable of cutting though most conventional materials with ease, and even the hardest materials the Mechanicus can produce with time. When it comes to anti-armour work even plasma weapons lack the combination of power and rate of fire that Grav-Shear Weapons use, though the very high price of Grav-Shear Weapons means that you doubt they will ever replace Plasma. Currently Archmagos Tranth does not have the STCs but does have many of the design notes and the prototypes.
Current ranged variations have included pistols, carbines, rifles and sniper rifles.
Melee variations include swords, with cutting power in excess of Plasma foils and spears which have enough penetrating power to be a threat to almost all vehicles.
Heated Impalers
This is a simple modification that superheats and fires the rounds of an impaler, setting enemies and terrain ablaze. While powerful the additional energy required greatly increases the rate at which impalers consume power cells, and firing superheated rounds reduces the life expectancy of an impaler barrel massively, forcing them to need replacing after mere hours of firing.
Tectonic distortion device
Not uncommon across the galaxy these devices are unique in that they are intended for combat use. When activated they cause earthquakes and shaking across a large area. This disrupts tactical mobility and damages structures, making them good for sieges and disrupting enemy bases. At their most extreme they can open up chasms and create small mountain ranges. They are not used more commonly because they are indiscriminate, highly expensive, single use and if the intent of a mission is capture, they will likely destroy the target.
Solis Obliatum
Probably Ryza's most advanced design this is in fact a type of fuel rather than a design in and of itself. Oblitaum is created through an expensive mystical process that involves extracting part of an active star and encapsulating its essence. When placed into a plasma weapon it increases the power it can use to levels previously unthinkable, able to match if not surpass Grav Sheer weapons with incandescent fury. This power seems to spike against the forces of Chaos, the might of the star searing away the foe. While technically possible to use in a reactor, the fuel is created in such small batches due to its cost that it is completely impractical to do this. In general, this increase in power comes at the cost of the fuel being…well expensive and time consuming to produce and of course the power boost only lasts so long as the fuel lasts. This also has the effect of increasing the strain placed n the weapon, making overheating far more likely.
Thermal Shock Array
The thermal shock array is technically two weapons - a Helfrost cryocannon, and an unfocused melta cannon. When the weapon system is activated the melta cannon fires a milisecond before the helfrost cannon, heating the target to near adamantine melting temperatures, immediately before the helfrost cannon hits and brings it down to near absolute zero. While the extra heat of the target reduces the amount of ice that forms to a degree, the vastly increased range of temperature shifting massively increases the effectiveness against armored targets. A heavier variant exists that incorporates a vanquisher cannon on a slight delay, hitting the now weakened section of armor with a hypersonic shell.
Astartes Pulse Rifle
The Astartes Pulse Rifle is the basic weapon used by the Adeptus Astartes of the Imperium Secondus. This weapon could best be described as a less powerful plasma rifle that is both cheaper to make and utterly stable, and is a step more effective and more expensive then Impaler Rifles.
Ion Barrier projector
Copied from the Tau these devices create a stream of particles that block and slow down people and vehicles walking through it that don't have proper ID tags. Sand bags enemies stops charges and lets allies escape easier, an overall improvement to defences. Moderately expensive but can provide an unexpected slowdown for enemy forces, and one that is not as easy to clear as more conventional barriers.
Disintegration Guns
One of the weapons that the Eldar provided the schematics for, disintegration guns are highly advanced rifles with incredible destructive power, able to disintegrate a target into its component molecules. While the price greatly restricts their availability, disintegration guns are another good option for your ranged heroes to wield in battle.
Enthalpic Weapons
Enthalpic weapons create vortices of reverse-flowing time, if only by an instant, and were found in the Data-Jewels on Diephobe. These vortices transport energy and matter from the future within the vortices into the present, causing mass devastation to anything within, including space-time itself. The vortices' sizes are based on the weapons that create them, though the complexity of the required weapon goes up as it gets bigger. In effect enthalpic weapons are one of the few weapons you have encountered near as deadly as vortex weaponry, and lack vortex weaponry's volatility and one shot nature. On the other hand they are even more complex and expensive to produce.
Chrono-Displacer
An inversion of temporal stasis technology providedby the Eldar the Chrono-Displacer allows a user to move forward or backward on their personal timeline. Most commonly this is used to instantly reposition to where you intend to be in a few seconds or to 'rewind' your physical condition and unmake an injury. A skilled user is almost impossible to kill or contain. It is not without drawbacks however. Most significantly the Chrono-Displacer is an extremely sophisticated device, rivalling Super-Exitus Rifles in complexity and cost. Secondly it has a sharp mass limit. Only the lightest of power armours can be worn in conjunction with the Chrono-Displacer, and Astartes are fully incapable of using it. Finally while it can erase injuries to the user damage to the device itself not only renders it inoperable but has a chance to cause exotic consequences such as being frozen in time or catapulted into the future.
The Well of Urd's Starship Construction Technologies
On Finding: The automated factories that The Well of Urd contains are similar is design to those used by Muspelheim but slightly more efficient. There are also several technologies designed for the construction of starship parts and the repair of starships that seem to be more effective then current methods.
On Completion: Last Year Archmagos Tranth reverse engineered the starship construction technologies of The Well of Urd. This technology will have to replace most of the current components of a shipyard, doubling the cost, but should increase the shipyards capacity by a third and the rate that it can build new ships by 25%. While this does make shipyards more expensive the decease in construction times in more then worth it.
Vortex Torpedoes
On Completion: After reverse engineering the Super-Exitus Rifle Archmagos Tranth turned his attention to Vortex Torpedoes. It took a full years work and more then a bit of assistance from High Grandmaster Ridcully but he was successful. This means that you can begin producing Vortex torpedos for your fleet, though the costs are once again high. However building up a stockpile to use in desperate circumstances is definitely possible.
Void Abacuses (+60% Navigated Warp Speed reaching 1.75LY/day, +100% unnavigated Warp Speed reaching 0.5LY/day)
On Finding: In the navigation centers he found a dozen Void Abacuses which if reverse engineered will be able to greatly improve the rate at which your ships can travel though the Warp, which has many economic, strategic and tactical implications.
On Completion: With assistance from High Grandmaster Ridcully Archmagos Tranth was able to reverse engineer the Void Abacus that was recently examined, and only had to pull apart one of your examples. He tells you that while he will be able to make more that they are possibly to expensive to make to create one for every ship, so decisions will have to be made on what to do with them.
Navigator's Eyepiece (+66% Navigated Warp Speed reaching 2.92LY/day)
On Finding: Found in one of the Data-Jewels on Diephobe, the Navigator's eye piece looks more like a confusing eye patch, but in the place of a patch is a mass of lenses and psychically active crystals. When secured over the Navigator's Eye the device activates, and effectively helps focus the Navigator's vision, and provides a suit of supplementary tools to that effect, allowing the navigators to filter out unneeded information to read warp currents to better effect. A complex item not just to create, but also operate the device necessitates a great deal of training and constant adjustment by its wearer to fine tune itself to the ever changing warp. However, in skilled hands a navigator can increase the speed a ship passes through the Imperium considerably.
On Completion: Admiral Sarnow has finished his investigation of the Navigator's Eyepiece that you have recently gained access to. He tells you that it increases the average speed and reliability of Navigator ships supplied with it by two thirds, and that this stacks entirely with the benefits provided by a Void Abacus. This will allow your ships to move at almost triple the speed that they could otherwise achieve, a benefit which should be worth even the price of the equipment.
Shield Capacitors
A salvaged Dark Age device, these capacitors function as an emergency supply of power to a ship's void shields in the event that they are somehow cut off from main power. On its own these are not unusual; similar devices are present in many of the Dark Age ships from the graveyard. What differs is the unusual efficiency of these capacitors, able to store enough energy to keep most void shields operational for a 12-hour period and come online the instant power to the generators is cut off. This transition is so seamless that the shields do not even fall completely. This allows ships to more rapidly bring their shield to full capacity when ambushed or conducting an ambush, keep their shields up after suffering damage to the power grid and survive longer after suffering a reactor failure, possibly long enough to bring the reactor back online.
Ether Drive
The Ether Drive remains in use by the Tau Empire and the Imperium Secondus despite its slower speed compared to Warp Drives. This is in large part due to he fact that its both far safer and can potentially send truly massive structures between stars, as has been demonstrated by the city-ships of the Farsight Enclaves. Unfortunately this is currently impossible to use due to Mechanicus internal politics.
Dark Matter Reactors
A power source utilized by many of the Tau's largest ships and by their most potent battle suits, these devices work by fusing exotic dark matter. Producing seemingly an infinite amount of controlled power Ultramar made it a priority to capture examples of these and probe their secrets, finally succeeding in replicating them only a century ago. What they found is that aside from expense and danger, these devices are a flat upgrade from the more traditional plasma reactors, requiring minimal amounts of fuel, but offering immense power. Currently Ultramar (ironically) only has access to battle suit sized reactors which they now use in the construction of their most prized relic armours. In terms of utility, while superior to a plasma reactor of seemingly any type as well as being incredibly stable by most standards they do not produce as much energy as an annihilation reactor. The difference seems to be a balance of control vs power. While very stable if a Dark Matter reactor goes critical and detonates then it will erupt outward in an all-consuming wave. When it retreats all within the radius seems to have been wiped from existence.Unfortunately this is currently impossible to use due to Mechanicus internal politics.
Advanced Singularity Thrusters and Research Notes
One day some researchers over in the Helheim system decided to create a ship mounted singularity projector, with the intention of shooting black holes at their enemies. This failed, they couldn't get enough range on it, it wouldn't actually provide enough gravitational pull to form an event horizon, and the gravity pulled on the ship in weird and unpredictable ways, so they gave up on the idea.
Then someone else picked it up and decided to run with it. They realised that by projecting a gravitational well a little ways off of a ship they could make the ship 'fall' in that direction. While the thrust gained in this manner was not exceptional compared to conventional systems, its ability to change the vector of small ships without losing speed was extremely useful to dodging, allowing a ship to throw their entire velocity into a new heading and vector, and improving the maximum distance that they could dodge attacks by in every direction, especially to the rear.
They would essentially slingshot the craft around an arbitrary point in space, allowing it to dodge incoming attacks far more easily. Though it only somewhat increased its rate of travel it had a vast effect on the ship's ability to avoid incoming fire.
By the time the creators of the system were killed research was ongoing in adapting the system to larger craft, but was facing challenges as the creators tried to compensate for the structural strain caused by the uneven pull of gravity on large objects. It was hoped that this system or some variant of it could compensate for the reduced manoeuvrability that immense ships suffer. A Data-Jewel containing the completed design and research was found on Diephobe.
The Psychic Cannon
The Eldar have provided the design for the Psychic Cannon, a Nova Cannon sized weapon designed for use against Warp Entities that is capable of massed banishment of deamons and significantly disrupting most targets. This weapon is impossibly complex and uses unknown and exotic interactions to work but the Eldar have provided enough schematics to replicate it.
Nanite Repair System
Taken from a massive dark age star ship known as the Scavenger Bot, an ancient ship that at some point was set loose to eternally upgrade itself...well until the Eldar destroyed it. However, its repair system sparked the interest of the Eldar who did it, taking the design as a trophy, but if put to use it would decrease the maintenance of ships as well as providing repairs to them, reducing the number of totally destroyed ships even if it will not be of use in combat directly.
Helheim Class Fast Mass Convoyer
On Finding: The third partial STC found this year was a Mass Conveyor design. Given that the design is 25% complete, not much more can be determined.
On Completion: This year Archmagos Explorator Tranth spent much of his time completing the design for a ancient Mass Conveyor STC. He informs you that while in most ways it resembles the most advanced Mass Conveyor that he knows the design for it has superior engines, both Warp and sub-light, that make it around 25% faster then the modern version, a significant improvement indeed particularly as it only costs 10% more to build and maintain. Unfortunately the engines are to complex for Tranth to understand at the moment so he will not be able to create different versions of them that are a different size.
Advanced Warp Scanner
On Finding: The first as a partial STC, 68% complete, that seems to be a better warp scanner, that would allow you to spot ships approaching in the warp sooner and to make longer range calculated jumps.
On Completion: Archmagos Explorator Tranth spent much of the year examining the new Warp Scanners partial STC and has been very successful. He has managed to complete the STC and has found that not only does it act as an early warning system against invaders and a better navigational tool, but it can also pinpoint where a ship is going to exit the warp far better than the current model.
Advanced Rotary Thrusters
On Finding: The next interesting STC is the design for some advanced rotary thrusters that will allow space stations to quickly turn in place, allowing them to bombard attackers with more weapons batteries and to spread out incoming fire over their entire breadth rather then a single facing. Installing these will be a major effort but according to Freya they will greatly increase the effect of the larger defence platforms and space stations in major battles.
R&D Super-Cognator STC (+10 to all Mechanicus research and design rolls, reduce Mechanicus research and design time, increase Mechanicus research and design costs)
On Finding: The cogitators in the research laboratories are both far more complex then anything that Archmagos Tranth has ever seen and far more effective. He tells you that as well as having a ridiculous amount of data-storage capacity, which can be backed up onto Data-Jewels, and processing power it utilises quantum computing to assist in research. This is likely to be highly helpful in both his efforts to reverse engineer and improve on technology and in design work, though the price of the Super-Cogitators will increase costs.
Data-Sentinel STC (+200 to rolls to resist scrapcode and hacking)
On Finding: There were also several data STC that are highly useful the first of which is the Data-Sentinel, a high-level defensive cogitation routine which is far better at defending against scrapcode and other forms of data warefare then anything the Mechanicus currently has access to.
Faster Cogitator (+5% to AA rolls +1% Thrones income)
On Finding: 9 cogitators that seems to be significantly faster then the type that Magos Explorator Tranth is familiar with.
On Completion: Magos Explorator Tranth spent most of this year taking apart one of the cogitators found under Dorthonion so that he could see how it worked. Thanks to the facilities and support of the Temple of the Omnisiah he succeeded on the first try. Magos Explorator Tranth now has the designs of the faster cogitators which will have both military and civilian uses and can be traded to the Forge-World of Atlas for around ten thousand credits.
Better Analysis Cogitator (+15 to research, +3% to Thrones income, +3 to officer training and +7 to pilot training )
On Finding: The next major discovery was of a room filled with powerful cogitators. There are ninety-six cogitators of which sixteen are fully functional. These cogitators seem to have far better analysis capabilities then those that Tranth is familiar with and should be able to improve his work in several ways, most importantly in making it easier to reverse engineer archeotech and complete partial STC templates.
On Completion: Magos Explorator Tranth spent some of the year examining the Cogitators found under Babylon. One of his first discoveries is that they were working at well under full power as one of the wires had rusted through, when replaced it improved the analytical capabilities by 50%. Seven months into the year Tranth had discovered enough about the cogitator to reproduce it and get an overview of its capabilities. As well as being a major boost to research the modelling capabilities of the cogitator and its ability to run complex simulations will be very useful for training new pilots, slightly useful for training new officers and help Henry in modelling the economy.
Extrapolation Cogitators (+15 to completing STCs, +10 to sensor rolls)
On Finding: The final STC discovered was another Cogitator, this one seemingly designed to extrapolate from existing data. The template is 73% complete.
On Completion: After spending much of the year studying it, Tranth was able to complete the Extrapolation Cogitator STC. He found that the completed cogitator will be very useful in his attempts to complete other partial STCs and that it is also useful in decoding sensor data and should greatly reduce the chance of anything slipping past sensor nets that have this type of cogitator attached to them.
Even Faster Cogitator (increase thrones bonues to +3% and AA bonus to +20]
On Finding: The second partial STC he found was of a cogitator faster than the ones he found under Dorthonion. This STC is 55% complete.
On Completion: The second design was the Even Faster Cogitator, which seems to be an improved version of the fast Cogitator that was found under Dorthonion. According to Archmagos Explorator Tranth this will be able to quadruple the benefits that the Fast Cogitator provided.
Super-tough Cogitators
On Finding: The final discovery of the year was of a STC that allows the production of cogitators that are far tougher then usual. These cogitators would be almost as tough as common armour plating and would be immune to most forms of attack. This would allow them to function at full capacity despite battle damage making them invaluable for the more advanced war machines of the Imperium, especially starships.
Lower Mass Alloy
On Finding: Partial STC, 80% complete, that depicts a slightly better metal alloy that will be able to cut down on the amount of metal used in construction by one or two percent. This will provide a small but significant boost to the amount of metal that you will have on hand.
On Completion: The STC fragment completed was the Lower Mass Alloy, which is a method to construct sturdy allows using less metal to achieve similar results. These alloys will provide a small but significant reduction in the metal consumption of the Nine Worlds.
Reduce all metal expenditures by 1%.
Muspelheim Grade Ceramite
On Finding:The next interesting partial STC is 52% complete and is for Muspelheim Grade Ceramite, a easily producible Ceramite that is enormously resistant to thermal energy. Archmagos Tranth suspects that this would be very useful to protect against melta and plasma weaponry and to build plasma reactors out of in case of melt-down. He also wonders whether Muspelheim still has the design for it as this is most likely what the base of the Nomad Cities of Muspelheim were originality armoured with.
On Completion:
Silversteel (Advanced Material, tough, las and non-energy resistant)
On Finding:The other complete STC found was an alloy called Silversteel, which is harder than normal tank armour, reflects lasers and is highly resistant to all non-energy based attacks. Unfortunately, it is rather hard to produce, and Tranth classifies it as an Advanced Material. He believes that this would be a good upgrade to aircraft, as it is resistant to the most common forms of AA fire.
Self Reparing Alloy (+50% cost to produce, -80% Material upkeep, -30% Metal upkeep)
On Finding: A partial STC template. The template is of a alloy that while no stronger then the currently known alloys is capable of a very minor level of self-repair, making it far less likely to wear out. If completed this STC Template would allow you to quarter the Material upkeep cost of anything that it is made out of it.
On Completion: Magos Explorator Tranth was highly successful in his attempt to complete the STC of Self Repairing Metal, though he admits he was inspired by watching the Necron Living metal in action at the siege of Dorthonion. The Self Repairing metal is half again as expensive to produce as normal, metal but will reduce Material Upkeep by 80% and Metal Upkeep by 30%, usually taking a mere seven years to pay for itself.
Pilot Knowledge Implantation Chair production line
On Finding: The third of the important discoveries that Tranth made was of a production line designed to build knowledge implantation chairs,which in many ways are far superior versions of the devices used to implant skills to workers on many Imperial worlds. These chairs will implant the skills to do a particular task into the mind of someone who sits on them over the course of around a month, 36 days to be exact, in hour long sessions. The skills will need to be used to fully cement them into the subjects mind but that can easily be done in the remainder of the month.
This is done without the negative effects of the devices that were already known about and Tranth wonders if one of the reasons or this is the amount of time taken by this method as opposed to the common method. Unfortunately the only skill set that is currently programmed onto the sets is for being a pilot, both combat and commercial, and there are no hints on how to put more skill sets onto it. However even as it is this will allow you to trains millions of people to a basic level of skill for comparatively little cost. You are sure that this STC is in some ways as useful as the Trooper Power Armour.
I
Advanced Astartes Terminator Armour
22 Armour, +400% HP, +100 bonus, *4 melee, +50 stealth, hover, teleporter, teleport homer, Low Relic
On Design: Archmagos Tranth has recently completed the designs for Advanced Astartes Terminator Armour, which is every bit as effective as he had hoped. He tells you that by making the armour primarily out of Angelsteel and some of the alloys used in Fire Giant Armour he has been able to counter the weakness of using Angelsteel in armour, that it is a too effective thermal conductor. When this is combined with the design of the armour and the multiple integrated force shields the resulting armour is pretty much immune to anything short of a lascannon, and can potentially survive hits from anti-Titan weapons. Given that Tranth has been able to include a decent amount of stealth technology and hover capacity as well as the teleporter included in normal Terminator Armour he has created a highly flexible, near indestructible set of armour, though one that is rather expensive to make.
Advanced Termiantor Armour
20 Armour, +350% HP, +100 bonus, *3.5 melee, +50 stealth, hover, teleporter, teleport homer, Low Relic
On Design: Four years ago Archmagos Explorator Tranth finished the design for Astartes Elite Advanced Power Armour. This armour is even stronger and tougher then normal Elite Armour, can last two weeks without a power backpack and indefinitely with one, can be quipped with two backpacks at once and has an integrated force field equivalent to a refractor field. Between all of these improvements and the base capability of Elite Armour Archmagos Tranth has come up with a set of armour only slightly weaker then Tactical Dreadnought Armour while being far more agile and manoeuvrable.
Stable Plasma Weaponry- This collection of STCs contains designs for many different types of stable plasma weaponry ranging from Plasma Pistols to Plasma Blastguns. They are relatively advanced weapons that require advanced material but are incredibly effective against heavy or super-heavy infantry.
Spoiler: Plasma STCs
Plasma Pistol- A more stable variant of the Imperial Plasma Pistol.
Plasma Gun- A more stable variant of the Imperial Plasma Gun
Plasma Cannon- A more stable variant of the Imperial Plasma Cannon. (Heavy Weapon)
Heavy Plasma Cannon- A larger plasma cannon that is still smaller than a Plasma Destroyer. (Very Heavy Weapon)
Plasma Destroyer- A more stable variant of the Imperial Plasma Destroyer. (Ordnance Weapon)
Light Plasma Blastgun - A more stable variant of the Imperial Omega Pattern Plasma Blastgun. (Heavy Ordinance Weapon)
Plasma Blastgun- A more stable variant of the Imperial Plasma Blastgun with a higher rate of fire. (Titan Weapon)
Plasma Flamer- Short ranged plasma flamer that requires Shocktooper or better armour due to temperature. Devastating against most foes but uses up ammunition quickly. (Heavy Weapon)
Heavy Plasma Flamer -Larger version of Plasma Flamer that can project the plasma further. (Ordnance Weapon)
Plasma Foil- Plasma melee weapon superior to modern power weapons, their small size makes them perfect backup weapons. Several variants of this design have been found that are designed to be integrated weapons for all Advanced Power Armour Types.
Heavy Plasma Foil- A Far larger version of the Plasma Foil designed to act as a melee weapon attachment for Knight-Titans, this is added to a Knight-Titan arm that is equipped with a ranged weapon.
Plasma Grenade- High poweredgrenade capable of inflicting major damage.
Plasma Missile (missile launcher munition) -More powerful ammunition capable of replacing standard frag shots.
Plasma Shell- Can replace most shells with plasma version, for increased damage and increased armour penetration
Graviton Weaponry- Graviton Weaponry is very advanced and highly effective against heavy infantry and vehicles. It requires advanced and exotic material to build grav weapons.
Spoiler: Grav STCs
Grav-Pistol- Near identical to the Imperial Grav-Pistol
Grav-Gun- Near identical to the Imperial Grav-Gun
Grav-Cannon- Near identical to the Imperial Grav-Cannon (Heavy Weapon)
Heavy Grav-Cannon- A larger Grav-Cannon that is still smaller than a Grav-Destroyer. (Very Heavy Weapon)
Grav-Destroyer-A larger version of the Grav-Cannon designed to be a tanks main gun, can be wielded by Knight-Titans. Larger and more powerful then the Imperial weapon of the same name. (Ordnance Weapon)
Grav-Hammer- A Thunder Hammer that has a graviton device incorporated that massively increases the weight, and therefore momentum and energy, of the hammer when it hits. This weapon can hit the ground hard enough to hurt nearby enemies with the shockwave.
Heavy Grav-Hammer- A far larger version of the Grav-Hammer designed for use by Knight-titans, this is a devastating weapon against both powerful foes and hordes.
Grav-Amp- Near identical as the Imperial Grav-Amp
Heav-Grav Amp- A version of the Grav-Amp designed for use with heavy Grav-Cannons.
Grav-Shear Weaponry- prototype grav-weapons that concentrate the gravatic forces they produce into a very small area, making them capable of cutting though most conventional materials with ease, and even the hardest materials the Mechanicus can produce with time. When it comes to anti-armour work even plasma weapons lack the combination of power and rate of fire that Grav-Shear Weapons use while the nature of the damage they inflcit means the living beings suffer far worse wounds then the size would indicate. The extreme price of Grav-Shear Weapons means that you doubt they will ever be able to equip anyone shot of heroes with them. All Grav-Shear ranged weapons fire an almost totally invisible shot and silent, making them effective in stealth situations. While they were once fragile and even more expensive due to their prototype nature Archmagos Tranth has been able to improve them.
Spoiler: Grav-Shear STCs
Grav-Shear Pistol- Medium ranged pistol with average rate of fire able to cause incredible damage to a target.
Grav-Shear Carbine- Medium ranged carbine with fast rate of fire able to cause incredible damage to a target.
Grav-Shear Rifle- Long ranged Rifle with fast rate of fire able to cause incredible damage to a target.
Grav-Shear Sniper- Extremely long ranged ranged Rifle with slow rate of fire able to cause incredible damage to a target. Second only to a Super-Exitus as a sniper rifle.
Grav-Shear Blade- Blade capable of cutting though almost all armours and powerfields. Highly effective duelist weapon.
Grav-Shear Point- Point capable of piercing almost all armours and powerfields. Length and penetration makes it effective against large targets.
Anti-Air Missile STCs- Archmagos Tranth has discovered a range of AA missile launcher designs that increase the effective range of the weapon by imparting the initial missile with a high starting velocity using electromagnetics or gravatics.
Spoiler: Anti-Air Missile STCs
AA Missile Launcher- Notably lager then a normal missile launcher this weapon is designed to be used by Shocktroopers or vehicles, though it can function as a crew served weapon. It uses an electromagnetic system very similar to that of an Impaler to launch its missiles at supersonic speed, making it a very dangerous weapon to light and medium aircraft. This is an effective short range AA weapon though it has trouble with the larger and better armored aircraft. It has enough range to hit targets within around ten kilometers, more then enough to threaten bombers and strike aircraft. (Heavy Weapon)
AA Heavy Missile Launcher-Similar in size to a Battle Cannon this weapon is designed to be used by dedicated AA platforms or as a secondary weapon by superheavy vehicles. It uses an electromagnetic system very similar to that of an Impaler to launch its missiles at five times the speed of sound, making it a very dangerous weapon to most aircraft. This is an effective medium range AA weapon with enough firepower to one shot many aircraft and badly damage all but the toughest. It has enough range to hit targets within around forty kilometers, more then enough to protect and entire region from attackers. (Ordinance Weapon)
Gravatic Missile Launcher- This missile launcher is designed to be mounted on superheavy vehicles and stationary defences and is similar in size to a Plasma Blastgun or Baneblade Cannon. It uses Gravatic technology to launch a man sized missile at almost ten kilometers per second, speed that while rapidly lost allows it to target distant enemies with ease. This is a deadly long ranged AA weapon with enough firepower to one shot most aircraft and inflict major damage on even the superheavy aircraft such as Thunderhawk Gunships and most landers. It can reliably target enemies at a range of four hundred kilometers, a massive range that only the massive SAM batteries used by city defences can match. (Light Titan Weapon)
Heavy Gravatic Missile Launcher- This missile launcher is designed to be mounted on the largest superheavy vehicles and stationary defences and is similar in size to a Neutron Obliterator. It uses Gravatic technology to launch a massive missile at almost ten kilometers per second, speed that while rapidly lost allows it to target distant enemies with ease. This is a deadly long ranged AA weapon with enough firepower to one shot almost all aircraft and inflict major damage on even those superheavy aircraft caapble of surviving a hit. It can reliable target enemies at a range of eight hundred kilometers, a massive range that exceeds the AA range of any weapon that you know of. (Titan Weapon)
Accelerator Cannon STCs- These weapons are somewhat conventional cannons that use either electromagnetic or gravatic forces to accelerate their shell rather then the more common chemical.
Spoiler: Accelerator Cannon STCs
Accelerator Battle Cannon- A more advanced Battle Cannon that uses electromagnetic acceleration to get higher muzzle velocity. Can replace Leman Russ Battle Cannons (Ordnance Weapon)
Heavy Accelerator Battle Cannon- A larger version of the Accelerator Battle Cannon that can replace the main cannons of a Baneblade. (Heavy Ordnance Weapon)
Gravatic Accelerator Cannon- This cannon uses gravatic acceleration to shoot an anti-tank shell as massive speeds. The sheer velocity that it fire the shell at makes the Gravatic Accelerator Cannon very effective against fortified positions and almost as good against armour. Due to the weapons size and power requirements it is usually mounted on Felblades and other superheavy tanks. (Light Titan Weapon)
Heavy Gravatic Accelerator Cannon- This large cannon uses gravatic acceleration to shoot an anti-tank shell as massive speeds. The sheer velocity that it fire the shell at makes the Gravatic Accelerator Cannon very effective against fortified positions and almost as good against armour. Due to the weapons size and power requirements it is usually mounted on Felsword and the larger Titans. (Titan Weapon)
Super Gravatic Accelerator Cannon- This massivecannon uses gravatic acceleration to shoot an tank sized anti-tank shell as massive speeds. The sheer velocity that it fire the shell at makes the Gravatic Accelerator Cannon very effective against fortified positions and almost as good against armour. Due to the weapons size and power requirements it is only mounted on fixed defenses, Capitol Imperialis and Adjudicators. (Above Titan Weapon)
Solis Obliatum
Probably Ryza's most advanced design this is in fact a type of fuel rather than a design in and of itself. Oblitaum is created through an expensive mystical process that involves extracting part of an active star and encapsulating its essence. When placed into a plasma weapon it increases the power it can use to levels previously unthinkable, able to match if not surpass Grav Sheer weapons with incandescent fury. This power seems to spike against the forces of Chaos, the might of the star searing away the foe. While technically possible to use in a reactor, the fuel is created in such small batches due to its cost that it is completely impractical to do this. In general, this increase in power comes at the cost of the fuel being…well expensive and time consuming to produce and of course the power boost only lasts so long as the fuel lasts. This also has the effect of increasing the strain placed n the weapon, making overheating far more likely.
Disintegration Guns
One of the weapons that the Eldar provided the schematics for, disintegration guns are highly advanced rifles with incredible destructive power, able to disintegrate a target into its component molecules. While the price greatly restricts their availability, disintegration guns are another good option for your ranged heroes to wield in battle.
Enthalpic Weapons
Enthalpic weapons create vortices of reverse-flowing time, if only by an instant, and were found in the Data-Jewels on Diephobe. These vortices transport energy and matter from the future within the vortices into the present, causing mass devastation to anything within, including space-time itself. The vortices' sizes are based on the weapons that create them, though the complexity of the required weapon goes up as it gets bigger. In effect enthalpic weapons are one of the few weapons you have encountered near as deadly as vortex weaponry, and lack vortex weaponry's volatility and one shot nature. On the other hand they are even more complex and expensive to produce.
Other Weaponry- There was a collection of other weapons designs in the datacore, ranging from highly advanced conversion beamers to basic accelerator battle cannons.
Spoiler: Other STCs
Micro Missiles- This weapons are small, guided missiles that can be launched en mass from a small area. They are short ranged and have similar power to full size missiles. The main design for them is a launcher that is attached it Recon Advanced Power Armour and can hold two dozen, without significantly effecting the armours agility. These weapons are very complex and you doubt that you will ever deploy them on mass for anything but Recon Armour.
Conversion Beamer- Near identical to the Imperial Conversion Beamer (Heavy Weapon)
Heavy Conversion Beamer- A larger more powerful Conversion Beamer that can be wielded by a Knight or act as a tank main gun. (Heavy Ordnance Weapon)
Titan Conversion Beamer – A massive Conversion Beamer with a significantly greater range and damage output then other types. (Titan Weapon)
Stasis Grenade- Near identical to the Imperial Stasis Grenade
Light Power Knife- This is a mass producible power knife that has a significantly inferior power field. Archmagos Explorator Tranth tells you that while the knife would have trouble piecing power armour it should do well against carapace armour.
Super-Exitus Rifle- An incredibly advanced sniper rifle able to fire at massive range and accuracy, as well as being able to shoot adamantine spikes at ludicrous velocities.
Super-Exitus Shield Breaker Round- A specialized ammunition for super-exitus rifles capable of penetrating most shields, both energy and psychic.
Super-Exitus Adamantine Spikes- The main ammunition for super-exitus rifles.
Vortex Grenades
Locator Shells- These shells rather then exploding stick to their target and broadcast a locator beacon, allowing more accurate long range bombardment and teleportation .
Shield Capacitors +10% HP
A salvaged Dark Age device, these capacitors function as an emergency supply of power to a ship's void shields in the event that they are somehow cut off from main power. On its own these are not unusual; similar devices are present in many of the Dark Age ships from the graveyard. What differs is the unusual efficiency of these capacitors, able to store enough energy to keep most void shields operational for a 12-hour period and come online the instant power to the generators is cut off. This transition is so seamless that the shields do not even fall completely. This allows ships to more rapidly bring their shield to full capacity when ambushed or conducting an ambush, keep their shields up after suffering damage to the power grid and survive longer after suffering a reactor failure, possibly long enough to bring the reactor back online.
Stealth Armour Plating-This armour plating is around half as tough as modern Imperial starship armour and significantly lighter. Its main benefit is that it is very good at absorbing and containing emissions, making it very useful for stealth ships.
Light Armour Plating-This armour plating is a bit tougher than modern Imperial starship armour but significantly lighter. It can be easily added to any warship and is most commonly found on the faster classes which benefit from the reduced mass.
Medium Armour Plating-This armour plating is twenty percent tougher as modern Imperial starship armour and wigs slightly less. It can be easily added to any warship and is most commonly found on the cheaper or more general classes.
Heavy Armour Plating-This armour plating is around half again as tough as modern Imperial starship armour and noticeably heavier. It can be easily added to any warship bigger than an escort and is most commonly found on the armoured classes.
Very Heavy Armour Plating-This armour plating is around twice as tough as modern Imperial starship armour and far heavier. It can be easily added to any warship of at least heavy cruiser size and is most commonly found on the armoured classes.
Super Heavy Armour Plating-This armour plating is around two and a half times as tough as modern Imperial starship armour and twice as heavy. It can be easily added to any Command Battleship and is found on all but the fast classes.
Grav-Accelerator Weapons- These weapons use gravatic impulses to accelerate a shard of metal to c-fractional speeds. This shots focus massive kinetic energy in a small area and are even better then melta shells at armour penetration but occasionally have issues with overpenetration against the lighter targets. Grav-Accelerators are expensive weapons with similar energy demands to plasma weapons and ammunition needs to macrocannons, but are probably the most powerful weapons of their scale in the datacores.
Spoiler: Grav-Accelerator Weapons
Spinal Grav-Accelerator- This is a massive grav-accelerator that runs though the entire warship. It requires an enormous amount of energy to fire but are capable of shooting large metal spikes at nearly the speed of light. These spike can cause massive amounts of damage to armoured targets, even more than a direct hit from a Nova Cannon. These weapons are found on battlecruisers and larger warships and act as a long range single target weapons with the largest being able to destroy a battleship in a single shot.
Grav-Accelerator Nova Cannon- This is a Nova Cannon version of the Grav-Accelerator, it launches a single massive shell at a massive speed. These shells are either massive plasma bombs or vortex bombs and explode violently enough to hit multiple targets at a time. These weapons are found on battlecruisers and larger ships and fulfil the same role as modern Nova Cannons.
Nova Cannon Plasma Bomb- This is a massive Plasma Bomb designed to be fired from Nova Cannons. It is the most common form of Nova Cannon munition and causes a massive explosion capable of hitting multiple targets at the same time.
Nova Cannon Melta Bomb- This is a massive Melta Bomb designed to be fired from Nova Cannons. It inflicts massive damage on the target warship or station but is notoriously inaccurate against anything but a stationary target. This is usually used against Space Hulks and orbital defences.
Nova Cannon Vortex Bomb- The most powerful and least common form of Nova Cannon ammunition is the devastating Vortex Bomb. These weapons open large warp rifts that are able to rip apart or draw into the warp everything in a large radius. While their size allows them to be more simple then smaller vortex weaponry they are still marvels of engineering that are very expensive to build.
Spoiler: Research
Examine: Kinetic Weapons: Part Two: Thanks to some assistance from High Grandmaster Ridcully Archmagos Tranth was able to figure out how to reproduce the Kinetic Weapons of The Well of Urd. This allows to build more Command Battleships grade Grav-Accelerator Batteries, which cause around fifty percent more damage then current designs and have around twenty percent better range. Archmagos Tranth believes that with what he has discovered he will now be able to figure out how to apply these improvements to other scales of Grav-Accelerator Batteries, and eventually even to the Spinal Grav-Accelerator.
Upgrade Kinetic Weapons: Spinal Accelerator: For the last four years Archmagos Tranth has been working on applying the improvements to Kinetic Weapons that he figured out based on The Well of Urd's weapons to Spinal Accelerators. He was highly successful in this task, and not only figured out a way to increase the Spinal Accelerators already high range by a fifth and damage by a half he was able to make the modifications minor enough that they could be applied to exiting ships with needing to rebuild them.
Upgrade Kinetic Weapons: Grav-Accelerator Nova Cannon: Three years ago Archmagos Tranth finished applying the improvements to Kinetic Weapons that he figured out based on The Well of Urd's weapons to Grav-Accelerator Nova Cannon. He was highly successful in this task, and not only figured out a way to increase the Grav-Accelerator Nova Cannon high range by a fifth and damage on direct hit by a tenth he was able to make the modifications minor enough that they could be applied to existing ships without a total rebuild.
Upgrade Kinetic Weapons: Grav-Accelerator Battery: For the last two years Archmagos Tranth has been working on applying the improvements to Kinetic Weapons that he figured out based on The Well of Urd's weapons to your Grav-Accelerator Batteries . He was highly successful in this task, and not only figured out a way to increase the Grav-Accelerator Battery already high range by a fifth and damage by a half he was able to make the modifications minor enough that they could be applied to existing ships without a total rebuild. Given that Grav-Accelerators are often used in your orbital defences and defence ships this will provide a significant boost to your planetary defences once implemented.
Ragnarok Cannon- The Ragnarok cannon is a Nova Cannon equivalent that fires a massive shell containing large amount of anti-matter. This increases the amount of damage caused fourfold but lowers range to 80% of a normal Nova Cannon. Given the sheer risk of storing large amounts of anti-matter the Ragnorak Cannon has a system that can produce anti-matter, being able to make enough for a shot in an hour. It can only safely store enough anti-matter for a pair of shots which is spread out over a large area until just before the shot is fired. This weapon can be mounted on Grand Cruisers and above.
The Psychic Cannon
The Eldar have provided the design for the Psychic Cannon, a Nova Cannon sized weapon designed for use against Warp Entities that is capable of massed banishment of deamons and significantly disrupting most targets. This weapon is impossibly complex and uses unknown and exotic interactions to work but the Eldar have provided enough schematics to replicate it.
Torpedo Launchers- The torpedoes launchers in the datacore are more efficient then modern version and have a higher firing velocity. However the real advantage that they have is complex, redundant automate ed reloading systems that allow the torpedoes to be reloaded over twice as fast as a modern Imperial design would allow.
Spoiler: Torpedo Types
Every torpedo design in the datacores has advanced seeking technologies similar to those found on the incredibly rare seeking torpedo that certain forge worlds could produce, except faster. There are three main warheads in the datacores, plasma, melta and haywire.
Plasma Torpedoes- These are a more powerful version of the basic Imperial Plasma Torpedo, having almost double the destructive capability.
Melta Torpedoes- These are very similar to the rare and dangerous melta torpedoes that the Imperial Navy had occasional access to. They work best against heavily armored targets and are notably more expansive then normal torpedoes.
Haywire Torpedoes- These torpedoes have a large haywire bomb as the warhead, which causes major disruption to the targets subsystems but little damage.
Vortex Torpedoes- These devastating torpedoes send entire sections of the target into the warp tough an unstable rift causing massive amounts of damage that ignores almost all defences. On the downside they are more volatile then normal torpedoes and far to expensive to make heavy use of.
External torpedo launchers- These allow ships to add a number of one shot torpedoes to their normal armament at the cost of being rendered more vulnerable to attack until shortly after they are fired. According to Tranth these devices are intended to be used en mass at the start of the battle, unleashing a massive wave of torpedoes to ravage the enemy or force them to break formation. In general Destroyers can attach a pair of escort torpedoes and Frigates can attach three. Light Cruisers can attach half a dozen cruiser torpedoes, Cruisers can attach eight, Battlecruisers sixteen and Heavy Cruisers thirty two. Grand Cruisers can attach a formidable sixty-four battleship can torpedoes while Battleships can have a hundred and twenty-eight. Command Battleships can be equipped with two hundred and fifty dreadnought torpedoes, Dreadnoughts five hundred, and a Deus can be equipped with two thousand. Your ships will need some major refits to be equipped with external torpedoes but the ability to launch a single massive wave of torpedoes is quite valuable.
Graviton Weapons- This weapons create a gravatic anomaly that pulls nearby matter towards it. They are short ranged and can not create the anomaly within a shielded area but can cause significant damge to unshielded ships and massive damage to ships crews. They are incredibly useful against lightly shield foes or in capturing ships mostly intact but are less effective against the more hardy races, for examples these weapons have half the kill radius when targeting Orks compared to humans.
Spoiler: Current Examples
Well of Urd Graviton Weapon- This large design requires a massive amount of power and can currently be only mounted on battleships. It is capable of causing a moderate amount of structural damge to its target and killing average humans in a seven hundred meter radius of the target piont, enough to wipe out the crew of many escorts or cripple a cruiser in a single shot.
The Psychic Cannon
This Nova Cannon sized weapon designed for use against Warp Entities that is capable of massed banishment of deamons and significantly disrupting most targets. This weapon is impossibly complex and uses unknown and exotic interactions to work.
Spoiler: Reactors
Stable Plasma Reactor (1.1)- These reactors have about 10% better output than an imperial reactor of the same size and are somehow far more stable. Given that they are cheap to build this design is usually found on the cheaper warships where reliability is more important than sheer output. This design also produces less emissions than other reactors so is used for most stealth designs.
Advanced Plasma Reactor (2)- This version of reactor is far more powerful than an Imperial plasma reactor and notable more stable. It provides twice as much power as an equivalent modern plasma reactor while being less likely to go critical and causing less damage if it does go critical. This is the most common reactor design and is used by the majority of the warship designs you have found.
Very Advanced Plasma Reactor (3)- This version of reactor is massively powerful than an Imperial plasma reactor and notable more stable. It provides three times as much power as an equivalent modern plasma reactor while being less likely to go critical and causing less damage if it does go critical. This reactor is used by some of the newer starship designs but is not standard.
Overcharged Plasma Reactor (3)- This version of reactor is designed to produce a massive amount of power at the cost of being a bit unstable. It produces three times as much power as a modern design but is slightly more likely to go critical and will cause a lot more damage if it does. This design is most often found in the fast ships which are willing to sacrifice durability for power and in those ships with the most energy intensive weapons.
Hyper Plasma Reactor (6)- This version of reactor is designed to produce a incredible amounts of power at the cost of being very unstable and expensive. It produces six times as much power as a modern design but is very likely to go critical if damaged and will cause massive damage if it does. Currently you can only build Hyper Plasma Reactors for Battlecruisers and larger vessels.
Spoiler: Sensors
In general Escorts, Cruisers and Light Cruisers have a single type of sensor, Heavy Cruisers and Battlecruisers have two types, Grand Cruisers have three types, Battleships have four types and Command Battleships have every type. It is not unknown for a ship to have one more type of sensor than is usuall for its size but any more than that is unheard of.
Advanced Sensors- These are the basic sensors in the datacore. They are the same as those found in the Defence Cruiser STC and little more can be learnt from them.
Long Range Sensors- These sensors are optimised to detect enemies at long ranges, often at the expense of not getting as much information about nearby foes. They are most often found on fast cruisers and classes designed to act as scouts.
High Grain Sensors- These sensors are optimised to detect attack craft and other ordnance at the expense of detection range. A ship with these sensors will be able to more accurately target incoming ordnance at longer distances greatly improving point defence. These sensors are often found on escorts.
Targeting Sensors- These sensors are designed to focus on a single target and provide highly accurate information on it. This information makes targeting the selected enemy far easier but at the expense of suffering from tunnel vision and providing less information about the rest of the area. These sensors are usually found on hunter classes and ships equipped with spinal weapons.
Passive Sensors- These sensors are designed to be totally passive, relying entirely on background radiation and the enemies emissions to gather data. While not nearly as effective as active sensors this is impossible to detect and is therefore essential for stealth classes.
Gravatic Sensors
Three years ago Archmagos Tranth finished designing a set of powerful gravitic sensors that should be able to spot any escort or larger within around thirty-thousand kilometres, double that for larger targets. These sensors detect via the targets gravity, a form of detection that very few forces are able to fool, and as such see though most forms of stealth. The sensors are currently to large and expensive to justify putting on anything smaller then a battlecruiser as standard, though you could fit them onto anteing larger then an escort if you are willing to make compromises. Given that most warships engage their foes at between thirty and sixty thousand kilometres these sensors should prevent any enemies from sneaking into point black range of your ships, something that Tyranid escorts have proven to be worryingly good at.
Spoiler: Engines
Advanced Engines
This is the basic engine for the ships in the datacore. It provides 30% more thrust using the same amount of power as an Imperial design. These engines also provide a lot more manoeuvrability than modern designs which is a major advantage by itself. These engines are found on the cheaper warships and are the easiest to make.
Heavy Engines
This is the engine designed for maximum efficiency rather than speed. It provides 15% more thrust using 80% of the power of an Imperial design. These engines also provide a lot more manoeuvrability than modern designs which is a major advantage by itself. These engines are found on the more heavily armoured designs, including most of the larger warships.
Fast Engines
This is the engine designed for maximum speed rather than efficiency. It provides 120% more thrust using double the power of an Imperial design. These engines also provide a lot more manoeuvrability than modern designs which is a major advantage by itself. These engines are found on the faster designs, including all of the battlecruisers.
Stealth Engines
This is the engine designed for stealth above all other considerations. It provides 70% of the thrust using 80% of the power when compared to an Imperial design. However the true strength of the design is its massive manoeuvrability and the fact that the engine releases far fewer particles and emissions than an ordinary design, making it far harder to detect.
Gravitic Engines
Four years ago Archmagos Tranth was able to figure out how to replicate the Gravitic Engines of the Well of Urd. He tells you that while these engines are expensive they can currently be installed on anything from a Light Cruiser to a Superdreadnought, and with additional work may be able to be fitted on even smaller vessels. A Gravitic Engine can be installed beside traditional engines and twists gravity in a way that allows for gradual acceleration in any direction without compromising stealth to any but the most advanced of sensors, and without needing that much power to function. This will allow for ships with them to move under a great deal more stealth then any other engine, though not at combat speeds. As such ship with Gravitic Engines will need to have traditional engines as well and use the Gravitic Engine to move into position before a battle. Additionally Gravitic Engines can be used mid battle to provide a small degree of extra manoeuvrability, being able to accelerate the ship slowly in any direction, which can be the difference between a successful maneuver and a failed maneuver.
Advanced Singularity Thrusters and Research Notes
One day some researchers over in the Helheim system decided to create a ship mounted singularity projector, with the intention of shooting black holes at their enemies. This failed, they couldn't get enough range on it, it wouldn't actually provide enough gravitational pull to form an event horizon, and the gravity pulled on the ship in weird and unpredictable ways, so they gave up on the idea.
Then someone else picked it up and decided to run with it. They realised that by projecting a gravitational well a little ways off of a ship they could make the ship 'fall' in that direction. While the thrust gained in this manner was not exceptional compared to conventional systems, its ability to change the vector of small ships without losing speed was extremely useful to dodging, allowing a ship to throw their entire velocity into a new heading and vector, and improving the maximum distance that they could dodge attacks by in every direction, especially to the rear.
They would essentially slingshot the craft around an arbitrary point in space, allowing it to dodge incoming attacks far more easily. Though it only somewhat increased its rate of travel it had a vast effect on the ship's ability to avoid incoming fire.
By the time the creators of the system were killed research was ongoing in adapting the system to larger craft, but was facing challenges as the creators tried to compensate for the structural strain caused by the uneven pull of gravity on large objects. It was hoped that this system or some variant of it could compensate for the reduced manoeuvrability that immense ships suffer. A Data-Jewel containing the completed design and research was found on Diephobe.
Teleportarium- The datacores contain designs for advanced teleportatiums, which are significantly more reliable and accurate thqn any modern versions. They are one of the most advanced pieces of technology in the datacores and are rather expensive to produce.
Advanced Life Support Systems- The basic life support systems in the datacores are significantly better then Imperial designs. As well as providing higher quality air these systems provide a supply of fresh food, increasing the amount of time that a ship can last before the crew starts starving by fifty percent.
Long Haul Life Support Systems- This advanced life support system produces even more fresh food and can extend the amount of time a ships supplies can last to triple the Imperial norm. However it takes up a lot more room than an ordinary life support system so is only built on ships that are likely to need it such as scouts and commerce raiders.
Reflux Shield- This is a weak Void shield that instead of redirecting incoming fire into the Warp redirects outgoing emissions into the Warp. It can't handle much energy so only fully hides the most stealthy of ships.
Cloaking Fields
The Raven Guard have greatly developed their mastery of Reflux Shields, and can now equip vehicles as small as Land Raiders or as large and Starforts with Cloaking Fields, a variant that redirects energy. This allows near perfect invisibility and sensor masking, though it can not stand up to either large amounts of particles in the air or weapons fire and will break for a second if the vehicle opens fire. The sensor masking can be improved significantly at the cost of blinding the vehicle as well. While too expensive to deploy in large numbers cloaked vehicles are terrifying ambushes, and cloaked aircraft are utterly deadly.
Knowledge Implantation Chair Programs- The data cores contained a collection of programs for the knowledge implantation chair along with more in depth instructions in how to use them. The most important instructions are that no human under the age of twenty-four should use a knowledge implantation chair and you should not use more than a quarter your age in learning program levels. You should also never use more than two levels of learning programs in a year.
Jotun can only use specially designed learning programs but are able to begin using them at twenty-one and can use a third of their age in learning program levels, with up to three a year.
Spoiler: Atmospheric Pilot Training
Basic Atmospheric Pilot Training (2)- This is the basic piloting programs that you have already found. It provides the basics of military piloting of atmospheric craft.
Atmospheric Fighter Training (3)- This is a more advanced program designed for people who already know the basics that goes into the use of atmospheric fighter craft.
Atmospheric Bomber Training (3)- This is a more advanced program designed for people who already know the basics that goes into the use of atmospheric bombers.
Atmospheric Gunship Training (3)- This is a more advanced program designed for people who already know the basics that goes into the use of atmospheric gunships.
Atmospheric Stealth Training (3)- This is a more advanced program designed for people who already know the basics that goes into the use of atmospheric stealth craft.
Atmospheric Familiarisation Program(1)- This is the basic program designed to familiarise the user with a particular class of aircraft. There are examples for this for all of the aircraft designs found in the datacores.
Spoiler: Void Pilot Training
Basic Void Pilot Training (2)- This is the void equivalent of the basic piloting programs that you have already found. It provides the basics of military piloting of voidcraft.
Void Fighter Training (3)- This is a more advanced program designed for people who already know the basics that goes into the use of void fighter craft.
Void Bomber Training (3)- This is a more advanced program designed for people who already know the basics that goes into the use of void bombers.
Void Assault Boat Training (3)- This is a more advanced program designed for people who already know the basics that goes into the use of void assault boats.
Void Stealth Training (3)- This is a more advanced program designed for people who already know the basics that goes into the use of void stealth craft.
Void Familiarisation Program(1)- This is the basic program designed to familiarise the user with a particular class of voidcraft. There are examples for this for all of the voidcraft designs found in the datacores.
Spoiler: Naval Training
Basic Naval Training (2)- This is the basic naval training program and is able to train the user in the basic skills required for a void crewman.
Naval Gunnery Training (3)- This is a more advanced program designed for people who already know the basics that goes into the skills required for naval gunners, both weapon battery and point defence.
Basic Naval Mechanic Training (4)- This program teaches the user the basics of maintaining and repairing voidships.
Advanced Naval Mechanic Training (8)- This is an advanced program designed for people who already know more then just the basics that goes into the skills required for more complex void repairs and maintenance.
Specialist Naval Repair Training (8)- This is a very advanced program designed for people who already have a lot of skill and knowledge. It provides training on the high end repair and maintenance of a single naval weapon or system. There are examples for this for all of the components and weapon designs found in the datacores.
Naval Familiarisation Program(1)- This is the basic program designed to familiarise the user with a particular class of void ship. There are examples for this for all of the void ships designs found in the datacores.
Spoiler: Ground Combat Training
Vehicle Familiarisation Program(1)- This is the basic program designed to familiarise the user with a particular class of ground vehicle. There are examples for this for all of the vehicle designs found in the datacores.
Basic Power Armour Training (2)- This is the basic program designed to teach the user how to operate the basic power armoured varieties.
Basic Power Armour Familiarisation (1)- This is the basic program designed to familiarise the user with a particular class of type of basic power armour. There are examples for this for all of the basic power armour types found in the datacores.
Advanced Power Armour Training (3)- This is the advanced program designed to teach the user how to operate the advanced power armoured varieties. The user must already know how to use basic power armour.
Advanced Power Armour Familiarisation (1)- This is the basic program designed to familiarise the user with a particular class of type of advanced power armour. There are examples for this for all of the advanced power armour types found in the datacores.
Spoiler: Education
Basic Education (2)- This is the equivalent of secondary level education to a level slightly higher than Avernus'.
Advanced Education (5)- This is the equivalent of tertiary level education to a level slightly higher then Avernus'. There are medicine, physics, biology, chemistry, engineering and architecture versions of this.
Basic Combat Medic Training (3)-This is the basic medical program, it provides training in basic medical skills and field dressing. Someone who has used this program and done some basic training will be able to act as a Corpsman or medical orderly.
Advanced Combat Medic Training (5)-This is the advanced medical program, it provides training in advaned medical skills including basic surgery. Someone who has used this program and done some basic training will be able to act as a full medic or a junior doctor.
Basic Mechanic Training (4)- This program teaches the user the basics of maintaining and repairing ground vehicles.
Advanced Mechanic Training (8)- This is an advanced program designed for people who already know more than just the basics that goes into the skills required for more complex repairs and maintenance.
Specialist Physics (10)- A highly advanced Physics education designed for those already highly educated.
Specialist Engineering (10)- A highly advanced Engineering education designed for those already highly educated.
Specialist Chemistry (10)- A highly advanced Chemistry education designed for those already highly educated.
Specialist Metallurgy (10)- A highly advanced Metallurgy education designed for those already highly educated.
Research Assistant (5)- A program designed to teach someone how to act as a research assonant in a laboratory environment, covers lab safety, notes and scientific method.
Specialist Gravatics (15)- A highly advanced Gravaticseducation designed for those already highly educated.
Specialist Data-Assault (10)- A highly advanced program designed to teach Data-Assault procedures.
Spoiler: Jotun Education
Jotun Basic Education (2)- This is the equivalent of secondary level education to a level slightly higher than Avernus'.
Jotun Advanced Education (5)- This is the equivalent of tertiary level education to a level slightly higher then Avernus'. There are medicine, physics, biology, chemistry, engineering and architecture versions of this.
Jotun Basic Combat Medic Training (3)-This is the basic medical program, it provides training in basic medical skills and field dressing. Someone who has used this program and done some basic training will be able to act as a Corpsman or medical orderly.
Jotun Advanced Combat Medic Training (5)-This is the advanced medical program, it provides training in advaned medical skills including basic surgery. Someone who has used this program and done some basic training will be able to act as a full medic or a junior doctor.
Jotun Basic Mechanic Training (4)- This program teaches the user the basics of maintaining and repairing ground vehicles.
Jotun Advanced Mechanic Training (8)- This is an advanced program designed for people who already know more than just the basics that goes into the skills required for more complex repairs and maintenance.
Spoiler: Jotun Naval Training
Jotun Basic Naval Training (2)- This is the basic naval training program and is able to train the user in the basic skills required for a void crewman.
Jotun Void Gunnery Training (3)- This is a more advanced program designed for people who already know the basics that goes into the skills required for naval gunners, both weapon battery and point defence.
Jotun Basic Void Repair Training (4)- This is a more advanced program designed for people who already know the basics that goes into the skills required for for basic void repairs.
Jotun Advanced Void Repair Training (8)- This is an advanced program designed for people who already know more then just the basics that goes into the skills required for more complex void repairs.
Jotun Specialist Void Repair Training (8)- This is a very advanced program designed for people who already have a lot of skill and knowledge. It provides training on the high end repair and maintenance of a single naval weapon or system. There are examples for this for all of the components and weapon designs found in the datacores.
Jotun Naval Familiarisation Program(1)- This is the basic program designed to familiarise the user with a particular class of void ship. There are examples for this for all of the void ships designs found in the datacores.
Spoiler: Jotun Ground Combat
Jotun Basic Weapon Familiarisation Program(2)- This is the basic program designed to familiarise the user with basic weapons. It allows the user to develop competence in all of the basic weapons in the datacores.
Jotun Advanced Weapon Familiarisation Program(3)- This is the advanced program designed to familiarise the user with advanced weapons. It allows the user to develop competence in all but the most complex weapons in the datacores.
Jotun Basic Power Armour Training (2)- This is the basic program designed to teach the user how to operate the basic power armoured varieties.
Jotun Basic Power Armour Familiarisation (1)- This is the basic program designed to familiarise the user with a particular class of type of basic power armour. There are examples for this for all of the basic power armour types found in the datacores.
Jotun Advanced Power Armour Training (3)- This is the advanced program designed to teach the user how to operate the advanced power armoured varieties. The user must already know how to use basic power armour.
Jotun Advanced Power Armour Familiarisation (1)- This is the basic program designed to familiarise the user with a particular class of type of advanced power armour. There are examples for this for all of the advanced power armour types found in the datacores.
Advanced Bionics- There is a large amount of advanced bionics in the datacores, with more advanced versions of most modern implants. This will provide a major boost to the Adeptus Mechanicus, both in war and in peace.
+2A, +1L, +2C to all Adeptus Mechanicus Characters
+15 to all Tech-Gaurd and Skitarii rolls, +50% base AM, +50% base EM