@Durin have a Tech Dump!
Ground Military Technology
Grav-Relay Ordinatus
Built around a Grav-Relay Projector, this Ordinatus is somewhat unique in that it functions more as a powerful movable fortress in times of war than a targeted weapon. Although less directful powerful, this particular Ordinatus has served exceptionally well as mobile hardpoints in the Callamus-Ophelian war. As well as to quickly speed up fortification works as needed. Due to its ability to use the numerous Grav-Relays to conduct extremely rapid construction work, this Ordinatus also sees much use during more peaceful times, rapidly accelerating the construction of hives and other pieces of infrastructure. Making it a fairly popular Ordinatus in Callamus.
Skimmer Improvements
The origins of this file originate from the literal backwater world of Aquifer-3, a former Imperial aquatic Agri-World. Covered in extensive wetlands, mangroves, and shallow seas, the primary exports of Aquifer-3 was riverine life and water from it's particularly expansive namesake. The particular needs of this world limit what vehicular infrastructure could be utilized, necessitating the usage of vast fleets of hovercraft. With the death of the Imperium came the need to develop one's own defenses or die. With the Thousand Points of Light came knowledge. With the Unchained came ingenuity.
Aquifer-3s military consists primarily of hovercraft, from personal units with a pintle-mounted lascarbine to up-armored fishing barges transporting field ordnance squadrons. Of particular note, and the reason for this document, is the Kite assault hovercraft. Like the vast majority of skimmers, the kite must sacrifice weight capacity to maintain lift and mobility, and this is exacerbated by the greater limits of a lack of grav-tech. The kite focuses all of its weight capacity to be armed similarly to a Taurox Prime, with a similar limitation of it all being forward facing hardmounts, albeit for weight saving reasons. This results in a fairly flimsy platform that hits with all the brute force the Imperium was known for. To compensate for its poor armor and relatively poor speed for a skimmer, its designers focused on improving its mobility. Taking inspiration from the vectored thrusters of arvus lighters and other lower-tech landing craft, the kite's hover systems are a clever array of turbofans feeding adjustable nozzles. This allows the kite to maintain its near full combat speed even while flying sideways, and even in reverse it outpaces most Conclave skimmers below Tier 4 in similar circumstances. The limited deployment of the more advanced Skate assault skimmer shows this is complementary to grav-lift systems, with the handful of Tier 3 variants coming distressingly close to the performance of the smaller Javelin and Tempest speeders.
It is difficult to overstate how impressive this system is. Most conventional skimmers lighter than the Harvester rely on their grav-lift systems to provide agility and mobility, leaving their propulsion plants for forward momentum only. In millennia past this may have been sufficient, but in the Long Night one must eke out every advantage they can.
Notes: Thought is true Tier 0 & 1 skimmers as bonus (rather than Tier 2 skimmer with Tier 0/1 armaments as current), main benefit is an improvement to the rest of our skimmers. Either a +10-20% hp for Tier 2 and +5-10% hp for Tier 3+ skimmers, or a +5 to skimmer heavy forces.
Warmachine Vagaries
There are a plethora of specialized vehicles and wargear originally intended for specific planetary forces, particular battlefields, or field expedient production to fill a gap in an undersupplied battleline. Some may have use in broader deployments of the Grand Conclave's members. What follows is a sampling of a number of such from a variety of sources:
- Starfall-pattern Drop Walkers: Hailing from Imperium Quartus, these variants of drop sentinels and goliaths are clad in ceramite alloys, allowing them to employ powerful but volatile melta and plasma weaponry. Both designs mount heavy lascutters for defense and breaching fortifications while conserving fuel for their primary armaments, and can mount a short-ranged cluster missile for clearing the landing zone. The Goliath variant mounts a pair of dedicated clearance missile pods in place of its AA mounts, and primary armament is compact variants of the Melta Cannon and Starfire Plasma Flamer.
- Light Dreadnoughts: A tier 2.5 pattern of Dreadnought from the Silver Skulls, utilizing modern life-support systems to maintain a compact bodyform. Intended for forces lacking in regeneration-capable psykers.
- Amphisbaena: A Tallarnian heavy buggy meant to replace the Hydra flak tank due to lack of resources and industry. The base design is armed with a pair of heavy lascannons for AA and a twin impaler rifle for defense. A better industrial base would allow for mounting of twin rail guns or an ion blaster array in place of the lasers.
- Ontos: A light direct-fire artillery platform mounting a set of six fire-linked heavy lascannons. For those with the industry, replacing these with more advanced weapons is viable, and superior propulsion systems make it quite fast and maneuverable. Considering its designers are Orkoids, that should be expected.
- Dozer Ants: Another orkoid design, these small tunneling vehicles mount a mole mortar and carry a mix of high-explosive and haywire torpedoes.
- Pocket Aeronautica: There are a number of compact aerospace craft similar in scale to the arvus lighter. Whether the heavily armed Falcon pocket gunship, the Magpie stealth shuttle, or the Burner Bat stealth gunship and its Hellhound-esque weapon mount, there is a small super-sonic craft to suit your needs.
- Palisade Drop Pods: Meant to be deployed alongside other drop pods, the palisade mounts a shield projector to defend nearby infantry and drop pods.
- Doom Turtle Siege Tank: A relatively cheap heavy tank from the Unchained, mounting a direct-fire siege cannon. They are fielded in a tactic that Zahhak refers to as "Distraction Carnifex", where a particularly durable unit is deployed to force the enemy to either prioritize its destruction and leave itself vulnerable to other forces, or to ignore it and suffer heavy losses.
- Macharius Longstrike: An Unchained design mounting a Stormsurge Pulse-Driver Cannon.
- Shadowhammer: An Unchained variant of the Baneblade chassis, mounting a pair of Stormsurge pulse blast cannons. Due to its primary weapons limited traverse, it has earned the nickname of "Titan-Toppler".
Notes: Just a generic buff to armies. Not sure how that would work out in Durin's system.
Neo Mantolith
Hailing from Imperium Quartus, the Neo Mantolith is an advanced tunneling vehicle comparable to the Astartes Mastodon. Like its Crusade era inspiration, the Neo Mantolith is a mobile transport (capacity of 25 Astartes or up to two Dreadsuits) with a built in teleportarium platform. Between its power-field boosted drill, advanced melta array, and heavy torpedoes, it is capable of breaching most fortifications and anti-tunneling defenses. Once it has broken onto the surface, the mantolith's repulsor field generator activates and its sponsons deploy (generally 2 each Plasma Pulsars and Multi-Meltas equipped with airtorch canisters) so it may clear out the area. Its cargo hatches will then open, releasing its embarked troops and allowing it to begin teleportation operations. While there have been a number of variants produced in Imperium Quartus since the first Grand Conclave, they have all been treated as one off devices much like Ordinatii, and not utilized as a fixed pattern for reproduction.
Ant-Lion Ambush Tanks
A revamp of the (misnamed) Avernus Phase Tank, the internals have been redesigned to provide much needed improvement to its armaments. The current design mounts a set of high-intensity las-talons and a pair of mole torpedoes with high-explosive warheads. The Royal variant has a psychic generator allowing it to actually phase through matter, and its armament is similarly upgraded to neutron talons and multiple types of high end torpedoes, and has had its propulsion system replaced with a robust repulsor system.
Catachan Devils
A combination of Khoswe cybernetics, Nynye alkahestral modifications, and Mycenid bio-agents have allowed the People's Council to appropriate Catachan Devils as warbeasts, in a similar vein to Squiggoths. Their own implementation involves howdahs transporting elite infantry and mounting a variety of devastating weaponry, including a number of harpoon cannons. Titant variants do exist, and are exceptionally deadly to enemy titans.
Technomancy Psythrones
Callamus has produced two variants of the Psythrone designed for use by Technomancers. The first is the Technomancy Psythrone, allowing a Technomancer to invert the normal function of a psythrone and utilize their powers upon themselves, allowing them to defend against that which is most dangerous to technomancer-operated warmachines: attacks upon the pilot themselves, especially their flesh. The second variant is the Techno Throne, which can be mounted within Hives and naval vessels, and greatly extends the range and effect of the powers of the operating Technomancer upon the bonded structure. While not as strong an enhancement as a traditional psythrone, one additional benefit is that the necessary skill and power needed for such pilots is reduced.
Notes: Provides reduced benefits compared to normal Psythrones (possibly half the bonus), but reduces skill and/or power requirements by one step
Grav-Pulse Weaponry
A fundamental redesign of common grav-weapons based on the venerable graviton ram, these weapons incorporate an adjustable grav-emitter system allowing for multiple firing modes. This allows most grav-guns to be able to swap to a repulsor mode for knocking away massed infantry and some can double as a gravitic tractor beam. Though the latter is less effective than such use made with Torsion cannons, it allows for clever maneuvers within combat.
Mystic Missiles
A simple, though expensive, conversion of psychic grenades into missile warheads. Situational in use, but in those niches they have proven to be extremely effective. While there are innumerable possibilities, there are three standout examples:
- Warp Disruptor Heavy Missiles: Developed with insights from Queen Lulana, these missiles generate a field that destabilizes Sa in real space. This allows for long range counterspelling and banishment of summoned daemons for forces lacking in strong psychic defense. Due to the indiscriminate nature of these warheads, they are difficult to use in support of Psyker heavy forces.
- Machine-Bane Missiles: Independently developed by both Iron Hands Librarians and the Technomancers of Callamus, these warheads replicate the Objuration Mechanicum power. Due to their inexperience with psytech these munitions are limited to standard warhead size, though a larger cluster munition is possible, albeit even more expensive.
- Gate Missiles: Upon impact the warhead of these missiles generates a portal through the hull of a ship, creating a direct path to the nearest open space. While it is certainly viable to use this portal to vent important crew from enemy ships, it is most useful for boarding actions where the ability to create quick ingress without damaging the entry point is extremely useful. Especially in extraction situations. Limited to larger missile designs, equivalent to Imperial Hellstrike missiles.
Strange Matter Amplifiers
A modification of neutron weapons, strange matter amplifiers utilize a magnetic photon array to catalyze neutrons into far denser strange matter. This results in a marked increase in offensive power and a disruptive effect towards various forms of field emitters. There are a number of downsides for this upgrade. First, to maintain field integrity, the base laser cannot be used in the sweep mode nor can the beam be bent, though otherwise it maintains the extended range. Second is the power cost, which requires the use of fusion cores for man-portable weapons (single core for a pistol, a three core satchel pack similar to those used with Hellguns for rifle variant, and a backpack mounting at least half a dozen for a portable MPA cannon), while for heavier variants an atomantic or nova reactor is necessary.
Notes: EM and RM upgrade for ++ damage. Naval scale not currently available, but would require High Density Accumulators.
Laser Sheath
Based on experience with Dark Age neutron lasers lumex-enhanced plasma weaponry, this system adapts the carrier beam used in neutron weaponry to carry alternative forms of energy. This allows the modified weapon to gain some of the benefits normally associated with neutron weaponry, though which ones they gain does vary.
- Multidimensional Ion: Ion weapons upgraded this way gain the most benefits, with sweep mode improving their anti-infantry ability, focused mode providing increased range without the trade-offs of ion rails, and the beam bending allowing for increased accuracy and indirect fire.
- Transvolt Lash: Lightning weapons can be modified to have an increased area of effect or improved range and accuracy.
- Plasma-Las: Plasma weapons benefit from sweep mode and beam bending. Due to the way plasma disperses, the beam itself does not provide an inherent increase in range, but it is compatible with existing range boosting technologies.
- Laciarn Seeker Battery: A variant of Plasma-Las, this is a naval equivalent to Laciarn Plasma mortars. Due to their much lower velocity they can bypass void shields, while the beam emitter grants them improved accuracy. Unfortunately the plasma bursts are vulnerable to point defense systems, being able to prematurely disperse them.
- Laciarn Siege Cannon: A spinal weapon class that originally started as a refit of the Hail to mount an oversized seeker battery. Due to the constraints of computational technology, instead of firing slow-moving guided plasma bursts the beam emitter instead serves as a guide for a massive blast of gravimetrically accelerated plasma.
Notes: + to +++ accuracy, + to anti-infantry. Naval scale requires High Density Accumulators. Laciarn Seeker Batteries follow base Torpedo rules, and Escort scale versions are available as Ordinatus. Laciarn Siege Cannon is functionally a Nova Cannon that loses alternate ammo and damage in exchange for Hull scaleability. While not my intention, you in theory could use undersized versions on larger ships, possibly even as turret/semi-turrets with the largest. But that is definitely a Durin adjudication.
Electric Reactive Armor
Armor with this system consists of shock emitters that convert external armor plates into high-power capacitors. When the electrical flow is violently disrupted the plates discharge into the source, disrupting the impact or outright destroying physical projectiles.
Notes: -Power for +Armor
Naval Technology
Singularity Torpedoes
Designed for use on super capitals, particularly SDRs like the Phalanx and Deus. These massive torpedoes incorporate an overcharged gravitic emitter array slaved to an advanced singularity thruster system, serving as both additional propulsion and warhead. Destroying an active singularity torpedo causes it to collapse into its own singularity, no different from detonating its warhead. Between the activated singularity continuing on its course and the wider area of effect, these torpedoes are of a significantly greater hassle to avoid.
Notes: Not certain if this would be SDR torpedoes or implements Graviton Warheads on DR torpedoes. Not certain if Durin's spreadsheets can handle additional rules (+PD?)
Astral Lance/Tlaali's Focus
The Astral Lance is a lesser replication of the lance equivalents utilized by Saurus vessels. Due to the nature of the magics involved, they are limited to geosynchronous defense stations.
Notes: ++++Cost, powerful lances. Can only be mounted on Defense stations.
High Density Accumulators
Somewhat similar to Ultracapacitors, High Density Accumulators allow for the use of excessively power hungry systems, particularly naval scale versions of weapons that otherwise would be unfeasible.
Notes: Upgrade that unlocks powerful weapons at the cost of a high Power cost. Not certain if Power cost should scale with ship size (2 power for Light Cruisers and smaller, 4 power for Cruisers to Battleships, and 6 power for Super-Caps) or a flat cost for all scales.
Naval Grav-Shear
Grav-Shear Lances are a short-mid range weapon system that cleaves through armor, able to systematically dismantle a ship for boarding/recovery or inflict catastrophic hull failure.
Notes: Either middle ground between Thermal and Neutron Lances or high damage Disintegrators. Possibly +Hulk rate modifier like disintegrators. Requires High Density Accumulators.
Plasma Wave Emitters
Hull mounted plasma emitters that prematurely detonate torpedoes, bombs, and boarding craft.
Notes: -Power for +Point Defense
Chronal Sheath/Armor of Imbac
Magical Focus that allows a Psyker to project a chronal disruption field around their ship. This disrupts the perception of hostile creatures and sensors within its range.
Notes: ---Power, +Point Defense. Enemies within Short Range suffer penalties to their rolls and accuracy. Requires Psythrone, Council of Peoples, Eldar, or Krork.
Aetherium Phased-Stealth Field
A naval scale Phase generator incorporating a Cloaking field.
Notes: ++Stealth or + Stealth when combined with a Psythrone. Corvette and
maybe Escort only
Reflector Barrier
Void Shield alternative that reflects damage back onto the attacker. Only works at Short range, and only for a limited amount of time.
Notes: Limits ship to Ancille Void Shields at most. Costs 2+ power and requires Psythrone, Council of Peoples, Eldar, or Krork.
Regenerative Hulls
An array of psychic generators that emulate restorative Technomancy powers.
Notes: --Power, +Regen. Can stack??
Spinal Station
Like many of the unchained's developments, this defense station can trace its history to a desperate improvisation. During the early days of the unchained existence, there was a desperate rush to press as many fortifications into service as possible. One of the more effective improvised defense stations involved strapping engines, and basic defenses to a stockpile of seized nova cannons.* While these improvised orbital defenses were quite fragile, a volley of nova cannon shells was often enough to tear the heat out of the swarms of light ships that were their primary threat at the time.
The spinal station is the maturation of this improvised tactic, it is a heavy cruiser sized station literally built around a single spinal weapon, being able to fit any spinal sized for cruisers. While normally such stations suffer greatly from difficulty aiming it, the Spinal station offsets this with a massive void in the center of the station, giving the entire spinal weapon in its heart room to move to a significant extent within the station. While this still only gives it around 25 degrees of traversal that is enough to significantly increase accuracy at all but short ranges. Combined with massively overbuilt thrusters, it is able to bring its primary weapon to bear in most situations. This capacity however comes at a cost, due to the lack of internal space the station is lightly armed aside from its primary weapon.
While the station technically has the volume of a heavy cruiser class station, due to most of it being hollow it is notably cheaper and easier to produce compared to most stations of similar
size. Being only slightly more expensive to produce than a cruiserweight station-random_npc.
*Due to the insane politics of the theocracy, the number of nova cannons produced vastly outstriped the ones actually used. Producing a nova cannon brought prestige to a magos, but installing it risked the shame of it being lost in battle.
Trench-Class Defence Station
Based directly on the Prometheus Class, the Trench Class is an adaptation of that venerable ship design into a station. Removing the engines and warp drive in favor of Singularity Thrusters and readapting the armor schema into a more spherical form, the Trench Class aesthetically is quite divergent from the ship it is based on. It nonetheless boasts fearsome firepower far in excess of other defense stations of its size class, thereby making it a rather popular station for those planets able to afford it.
Neutron Batteries
One notable weakness of Escort-grade weapons was their lack of firepower. Neutron Batteries are an outgrowth of Neutron Lances, and are far more power inefficient. As the name suggests, Neutron Batteries are substantially smaller than Neutron Lances, and part of their compromise to achieve their smaller size is effectively cutting away many parts of the Neutron Lance. In it's place is an energy guzzler that can fire extremely rapid bolts of neutrons that rapidly degrade enemy ships,
Neutron Pulser
A separate direction from the Neutron Lance, the Neutron Pulser is designed to be an easy refit for Neutron Lance so commonly used as a spinal weapon across escorts, and as the name suggests, fires extremely rapid Neutron Lance 'pulses'. This is achieved by effectively supplementing the Neutron Lance with extensive cooling and power systems to allow a far higher rate of fire. All at a fairly hefty price in power, of course.
Ardeat Strike Craft
An effort by Quartus to develop an attack craft which could do damage to Void Dragon vessels despite their impressive armor and point defenses led to the Ardeat bomber. With the best conventional munitions proving of little use against the Dragon's vessels, and vortex being too expensive to deploy on every attack in hopes of some getting through, many radical new approaches were considered.
What ultimately proved the most practical could be overly simply described as bringing a bigger gun. Given the limits on strike craft size however, there is normally a limit to how big a gun you can mount while still fitting all of the other necessary components like engines, armor, shields, and so forth. However the biggest component besides the weaponry is often the engine. Thus it was that designers observed that the recoil of a gun can be used as propulsion, and likewise a plasma engine at close range can do significant damage.
The final design has been likened to mounting a cockpit on a thermal lance, though in truth the system is considerably more sophisticated than that suggests as it has two modes optimized for thrust and penetration respectively. By combining the mass and volume normally dedicated to the engines and weapons, the performance of both has been significantly increased. The Ardeat's straight line acceleration is truly stupendous, though its maneuvering is somewhat less impressive. It dashes across the point defense engagement zone before spinning as it approaches the enemy's hull to fire against it, while simultaneously the thrust produced slows its approach before accelerating it away from the now scorched target.
This requires a level of good timing and daring beyond that of a normal bombing run, but at close range the attack can be devastatingly effective. As fuel is also effectively ammunition, the amount of damage it can deal to its target in this maneuver sharply drops off the more distant the target is from the launching carrier. At close range there are few things more devastating than an Ardeat wing, but at long range Wyverns perform better.
Its other characteristics are generally unremarkable by modern standards, as it incorporates many of the armor and shield systems of the Tranth-Pattern Wyvern to give it the durability to survive to reach enemy vessels.
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Fast Torpedo Launchers
The Fast Torpedo Launcher is a straightforward design in principle. Move Torpedoes to be launched as quickly and as efficiently as possible. Of course, this is easier said than done. Historically the primary issue with speeding up torpedo fire rate has been that in the chaos of battle, ships needed to change their vectoring quickly. Meaning that torpedoes had to be managed with more care to prevent a disastrous premature detonation - This meant that although theoretically torpedoes could be launched very rapidly, in practice torpedo launchers could only manage a fraction of that theoretical fire rate in actual combat situations.
How it does this so quickly despite this has only been made possible by numerous advances in disparate areas of industrial technology, now brought together for synergistic effect. Using highly simplified drone, magnetic and grav technology to very rapidly move and angle Torpedoes even during the chaos of battle, the Fast Torpedo Launcher resolves this historic issue through a combination of superior computation and superior manipulation capability. As a consequence, far faster rates of torpedo firing can be achieved. However, superior launchers change nothing as to the muniton capacity of ships with regard to torpedoes.
Quantum Torpedoes
Based on First Worldship Technology, Quantum Torpedoes invert protons and neutrons in a small area when activated, effectively transmuting them into antimatter. The technology to achieve this has always been possible with weapons such as Conversion Beamers, but scaling up to naval scales has been a persistent issue. Insights from the First Worldship have changed this, as although still ruinously expensive for most Grand Conclave members and effectively limiting them to the most crucial of battles, Quantum Torpedoes can now be constructed. At a great cost in Relic-Grade materials. Still, their deadliness cannot be understated.
-Shard
Neutron Hyperlance
A heavily upsized Neutron Superlance, the Neutron Hyperlance is an upsized cruiser spinal weapon designed to fit squarely into where the Promethean class would mount its venerable dual-linked Neutron Superlances. This greatly increased size and scale allows for substantially greater firepower, as components that would otherwise be duplicated across two weapons are instead used at scale in a single weapon. The designing of this weapon in this manner was only made possible by Tranth's truly extensive notes on the mechanism of the Promethean and his exact reasoning for each design decision.
Plasma Launcher
Designed in the other direction of the Neutron Hyperlance, the Plasma Launcher follows the same upsized nature if in a different direction. Namely, it is designed to rapidly destroy screen elements of an opposing fleet as opposed to dealing massive damage to the heavier elements. It achieves this by arraying plasma generators to allow the creation of magnetized spheres of plasma bolts that can be very rapidly (multiple shots per hour, a rarity for most spinal weaponry) launched at screen elements (requiring rapid re-angling made practical only by use of the recently upsized Advanced Singularity Thrusters) to ideally destroy them within a few shots as the plasma orbs quickly overpower void shields (the sheer hear ensuring void shield generators are especially likely to collapse under the strain) and quickly disperse their heat across an entire hull at once (making even glancing shots truly lethal). This heat dispersion that makes them so lethal against screen elements does make them comparatively poor at piercing the armor of heavier ships, of course.
(size 24~30 Cruiser Spinal Weapons, one high pen and one low pen. Ideally size ~30 because it becomes a neat 27 after the Promethean's -10% SPW size trait)
(fluffwise the plasma launcher does low damage/shot but shoots a lot of times)
Neutron Shard Launcher
Designed to fit into a Gridarvol, the Neutron Shard Launcher is a gargantuan weapon that will take up most of the space in a Pocket Battleship. Intended to overcome the issues of the Medium Accelerator (dependent on materials technology) by instead relying on sheer power (thus limited by the far more advanced state of reactor technology). The Neutron Shard Launcher is a tremendously energy-hungry weapons, rapidly shaping exited neutrons into 'shards' that it rapidly launches. These shaped projectiles are much more energy dense and thus far more able to pierce armor than even regular neutron weapons in order to cause major damage to even supercapital ships.
Heavy Plasma Launcher
Also designed to fit into a Gridarvol-class ship, the Heavy Plasma Launcher takes the opposite tack, and is instead intended to quickly destroy large amounts of capital ships as opposed to the Plasma Launcher that is designed to quickly destroy screen ships. Heating plasma to ridiculous temperatures before wrapping them in a magnetic sheathe, these launchers can cripple and destroy most cruiser-scale ships in but a handful of shots. Which they are able to fire at an extreme rate as the result of their gargantuan size and power-hungry nature.
(Intended to be size ~60 BB Spinal Weapons, one high pen and one low pen. High power cost to fit, like -6 power thereabouts. Fitted to PBB-scale ships already using OPW.)
Biocode Response Combo
Developed by a Callamite Magus during the war against Ophelia, this technology is intended to mitigate deadly scrapcode attacks against naval vessels. The combo involves a isolated network built on a naval vessel that includes communication receivers as well as a variety of cogitators, including biological cogitators. In effect, when the ship is subjected to Scrapcode attacks, part of the attack must also be applied against this separate network, slightly mitigating the initial attack. Then, the specialized network applies as many distinct anti-scrapcode solutions from a truly diverse set of angles to the attack. Here, the biological cogitators play a key role in generating numerous new vectors while usually being harder to infect due to having a rather distinct mindset/codebase compared to the regular cogitators.
These disparate efforts usually find at least partial solutions to defeat the attack that Techpriests can then utilize to provide themselves an advantage in defending the ship's own network. Being air gapped from the ship's own network, more risky solutions can be attempted on the separate nerwork without undue risk. Of course as a consequence, these networks often need replacement of their cogitator parts after being subject to scrapcode attack. As being allowed to be infected in this manner generally means corrupted cogitators and the biocogitators literally dying from infection.
Subcode Launcher
Developed based on numerous data-assault protocols in the DAOT era, the Subcode launcher is a 'low effort' variant of data-assault. Targeted primarily at attack craft which are usually not the subject of daemonic possession that tends to render programming attacks pointless, the Subcode Launcher fires off very rapid low-level programming attacks that are designed to synergize with various ECM efforts to confuse attack craft. Which, given that attack craft are too small to have a truly sophisticated data-defense protocol most of the time and the lethality of even small errors, is something that has proved brutally effective from time to time in Callamus' war against Ophelia.
There is a much more expensive variation of the Subcode Launcher, intended to be used with psyker(s) providing psychic weight to the attack. This variation usually involves techpriests and magos to allow for much more sophisticated data-assault protocols to be launched at unfortunate targets. This variation can be especially effective at yielding dividends from time to time (it can also semi-reliably affect naval-scale vessels), but it truly depends on the situation and the specific fleets at hand. Still, even unreliably disorganizing enemy fleets from time to time is quite a useful addition to have at hand.
Deflector Shields
One of the First Worldship's Shield technologies, Deflector Shields were originally developed as a countermeasure to precision-weapons fire that was the dominant combat strategy in its era. Essentially, weapons were precise enough that one could snipe core components of a ship to quickly cripple it, giving them far outsized effect compared to their literal firepower. Deflector Shields countered this tactic by 'deflecting' incoming weapons fire - Not by literally returning it back to the sender*, but rather by deflecting the arc of incoming attacks on many angles, turning a single cohesive beam attack into a 'spray' of unfocused weak beams. The result of this was a sharp reduction in the precision and penetrative power of weapons, greatly reducing the efficacy of this standard combat stratagem. In the modern era, Deflector Shields are a promising supplement that may increase the effective armoring of starships by reducing the effective penetrative power of incoming weapons fire.
*Doing so would consume ridiculous amounts of power, something like 2 orders of magnitude more power. Something like a full 180 degree arc of deflection instead of the 1~3 degree arc of deflection the deflector shield applies. Given the weapons fire would also need to travel all the way back and effectively suffer energy losses from traveling double the range, it would likely also fail to even scratch the paint of the attacking warship. If it even hit.
Station Class Armor
For centuries the primary constraint on mounting better armor on ships has been the sheer cost of the advanced materials required. The surface area to volume ratio of a larger ship is lower, which enabled more advanced materials to be used on larger ships cost effectively as in the mass of the armor was lower compared to the volume of the ship it protected. This same consideration was applied identically to stations.
However with the pressure of a collapsing economy Guillimon reapproached the naval paradigm from a cost effectiveness standpoint and recognized that stations are not under the same constraints. A station can afford to mount more mass of armor than any ship of similar size would because it doesn't need to worry about moving that armor. Hence the development of station armor. Applying modern production techniques to lower tech armor materials, one was found with a third the durability of the adamantium varieties normally used for modern starship armor for the same amount of mass, but which could be produced at a ninth the cost. At that price, stations can simply pile on several times as much armor as a starship their size would have.
Super Heavy Station Armour (1.5 ArE, PBB+ Station Only)
Very Heavy Station Armor (1 ArE, Station Only)
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Composite Ultra Dense Armour
(2.2 ArE or 2.1 ArE or 2ArE and +0.5 flat, -1 speed, 3 UDA*Multiplier Cost, PBB+)
Ultra dense alloy armour has been the best that humans could afford to clad a starship in for over ten thousand years. Though the key part of that has long been what would be affordable. A Callamus Archmagos has finally discovered a means to improve upon this by reviewing the Tranth-Pattern Very Heavy Armour, which is composed primarily of Adamantium but is run through with a cooling system connected by layers of thermal superconductors and heat sinks. This new armour pattern makes use of a similar principle, but with ultra dense alloy replacing the adamantium and superior Remnant thermal and electric superconductors forming the layers. These are used in relatively tiny amounts in deference to their cost, and still it would have likely been too expensive in a previous era. In this modern time however, it is an affordable expense for the largest vessels given the amount of extra protection it provides by dispersing the energy of incoming thermal, electric, and magnetic energies more effectively than ultra dense alloy alone.
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Other Technology
Improved Nanite-Repair Agents
Between major improvements in infrastructure and knowledge, work has gone into the self-repair technology first received so long ago at the first Grand Conclave. Viewing the entire process from the perspective of what can be improved given massive leaps across the entire technological base, Magoses have found several key areas that could be improved. First, the computing mechanism, a result of superior cogitators from many varying sources. Second, improving the level of technology used in the Nanites themselves, possible due to sheer advancement in industrial infrastructure. Third, superior integration with the ship, made far more practical by revelations on the nature of Machine Spirits.
Rebuilt from the ground-up, the revised Nanite Agents are connected to the ship's cogitator, intended to be part of the greater whole from the beginning. This connection allows the nanites to be more precise as well as to focus down damaged areas far more flexibly. Their manipulation mechanisms have also been reconsidered, and in truth the revised Nanite Repair Agents are more like a diverse mixture of highly specialized individual nanites. Specialized agents who would be ineffective on their own, except for the coordination offered by integrating these agents into the cogitator and machine spirit of the ship, who can use the multitude of tools the specialized nanites offer to conduct repairs and maintenance far more effectively than a single generalized agent could hope to manage.
Factory/Forge Drones
It has taken a while, but after substantial analysis and research, these drones are designed to complement existing automation of factories and simplified forges. Allowing a reduction in needed workload to produce more advanced technology. However although they are more capable than previous automation technology, they do falter eventually. Still the workload reduction will be appreciated.
Advanced Civilian Factories
Developed by Tau research teams whilst examining the First Worldship's industrial technologies that it was using to alleviate the economic disaster the Tau were going through, these take substantial inspiration from how the First Worldship produced technology. Using large amounts of advanced technology and drones, these factories are capable of producing truly prodigious amounts of high quality consumer products. Something which would hopefully help to alleviate some of the economic crisis their polity was going through.
Virtual Assistants
Using Mindcatch technology, Virtual Assistants are designed to align with the user and provide them all kinds of miscellaneous assistance. Quickly providing reminders, recommendations, or solving minor problems and answering lesser queries all on the go. They especially excel in producing technology, as they are especially good at spotting errors and noting them for their user. In more hectic situations, they are excellent organizers of information already gathered, allowing decisions to be made faster.
Nano-Replicator
Combining the Matter Transmuters of the First Worldship with existing Nanoforges, Nano-Replicators are intended to use both technologies simultaneously, allowing skilled mangos to produce our most advanced technologies at greater speed and precision. They do this by allowing them to do tricks like transmuting key elements of technology while assembling them simultaneously. In effect, the production for a number of technologies can have several of their key steps skipped or simplified, improving productivity as a result.