The Long Night Part Three: Bonfire at Dawn (45k)

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Be'lakor's attempt to enslave the Five Great Gods of Chaos has mostly failed, casting the realms of Chaos into a civil war that will last for centuries. These leaves the rising forces of the sane, coordinated by the Grand Conclave and recently joined by the Silent King of the Necrons, as the only force able to stop the Void Dragon and its ever growing legions of technological horrors. While the forces of sanity are on the rise the Void Dragon is inarguably the most dangerous being in galactic history, and will be the greatest challenge yet.

And in the reaches of Pacificus, Governor Fredrick Rotbart of Avernus is planning on stepping down. The Imperium has been dead for over a thousand years, and hope is in sight.
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Canon Technology Omakes: High Energy Weaponry
High Energy Weaponry

The advent of the Antimatter Reactor long ago has spurred investigations into high-energy weaponry. Over the centuries these weapons have been steadily given refinements and work as each Grand Conclave has come and passed by. Efforts that steadily increased over the years, as they are sized for the Dreadnoughts that could mount the just made obsolete antimatter reactor - Ships of such size that they initially represented a tiny fraction of the fleets of the human members of the grand conclave. At least, at first. Improvements in infrastructure over time would change that.

Although they had originally been shared as research notes between members of the Grand Conclave, with the advent of the Advanced Antimatter Reactor these 'theoretical albeit impractical weapons' have suddenly become very practical indeed.

Protomatter Projector

Past the already insane energy levels represented in phased plasma projectors and thermal lances where atoms broke down, lay the threshold where even protons and electrons as well broke down. Though long known and even produced, practical application in warfare had long been eluded by prohibitive energy costs. Until now. Enter the Protomatter Projectors, which consume massive amounts of power to fire streams of quark-gluon plasma to utterly destructive effect. These batteries are somewhat lacking in range however, as the exotic matter fired decays fairly rapidly without containment.

Gluon Cannon

Launching bolts of matter similarly to the Protomatter Projector, the Gluon Cannon solves its problem of long-range coherence via a truly vast containment method (so vast only dreadnought scale-ships could effectively house them). Drawing on the principles similar to the Neutron Gun, a 'laser' links the cannon to the target, allowing the Cannon to subsequently launch Gluonic matter at the target as though at point blank range. One can imagine the result as the reactor output of a ship quickly reducing the unfortunate target into its constituent particles.

===

AN: Let's begin continue the fine tradition of tech advances via knock-on effects in this swanky new thread.

@Durin
 
Specter Stealth Reconnaissance Craft
Specter Stealth Reconnaissance Craft

The Specter is an advanced, cloaked reconnaissance vessel derived from the Chameleon Stealth Craft. Intended to be used in systems with heavy sensor nets that prevent Infiltrator Corvettes from getting close, this craft is carried within the hangar bays of the Corvette. Once the Infiltrator enters the system, the craft is deployed where it makes a slow journey towards the target planet or station where it's able to gather intelligence with relative impunity. Despite the notably worse sensors than a warship, the decreased distance between the craft and target allows for a different intelligence spectrum to be gathered which aids with intelligence work.

Structure

40% larger than the Chameleon due to the space requirements of the advanced sensors and additional life support, the relative cross-section for detection has been increased by 20% in comparison. This is due to the removal of the weapons system which has allowed for a less detectable structure arrangement to be implemented.

Reactor

The Specter utilizes the same low-emissions plasma reactor as the Chameleon. Listed here are a variety of attempted solutions that failed
  1. Integration of runes (unable to integrate properly)
  2. Replacing the reactor with a series of batteries (insufficient range)
  3. Tuning the reactor to decrease the power signature (required an Archmagos operator)
  4. Reducing power usage across the vessel (efficiency gains were <2%)
  5. Using a more advanced cooling system to reduce the thermal signature (too expensive)
Engines

The Specter's engine is a derivative of the gravity engine used on the Tarnhelm Class Lander. Increasing the size of the engine to propel the Specter at an acceptable speed was a relatively straightforward process.

Stealth Systems

Utilizing a Cloak to make it harder to detect, the Specter also features advanced stealth paneling on the exterior, acoustic dampeners to suppress sound, a crew of low-level blanks to decrease psychic signatures, and a power shut off mode which can be utilized in certain situations.

Armor

The Specter makes use of the same stealth composites as the Chameleon.

Life Support

The Specter contains CO2 scrubbers, water purifiers, and a stash of nutrient bars. A total of three bunks are provided with the 6-man crew having to hot bunk in 8-hour shifts. Initial shakedown operations have led to the craft being described as cramped, tiring to operate, and uncomfortable. A Djinn-Skein system and additional flavors of nutrient bars were added to accommodate crew comfort requirements. However, the core problems remain.

Surveillance and Reconnaissance Equipment

Containing a large array of passive sensors with several independent multispectral imagers, the Specter is only outclassed by Corvette sensors and above. Data is stored on an internal server which is removed once the craft has returned. Should the crew find information that must be transmitted, an encrypted burst communication system can be used to transmit mission-critical information within microseconds.

Psychic Architecture

The Specter utilizes a similar psychic architecture and warding scheme as the Chameleon.

Production Requirements

Initial testing determined that the Specter's stealth capabilities were insufficient for its task. Due to the extended time of deployment improvements in the cloak were required. This has been made possible by reducing almost all tolerances significantly. This has meant the craft requires a specialized facility to produce almost all components as well as highly skilled technicians to ensure quality control. This has resulted in it costing almost 8 times as much as a Chameleon while also requiring almost double the maintenance time. However, it is expected to elevate the capabilities of existing intelligence platforms.

AN: @Durin , here's a tech omake.
 
Pitchforks and Lords New
Pitchforks and Lords

The somewhat jauntily named Pitchfork pattern group represents the latest evolution of a very very old concept. Throughout history, from ancient Terra to the height of the Dark Age, to the countless worlds retreading old ground after the Age of Strife, the concept of the rocket pod is near universally recreated, and nearly without fail, within years of its creation, soldiers will have begun strapping them to anything and everything that can bear the weight. Even in modern times, variations of this remain a common field modification throughout the galaxy; the Unchained however, have formalized this process.

The first Pitchforks were used by resistance movements, as desperate insurgents cobbled together improvised tank hunters by filling civilian vehicles with stolen missile launchers, either strapped to the frame or in the hands of a group of passengers. As has become tradition, the Unchained have transitioned the techniques and designs from a tool of insurgency into an effective mass produced weapon. The Pitchfork pattern group is a broad cloud of vehicle, rocket pod, and warhead patterns designed around the idea of mounting single-shot rocket pods to a swift disposable vehicle. The term Pitchfork can refer to anything from a purpose built Chimera chassis with a self loading rocket system, to a buggy with a dozen krak launchers crudely welded to the roof. Calling them a single unified pattern group stretches the definition of a unified design to the breaking point, resulting in a fair bit of theological debate about how exactly to classify Pitchfork among the various branches of the Adeptus Mechanicus. To the Unchained, the answer is simple; Pitchforks come in Small, Medium and Large. No distinction is drawn between purpose built patterns and improvised field creations, save for how this impacts their capabilities. So long as its purpose is to close with the enemy and unleash a volley of rockets, to the Unchained it's a Pitchfork.


Small Pitchforks
Small Pitchforks are paradoxically, both the lightest and most survivable of the pattern family. They are also the version with the largest portion of purpose built rather than modified vehicles. A factory produced Pitchfork is a simple attack bike, with a six shot rocket pod mounted in a detachable sidecar. The most common usage for them is ambushing heavy or even super heavy tanks as they pass through broken terrain, often coordinating their assault with artillery bombardment meant to suppress infantry screens. A single Pitchfork from a good angle can easily destroy a Leman Russ, or damage a heavy tank from the rear, a squadron of four can inflict crippling damage on even a baneblade if they get close enough.

While they lack stealth technology, Small Pitchforks are somewhat difficult to detect. The Galvonic Motor it uses is near silent, and it lacks the mass or high energy systems to be easily visible on auspex scans. Their low profile often allows them to get surprisingly close to their target before the enemy is even aware of them. Once they have completed an attack run, the side car carrying the spent pod is detached, notably increasing the Pitchfork's acceleration and maneuverability, which is often enough to allow them effectively disengage in the confusion of their target's destruction. While they are far from a safe posting, losses are not significantly larger than among other ambush and harassment forces.

The greatest threat to Small Pitchforks is infantry, as they lack the armor to reliably resist small arms fire. However they are not totally helpless, it is a common tactic for squadrons to have a portion of their squadron load their rocket pod with frag missiles, giving them the ability to suppress infantry. Alternately, some mount pitch up systems, allowing them to arc their rockets, exchanging accuracy for range, often allowing them to engage their target without needing to come within rifle range. Though most often they rely upon terrain and the assistance of other units, striking from preplanned ambushes after the infantry have been dealt with by other formations. Though it is not uncommon to have small squadrons attached to other forces at the Battalion level, who tend to be used to take advantage of opportunities as they arise. One of the strategic advantages of Small Pitchforks is the ability to rapidly swap out the sidecar, and during operations a trained driver can often carry out with basic tools in less than a minute. This allows for both rapid re-arming and hot swapping of their payload to meet any given need.

Medium Pitchforks
The starting point for the Pitchfork pattern family, calling back to its roots as an insurgency weapon made from stolen rocket launchers and civilian groundcars. Medium Pitchforks are typically constructed from light ground vehicles, such as buggies or groundcars. Purpose built versions exist based on almost every cheap buggy in military use. Medium Pitchforks carry twice the rockets of a small one, typically mounting a pair of six shot rocket pods to the roof of the vehicle. As with the Small Pitchfork, purpose built versions do exist, but so do a dizzying number of conversion kits or even modular pods meant to be mounted to anything that will fit them. Despite their somewhat improvised nature, a handful of Medium Pitchforks can kill almost anything they get into range of short of a Knight Titan, and even those behemoths can not afford to discard them as a threat.

While Medium Pitchforks are quite fast, they lack the extreme acceleration and maneuverability of their smaller kin, as such they are far less able to escape once they have completed their attack run. Compounding this, Medium Pitchforks are often committed to the destruction of specific targets, blunting the tip of the enemy's spear or picking off the heavy ostentatious command vehicles favored by ophillian field commanders. The mix of low survivability and tendency to be sent after hard targets means most deployments of Medium Pitchforks are considered suicide missions. Time and resources permitting, deva are summoned to act as drivers both for their skill and to avoid wasting lives. However, it is far from uncommon for the call to go out for volunteers, and rare indeed for it to go unanswered.

Tactically, Medium Pitchforks are armored sufficiently to resist small arms fire for a time, enabling them to strike targets too well screened for Small Pitchforks. They must still choose their moment and angle of attack with care. It is not uncommon for strike forces of Medum Pitchforks to include a number of Small Pitchforks for a two phase assault. The smaller Pitchforks strike first to eliminate or suppress escorts that would be able to threaten their larger comrades as they press on to the primary target. Medium Pitchforks are often issued at the regiment level, and are used more like missile strikes than a skirmisher, sent out to destroy key targets by exploiting or creating windows of vulnerability, with little expectation of return. Aside from this they can sometimes be seen in small numbers in other light formations, being used either to take advantage of unforeseen opportunities, or provide a sudden spike of firepower to cover a retreat.

Large Pitchforks
By far the least common variant of the three, existing primarily as a field modification to existing vehicles rather than a purpose built vehicle. Large Pitchforks are most often a chimera or other similar vehicle that has had four rocket pods attached to it in some manner. While a full two dozen rockets is a respectable amount of firepower, the size and relatively lack of speed limits its use in conventional ambushes or skirmishes. It is also at this size where variants capable of reloading begin to appear, somewhat stretching the definition. Despite its limitations, the sheer damage that twenty four rockets can do if maneuvered into position ensures that the Large Pitchfork will retain its niche. A single one is often enough to cripple or kill a Baneblade, and a small squadron enough to topple a Knight Titan.

Lacking the stealth or speed to act as a harasser, Large Pitchforks primarily rely on their prey coming to them. The Unchained have come up with a dizzying number of ways to conceal a Large Pitchfork's nature, making it appear as a simple Chimera or some other similarly sized vehicle. Compounding this, they have developed an equally dizzying number of ways to disguise other vehicles as a Pitchfork. There are no less than forty six dummy mountings in production, and countless improvised ones. On some battlefields, it is almost more suspicious to see a Chimera without an obvious rocket pod attached than one that seems to be armed. In many ways, the Large Pitchfork is similar in concept to a Q-ship, hunting its prey through confusion and camouflage rather than speed and stealth.

Unlike their smaller kin, Large Pitchforks rarely have the luxury of knowing what they are hunting, nor picking the perfect angle of attack. Instead, they are most often embedded in convoys of troop transports or other similarly sized vehicles. As such they will often mix their warhead types, though often favoring munitions meant to slay whatever foe would be most troublesome to the force they are embedded in. More than one tank assault on an infantry column has found itself blunted or even destroyed by a volley of krak rockets. Offensively, they are often deployed as forward fire support, providing a withering opening barrage to an assault. Variants exist that include a full reload system, which tend to act as short range rocket artillery, similar to a less advanced Whirlwind though with greater focus on firepower rather than accuracy or endurance.

Gambeson
An improvisation of an improvisation, the Gambeson is the result of a frequent practice of infantry repurposing Pitchfork rocket pods for traps and ambushes. It is a single six shot rocket pod and mounting system intended to be carried and set up by a pair of infantrymen. While somewhat slow to set up, it is ideal for ambushes, able to reliably destroy most common tanks, and even threaten super heavy tanks if well positioned enough to hit their top armor. The initial improvised uses of the rocket pods encountered two main issues, the first being the size of the weapon making it difficult to hide. The second was that the waste heat of a full volley would severely burn anyone nearby when the weapon fired, complicating firing and making aiming it almost impossible. The Gambeson solves both of these issues. The pod is mounted on a telescopic stand, able to snap up to a preset height, allowing the weapon to pop out of hiding immediately before firing. The issue with the backblast was solved by simply rigging the weapon for remote operation. The typical Gambeson comes with a 10 meter cable, though variants with short range tight beam voxcasters do exist.

Gambesons are usually set up to fire from surprise, often from within a building but anything that could hide the quarter meter collapsed form can be used to conceal them, and most things that can't can be made to. Gambeson teams have become quite adept at creating or finding places to conceal their weapon. Often digging pits to create concealment, or drilling cable runs through walls and ceilings, putting meters of Rockcrete between them and return fire. The Gambeson itself is mostly cheap components, with the exception of a moderately expensive targeting system. The targeting system is made of two parts, the cogitators in the remote unit and the targeting auspex on the Gambeson. The auspex is built into an armored box intended to survive the pod's destruction, and is frequently recovered even when the pod has been destroyed by return fire. In general, usage of the Gambesion is relatively safe, even though the smoke trails make its location obvious, as the team controlling it is often meters away behind heavy cover. After firing, they can either disengage, scavenge the more expensive components from their weapon, or fight as normal infantry depending on the needs of the situation.

Compared to Pitchforks, Gambesons are notably more accurate, owing both to their targeting system and stable firing platform. As such they are often used from a longer range, and often will split fire hitting up to three separate targets. While most effective when used from ambush, they can often be found mounted to field works and other rapidly constructed fortifications. Popping up to provide a devastating barrage of rockets either within a key target presents itself, or as a method to spike defensive firepower. As time goes on and Ophelia adapts, they have begun learning that returning fire on a Gambeson strike is wasted time and munitions. Methods to punish them for this are already starting to be developed by various inventive soldiers throughout the Unchained Federation.

Half Fork
The concept of the Pitchfork coming full circle, and returning to its roots. Half Forks are a term for mounting a single rocket pod to a heavy vehicle such as a Leman Russ or siege walker, or even a Chimera. Half Forks do not use the rocket pod as primary weapon, instead using it as a one time supplement to their existing firepower. This is often used to allow light or medium tanks recourse for encountering something heavier than themselves, though the odd heavy tank has mounted pods full of fragmentation warheads to fend off infantry.

At present, this is purely an improvised creation as no purpose-built pattern yet exists. The improvised nature of these Half Forks mean that the pod is difficult to aim, usually lacking any traversal, and can be volatile if struck. At present, a purpose built pattern is under development to address both issues, and is allegedly already in the early testing phase. Its designers have reacted with a mix of amusement and exasperation that their creation has already returned to its roots.



Special ammo

Pitchforks are remarkably versatile, being able to threaten almost any conceivable foe with the appropriate ammunition. While the vast majority of them are simply carrying anti tank Krak rounds, any Pitchfork could be carrying something else. This plays a key role in their overall usage, as it allows them to be a potential threat to even the heaviest of enemy units, forcing even the greatest foe to be wary of these light vehicles, less they face the indignity of being slain by something so cheaply produced they are sometimes cheaper than the munitions needed to destroy them.
Frag- simple fragmentation rounds are extremely common, with even dedicated tank hunter groups using some fragmentation warheads to punch through infantry screens. But it is far from unheard of for Pitchforks to be dispatched with primarily Fragmentation rounds to hunt dense infantry formations. It is especially common for Gambeson ambushes to include a few dedicated anti infantry rocket pods.

Flak- While far from a dedicated anti air platform, Pitchforks can become a notable hazard for low flying Angyls and aircraft by mounting shoulder fired anti aircraft missiles into the pod. Variations exist that mount a single light Anti air missile, though they rely upon external auspxes for targeting data. While poorly suited for sustained fire, they are able to act as pop up threats, picking off air units in transit through what they thought was safe airspace. When combined with War priest support to bless the munitions, light flack pods are able to do staggering damage to angyl formations.

Incendiary- referred to as Torch warheads, the incendiary blend used differs from most common flamer blends. These weapons explode into a viscous and sticky promethean jelly that can burn for most of an hour, spitting and slapping for most of that, sending flaming globules up to a meter from the primary pool. They are used primarily to shape the battlefield, cutting off infantry's approaches or escapes, or mixed into a typical frag volly to take advantage of any hull breaches to flood the interior with fire.

Melta- It is very common for pitchfork formations tasked with eliminations of key targets to be issued Melta warheads. Often only a single pitchfork will be given the Melta munnions, with the rest of the squadron working to ensure that they make the shot. Even a few pitchforks can cripple or kill a baneblade or land raider with Melta munitions. There are even cases of knight titans being felled by a barrage of a dozen Melta rockets.

Plasma- While most power armored troops are too nimble or lucky to reliably hit with a weapon as ungainly as a pitchfork, opportunities do something present themselves. As such, Pitchforks are at times issued plasma warheads to hunt such foes. Most often these warheads are fired from Gambesons in ambush.

Darkmatter- While the Unchained have few of such munitions, and most are too precious to deploy en masse, nevertheless a sudden volley of Darkmatter munitions from a pitchfork squadron is a lethal threat to almost anything below a Warhound titan. While more a desperation tactic than a calculated ploy, more than a few super heavies have fallen to an unexpected barrage of Darkmatter warheads. The usage of this tactic gives even the greatest of superheavies reason to be wary of pitchfork ambushes. Dark Matter Munitions are starting to become notably more common on the Deva worlds, as their new commander makes expert use of special munitions.

Vortex- the deployment of vortex munitions via Pitchfork has only happened a handful of times, but each time has been spectacular. Either allowing a single Small Pitchfork to obliterate a key command tank, or for a massed Volly to allow a squadron of light vehicles to fell titans.

Strategic impact
While Pitchfork strikes have reaped a heavy toll against Ophila, the fear of them has had a greater impact than their service record. Pitchforks are capable of destroying almost any type of target with the correct munitions, and any pitchfork could be carrying a payload of Melta warheads or worse. Any heavy asset that lacks a screen suitable to seeing off a swarm of buggies and bikes could very quickly find itself destroyed, be it a Baneblade, a Dominus Knight, or even a warhound titan. As such they have had to be far more cautious with the deployment of their heavy assets, reducing their ability to press in one of their greatest areas of advantage. More still the tactic of "feint and fade" has allowed the usage of even relatively small Pitchfork formations to create a major distraction for Tjpan commanders, forcing them to divert attention during key moments lest the risk the destruction of vital assets during major assaults.


@Durin it is at last posted. this was ment to be a short write up between bigger things, it's over 3000 words. guess i kinda fell in love with the idea.
 
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Non-Canon Technology Omakes: New Naval Armor Technologies
New Naval Armor Technologies

Born of his disgust with the almost complete lack of progress in conventional naval armor technologies ever since the discovery of the Helheim Cache as well as the massive gulf between their performance and that of the ultra dense armor, Primarch Vulcan has set aside some of his precious time recently with his sons and set out to to fix this glaring hole in humanities naval technology.


Light Armour Plating MK2 (+1? Speed, +Cost?, 0+0.4=0.4? ArE)

As the light armor is utilized primarily by fast harassment ships which benefit notably from being higher quality and can thus afford trading increased cost for it, the development here has focused on increasing armor performance by way to utilizing significantly more expensive materials inspired by, though significantly different from, a Remnant Troll Empire ultra light construction material utilized in rapid airmobile construction of fortifications.


Medium Armour Plating MK3 (-Cost?, 0.3+0.3=0.6? ArE)

Being neither weak and entirely speed focused light armor nor weighty and expensive heavy, the medium armor has always been the choice for versatile, cheap, middle of the way warships. As such, and since this armor schema has been the only one to be improved since the Helheim Cache, development here has focused on reducing cost instead of just increasing durability.


Heavy Armour Plating MK2 (-1 Speed, 0.5+0.5=1? ArE)

The favorite of any brawlers or stations not large enough to carry anything heavier and the strongest armor that most Quartus ships that can not afford to be clad in ultra dense alloy can afford despite the production of Vulcan's gravitic forges, much of Vulcans time during this project has been focused on improving the naval heavy armor thus allowing it to approach the performance of previous generation very heavy armor without a notable increase in weight or cost.


Very Heavy Armour Plating MK2 (-1.5 Speed, CR+/CR Station and HC+/HC+, 1+0.3=1.3? ArE)

As the very heavy armor is intended to be primarily used by heavy cruiser to pocket battleship sized stations making it very niche, the project has focused alongside general increase in durability on broadening its use case by making it viable for cruiser sized stations to mount, and if possible cruiser sized warships also as demonstrated by the Buckler armored cruiser prototype.

In this the project has succeeded fully, granting humanities armored cruisers and heavy weapon platforms a much needed and celebrated increase in durability.
In this the project has succeeded partially, granting humanities heavy weapon platforms a much needed and celebrated increase in durability.
In this the project has failed, relegating the very heavy armor schema mostly to armoring pocket battleship sized defense stations or the few pocket battleships or armored heavy cruisers without ultra dense alloy to be build, such as those of the Unchained.


Super Heavy Armour Plating MK2 (-2 Speed, BB Station and PDR+, 1.5+0.2=1.7? ArE)

As it has been assessed that no ship or station of hypercapital size category should be mounting anything less than ultra dense armor, effort in improving super heavy armor has focused on making it viable for battleship equivalent stations as unlike pocket dreadnought sized ones many worlds can afford a few of those as the keystones of their void defences. In this regard the project was successful, though the improvement in armor durability has suffered for it some.


Ultra Heavy Armor Plating (-2.5-3 Speed/Station Only, PDR+, 2? ArE)

Approaching the problem of competing with ultra dense alloy from a different direction, the new ultra heavy armor is capable of (nearly?) matching its performance without needing costly dedicated facilities to produce, but pays for it with a staggering weight that makes it impractical for any but a station to mount it. While niche this does free up a considerable amount of ultra dense alloy that would otherwise be spent armoring defense fortresses.


Stealth Armour Plating MK2 (+Stealth, +Cost, -0.1+0.4=0.3? ArE)

On request from his brother Corax, Vulcans research team has also looked into improving humanities naval stealth armor. As stealth ships are already expensive and like harassment ones benefit significantly from high quality, a similar approach was taken, resulting in an expensive but substantial increase in stealth armors, almost matching the MK2 light armor.


Armor Integrity Field/Armor Energiser/Energised Armor (+0.3? ArE, Incompatible with UDA, +Cost?, -2? Power)

Originally a project that was being developed in Ultima Compact before it fell, this adaptation of ion integrity fields and other technologies can reinforce armor durability if at the cost of a considerable power draw. Sadly incompatible with ultra dense alloys hypercompressed molecular structure thus greatly limiting its implementation, this technology nonetheless does allow ships to effectively mount armor of a grade approximately a step higher than they could otherwise, if they can spare the power to do so.



AN: Its late and I wanted this out in time, I will take another look at it tomorrow. I am open to adding or modifying things.
AN2: Added Ultraheavy Armor and rewrote Energised Armor into a +armor part.
 
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Nova Canon Upgrades
Supernova Cannon

Designed by Callamus to keep the long favored by Adeptus Mechanicus spinal weapon competitive with new weapon technologies and more heavily armored enemies, the Supernova Cannon is a refinement of the venerable and therefore now long surpassed Dark Age of Technology Nova Cannon that makes use of extensive experience with the technology, troll derived advanced materials, limited aplication of slow technology, ultracapacitors, and the immense energy production of modern reactors to produce a versatile weapon capable of firing shells of variable mass, at variable speeds, and variable rate of fire as situation demands. Complementing this is a line of refined shells using modern technologies and production methods exploiting this capability, sadly costing them much backwards compatibility, such as the new general purpose plasma SuperNova shell which is too massive for the old Nova Cannons to launch.

MicroNova Shell

Designed as an answer to the possibility of facing deadly corvette swarms, these Supernova Cannon shells are among the lightest and most rapid firing, making them ineffective against most targets but utterly deadly against lightly armored corvettes that could otherwise devastate fleets equipped against much more common heavier armored targets.

ClusterNova Shell

This shell was designed to maximize the effect of on attack craft and torpedoes, taking inspiration from the flak cannon technology that fires shells full of guided submunitions. The guided part could not feasibly be copied here, but a shotgun like shell full of submunition warheads too weak to harm a voidship yet plenty powerful enough to ruin attack craft and torpedoes was quite well within the abilities of Callamus magi to design. It must be noted however that generally unless the enemy foolishly over concentrates their volleys this is not a cost efficient way to provide anti air fire, but it does come handy against massive volleys and to deny an area of space to enemy munitions, an ability that has more than once saved a heavily targeted ship from annihilation.

@Durin
 
Industrial Tech
Industrial Tech

High Energy Ultradense Forge


The development and availability of high-powered reactors has coincided with increasingly unreasonable demands for UDA production. Historically ultradense alloys required a sufficiently high pressure environment (a relatively easy task) along with the (far more unreasonable) extremely long timeframes to produce. Presently, a solution to the long timeframe has been found. Specifically, by just throwing more energy at it.

Utilizing huge amounts of reactors at scale to achieve the energies required, these forges are substantially less cost-effective than previous versions, but have a far greater throughput. More importantly however, they can produce their ultradense alloys immediately on demand, as opposed to going through the unreasonable timeframes required by regular Ultradense Alloy production. Given the far greater infrastructure of the Conclave members, their increased cost is generally more than worthwhile.

Bulk Matter Transmitter

Historically, the First Worldship possessed utterly surpassing Teleportation technology that was unfortunately based on different laws of the warp and thus suicidal to use in the modern Warp. However, there was a group for which this frankly crippling limitation was not an issue: Inert matter. Specifically, bulk matter, where the exact composition of the material was not particularly important to its use. Thus was born a variation, termed the Bulk Matter Transporter.

Based on downgraded versions of the First Worldship's Teleportation Technology, Bulk Matter Transmitters are designed entirely for industrial usage. They involve linked teleporters where teleportation occurs specifically from one teleporter to another, and without a need to ensure that living beings survive the transition, large amounts of matter can be transported at once. As a result, significant amounts of logistics dedicated to their usual movement can be obviated.

Although their range and throughput is fantastic, these teleporters have issues teleporting even delicate machinery for essentially the same reason they have issues teleporting living beings. Still, they are a useful addition.

===

@Durin

AN: Some industrial techs. Not much, given the little time and how close we are reaching the end of the tech trees.
 
Callamus technologies
@Durin Callamus technologies

Hyperlight Spindle
The hyperlight spindle is a device that produces hyperlight - light that travels faster than C - with minimal size requirements. Taking the shape of a spindle-like device incorporated into another form of technology, it spins light around itself and accelerates it. Where before hyperlight was produced in small amounts as a byproduct of plasma engines, hyperlight spindles produce usable quantities of it and can scale anywhere between infantry-scale sensor-shrines to megalithic laser weapon platforms.

Hyperlight weapons function as very powerful laser weapons, while hyperlight communications and sensors can function at faster than real time, allowing you to send messages into the past or perceive the future, if only by a little.

Hyperlight spindles, though truly excellent pieces of technology, aren't very expensive to create. They require a high understanding of light science to conceive, but the materials and engineering required would have been achievable even by the Mechanicus of the Imperium's time. They are roughly as costly and difficult to make as warp drives of equivalent size, meaning infantry-scale devices require artisanal craftsmanship to produce, but larger-scale spindles can be mass produced up to a certain point.

Vortex Heat Shunt
A simple application of restrained vortex technology, the vortex heat shunt is used to funnel vast quantities of waste heat into the Warp. While certainly costly individually, there are very few circumstances that have such a huge need for heat disposal, so achieving saturation is fairly cheap.

Lucifer Lance
Lucifer Lances are utterly monstrous hyperlight laser weapons, cousins of the long-ago looted Massif Ballistus of planet Volkus. The weapon was invented after the war against the World Shaper indicated that the Forge-Empire lacked adequate defence against planetary spacecraft. Each Lucifer Lance is the size of a mountain, with foundations reaching into a planet's core and barrels stretching into the stratosphere. They have the power to liquefy moons with a single shot and devastate fleets. An entire hive's worth of personnel is needed to maintain a Lucifer Lance, and each one must have its own vortex heat shunt to prevent it from noticeably raising its planet's average global temperature every time it fires.
 
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Ground Military Technology
@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.

-inverted_helix

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.
 
Fluyt (Escort Trade Ship)
Fluyt (Escort Trade Ship)

Escort (Armor 2, 1.5 ArM, PD 4.5, HP 2.4, Shields 1, Speed 6, Weapons E 1, Hulks 35%, +1 Power)

Very Advanced Overcharged Plasma Reactor (-10% HP, -5% Hulks, +4 Power)
Light Armor Plating (+1 Speed)
Ancile Void Shield (x1.4 Shield, +2 Power)
Tranth Fast Engines (+2 Speed, -2 Power)
PA: Merchant

Fluyt (+1 Cargo, -1 power) ~1 Power Trait
Civilian Design (+3 cargo, Cheap, -25% Weapons, Armour, Shield, HP and PD, -25 to combat rolls, -1 Stealth, Max Speed is Base +1)
Cargo Ship (-0.5 Armor, -15-20% Base HP, -20-25% Base Shields, -1 Base Speed, -66% Base Weapons)
Tiny Cargo Ship (+0 cargo, Cargo Multiplier 0.5, Cheap)
Cargo Ship (+30% Warp Speed, -30% Warp Accident)
Skeleton Crew (+1 Power, Slightly Cheap, Greatly Reduce Crew)

-1 Power
Depower Engines (-1 Speed, +2 Power)
Depower Shields (-25% Shield, +1 power)
Fragile (-20% HP/PD, +1 power)
Depower Weapons (-25% Weapons, +1 Power)
5x Extra Cargo (+5 Cargo, -10 power)

Stats: Armor 1, PD ~2.3, HP ~1, Shields ~0.57, Speed 7
Misc: Cargo 4.5 (9x0.5), -50 Combat Rolls, +30% Warp Speed, -5% Hulks, 2x Cheap, 1x Slightly Cheap
Weapons 6/3/2 = 1: 0.5x E Torpedoes

Built by the Unchained, The Fluyt Class Transport is underarmed and fragile even for it's weight class. What it does have in exchange, however, is an incredible cost to cargo ratio, as well as being much faster than other cargo ships. Compared to the Merchantman for instance, it moves more than twice the cargo for the same price. This makes them quite suitable for bulk transport, even as the age of merchant ships plying the Manufactured Warp are numbered with the advent of Tallships. Still, it will help tide matters over until that day finally arrives.
 
Some More Tech
Some More Tech

Advanced Omnitools

Although the Tau Omnitools were of great utility, they were fundamentally built to budget limited amounts of advanced technology for efficiency. Numerous advancements in technology has made that prior decision one to be re-examined. The resultant Omnitool evolution uses much more advanced technology in exchange for correspondingly greater capability - A decision that would have been uneconomical mere centuries ago, but which makes good economic sense in the current era. These also include the militarized variant of the omnitool.

Advanced Prefab Fortresses

A similar re-examination also occurred to the critical pre-fab fortresses, which had as one of their main selling points their general non-use of advanced technologies. The result was a variation of the Pre-Fab Fortress, using more advanced technologies in just about every part of the modules in a normal Pre-Fab Fortresses. Although the consequent product is rather expensive, it is still quite affordable given the far greater economic and technological development of the modern Conclave members.

Drone Autofabricator

Designed during Callamus' war against Ophelia, the Drone Autofabricator is a miniaturized factory intended to very rapidly convert raw material into low-grade combat drones. Compact and capable of great throughput, once landed on-planet these minifactories were allowing deployment of drones event with truly atrocious attrition rates in a siege scenario.

Drone Mines

The advent of advanced technology has seen the value of labor go up dramatically. As a result, labor-reducing methods have reached far, and struck ore with mines. Utilizing large amounts of drones and other technology, productivity per person can be substantially improved, and more importantly, the amount of persons needed to fully exploit a mine is cut down substantially.

Superior Cloaking Fields

Since the original development of the Reflex Shield into the Cloaking Field, advancement in psychic understanding - as well as numerous material technologies - has gone a long, long way. The result is that the sons of Corax have been able to improve upon their work even further as a result of this understanding. The improved Cloaking Field utilizes psychic frequencies of stealth among various other improvements to it's internal parts, and the result is an even greater level of stealth for those vehicles and ships that can use them.

Void Power Armor

Between the large surplus of advanced technology available, Callamus made a second examination at Basic Power Armor, but this time optimized for Voidsmen use. In this case, with an eye toward improving the coordination as well as other routine aspects of Voidcraft. The result is an economical suit of armor that improves the efficacy of the crewmembers of Voidships, and by extension improving all the various aspects of a ship from improved damage control to fire rates.

AN: Some last minute tech before submissions are closed.

@Durin
 
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