Republic of Tercrota

The Republic of Tercrota is a galaxy-spanning interstellar republic, founded in 1483 during a period known as the Age of Division. This was a period where all of Tercrota was divided into neo-barbaric tribes and struggled for survival. However, an immortal being walked among all of Tercrota who promised them a new golden age; her name was Enarath.

Swiftly unified under her cause, Enarath was seen as a goddess of reason, progress and hope. However, because her psionic power is unmatched by any other psionic individual in the galaxy, Enarath is, or was, the founder of the Republic of Tercrota, a nation of holy goodwill.

Not all Tercrotans were unified by the ideology known as the Republic Truth, a secular ideology that focused on the liberation of people in the galaxy, and the eradication of fear, intolerance, and superstition. But these specific Tercrotans were driven to madness by their ultimate rival, the Ethereal Dominion. The dark gods have corrupted so many of the Republic’s citizens, military staff, and even branches of the government. And thus started the Apostic War.

Today, the Republic of Tercrota is a war-torn nation beset by horrific enemies driven by malevolent gods or supremacist ideals. As the Apostic War came to an end in the 25th century, Tercrota was broken beyond repair, many of its citizens and government succumbing to superstition and beliefs in the divine. The Republic Truth had been lost and forgotten, and the Republic of Tercrota had taken a vow to never forget, and never forgive.

Government
The Republic of Tercrota is a theocratic republic; a spiritualistic form of democracy where a religious council supervises the democratic process and serves in an advisory role.

Their society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here. They also possess a long tradition of rhetoric and debate, often celebrating those who are able to get their way using only words.

The Republic of Tercrota believes that all life is connected through some higher power that can be understood through its creations. They will seek peaceful cooperation with others in the hopes of studying their connection to the divine.

Economy
As individual rights and freedoms are the highest priority, the Republic has free markets across their home world; market stalls are occasionally seen across metros, and sometimes with shading to block the sun. Monopolization was declared as illegal in Republic borders, and is punishable by life in prison. Instead, corporations are required by law to pay government fines if they perform such activities.

The Republic’s economy is focused on consumer benefits, where they improve the quality of life for all citizens. Although it results in less currency production, it creates additional goods in the markets across the stars. This is known as the universalist economy; all three major economic standards are combined into one beneficial system that gives businesses and customers a chance at everything.

A majority of free markets in Republic borders are locally owned; this is most likely due to the illegalization of monopolized businesses. Corporate greed is against the Republic’s marketing policies and the religious members would declare the offender as a sinner.

Despite this, the Republic has a strong growing economy, as they rely on trade deals with their allies from afar. Their currency is known as Tercros.

They also maintain a resource depot on Mars, one of their most iconic facilities on the planet, which was often visited by tourists in the late 2100’s. This depot remains in operation today, refining a crystalline element capable of changing the entire energy industry. The Republic’s reliance on fossil fuel has disappeared within a decade.

The Republic has a mixed economy, where the citizens and military are paid for their hard work. Because the Republic abhors social stratification, they are more than willing to prevent economic inequality, disruption, or inflation.

Technology
Republic technology is reliant on the crystalline substance known as Marsium. Marsium is what the Republic uses to power their technology, ranging from their weapons to their starships. Having a higher efficiency than any other fuel in the galaxy, Marsium has become a highly valuable and profitable resource. Primitive civilizations cease using fossil fuels in over a decade.

The Republic uses an ultra-strong, ultra-light alloy known as Tercrotium. Although the alloy itself is extremely light, it is highly flexible and incredibly strong, surpassing performance standards of all materials known on Earth. The alloys themselves are more durable than steel alloys. Tercrotium is also used on vehicles and starships.

FENIX is another useful resource for the Republic military forces and civilians. FENIX can be used to alter the genetic code of an individual or create advanced prosthetic limbs. As FENIX grew more popular, genetic modification and cybernetics became the source of controversy between religious members of the Republic.

Despite their technological advancement, several other technologies (Such as cybernetics, artificial intelligence, or genetic modification) have been deemed heretical by the Republic of Tercrota’s Council under the assumption that they would lose their souls. This superstition has been highly disputed by scientists and seculars. However, the topic was finally dropped when the civil war started. Cybernetics and genetic modification were legalized in 2106.

The Legio Technicus continues to innovate the Republic with brand new technology to give the military more strength than seven nations combined. The Republic’s military is currently one of the strongest forces in the Milky Way galaxy. Despite this enormous power, the Republic of Tercrota is strictly compliant with the Geneva Convention, as well as international laws.

Religion
Tercrotan religion often characterizes Enarath as a protector and guardian of all Tercrotans. According to The Book of Enarath, she is the goddess of joy, peace, love, hope, serenity, humility, kindness, benevolence, empathy, generosity, forgiveness, truth, compassion and faith.

Because of their beliefs, priests will declare those deemed evil as Blasphemers or Heretics.

According to the religious text, Blasphemers and Heretics are individuals who have been corrupted by sins against the teachings of Enarath herself. If convicted, blasphemy or heresy is usually punishable by the death penalty. The methods of execution usually vary, depending on the severity of the convictions on the offender. The most common death sentence is cremation.

The religion also has a strong, deep-founded hatred for tyranny and intolerance. Their greatest enemy is authoritarianism, and if they discover such, they will bring forth the Holy Fire of the Republic’s military might and cleanse the corruption within.

The religion stands for individual liberty, religious tolerance, and limited government power.

Politics
When it comes to politics, the Republic makes every attempt to find common ground and negotiate with other nations in the name of friendship. They believe in natural selection; to let nature take its course and to not extend the life of a leader.

They also seek passive studies on civilizations in order to prevent hostilities with new nations. The resettlement of others was prohibited, as it goes against the Republic’s anti-xenophobe policies and laws. The Republic of Tercrota not only follows the Geneva Convention, but heavily and strictly enforces it.

They also believe that their new colonies inhabited by other natives have the right to coexist with each other, and in turn, forge a new bond. When it comes to first contact with other civilizations, they prefer to take a peaceful and noninvasive approach. Their borders are left open to anyone who wishes to become a citizen or take a tour of their finest cities.

History
The Republic was founded in 1483. Enarath, an immortal being born around the year 7,000 BC, was the collective reincarnation of all the Tercrotan shamans who possessed true psionic abilities during the Paleolithic and Neolithic ages on Tercrota.

Enarath’s psionic might was first felt in 1480, where she inserted herself into Tercrotan affairs during the Age of Division, a period of which caused the Tercrotans to be scattered throughout the stars. Enarath had devised a solution for the recovery of Tercrota’s interstellar galaxy-spanning nation. It would be done through democracy, rather than the ways of Old Tercrota’s kingdoms.

Tercrota was ruled by neo-barbaric tribes struggling for survival, and each deeply resented Enarath and her new reign on Tercrota. The tribes had launched a global war against her, and she handpicked several men and women to become her warriors. These volunteers were known as the Lightning Crusaders; superhuman warriors who were faster and stronger than baseline Tercrotans. Enarath was slowly gaining ground against the barbarians, as the Unification Crusade neared its end.

Three years following the start of the Unification Crusade, Enarath had begun to forge her great Republic of Tercrota. But she could not rule alone, and so she had a companion by her side. The co-founder of the Republic, Samux Pripp, wasn’t a warrior, but a woman of great wisdom and intellect much like the bearing of a priest.

Samux was Enarath’s right-hand woman, who supervised the construction of Enarath’s palace and court on top of the Ma’ghal Mountains. Within these mountains are Enarath’s secret laboratories, where she conducted experiments involving genetic manipulation and psionic binding. From here, Enarath was brewing something special for Tercrota.

With her genetic manipulation and psionic binding skills, she created eighteen demigod children.

These individuals are known as the Seraphim. As they were created in gestation capsules, Enarath knew that her greatest enemy was the Ethereal Dominion who were planning to snatch the gestating Seraphim. But Enarath was one step ahead of them. Enarath opened a psionic portal to eighteen different planets, transporting them safely to other worlds. But unbeknownst to her and the Custodians, that was the god of evil’s plans after all.

According to legend, all but one of the demigod children were corrupted by the Ethereal Dominion and left their mark upon them after their birth. Enarath had recognized she was deceived but was undeterred by the tragedy. Enarath quickly utilized the templates of her Seraphim to create clones, an entire army which would replace the Lightning Crusaders. She knew the flaws of the Lightning Crusaders were starting to happen.

Many of the Lightning Crusaders suffered from organ failure, caused by the genetically manipulated organs as they turned against them, and even some had become mentally unstable to the point they had lacked empathy entirely. Enarath knew they had to be replaced, and so, she created the Star Praetorians; the Angels of Justice, and they feared nothing.

As armies of a thousand Star Praetorians were formed, Enarath placed them into eighteen Legions that would soon be commanded by the Seraphim in the event they returned to her warmth. Enarath plotted a mammoth operation of an inconceivable scale known as the Crusade of the Righteous. In 1952, the Crusade of the Righteous was underway, as Enarath set forth to reunite the Tercrotans under her Republic’s banner and recover her missing children.

Finally, on June 28th, 2015, Enarath sensed psionic distress calls from various planets. The sounds she described were the crying of a newborn child. She tapped into their minds to see where these cries came from, and she caught a glimpse of where her children were. Without further hesitation, Enarath would start the search for her missing children. But she had arrived a little too late.

Enarath soon realized that another twenty-five years of searching had caused her children to grow deprived of Enarath’s care. They each had a uniquely shaped personality, but their all-too-mortal flaws would become her biggest realization of all. She finally rediscovered her first demigod child, Volusa Maelius, on the planet of Xarti. Volusa Maelius was raised on a planet where gangster factions dominated the underground, and she was a member of one of them.

When Enarath reunited her daughter under her sway, Volusa Maelius quickly joined her cause. They had formed an affectionate bond between a daughter and her mother, and the two would fight together as one to progress towards the Crusade of the Righteous. Volusa Maelius was given command of the 14th Star Praetorian Legion, the Solar Wolves, and led the Crusade of the Righteous to glory beyond imagination.

The Star Praetorians are superhuman in almost every way, and such traits apply to Enarath’s Seraphim. Volusa Maelius quickly earned the respect of her Legion and was honorably renamed to the Patriots of Maelius. Volusa Maelius led her Star Praetorians ever further in the Crusade of the Righteous, being the spearhead of the entire operation that Enarath had conceived.

Eventually, Tercrota was contacted by the United Nations of Earth in 2102. A Tercrotan exploration fleet had wandered to Sol, which belonged to the United Nations’ remaining scientific facilities and factories. Enarath quickly secured a treaty with the United Nations, known as the Treaty of Terra. The United Nations and the Republic of Tercrota worked hand-in-hand for the advancement of the Crusade of the Righteous despite their differences in cultural and ethical values.

In several years, the rest of the Seraphim were eventually rediscovered by Enarath. One was the mistress of psionic power, the other a courageous and honorable warrior, another the greatest strategist in defense, and so forth. All of Enarath’s children were reunited with their mother and celebrated with each other as they greeted one another. But things weren’t looking so good. Some of the Seraphim had rivalries with their siblings, which sparked something in them.

The Ethereal Dominion saw this as an opportunity to corrupt the Seraphim and instigate the horrors beyond imagination. When Enarath announced she was leaving the Crusade of the Righteous to Volusa Maelius, she felt a growing resentment within her. The last of the Seraphim to be found, Proculus Nymphidius, was venerating Enarath as a goddess through his beliefs of the divine. Enarath had warned him of performing such activities, which breached the Republic’s secular goals.

Proculus Nymphidius soon embarked on a pilgrimage to another planet, where he had met a new god worthy of his faith and worship. The Ethereal Dominion had corrupted Proculus Nymphidius, turning him into a servant of Mallacht. Eventually, the 15th Star Praetorian Legion, the Torch Makers, had fallen to damnation.

They each become servants to the designs of chaos, darkness, and despair.

It was not long until Volusa Maelius was swiftly converted to Mallacht and the Ethereal Dominion. Volusa Maelius had resented Enarath’s abandonment of the Crusade of the Righteous and was offended at the notion that she intended herself all along to become a goddess. Having become mentally unstable due to the difficulties of her early life, Volusa Maelius would eventually gain the favor of the god of evil, and instigated the horrific civil war known as the Apostic War.

Soon enough, half of the Star Praetorian Legions would follow Volusa’s rebellion. The Heresy first started with Ka'Tanab, where Volusa Maelius ordered the extermination of all loyalist elements of the Legions swayed to her side. But thankfully, the Republic and the loyalist Legions had gotten the message. The loyalists fought on, sacrificing themselves in a selfless act of duty.

Then came the Reilash spaceport attack, where the home of the 11th Star Praetorian Legion, the Recognizers, came under siege. The loyalists responded quickly with equal force to the traitor Ethereal Praetorians. Volusa's siblings arrived to deal with the rebellious Seraph, and eventually put an end to the civil war. But as things progressed, things took a turn for the worse. It turned out Volusa’s plan all along was to cripple her siblings enough to crush the will of their Legions.

When the spaceport attack was over, the traitors made their last move. Volusa Maelius ordered her fleet to travel to Tercrota, where she will ultimately challenge Enarath and her remaining live Seraphim and rule Tercrota as the undisputed mistress of war. Volusa Maelius would finally reach Tercrota, and the Republic Navy responded with extreme force.

When Enarath knew that her most favorite daughter had instigated the rebellion, she had no choice but to take the fight to her favored and beloved daughter. And the final battle was something that no one else ever expected, and forever changed the course of the Republic. Enarath and her Custodians would prepare to infiltrate Volusa’s flagship, the Fires of Vengeance, and confront Volusa Maelius in hopes to end the rebellion peacefully.

But once they teleported inside the ship, Enarath and her guards were scattered, leaving Enarath and the Custodians to locate Volusa Maelius on their own. They fought traitor after traitor until they finally reached Volusa’s observation hall. One of her daughters, Lucia Palfurius, had rushed in to attack her former sister. But the battle ended tragically for Lucia Palfurius, and was slain by Volusa Maelius.

Enarath, growing angered by her actions, would carry out vengeance for her slain daughter.

The fight lasted for hours as Enarath’s palace slowly crumbled apart. Volusa Maelius was quickly overwhelming Enarath with devastating Ether-tainted weaponry and had incapacitated her to the point of no recovery. Although this would be the end, Enarath unleashed her final psionic blast that would knock Volusa Maelius back and, using the last of her strength, severely wounded Volusa Maelius by impaling her electrified blade into Volusa’s left lung.

Although this would have killed her, Volusa Maelius had unknowingly survived, and Enarath too was crippled by her wounds. As a result of Volusa’s crippling, the traitors naturally began to turn on one another and took off from Tercrota. Although Volusa Maelius had lost her bid, she had succeeded in something she had unintentionally accomplished.

Volusa Maelius succeeded in damaging the Republic beyond any repair, transformed into a war-torn society. Today, many Tercrotans vow for vengeance for Volusa’s atrocities. She was now fully corrupted by the Ethereal Dominion and proved her worth to the god of evil.

Enarath was eventually recovered by her sons and daughters, and placed upon the Cobalt Throne, where she gave her Seraphim the last instructions and one final gift: her knowledge of the Ether and its dangers lurking within. One of them, whose name is Septima Aquillius, took Enarath’s blade and took upon herself to become the head of the Republic of Tercrota’s Council.

In spite of all that has happened, Enarath remains as the protector of Tercrota, even savior to the religious citizens of Tercrota. They had taken a vow to never forget, and never forgive.

There would be no mercy and no respite for the traitors...

Departments

 * Republic Guard: The Republic Guard, or the Legio Militaris, is the largest coherent fighting force numbering thousands upon thousands of different regiments. These Guardsmen tend to be brave men and women from a variety of colony worlds, or sometimes Tercrota itself.
 * Republic Navy: The Republic Navy, also known as the Legio Classis, is the most powerful standard branch of the Republic’s military. Unlike the Republic Guard, the Republic Navy’s task is defending the galaxy from spaceborne threats, as well as protecting other planets.
 * Air Force: The Air Force, or the Legio Gubernator, is a branch in the Republic military who utilizes advanced aircraft and spacecraft, including the famous Cetra-class interceptor. They receive orders directly from the Republic Navy.
 * Star Praetorians: The Star Praetorians, or the Legio Praetoriae, are warriors who have been gifted with superhuman capabilities through genetic modification, psychological conditioning, and rigorous training. The Star Praetorians themselves are the heroes of the Republic.
 * Legio Technicus: The Legio Technicus is the official Republic name within the Council for the so-called Techno-Cult. These so-called Techno-Priests are also responsible for manufacturing the Republic’s military armor, weapons, and vehicles.
 * Stallions: The Stallions, or the Legio Sicarii, are the nickname of the Republic Guard’s special operations units. These units tend to be highly trained assassins or professional bounty hunters tasked with eliminating high-priority targets.
 * Brotherhood of Justice: The Brotherhood of Justice, also called the Legio Psychica, is a military branch of the Elysium Tribunal Priesthood. The Brotherhood of Justice is tasked with rooting out physical, mental, and spiritual corruption in the Republic’s ranks.
 * Custodians: The Custodians, or the Legio Limitanei, are the security forces and guardians protecting the Republic’s current representative, the Revered Elder, as well as protecting other members of the government, including the Council. They will not leave Tercrota for any reason.
 * Law Enforcement: The Law Enforcement, or the Legio Effectus, serves as the galactic police force of the Republic of Tercrota. Their job is to enforce the Republic’s laws and keep the peace as much as possible through any nonlethal means.
 * Occupational Guard: The Occupational Guard, also called the Cohort Vigilum, is a sub-branch of the Republic Guard who is often tasked with security on occupied worlds. They don’t see as much action as the Republic Guard but share the same equipment.
 * Psycho-Hunters: The Psycho-Hunters, also called the Legio Venatores, is an order of witch-hunters tasked with enforcing the Republic’s rigid laws for psionic abilities, as well as safeguarding the galaxy from rogue psions and other psionic threats.
 * Clone Force: The Clone Force, better known as the Legio Clonandi, is a branch composed entirely of artificial clones for the purpose of military applications. Created through a scientific operation under secrecy, the Clone Force receives more training than the Republic Guard.
 * Penal Force: The Penal Force, or the Legio Auxilia, is a military branch that recruits, or conscripts convicted criminals and felons into military service, usually done as a way for the convicts to redeem themselves and atone for their crimes. To rectify a crime comes with a hefty price.
 * Council: The Council is composed of government representatives and officials. These include envoys, governors, scientists, generals and admirals. The Council is led by the Republic’s current elected representative, the Revered Elder.
 * Inquisition: The Inquisition is a highly secretive organization unknown to all besides the Council, who deny any knowledge of their existence or founding. They are often tasked with eliminating threats rather than pacifying them.

Robotic Units

 * Shuriken: Shurikens are autonomous robots which provide support for troops in the field with a variety of weapons and equipment. Although incredibly durable, any damage to the Shuriken will require lengthy repairs.
 * Alloy Shuriken: A variant of the Shuriken with reinforced Tercrotium armor plating, allowing it to be used as a mobile covering position on the battlefield. It is lighter and stronger than the original variant.
 * Hover Shuriken: A variant of the Shuriken with an anti-gravity levitation system, allowing it to fly above rough terrain on the battlefield.
 * Guardian: Guardians are advanced autonomous drones deployed alongside soldiers and engineers that can be outfitted for direct combat engagements or equipped with potentially life-saving medical equipment.
 * Guardian Mk-II: The Guardian Mk-II is an improved version of the Guardian drone. Not only will it greatly increase the user’s hacking skill, but many abilities improve their effectiveness when the Guardian becomes more advanced.
 * Guardian Mk-III: The Guardian Mk-III is the most advanced version of the Guardian drone, significantly increasing the hacking skill of all units. Their abilities are also substantially improved when they are accompanied by this support drone.
 * Knight: The Knight is a powerful combat automaton, designed for heavy assault or defense. They are accompanied by a Squire for fire support.
 * Squire: The Squire is a small drone used by the Knight combat robot. The Squire has the same capabilities as the Guardian. However, the Squire is capable of combat, and can use heavy weapons despite its size.
 * Plated Squire: The plated Squire is designed to be lighter and stronger than its predecessor, capable of using heavy weapons with ease.
 * Powered Squire: The pinnacle of robotic mastery, the powered Squire is capable of handling heavy power weapons to support Knights at any time.
 * Android: Androids are fully capable tactical units that provide critical backup in combat missions or operational support during times of peace.

Assault Rifles

 * Scandia-pattern Assault Rifle Mk-I: The Scandia-pattern Mk-I is a Pre-Heresy selective-fire rifle. Oddly enough, it has the similarity to the HK G36. Despite the resemblance, this weapon is separate from Earth’s weaponry. It fires 30 rounds at 750 rounds per minute.
 * Scandia-pattern Assault Rifle Mk-II: The Scandia-pattern Mk-II is a standard-issue, selective-fire assault rifle. This model is more advanced than the original model but retains many of its traits. It fires 30 rounds at 750 rounds per minute.
 * Scandia-pattern Laser Rifle Mk-I: This variant of the Scandia-pattern uses laser technology to improve its accuracy and damage. It fires 30 beam lasers at 750 rounds per minute.
 * Aurelian-pattern Laser Rifle Mk-I: A more advanced laser rifle with substantial improvements that replaced the Scandia-pattern. Accuracy has been improved. It fires 30 beam lasers at 750 rounds per minute.
 * Invictus-pattern Gauss Rifle Mk-I: The Invictus-pattern is the Republic’s first attempt at creating a man-portable magnetic accelerator in the form of an assault rifle. Rounds have a chance to ignore armor. It fires 40 gauss rounds at 750 rounds per minute.
 * Salvia-pattern Slugthrower Mk-I: The Salvia-pattern is an assault rifle in the form of a man-portable magnetic accelerator capable of firing metal slugs, hence the commonly used moniker Slugthrower. It fires 30 rounds at 750 rounds per minute.
 * Rhenus-pattern Pulse Rifle Mk-I: The Rhenus-pattern is an energy weapon capable of firing pulse lasers with devastating effect. Critical hits deal more damage than usual. It fires 30 pulse lasers at 750 rounds per minute.
 * Centaurus-pattern Coilgun Mk-I: One of the most common weapons in the Republic’s arsenal, the Centaurus-pattern is a man-portable magnetic accelerator turned into an assault rifle. Rounds completely ignore armor. It fires 30 gauss rounds at 750 rounds per minute.
 * Palfurius-pattern Plasma Rifle Mk-I: The Palfurius-pattern deals the largest amount of damage compared to other assault rifles. It was so effective, in fact, that it even replaced the Centaurus-pattern as the standard rifle. It fires 30 plasma rounds at 750 rounds per minute.
 * Palfurius-pattern Plasma Rifle Mk-II: The Palfurius-pattern Mk-II is the new and improved model of the Palfurius-pattern Mk-I. Targets become ruptured upon being hit. It fires 30 plasma beams at 750 rounds per minute.
 * Palfurius-pattern Plasma Rifle Mk-II Delta: The Palfurius-pattern Mk-II Delta is a unique variant of the Palfurius-pattern Mk-II with a cerulean color scheme with a white trim. Grants a powerful chained shot ability. It fires 30 plasma beams at 750 rounds per minute.
 * Palfurius-pattern Plasma Rifle Mk-II Omega: The Palfurius-pattern Mk-II Omega is a unique variant of the Palfurius-pattern Mk-II with orange paint and red trim. Fires at a target until the user runs out of ammo or the target dies. It fires 30 plasma beams at 750 rounds per minute.
 * Gladius-pattern Combat Rifle Mk-I: Joint efforts with the United Nations and Legio Technicus has produced unexpected benefits for the Stallions. The Gladius-pattern rifle is a hybrid of human and Tercrotan technology. It fires 30 rounds at 750 rounds per minute.

Bullpup Rifles

 * Elysium-pattern Assault Bullpup Mk-I: The Elysium-pattern is a unique type of rifle in bullpup configuration used exclusively by the Brotherhood of Justice. A number of their impressive tactics are centered around this weapon. It fires 30 rounds at 750 rounds per minute.
 * Elysium-pattern Slug Bullpup Mk-II: The Elysium-pattern Mk-II is a man-portable magnetic accelerator in bullpup configuration. This rapid-fire slugthrower can bring out a lot of damage if used correctly. It fires 30 slugs at 750 rounds per minute.
 * Elysium-pattern Plasma Bullpup Mk-III: This variant of the Elysium-pattern is an energy weapon in bullpup configuration. Although it is less visceral than its kinetic predecessor, it is nevertheless more damaging in combat. It fires 30 plasma beams at 750 rounds per minute.

Battle Rifles

 * Scandia-pattern Battle Rifle Mk-I: The Scandia-pattern Mk-I battle rifle includes a heavy barrel to improve damage at the cost of mobility. It fires 30 rounds in 3-round bursts.
 * Scandia-pattern Heavy Laser Mk-I: The Scandia-pattern Mk-I battle rifle includes a heavy barrel to improve damage at the cost of mobility. Accuracy has been improved. It fires 30 beam lasers in 3-round bursts.
 * Invictus-pattern Heavy Slugger Mk-I: The Invictus-pattern Mk-I battle rifle includes a heavy barrel to improve damage at the cost of mobility. Rounds have a chance to ignore armor. It fires 40 gauss rounds in 4-round bursts.
 * Rhenus-pattern Heavy Blaster Mk-I: The Rhenus-pattern Mk-I battle rifle includes a heavy barrel to improve damage at the cost of mobility. Critical hits deal more damage than usual. It fires 30 pulse lasers in 3-round bursts.
 * Palfurius-pattern Heavy Melter Mk-I: The Palfurius-pattern Mk-I battle rifle includes a heavy barrel to improve damage at the cost of mobility. Damage is improved when the user steadies their aim. It fires 30 plasma rounds in 3-round bursts.

Carbines

 * Scandia-pattern Assault Carbine Mk-I: The Scandia-pattern Mk-I carbine includes a short barrel to improve accuracy at the cost of damage. It fires 30 rounds at 750 rounds per minute.
 * Scandia-pattern Laser Carbine Mk-I: The Scandia-pattern Mk-I carbine includes a short barrel to improve accuracy at the cost of damage. Accuracy has been improved. It fires 30 beam lasers at 750 rounds per minute.
 * Invictus-pattern Gauss Carbine Mk-I: The Invictus-pattern Mk-I carbine includes a shorter barrel to improve accuracy at the cost of damage. Rounds have a chance to ignore armor. It fires 40 gauss rounds at 750 rounds per minute.
 * Rhenus-pattern Pulse Carbine Mk-I: The Rhenus-pattern Mk-I carbine includes a shorter barrel to improve accuracy at the cost of damage. Critical hits deal more damage than usual. It fires 30 pulse lasers at 750 rounds per minute.
 * Aquillius-pattern Plasma Carbine Mk-I: The Aquillius-pattern provides great accuracy and mobility at the cost of damage. However, one unique property is that the Aquillius-pattern increases the defense of its user. It fires 30 plasma rounds at 750 rounds per minute.

Pistols

 * Junius-pattern Pistol Mk-I: The Junius-pattern is a semi-automatic personal defense weapon in the Pre-Heresy era. It carries a total of 6 rounds. Unfortunately, the Junius-pattern is considered by reviewers to be the weakest weapon in their arsenal.
 * Felicitas-pattern Revolver Mk-I: The Felicitas-pattern is a high-caliber double-action pistol. Unlike the Junius-pattern, this weapon is incredibly powerful enough to puncture Kevlar armor with two shots. It fires a total of 6 rounds.
 * Liberatrix-pattern Flintlock Pistol Mk-I: Dating back as far as before the Republic was founded, the Liberatrix-pattern is a single-shot pistol, with the round loaded into its muzzle. This pistol can allow its user to escape the battlefield undetected and is remarkably accurate.
 * Carinus-pattern Smart Pistol Mk-I: The Carinus-pattern is a unique type of pistol that fires self-guided ammunition. Though it deals the lowest amount of damage, self-guided ammunition will always guarantee a hit. It fires 3 rounds.
 * Calatinus-pattern Laser Pistol Mk-I: The Calatinus-pattern is a laser pistol capable of firing without the need to reload. Caution must be advised, however, as the weapon is prone to overheating if fired frequently. Accuracy has been improved. It fires 6 beam lasers.
 * Calatinus-pattern Laser Pistol Mk-II: The new and improved model of the Calatinus-pattern Mk-I manufactured by the Legio Technicus in the Post-Heresy era. It retains the properties of its original counterpart. It fires 6 beam lasers.
 * Glicia-pattern Slug Pistol Mk-I: The Glicia-pattern is a pistol-sized slugthrower firing small metal slugs at extremely high velocities. Though it deals more damage than ballistic or laser weapons, it does not have any special properties. It fires 6 slugs.
 * Liberatrix-pattern Flintlock Pistol Mk-II: The Liberatrix-pattern Mk-II includes careful refinements made into the projectile launching system, coupled with a magnetic accelerator to deal more damage than usual.
 * Carinus-pattern Smart Pistol Mk-II: The Carinus-pattern Mk-II utilizes a magnetic accelerator to propel projectiles further and deal more damage. With self-guided ammunition, this pistol is deadly at any range. It fires 6 slugs.
 * Probus-pattern Gauss Pistol Mk-I: The Probus-pattern is a powerful sidearm that can punch through enemies with gauss ammunition. Commonly issued to officers, the Probus-pattern is often known for its punishing recoil. Rounds completely ignore armor. It fires 5 gauss rounds.
 * Aelius-pattern Plasma Pistol Mk-I: The Aelius-pattern, named after Caeso Aelius, is one of the first plasma-based energy weapons in the form of an immensely powerful sidearm. Unlike other plasma weapons, this does not have any special properties. It fires 6 plasma projectiles.
 * Aelius-pattern Plasma Pistol Mk-II: A new and improved model of the Aelius-pattern which utilizes a plasma beam rather than a projectile. Targets become ruptured upon being hit. It fires 6 plasma beams.
 * Aelius-pattern Plasma Pistol Mk-II Delta: A variant of the Aelius-pattern Mk-II with a blue color scheme and purple trim. Users can quickly draw and fire at targets. Targets become ruptured upon being hit. It fires 6 plasma beams.
 * Aelius-pattern Plasma Pistol Mk-II Omega: A variant of the Aelius-pattern Mk-II with a green color scheme and yellow trim. This pistol can fire in 3-round bursts. Targets become ruptured upon being hit. It fires 18 plasma beams.
 * Liberatrix-pattern Flintlock Pistol Mk-III: The Liberatrix-pattern Mk-III is the ultimate weapon within the Liberatrix-pattern pistols, utilizing the most advanced technology available to the Legio Technicus. However, the weapon still uses a traditional projectile.
 * Carinus-pattern SmartPistol Mk-III: The Carinus-pattern Mk-III utilizes a self-guided plasma bolt that can hit targets without the shooter’s direct line of sight. The technology behind the Carinus-pattern Mk-III is cutting edge. It fires 6 plasma projectiles.
 * Tigris-pattern Pistol Mk-I: Joint efforts with the United Nations and Legio Technicus has produced unexpected benefits for the Stallions. The Tigris-pattern pistol is a hybrid of human and Tercrotan technology. It fires 12 rounds.
 * Tigris-pattern Sear Pistol Mk-I: This variant of the Tigris-pattern fires a searing beam of light in the shooter’s path. It must recharge itself between shots.

Machine Pistols

 * Scandia-pattern Assault Pistol Mk-I: The Scandia-pattern Mk-I machine pistol slightly increases damage at the cost of accuracy and mobility. It fires 20 rounds at 750 rounds per minute.
 * Febris-pattern Auto Pistol Mk-I: The Febris-pattern is a compact machine pistol that is exclusive to the Psycho-Hunters. Despite the inconsistent material quality found in the weapon, the Febris-pattern is remarkably effective. It fires 45 rounds at 750 rounds per minute.
 * Scandia-pattern Laser Pistol Mk-I: The Scandia-pattern Mk-I machine pistol slightly increases damage at the cost of accuracy and mobility. Accuracy has been improved. It fires 20 beam lasers at 750 rounds per minute.
 * Junius-pattern Gauss Pistol Mk-I: The Junius-pattern Mk-I machine pistol slightly increases damage at the cost of accuracy and mobility. Rounds have a chance to ignore armor. It fires 30 gauss rounds at 750 rounds per minute.
 * Febris-pattern Auto Pistol Mk-II: The Febris-pattern Mk-II utilizes a magnetic accelerator to turn the weapon into a slugthrower. However, the Legio Technicus has noted the inconsistent quality during the manufacturing process. It fires 45 slugs at 750 rounds per minute.
 * Calatinus-pattern Pulse Pistol Mk-I: The Calatinus-pattern machine pistol slightly increases damage at the cost of accuracy and mobility. Critical hits deal more damage than usual. It fires 20 pulse lasers at 750 rounds per minute.
 * Aelius-pattern Plasma Pistol Mk-I: The Aelius-pattern Mk-I machine pistol slightly increases damage at the cost of accuracy and mobility. It fires 20 rounds at 750 rounds per minute.
 * Febris-pattern Auto Pistol Mk-III: The Febris-pattern Mk-III utilizes a miniaturized Marsium powercell to turn the weapon into a deadly plasma-based weapon. Still, the manufacturing has led to speculation on its material quality. It fires 45 plasma beams at 750 rounds per minute.

Submachine Guns

 * Scandia-pattern SMG Mk-I: The Scandia-pattern submachine gun improves mobility at the cost of damage and clip size. It fires 20 rounds at 750 rounds per minute.
 * Fulminata-pattern PDW Mk-I: The Fulminata-pattern is a bullpup personal defense weapon with a vague similarity to the FN P90. This weapon reduces the enemy’s detection radius, making it a perfect choice for infiltration. It fires 25 rounds at 750 rounds per minute.
 * Scandia-pattern Laser SMG Mk-I: The Scandia-pattern laser submachine gun improves mobility at the cost of damage and clip size. Accuracy has been improved. It fires 20 beam lasers at 750 rounds per minute.
 * Aurelian-pattern Laser PDW Mk-I: The Aurelian-pattern personal defense weapon improves mobility at the cost of damage and clip size. The detection radius of enemies is reduced. Accuracy has been improved. It fires 25 rounds at 750 rounds per minute.
 * Invictus-pattern Gauss SMG Mk-I: The Invictus-pattern submachine gun improves mobility at the cost of damage and clip size. Rounds have a chance to ignore armor. It fires 30 gauss rounds at 750 rounds per minute.
 * Equitius-pattern Slug PDW Mk-I: The Equitius-pattern is a magnetic accelerator in the form of a personal defense weapon. The detection radius of enemies is reduced. It fires 25 slugs at 750 rounds per minute.
 * Rhenus-pattern Pulse SMG Mk-I: The Rhenus-pattern pulse submachine gun improves mobility at the cost of damage and clip size. Critical hits deal more damage than usual. It fires 20 pulse lasers at 750 rounds per minute.
 * Centaurus-pattern Gauss PDW Mk-I: This variant of the Centaurus-pattern fires a smaller round but grants more mobility on the field. Rounds completely ignore armor. The detection radius of enemies is reduced. It fires 25 gauss rounds at 750 rounds per minute.
 * Aquillius-pattern Plasma SMG Mk-I: The Aquillius-pattern plasma submachine gun improves mobility at the cost of damage and clip size. This weapon is lighter than the original variant, granting even more mobility. It fires 20 plasma projectiles at 750 rounds per minute.
 * Corvus-pattern Plasma PDW Mk-I: The Corvus-pattern is a plasma-based personal defense weapon with a circular handguard. The detection radius of enemies is reduced. Targets become ruptured upon being hit. It fires 25 plasma beams at 750 rounds per minute.
 * Elysium-pattern Plasma Bullpup Mk-III Delta: A variant of the Elysium-pattern with an orange color scheme and yellow trim. Users can fire at targets with an accuracy penalty. If the shot hits, another shot is fired. It fires 30 plasma beams at 750 rounds per minute.
 * Elysium-pattern Plasma Bullpup Mk-III Omega: A variant of the Elysium-pattern with a purple color scheme and blue trim. It can fire a hail of bullets that is guaranteed to hit but uses a lot of ammunition in the process. It fires 30 plasma beams at 750 rounds per minute.
 * Disciplina-pattern SMG Mk-I: Joint efforts with the United Nations and Legio Technicus has produced unexpected benefits for the Stallions. The Disciplina-pattern SMG is a hybrid of human and Tercrotan technology. It fires 45 rounds at 750 rounds per minute.

Shotguns

 * Aemilian-pattern Shotgun Mk-I: The Aemilian-pattern is a pump-action shotgun during the Pre-Heresy era. However, accuracy falls off at longer ranges, making it ineffective at long range. It fires 4 shells.
 * Aemilian-pattern Shotgun Mk-II: The Aemilian-pattern Mk-II is an improved variant of the original Aemilian-pattern. Like the previous model, accuracy falls off at range. It fires 4 shells.
 * Nilus-pattern Laser Shotgun Mk-I: The Nilus-pattern Mk-I is a shotgun utilizing advanced laser lenses to fire multiple lasers at once in a tight spread for crowd control purposes. Accuracy has been improved. It fires 4 spray-style beam lasers.
 * Nilus-pattern Laser Shotgun Mk-II: The Post-Heresy model of the Nilus-pattern laser shotgun. Accuracy has been improved. It fires 4 spray-style beam lasers.
 * Vitellius-pattern Alloy Cannon Mk-I: The Vitellius-pattern is an extremely powerful shotgun which fires Tercrotium alloy fragments. Shots have a chance to ignore armor. It fires 5 spray-style alloy fragments.
 * Lacerius-pattern Shard Gun Mk-I: The Lacerius-pattern is a shotgun capable of firing Tercrotium alloy fragments similar to the Vitellius-pattern. It fires 4 spray-style alloy fragments.
 * Nilus-pattern Pulse Shotgun Mk-I: A variant of the Nilus-pattern capable of firing pulse lasers in a tight spray. Critical hits deal more damage than usual. It fires 4 spray-style pulse lasers.
 * Cloelius-pattern Scattergun Mk-I: The Cloelius-pattern is a shotgun used by the Legio Effectus during urban skirmishes. Rounds completely ignore armor. It fires 4 spray-style gauss pellets.
 * Libertas-pattern Reflex Cannon Mk-I: The most powerful plasma shotgun known to the galaxy, the Libertas-pattern fires devastating plasma projectiles in a tight spread. The projectiles can inflict critical damage at point-blank range. It fires 4 spray-style plasma projectiles.
 * Valerius-pattern Plasma Shotgun Mk-I: The Valerius-pattern Mk-II is a shotgun capable of firing multiple plasma beams in a tightened spread. Targets become ruptured upon being hit. It fires 4 spray-style plasma beams.
 * Valerius-pattern Plasma Shotgun Mk-I Delta: A variant of the Valerius-pattern Mk-II with a gold color scheme and green trim. Fires two shots at the cost of accuracy. Targets become ruptured upon being hit. It fires 4 spray-style plasma beams.
 * Valerius-pattern Plasma Shotgun Mk-I Omega: A variant of the Valerius-pattern Mk-II with a bright yellow color scheme and cyan trim. The user can fire while on the move. Targets become ruptured upon being hit. It fires 4 spray-style plasma beams.
 * Invidia-pattern Shotgun Mk-I: Joint efforts with the United Nations and Legio Technicus has produced unexpected benefits for the Stallions. The Invidia-pattern shotgun is a hybrid of human and Tercrotan technology. It fires 4 shells.

Sawn-Off Shotguns

 * Aemilian-pattern Sawn-Off Shotgun Mk-I: A shortened variant of the Aemilian-pattern shotgun that is restricted to point-blank range and can only fire a single shot. To add insult to injury, mobility is reduced.
 * Salamina-pattern Sawn-Off Shotgun Mk-I: A sawn-off brake-lever action variant of the Aemilian-pattern Mk-II that can only carry 2 shells at a time. While extremely powerful, it is only effective at point-blank range.
 * Salonius-pattern Gauss Shorty: The Salonius-pattern is a sawn-off gauss shotgun. Rounds completely ignore armor. Though it is powerful, it is only effective at point-blank range. It fires 2 spray-style gauss pellets.

Bolt Casters

 * Pilum-pattern Bolt Caster Mk-I: An old weapon dating back as far as 500 BC, the Pilum-pattern is a unique single-shot weapon known for its powerful projectile. The weapon often resembles a crossbow in appearance. This weapon has a chance to stun targets.
 * Pilum-pattern Bolt Caster Mk-II: The Legio Technicus has modified the Pilum-pattern to be even more effective. Coupled with a magnetic launch system, the Pilum-pattern has become a man-portable magnetic accelerator. Accuracy and critical damage have been improved.
 * Pilum-pattern Bolt Caster Mk-III: Rather than using a traditional projectile, the Pilum-pattern Mk-III fires a superheated plasma bolt capable of inflicting severe damage. Targets become ruptured upon being hit. Accuracy and critical damage have been improved.

Designated Marksman Rifles

 * Scandia-pattern Marksman Rifle Mk-I: The Scandia-pattern DMR is a Scandia-pattern assault rifle with a scope attached. It fires 5 rounds.
 * Scandia-pattern Marksman Laser Mk-I: The Scandia-pattern DMR is a Scandia-pattern laser rifle with a scope attached. Accuracy has been improved. It fires 3 beam lasers.
 * Invictus-pattern Gauss Rifle Mk-I: The Invictus-pattern DMR is an Invictus-pattern gauss rifle with a scope attached. Rounds have a chance to ignore armor. It fires 4 gauss rounds.
 * Rhenus-pattern Pulse Rifle Mk-I: The Rhenus-pattern DMR is a Rhenus-pattern pulse rifle with a scope attached. Critical hits deal more damage than usual. It fires 3 pulse lasers.
 * Satyra-pattern Reflex Rifle Mk-I: The Satyra-pattern is a unique marksman rifle known for its ability to inflict critical damage on targets who are not in cover or flanked over several meters away from the shooter. It fires 3 plasma projectiles.

Sniper Rifles

 * Perseus-pattern Anti-Material Rifle Mk-I: The Perseus-pattern is a bolt-action sniper rifle loaded with a powerful cartridge. Tests indicated the rifle was effective at long range, but due to its unwieldy nature, the rifle is inaccurate at close range. It fires 5 rounds.
 * Perseus-pattern Anti-Material Rifle Mk-II: A heavy caliber variant of the Perseus-pattern Mk-I converted into an anti-material rifle. Includes an integrated bipod. It fires 3 rounds.
 * Sol-pattern Inquisitorial Rifle Mk-I: The Sol-pattern is a unique semi-automatic sniper rifle designed and used exclusively by the Inquisition. Utilizing a powerful yet small cartridge presumably hand-loaded by Inquisitors, it has excellent corrosion resistance. It fires 3 rounds.
 * Perseus-pattern Laser Lance Mk-I: The Perseus-pattern laser lance Mk-I is a laser variant of the original Perseus-pattern Mk-I. With an astonishing accuracy rating, the rifle can hit about anything at long range. However, this rifle suffers penalties at short range. It fires 3 beam lasers.
 * Agrippa-pattern Laser Lance Mk-I: The Agrippa-pattern is an improved laser sniper rifle that has since replaced the Perseus-pattern laser lance. Though it retains the traits of its predecessor, this model is more advanced. It fires 3 beam lasers.
 * Perseus-pattern Gauss Lance Mk-I: The Perseus-pattern gauss lance is a gauss variant of the original Perseus-pattern Mk-I. It uses high-explosive, anti-tank ammunition, but it can only fire a single round in the chamber. To add insult to injury, mobility is severely reduced.
 * Mars-pattern Slug Lance Mk-I: The Mars-pattern is a man-portable magnetic accelerator in a sniper rifle configuration. These types of rifles can fire metal slugs at extreme ranges and at high velocities to ensure maximum damage. It fires 3 slugs.
 * Sol-pattern Inquisitorial Rifle Mk-II: The Inquisition has its own personal manufacturing facilities to create the weapons they need in case of dire need. The Sol-pattern Mk-II is largely improved with a magnetic launch system. It fires 3 slugs.
 * Pertinax-pattern Pulse Lance Mk-I: The Pertinax-pattern is a significant improvement over the Perseus-pattern laser lance, capable of inflicting severe critical damage at long ranges better than the Perseus-pattern. It fires 3 pulse lasers.
 * Taurus-pattern Gauss Lance Mk-I: The Taurus-pattern is an advanced man-portable magnetic accelerator built to replace the Perseus-pattern gauss lance. Many of the penalties from the Perseus-pattern have been removed. It fires 3 gauss rounds.
 * Virtutis-pattern Plasma Lance Mk-I: The Virtutis-pattern provides snipers with unprecedented firepower and range. Tests have revealed that it is capable of causing critical damage to target at a range of 35 yards away. It fires 3 plasma projectiles.
 * Virtutis-pattern Plasma Lance Mk-II: The Virtutis-pattern Mk-II utilizes focused plasma beam technology to give it more power than the Virtutis-pattern Mk-I. Targets become ruptured upon being hit. It fires 3 plasma beams.
 * Sol-pattern Inquisitorial Rifle Mk-III: Despite being initially rejected by the Inquisition after numerous investigations into the technology, the Sol-pattern Mk-III finally entered service during the post-Heresy era. It fires 3 plasma beams.

Squad Assault Weapons

 * Gratiae-pattern SAW Mk-I: The Gratiae-pattern is a squad assault weapon commonly assigned to heavy troops in the Republic Guard. It fires 100 rounds at 750 rounds per minute.
 * Gratiae-pattern Laser SAW Mk-I: This Gratiae-pattern utilizes a large Marsium cell to unleash a deadly barrage of laser beams. Accuracy has been improved. It fires 100 beam lasers at 750 rounds per minute.
 * Scipio-pattern Gauss SAW Mk-I: The Scipio-pattern is a heavy, man-portable magnetic accelerator which uses a heavy linked gauss belt. Rounds have a chance to ignore armor. It fires 200 gauss rounds at 750 rounds per minute.
 * Elva-pattern Pulse SAW Mk-I: The Elva-pattern provides heavy troops with devastating firepower to suit their needs in combat. Critical hits deal more damage than usual. It fires 100 rounds at 750 rounds per minute.
 * Lympha-pattern Plasma SAW Mk-I: The Lympha-pattern is a plasma squad assault weapon with advanced cooling systems to allow a rapid barrage of plasma projectiles. This weapon can be steadied for an accuracy bonus. It fires 100 plasma projectiles at 750 rounds per minute.

Light Machine Guns

 * Gratiae-pattern LMG Mk-I: A heavy variant of the Gratiae-pattern using an expanded magazine, extended range and improved critical damage at the cost of mobility. It fires 200 rounds at 750 rounds per minute.
 * Gratiae-pattern Laser LMG Mk-I: A heavy variant of the Gratiae-pattern laser SAW using an expanded magazine, extended range and improved critical damage at the cost of mobility. Accuracy has been improved. It fires 200 beam lasers at 750 rounds per minute.
 * Scipio-pattern Gauss LMG Mk-I: A heavy variant of the Scipio-pattern gauss SAW using an expanded magazine, extended range and improved critical damage at the cost of mobility. Rounds have a chance to ignore armor. It fires 300 gauss rounds at 750 rounds per minute.
 * Elva-pattern Pulse LMG Mk-I: A heavy variant of the Elva-pattern using an expanded magazine, extended range and improved critical damage at the cost of mobility. Critical hits deal more damage than usual. It fires 200 pulse lasers at 750 rounds per minute.
 * Lympha-pattern Plasma LMG Mk-I: A heavy variant of the Lympha-pattern plasma SAW using an expanded magazine, extended range and improved critical damage at the cost of mobility. Airborne targets take more damage. It fires 200 plasma projectiles at 750 rounds per minute.

Light Support Weapons

 * Romulus-pattern Assault Cannon Mk-I: The Romulus-pattern is a light support weapon resembling a minigun. Despite its high volume of fire, the weight reduces mobility. It fires 200 rounds at 750 rounds per minute.
 * Cetra-pattern Laser Cannon Mk-I: The Cetra-pattern is a laser light support weapon designed to fire lasers at a high volume of fire. Accuracy has been improved. It fires 200 lasers at 750 rounds per minute.
 * Titinius-pattern Slug Cannon Mk-I: The Titinius-pattern is a heavy, man-portable magnetic accelerator in the form of a light support weapon. This weapon can fire metal slugs at an extremely high rate of fire. It fires 200 rounds at 750 rounds per minute.
 * Palatua-pattern Gauss Cannon Mk-I: The Palatua-pattern is a gauss light support weapon with a high volume of fire, enabling suppression tactics. Rounds completely ignore armor. It fires 200 rounds at 750 rounds per minute.
 * Necessitas-pattern Beam Cannon Mk-I: The Necessitas-pattern is a plasma light support weapon capable of firing plasma beams at a high rate of fire. Targets become ruptured upon being hit. It fires 200 rounds at 750 rounds per minute.

Grenade Launchers

 * Fornax-pattern Grenade Launcher Mk-I: The Fornax-pattern Mk-I is a revolver-type grenade launcher that carries 6 grenades of any kind. The weapon is restricted to demolition specialists due to its devastating effects on structures and barriers.
 * Fornax-pattern Grenade Launcher Mk-II: The Fornax-pattern Mk-II utilizes a magnetic launch system to propel grenades even further than before. In addition, the blast radius of all grenades is substantially increased. It fires 6 grenades.

Rocket Launchers

 * Angitia-pattern Rocket Launcher Mk-I: The Angitia-pattern Mk-I is a shoulder-mounted, single-shot rocket launcher restricted to demolition teams. It is also useful as a countermeasure for airborne targets.
 * Angitia-pattern Rocket Launcher Mk-II: The Angitia-pattern Mk-II uses micro-missile technology rather than a full-sized rocket. Unlike the Mk-I, the Mk-II is a wrist mounted heavy weapon able to be fired by muscle action. This weapon cannot be reloaded.
 * Vulcan-pattern Recoilless Rifle Mk-I: The Vulcan-pattern Mk-I is a stronger variant of the Angitia-pattern converted to use gauss technology. Rounds have a chance to ignore armor.
 * Juno-pattern Blaster Launcher Mk-I: The Juno-pattern is a unique type of rocket launcher capable of firing a plasma sphere which travels to the intended target without direct line of sight of the shooter. Once reaching its destination, the sphere detonates with great force.
 * Juno-pattern Blaster Launcher Mk-II: The Juno-pattern Mk-II is a wrist-mounted version of the original Juno-pattern. It fires a smaller sphere compared to the Mk-I but is nonetheless an extremely effective weapon. This weapon cannot be reloaded.

Heavy Weapons

 * Bellona-pattern Flak Gun Mk-I: The Bellona-pattern is a wrist-mounted slugthrower that fires multiple alloy fragments in a very wide spread. The fragments cause severe damage to anything caught in its range and can destroy barriers. This weapon cannot be reloaded.
 * Minerva-pattern Flamethrower Mk-I The Minerva-pattern is a wrist-mounted incendiary weapon firing a spray of napalm at targets in close range. However, extreme caution is to be exercised, as the weapon can cause damage to the surrounding area. This weapon cannot be reloaded.
 * Janus-pattern Plasma Blaster Mk-I: The Janus-pattern is a wrist-mounted, heavy plasma weapon capable of firing a superheated beam of plasma in a fixed path. The weapon can take down weaker enemies in a single hit. This weapon cannot be reloaded.
 * Bellona-pattern Flak Gun Mk-II: The Bellona-pattern Mk-II is a more aggressive variant of the Bellona-pattern Mk-I which fires multiple plasma projectiles in a very wide spread. It is much more powerful than its original counterpart. This weapon cannot be reloaded.
 * Minerva-pattern Flamethrower Mk-II: The Minerva-pattern Mk-II utilizes a Marsium-based fuel system capable of firing jellied Marsium at targets. Much like the Mk-I, caution must be exercised as it can damage the environment. This weapon cannot be reloaded.

Star Praetorian Weapons

 * Feronia-pattern Minigun Mk-I: The Feronia-pattern Mk-I is a massive minigun designed to be handled by Star Praetorian Bulwarks. Because of the weapon’s enormous size, it cannot be used by regular soldiers. It fires 300 rounds at 1000 rounds per minute.
 * Sagittarii-pattern .75 Caliber Rifle Mk-I: The standard-issue weapon of the Legio Praetoriae since the Crusade of the Righteous. This weapon fires a .75 caliber round which explodes on impact and shreds enemy armor. It fires 30 rounds at 750 rounds per minute.
 * Fortuna-pattern Melter Rifle Mk-I: The Fortuna-pattern Mk-I is a large-scale laser rifle designed to be handled by Star Praetorian Bulwarks. Accuracy has been improved. It fires 300 beam lasers at 1000 rounds per minute.
 * Vediovis-pattern Railgun Mk-I: The Vediovis-pattern is a high-powered, recoilless slugthrower designed to be handled by Star Praetorian Bulwarks. Rounds have a chance to ignore armor. It fires 4 powerful rails.
 * Vortumnus-pattern Helix Rifle Mk-I: The Vortumnus-pattern is a heavy slugthrower designed to be handled by Star Praetorians. Accuracy and critical damage have been improved. It fires 40 slugs at 750 rounds per minute.
 * Quirinus-pattern Gamma Rifle Mk-I: The Quirinus-pattern Mk-I is a large-scale pulse rifle designed to be used by Star Praetorian Bulwarks. Critical hits deal more damage than usual. It fires 300 pulse lasers at 1000 rounds per minute.
 * Pluto-pattern Particle Cannon Mk-I: The Pluto-pattern is a heavy plasma weapon designed to be mounted on Star Praetorian Bulwarks. This weapon deals additional damage against mechanized targets. It fires 300 plasma beams at 1000 rounds per minute.
 * Pegasus-pattern Marsium Rifle Mk-I: The Pegasus-pattern is a heavy plasma rifle designed to be handled by the Star Praetorians. Accuracy and critical damage has been largely improved. Targets become ruptured upon being hit. It fires 50 plasma beams at 750 rounds per minute.

Vehicle Weapons

 * Larunda-pattern Sentry Mk-I: The Larunda-pattern Mk-I is a sentry turret mounted on Shurikens and mounted on some vehicles. With a high rate of fire and significant damage output, Larunda-patterns are ideal for suppression tactics. Constant usage can lead to overheating.
 * Vediovis-pattern Laser Sentry Mk-I: The Vediovis-pattern is a laser sentry turret mounted on Shurikens and vehicles. Accuracy has been improved. Constant usage can lead to overheating.
 * Larunda-pattern Gauss Sentry Mk-I: A variant of the Larunda-pattern with gauss ammunition. Rounds have a chance to ignore armor. Constant usage can lead to overheating.
 * Vediovis-pattern Pulse Sentry Mk-I: A variant of the Vediovis-pattern that fires pulse lasers. Critical hits deal more damage than usual. Constant usage can lead to overheating.
 * Novensides-pattern Plasma Sentry Mk-I: The strongest weapon assigned to Shurikens and vehicles alike, the Novensides-pattern Mk-I is an unmatched vehicle armament. Accuracy has been improved and critical hits deal more damage. Constant usage can lead to overheating.

Aircraft & Ship Weapons

 * Maximus-pattern Heavy Coilgun Mk-I: The Maximus-pattern Mk-I is a massive coilgun mounted on starships and aircraft. However, its short range requires the vessel to get closer, putting the vessel at greater risk. Maximus-pattern coilguns have armor-piercing capabilities.
 * Cambria-pattern Missile Mk-I: The Cambria-pattern missiles are air-to-air weapons of unprecedented precision. Mounted onto fighters, it represents the pinnacle of terrestrial guided-missile technology.
 * Cambria-pattern Missile Mk-II: The Cambria-pattern Mk-II is designed for armor-piercing capabilities in air-to-air combat. Compared to the Mk-I, the Mk-II has improved deployment time at the cost of damage inflicted.
 * Angitia-pattern Pulse Cannon Mk-I: The Angitia-pattern is a super-cooled laser cannon that can take down vessels, but they have a limited range, requiring the fighter to close in on targets. Angitia-pattern cannons have partial armor-piercing capability and are very accurate.
 * Domitian-pattern Plasma Cannon Mk-I: The Domitian-pattern is a focused plasma cannon that is an ideal anti-ship weapon, combining high damage output with a long effective range. Domitian-pattern cannons exceed the maximum armor penetration count.
 * Hadrian-pattern EMP Cannon: The Hadrian-pattern was developed in an effort to increase the chance of recovering functional technology from enemy vessels. Hadrian-pattern cannons exceed maximum armor penetration but have less accuracy and no physical damage.
 * Caracalla-pattern Fusion Lance: The Caracalla-pattern is the most powerful anti-ship weapon currently available to the Republic. Caracalla-pattern lances exceed maximum armor penetration capabilities at the cost of deployment time and accuracy.

Swords

 * Sword: The sword is mostly a training weapon, but it's used in combat as well. The sword itself was also used during the Unification Crusade, and continues to remain in service today.
 * Arc Blade: The arc blade boosts the standard sword's combat effectiveness with the addition of an electric field, capable of stunning enemies not killed outright.
 * Fusion Blade: The fusion blade encases a plasma heated metallic core in a magnetic field, enabling devastating melee attacks that are capable of setting enemies aflame.

Knifes

 * Combat Knife: A traditional combat knife used by the Stallions. This knife can cut through flesh as much as it can cut through Kevlar vests. It still remains in service today despite the fact this knife was manufactured during the Unification Crusade.
 * Vibroblade: The Vibroblade is commonly used by the Stallions, mainly because of how effective it is when it cuts through armor. It’s equivalent to the Arc Blade.

Axes

 * Hunter’s Axe: The hunter’s axe is an ancient melee weapon dating back many years before the Republic was founded. Honed to an incredible degree, these ornately crafted throwing axes are compact enough to engage with from long range.
 * Ionic Axe: Using expertise in working with Tercrotium alloys, the Legio Technicus managed to further hone the axe into an incredibly dangerous melee weapon. Like the Arc Blade, an electric field surrounds the blade, stunning enemies who were not killed outright.
 * Fusion Axe: The addition of small power cells embedded within the axe’s handles provide a powerful electrical jolt capable of igniting enemies.

Claws

 * Claw: After defecting from the Ethereal Dominion, the Brotherhood of Justice invented this clawed melee weapon which includes an integrated grappling hook. As a result, a number of the Brotherhood’s most impressive tactics are centered on this device.
 * Ionic Claw: Whether this was an intentionally designed upgrade or an accidental discovery, these claws utilize a raw electric current, capable of stunning targets who were not killed outright in combat.
 * Fusion Claw: This claw uses a magnetic field to guide charged plasma along a set of narrow ceramic plates. Though this design could potentially expose the user to extreme heat dangers, the Brotherhood don't seem to mind or care.

Grenades

 * HE Grenade: A high-explosive standard-issue grenade used by the Republic Guard. It is based on older designs but continues to be in service today.
 * Frag Grenade: Standard grenade that blasts enemies with shrapnel in a small radius. Effective at removing armor.
 * Stallion Frag Grenade: The frag grenade was approved for Stallion use. The small blast radius makes it ideal for the tight quarters found in most urban environments.
 * AP Grenade: A variant of the frag grenade, this weapon does equivalent damage over a much larger area, but the projectiles cannot penetrate cover. Thus, units in cover relative to the center of the blast area will be unaffected.
 * Fusion Grenade: Although similar in function to the standard HE Grenade, the fusion variant uses a more powerful explosive compound.
 * Plasma Grenade: A concussive grenade augmented by energy pulse tech; plasma grenades deal more damage than the standard frag grenade and are more effective at shredding armor.
 * Stallion Plasma Grenade: Expropriated plasma grenades deliver a bigger bang than standard frag grenades. The Stallions modified the yield of this version which retains stopping power in a more predictable blast radius.
 * Psi Grenade: A psionic variant of the frag grenade, this weapon by far inflicts heavy psionic damage, and has a chance to stun, panic or disorient the target at the small cost of willpower.
 * Chem Grenade: Research in Tercrotan physiology has allowed the Republic to synthesize a modified version of the venom projected by them and containerize it in grenade form.
 * Gas Grenade: A fast-acting toxin allows the gas grenade to deal damage over a much larger area than the standard frag grenade, and any organic units caught in the blast radius will suffer the additional debilitating effects of poison over an extended period of time.
 * Gas Bomb: The toxin delivery system in this grenade damages all enemy targets and applies a poisonous effect to any organic enemies caught in the blast.
 * Stallion Gas Grenade: This grenade carries toxic venom in addition to its explosive payload. The quick dissipation rate makes it ideal for use in urban environments.
 * Ghost Grenade: This grenade contains Marsium-infused particles that, when diffused into units, causes them to become invisible. These particles will lose their Marsium charge after a brief amount of time, and competing energy sources, such as weaponry, will disrupt them.
 * Incendiary Grenade: The incendiary grenade is a technical improvement to the improvised fire weapons Tercrota has been using for years. After the initial blast, most targets will be set aflame and suffer from persistent burning damage.
 * Incendiary Bomb: This grenade not only deals a high amount of explosive damage to every target in its radius, but also sets most enemies and environments alight, subjecting them to greater burning damage over time.
 * Stallion Incendiary Grenade: Despite their popularity during the Heresy, incendiary grenades are restricted to authorized Stallion squads. Stallions must weigh the benefits against the destructive potential to populated areas.
 * Acid Grenade: The addition of a corrosive chemical additive to the grenade results in a small explosive that is especially effective at removing armor. Targets will suffer persistent damage as the acid clings to them and continues to eat away at any surface it touches.
 * Acid Bomb: The chemical additive in this grenade is extremely corrosive, able to strip away most armor immediately while continuing to damage the target over time with chemical burns.
 * Stallion Acid Grenade: Though best deployed against heavily armored targets, Stallions can deter hostiles from approaching with a well-placed acid grenade.
 * Pre-Heresy Flashbang: This grenade-style weapon emits a disorienting flash of light with accompanying sounds. Any enemies that can see the blast will be disoriented, suffering severe penalties to accuracy and movement. Robotic and psionic enemies are immune to this effect.
 * Post-Heresy Flashbang: The flashbang disrupts and disorients enemies in a very large radius, inflicting significant offensive penalties.
 * Flash Bomb: A more powerful version of the flashbang, the flash bomb disrupts and disorients enemies in a very large radius. To add insult to injury, offensive penalties last even longer.
 * Stallion Flashbang: The Legio Sicarii's largest recurring field expense in combat was the humble flashbang. The latest design disorients all known sentient species.
 * Stallions Flash Bomb: The Stallion variant of the flash bomb sees frequent use by Stallions who lob it into the room just before breaching the room. They can't hit what they can't sense.
 * Frost Grenade: Relying on an as-of-yet unidentified chemical agent, these hand-held explosives seem capable of instantaneously reducing the ambient temperature of the surrounding area. Exposed tissue will be frozen on contact.
 * Pre-Heresy Smoke Grenade: Standard-issue smoke grenade, used in tactical operations to provide defensive boosts to any unit within the radius of the smoke. Caution must be exercised, as enemies can receive these benefits as well.
 * Post-Heresy Smoke Grenade: Provides a defensive boost to any unit within the radius of the smoke cloud, friend or foe.
 * Smoke Bomb: The upgraded smoke bomb provides a significant defensive boost to any unit within the radius of the smoke cloud, friend or foe.
 * Stallion Smoke Grenade: Stallions use the same grenades deployed by the Republic Guard. As one Stallion said, “When you're exposed, drop smoke. Then decide to fight or flee.”
 * Stallion Smoke Bomb: Stallions prefer their smoke bomb for ease of use during a breach.
 * EMP Grenade: EMP grenades wreak havoc on the delicate electronic systems in mechanical and robotic enemies, dealing considerable damage and potentially rendering them inoperable for a short period of time. Organic enemies are completely immune to these effects.
 * EMP Bomb: The upgraded EMP bomb deals a massive amount of damage to robotic and mechanical targets. Even those that survive the initial damage can be temporarily shut down and unable to function. Organic enemies are immune to the EMP effect.
 * Shock Grenade: The Stallions’ need to incapacitate both organic and mechanical targets led to the shock grenade, adapted from the Republic Guard’s standard EMP grenade.
 * Turncoat Grenade: The turncoat grenade deploys a psionic burst that briefly convinces organic targets to see friends as foes. The Legio Technicus retooled the disastrous prototype's effect duration after an accidental deployment at a fish hatchery forced a city to ration for two weeks.
 * Ceasefire Grenade: This clever design from the Legio Technicus disables all firearms in a large radius, making ceasefire grenades a must-have for the Stallions. Persistent rumors suggest the blast core of the grenade contains an artificial intelligence that self-immolates on impact.
 * Ceasefire Bomb: The Stallions modified the casing on standard ceasefire grenades for use when breaching. The reduced blast radius of the grenade prevents a mishap experienced in training where Stallions accidentally disabled their own weapons during a breach.
 * Lift Grenade: What was reportedly a practical joke, a Techno-Priest applied a long-derided electrogravitic theory to salvaged extraterrestrial materials. The result was the lift grenade, which does exactly what its name says.
 * Adhesion Grenade: A recent breakthrough in hardlight holography allows for adhesion fields, which the Stallions adapted for their own use. Adhesion grenades deploy a field at approximately three feet above the point of impact and “bleeds” most kinetic energy that counteracts the planet’s gravitational force.
 * Bubble Grenade: When the Legio Technicus created the psionic stasis bubble through technological and religious means, Techno-Priests figured out how to place that technology in a grenade case. The Stallions deploy the bubble grenades offensively or defensively.

Protective Gear

 * Pre-Heresy Ceramic Plating: The basic vest used by Republic forces with Kevlar armor. However, it provides limited protection, but slightly increases their vitals.
 * Post-Heresy Ceramic Plating: An improved variant of the basic ceramic plating, increasing the wearer’s vitality.
 * Nano-fiber Vest: Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer.
 * Reinforced Armor: A ballistic vest designed to enable damage reduction. When equipped, this vest reduces damage taken and increases vitality, at the cost of defense and mobility.
 * Psi Screen: A psionic protective barrier for psions. It reduces damage at the cost of willpower.
 * Impact Vest: A shock-absorbent vest worn by Republic Guardsmen. It can protect the wearer from electric shocks and EMP blasts. It also adds up to the wearer’s vitals.
 * Pre-Heresy Chitin Plating: This light plate, made from the chitin of the Tercrotius Arachnae, provides additional protection, vitality, and a significant reduction to melee damage sustained at the cost of mobility. It's also sturdy enough to provide a strangulation countermeasure.
 * Post-Heresy Chitin Plating: The improved model of the Chitin Plating significantly increases the wearer’s health while also negating the loss of mobility.
 * Nanoscale Vest: A light armor underlay derived from Xarti’s armor. This vest can be worn with all armor to increase the wearer’s vitality.
 * Plated Vest: The Republic has outfitted the traditional nanoscale vest with armor plating, providing an increased vitality boost and additional armor protection from enemy attacks.
 * Hazmat Vest: By reinforcing the nanoscale vest with specialized materials, wearers gain an additional vitality boost and are completely resistant to any environmental hazards.
 * Stasis Vest: This upgraded nanoscale vest grants additional vitality to the wearer, and its built-in medikit will automatically restore health to wounded units.
 * Firedrake Vest: The firedrake vest not only grants a bonus to the wearer’s vitality, but will return damage to any melee attackers, and grants a chance to set them alight.
 * Chameleon Suit: The Republic’s version of the ghillie suit. It improves the wearer’s reflexes, defense, and mobility. Perfect for infiltration.
 * Carapace Plating: The carapace plating significantly increases the wearer’s vitality. It is lighter and stronger than ceramic plating.
 * Synch Vest: Nanoparticles that mimic the Cektre’s neurological substances were applied to this nanoscale vest. This vest prevents unconsciousness through neural synchronization.
 * Extra Padding: Adding ballistic padding to armor can better protect a Stallion’s insides.
 * Adrenal Weave: Connecting adrenal weaves gives Stallions an edge against incoming fire.
 * Mach Weave: Mach weave anticipates and augments a Stallion’s sudden movements.
 * Tactical Rigging: Every Stallion has an opinion on the best way to wear tactical rigging.
 * Flux Weave: Flux weave keeps Stallions steady when they might have impaired thoughts.
 * Infiltrator Weave: Infiltrator weave impels Stallions through inaccessible entry points.

Miscellaneous Items

 * Alien Trophy: These artifacts prevent its user from panicking as a result of getting wounded, allies panicking, allies getting wounded or killed, or intimidation. Usage of such items is extremely rare, due to the Republic’s anti-xenophobic laws.
 * Respirator Implant: A fabricated module that will automatically detect chemical and physical threats to a wearer’s oxygen supply and deploy uncomfortable but potentially life-saving oxygen tube shunts in a matter of seconds. This module will fit all armor designs.
 * Walker Servos: The walker servos improve the soldier’s range of movement and mobility.
 * Fuel Cell: This special fuel cell increases the flight time for flight-capable armor systems at the cost of mobility. Unfortunately, it is not compatible with other armor systems, but is compatible with vehicles, aircraft and spacecraft for the Republic’s military and civilians.
 * Cognitive Enhancer: A specialized Republic Guard helmet. These helmets improve accuracy, increase their experience on the field, and improve reaction time. It also slightly increases willpower for psionic operatives.
 * Neuroregulator: A psionic artifact designed to improve accuracy, reaction time, and experience in the field, pushing psionic units through their limits in psionic potential, and greatly increasing their damage. It also gives psionic operatives greatly increased willpower.
 * Pre-Heresy Reality Bubble: Developed using cybernetic implants removed from the skull of an alien species, this device will allow for a greater resistance to offensive psionic attacks.
 * Post-Heresy Reality Bubble: The reality bubble is a powerful psionic artifact, rendering the wearer completely immune to any negative mental conditions including panic, mind control, stuns and disorientation.
 * Inquisitorial Mine: With an attachment mechanism adapted from grapple designs, this explosive system can be attached to environmental and physical targets without the risk of detachment. Once placed, it can be targeted for remote detonation by an Inquisitorial marksman.
 * Caster Gauntlets: The Techno-Priests developed these powerful Tercrotium gauntlets to boost the psionic potential of any user regardless of their natural talents. By tapping right into the user’s body, the gauntlets capture the user’s latent power and amplify it to the point that it can be focused and released on command, unleashing a deadly blade of pure psionic energy.
 * Mage Gauntlets: With magnetic plating layered over the existing structure, they now provide much more than the original enhancement they were created for.
 * Archmage Gauntlets: A small power cell scavenged from an unknown piece of technology has provided a means of further amplifying the psionic energy harnessed by these gauntlets.
 * Archdaemon Gauntlets: A heavily corrupted version of the caster gauntlets touched by Ethereal energies and tainted with corrupted souls. Rumors persist that the gauntlets themselves contain an Ethereal intelligence.
 * Photonic Shield: Recent advances in hard light holography led to the Stallion’s photonic shield. When activated, it generates a protective barrier with no added weight.
 * Segmentata Gauntlets: The deceptively simple Segmentata Gauntlets adjust to a Stallion’s hand movements, with only a negligible loss in mobility.

Utility Items

 * Rocket: This basic rocket is mainly intended for rocket launchers. Any artifacts caught in the blast radius will not be recovered.
 * Shredder Rocket: This special rocket can be used with rocket launchers and recoilless rifles. Once fired, the rocket causes all enemies hit to take additional damage from all sources for a period of time. However, the rocket's blast is weaker than a standard rocket.
 * Motion Tracker: When activated, the Motion Tracker will display signatures in different colors. Blue is friendly, white is civilian, red is hostile, yellow is resources, and green is an objective.
 * Pre-Heresy Medikit: The field-deployable medikit can temporarily treat a soldier's wounds through the use of nanostructures and high-potency stimulants.
 * Post-Heresy Medikit: The medikit contains a pressurized solution that, when exposed to air, acts as a sealant and insulator. Infused with painkillers and antiseptics, the Medikit can treat wounds and remove a variety of adverse conditions, including burns and poison.
 * Nanomedikit: The nanomedikit represents a substantial upgrade over the standard medikit, increasing the health restored to injured soldiers.
 * Combat Stims: This powerful stimulant cocktail derived from a chemical found in the glands of a Theaxian Brute provides a temporary boost to several of the user's vital statistics. It can only be used once.
 * Overdrive Serum: Derived from the adrenal glands of the Theaxian Brute, overdrive serum boosts a soldier's nervous system, resulting in greater mobility and damage resistance. Overdrive serum can only be used in combat once.
 * Pre-Heresy Mimic Beacon: This device has been programmed to mimic the auditory cues the targets use in the field. It can be used to attract their attention to an area. Psionic operatives can boost its effectiveness at the cost of willpower.
 * Post-Heresy Mimic Beacon: The mimic beacon generates a holographic decoy to draw enemy attacks toward the decoy and away from other troops. It is deployed like a grenade, thrown to the site where the decoy will appear.
 * Pre-Heresy Battle Scanner: When thrown by a soldier, this device reveals all hidden enemies in a short radius.
 * Post-Heresy Battle Scanner: The battle scanner provides extra vision on the battlefield. Guardsmen deploy it like a grenade, throwing it to a hidden area they want to reveal. Any hidden or disguised enemies will be revealed as well.
 * Pre-Heresy Arc Thrower: The arc thrower is a non-lethal sidearm designed to stun targets and retrieve them for interrogation. The mechanism is most effective against weakened enemies.
 * Arc Rifle: The arc rifle is a special type of rifle that can be used to disable enemies. It has very low damage, designed to whittle down an already wounded target without the risk of killing it.
 * Post-Heresy Arc Thrower: This model of the arc thrower was used in the 16th century during the Crusade of the Righteous. It is now used by the Legio Effectus to deal with criminal activity.
 * Advanced Arc Thrower: Improvements to the arc thrower have greatly decreased all kinds of criminal activity, all thanks to magnetically accelerated projectiles. The advanced arc thrower uses a stronger stunning mechanism to ensure maximum effect against targets.
 * Arc Blaster: The most advanced arc thrower used by the Legio Effectus, the arc blaster uses retrofitted alien technology, though its components for the sidearm’s manufacturing remain entirely classified by the Inquisition.
 * Psionic Amplifier: Psionic amplifiers, or psi amps for short, are devices which are used to amplify psionic energy to the user. Once fully amplified, the psionic energy can be used for different abilities at the cost of willpower.
 * Advanced Psionic Amplifier: This evolved version of the psi amp channels the user's psionic energy far more clearly, enabling greater psionic strength in users. Psionic offense and attack damage of some abilities is improved when carrying this advanced amplifier.
 * Alien Psionic Amplifier: This version of the psionic amplifier incorporates artifacts from a powerful alien species encountered by Republic Guardsmen. It will put experienced psionic operatives on the same level as Xarti's most powerful psionic forces.
 * Holo-Targeter: A hand-held device that is designed to improve the user’s accuracy by locking on and marking selected targets. The target is marked on the user’s heads-up display on activation, allowing them to see their location in real time, especially through solid obstacles.
 * Holo-Targeter Mk-II: Improvements to the holo-targeter include an enhanced lock-on mechanism that allows its user to see targets longer than the standard model. Its range of view is also enhanced on the user’s interface when the target is marked.
 * Holo-Targeter Mk-III: This advanced holo-targeter includes a greatly enhanced power supply that allows the device to mark targets even longer. The extended range on the user’s interface after the target is locked can allow Guardsmen to locate them much further in the field.
 * Shaped Charge: Guardsmen who need a better entry point rely on shaped charges to give them a better way in, or to blow up enemy vital operations.
 * Proximity Mine: Using high-tech multi-spectrum sensors, the proximity mine will self-trigger when an enemy penetrates its radius, dealing massive damage to the environment and enemy targets alike.
 * Binary Decoder: Access to Cektre communications is highly restricted, requiring several complex augmentations before admittance is granted. The binary decoder allows the Republic to “hack” into the network by temporarily wresting control of a being's augmentations.
 * Neurowhip: This psionic artifact grants a bonus to psi abilities at the cost of willpower. It can only be used by some of the most powerful psions.
 * Stasis Sphere: An emergency failsafe mechanism that automatically activates when a Guardsman is on the brink of death, placing them in temporary suspension to extend their life. The sphere can only be used in combat once.
 * Nanobot Cloud: Nanobot clouds, recovered from the Cektre Mentalist, will allow the user to instantly enter concealment. However, the cloud can only be used in combat once.
 * Ultrasonic Lure: Using what was learned of the Husks and their behaviors, the lure was designed to help control their movements in the field. Deployed like a grenade, the lure will draw Husks to wherever the device is thrown. Any Husks within the target area will move to attack.
 * Auto Key Card: An AKC uses a brute force method to push through any security door.
 * Relocation Disc: The science behind the relocation disc is cutting edge. The disc itself is only mildly irradiating and works only for short distances.
 * Motile Inducer: The motile inducer artificially stimulates the nervous system, allowing a Stallion to act rapidly under pressure.
 * Kinetic Screen: The kinetic screen provides a temporary protective shield for Stallions who find themselves in the open.
 * MediPatch: MediPatches, designed by MediCorp, are specialized medikits designed for the Legio Sicarii. Squads can recuperate quickly before pressing on.
 * Holo Scanner: Stallions can toss a holo scanner into a breach point to quickly illuminate every available target.
 * Target Analyzer: Target analyzers provide telemetry when tossed through breaching points, helping Stallions make their first shots count.

Vehicle Modules

 * Tracking Systems: Onboard tracking systems help operators maintain course with the target.
 * Defense Matrix: This module is designed to enable evasive maneuvering. This module only works for a short period of time.
 * Uplink Targeting: Smart uplink systems are connected to the vehicle, enabling gunners to strike any unsuspecting attackers. This module only works for a short period of time.

Bulwark Equipment

 * Kinetic Strike Module: The kinetic strike module was designed for Bulwarks to engage with devastating melee attacks. Because of its sheer size and bulk, the KSM is impossible to be used by a regular Guardsman or Star Praetorian.
 * Arc Strike Module: An upgraded and improved variant of the kinetic strike module for Bulwarks. It is equivalent to the arc blade. Because of its sheer size and bulk, it is impossible to be used by a regular Guardsman or Star Praetorian.
 * Fusion Strike Module: An upgraded variant of the arc strike module designed for high-powered Bulwark suits. It is equivalent to the fusion blade. Because of its sheer size and bulk, it is impossible to be used by a regular Guardsman or Star Praetorian.
 * Bulwark Flamethrower: A large scale flamethrower designed to be handled by Bulwarks using a special type of Marsium fuel. Because of its sheer size and bulk, it is impossible to be used by a regular Guardsman or Star Praetorian.
 * Bulwark Launcher: This retrofitted grenade launcher was configured to be mounted on Bulwarks for devastating firepower. It carries four grenades. Because of its sheer size and bulk, it is impossible to be used by a regular Guardsman or Star Praetorian.
 * Restorative Mist: This modified medikit was designed for Bulwarks. This device deploys a special mist that heals any allies in close proximity. Because of its sheer size and bulk, it is impossible to be used by a regular Guardsman or Star Praetorian.
 * Proximity Mine Launcher: This special launcher was designed to launch proximity mines designed for Bulwarks to handle. Because of its sheer size and bulk, it is impossible to be used by a regular Guardsman or Star Praetorian.
 * Electro Pulse: This module emits a powerful electromagnetic pulse that disrupts any robotic or mechanical targets in a very large radius. Because of its sheer size and bulk, it is impossible to be used by a regular Guardsman or Star Praetorian.
 * Bulwark Holo-Targeter: A large-scale variant of the holo-targeter, which increases accuracy. Compatible with Shuriken drones.
 * Core Armoring: With the use of Tercrotium alloys, core armor plating grants immunity to critical hits, while also adding up to their vitality. Compatible with Shuriken drones.
 * Carbide Plating: Improved core armoring greatly enhancing vitality at the cost of mobility. Compatible with Shuriken drones.
 * Battle Computer: The battle computer increases defense, accuracy and critical hit chance. Compatible with Shuriken drones.
 * Tactical Sensors: These sensors grant Bulwarks slightly increased defense.
 * Incinerator Module: Although the reasons behind this module’s creation are highly questionable, the incinerator module increases the Bulwark’s flamethrower damage.
 * The Thumper: This module earned its infamous nickname due to the fact that it causes collateral damage by Bulwarks with Kinetic Strike Modules. It works just like a battering ram.

Shuriken Modules

 * HEAT Ammo: High-explosive, anti-tank ammunition. The Shuriken’s primary weapon deals greatly increased damage to mechanical enemies after any damage reduction is removed.
 * Advanced Suppression Module: This module increases the radius of effect when suppressing. The same applies to rocket launchers, grenade launchers, and proximity mine launchers, as their explosion radius is also increased.
 * Adaptive Tracking Pod: The Shuriken no longer suffers an accuracy penalty while firing on targets that are moving.
 * Smartshell Pod: The Shuriken can fire shots that will cause ground enemies to relocate to cover. The shot is easy to hit with but deals reduced damage and consumes additional ammunition. Hunkered targets will not relocate.
 * Damage Control Pod: The Shuriken will receive damage reduction when hit. Further damage taken is reduced for a short amount of time.
 * Auto Sentry Turret: When active, the Shuriken fires on moving targets twice instead of once.
 * Weapon Supercooler: When this module is active, the Shuriken can fire twice the amount of ammunition in combat.
 * Marsium Turbos: Packed with a Marsium-powered fuel generator, these turbos slightly increase the Shuriken drone’s mobility.

Android Upgrades

 * Lidar Mk-I: A basic Lidar system augments the Android's optical capabilities.
 * Lidar Mk-II: The advanced Lidar system uses quadruple redundancy to verify the Android can hit what it sees.
 * Quadcore GPU: Parallelized image processor that helps refine the Android's target recognition.
 * Octacore GPU: Advanced processor that provides an Android with pinpoint target recognition.
 * Tactical ASIC Mk-I: Specialized microprocessor that calculates incoming trajectories to augment the Android's evasion subsystems.
 * Tactical ASIC Mk-II: Advanced microprocessor that provides a secondary onboard evasion subsystem to give the Android a substantial edge.
 * Ballistic Foam Lining: Impact-resistant foam padding deflects some attacks from an Android's critical systems.
 * Impact Gel Lining: Impact gel makes an Android far more durable than the factory standard.
 * Polymer Sheathing: Encasing the Android's exterior with polymer sheathing can allow it to shrug off most attacks.
 * Tercrotium Sheathing: Tercrotium sheathing significantly extends an Android's operational life.
 * Servoharness Mk-I: Motion-stabilizing motors streamline an Android's ambulatory subsystems.
 * Servoharness Mk-II: Advanced stabilization harness that refocuses all extraneous kinetic energy into an Android's ambulatory subsystems.

Special Ammunition

 * Assault Pack: Experiments have led to this specialized ballistic weapon load. It can cause substantial damage to affected targets, but the additional casing elements make it less accurate at long range. These rounds will not work with pistols.
 * Breaching Ammo: These rounds are designed to negate the target’s armor more effectively. Breaching ammo will also instantly kill weaker targets on hitting them. It may also improve damage to vehicles.
 * Shredder Ammo: Shredder ammo is designed to make targets more vulnerable. Any targets hit will receive 50% increased damage.
 * Armor Piercing Ammo: Rounds designed to ignore damage reduction, making armor worthless. Cannot be used with shotguns.
 * Flak Ammo: Flak ammo greatly increases damage to airborne enemies. These rounds are also compatible with rocket launchers.
 * Alloy Jacketed Rounds: For ballistic weapons, these Tercrotium-based rounds provide additional damage and are compatible with rocket launchers.
 * Tracer Rounds: Containing high-tech “smart rounds” that relay detailed tracking data back to the shooter when fired, this specialized round adds to the shooter's accuracy when equipped.
 * Talon Rounds: These rounds fracture into wicked micro-shards of Tercrotium alloys on impact, granting a better critical hit chance and bonus damage on critical hits.
 * Venom Rounds: The tips of these rounds contain Tercrotan venom, a fast-acting toxin effective on organic targets. It poisons the target on impact and deals bonus damage.
 * Armor Piercing Rounds: Hand machined from Tercrotium alloys; these deadly rounds will bypass enemy armor to deal unmitigated damage.
 * Kraken Rounds: Capped with a highly combustible mini-charge, kraken rounds do bonus damage to all targets and can even set some targets alight.
 * Bluescreen Rounds: Named for the infamous computing phenomenon, bluescreen rounds wreak havoc on robotic targets. These rounds contain EMP microburst tech, making them extremely effective against robotic opponents.
 * Redscreen Rounds: These upgraded bluescreen rounds are designed to damage the target’s firewalls with every hit. It is essentially used to deal with robotic targets.
 * Shredder Rounds: These rounds are designed to shred the target’s armor with every hit making them more vulnerable to attacks.
 * Needle Rounds: These rounds have been narrowed to where they resemble needles. These deal additional damage to non-robotic humanoids. Ineffective against alien lifeforms.
 * Stiletto Rounds: Stiletto rounds were designed to increase damage against non-robotic aliens. Ineffective against humanoids.
 * Flechette Rounds: These rounds deal additional damage to unarmored targets, providing them greater use than conventional rounds.
 * Caustic Rounds: The tips of these rounds contain a highly concentrated acid, which debilitates the target over time.
 * Tranq Rounds: The Stallions get more intel from live captures than body counts. Stallions are encouraged to incorporate non-lethal tranquilizer rounds into their loadouts.

Weapon Attachments

 * Pre-Heresy Laser Sight: Laser sights improve accuracy. It is compatible with other attachments.
 * Targeting Module: The targeting module increases the chances of inflicting a critical hit.
 * Pre-Heresy Scope: When equipped, this advanced targeting module integrates with any active heads-up display to offer a significant increase to a unit's accuracy.
 * Neural Gunlink: A psionic interface linked to the user’s weapon. It improves accuracy and critical hit chances at the cost of willpower.
 * Illuminator Gunsight: An optic scope that improves accuracy and crit chances on targets with low health.
 * Marksman’s Scope: Used for sniper rifles and DMRs, this scope provides the user the ability to fire at targets near a squad member’s line of sight. However, crit chances are decreased.
 * Alloy Bipod: Used for sniper rifles, this bipod grants a small accuracy and crit chance increase. It is perfect for beginners, mainly because it does not reduce mobility thanks to the use of Tercrotium alloys.
 * High-Capacity Magazine: Used for primary weapons, high-capacity magazines double the amount of ammunition.
 * Drum Magazine: Drum magazines triple the magazine capacity of the weapon at the cost of mobility and accuracy. Only works on assault rifles, battle rifles, and carbines.
 * Enhanced Beam Optics: For laser and pulse weapons, enhanced beam optics provide additional damage for primary weapons.
 * Plasma Stellarator: For plasma weapons, plasma stellarators provide additional damage for primary weapons.
 * Post-Heresy Laser Sight: This attachment will increase the critical hit chance of any weapon.
 * Post-Heresy Scope: This attachment will add an accuracy bonus to any weapon.
 * Expanded Magazine: This attachment will increase the ammunition count of any weapon.
 * Hair Trigger: This attachment, when installed, ensures a quicker reaction when firing.
 * Autoloader: This attachment will grant a limited number of fast reloads to any weapon.
 * Stock: This attachment, when installed, will guarantee that even missed shots will do a small amount of damage. Weapons can also be steadied to increase their accuracy.
 * Repeater: This attachment, when installed, adds a small chance that any successful shot will instantly kill the target, regardless of the target's shield strength, armor protection, or health.
 * Impact Frame: This attachment will increase the damage of melee attacks.
 * Targeting System: Shooting at a target with this attachment applies holo-targeting. Allies gain a bonus when firing at a target affected by holo-targeting.
 * Reflex Grip: This attachment will allow quicker and more flexible use of the weapon.

Conventional Armor

 * Tactical Armor: This basic armor consists of improvised protection cobbled together from salvage and arms caches. It provides minimum protection and is virtually worthless against Ethereal weaponry.
 * Tactical Vest: Lighter variant of tactical armor. It offers minimum protection and good mobility.
 * Leather Jacket: Inquisitors must blend into a crowd, and this lightly armored jacket serves that purpose well.
 * Flak Armor: This basic armor consists of improvised protection cobbled together from salvage and arms caches. It provides minimum protection against Ethereal weaponry.
 * Knight Armor: The basic Knight robotic unit is heavily armored, with significant attention paid to protecting critical systems from a variety of combat and environmental hazards.
 * Body Armor: Standard-issue body armor is manufactured to fit each Stallion’s needs, a far cry from the cobbled-together protection from the Heresy.

Plated Armor

 * Base Augments: After Bulwark pilots have undergone augmentation, these basic augments are given to them. However, it cannot be used in combat as the frame is easily broken by weapons. It is only given to Bulwark pilots when they are off duty.
 * Thunder Armor: The Thunder armor was designed to offer substantially better protection through the use of Tercrotium alloys. Tests indicate a substantial survival rate increase relative to normal body armor.
 * Phalanx Armor: The Phalanx armor is the Republic’s first attempt to use Tercrotium alloys in a complete armor suit.
 * Banshee Armor: This armor incorporates a prototype Marsium power cell with mobility in mind. Coupled with a grappling hook, the Banshee armor will provide the wearer the ability to reach almost anywhere on the battlefield.
 * Kestrel Armor: The Kestrel suit combines lightweight body armor with an integrated grappling hook for scaling objects in the battlefield.
 * Corsair Armor: The Corsair armor is a fairly heavy armor kit that still offers significant increases in mobility. It includes a grappling hook.
 * Carapace Armor: Using scavenged plates of Xarti armor, this suit provides increased protection and additional inventory capacity for Republic soldiers.
 * Errant Suit: Xarti materials tech led the Legio Technicus to this lightweight suit, which retains the increased protection of Xarti plates, but also enhances mobility and mounts a grappling hook for fast movement around the battlefield.
 * Iron Suit: This heavy armor combines reinforced plating with a powered exoskeleton suit, offering superior armor protection and damage resistance coupled with a wrist-mounted heavy weapon system.
 * Reinforced Frame: Additional reinforcement to weaknesses identified during field deployments will further improve Knight survivability.
 * Enhanced Body Armor: This improved Stallion body armor is more resistant to piercing and explosive damage, though it still performs poorly against blunt trauma. It offers better protection than its predecessor.

Power Armor

 * Aegis Armor: The Aegis armor is an improvement of the Republic’s Thunder design, incorporating a prototype power cell to assist the wearer in shouldering such a heavy load.
 * Siegebreaker Armor: The Siegebreaker armor is among the Republic’s heaviest armor designs, enhancing their unit’s protection while also providing immunity to environmental hazards. Exclusively used by Star Praetorian Siegebreakers.
 * Cherub Armor: The Cherub armor combines heavy armor with a small propulsion system that allows for limited flight capabilities on the field.
 * Ophanim Armor: The Ophanim armor incorporates the same jetpack as the Cherub Armor, but it trades protection in favor of mobility.
 * Shroud Armor: By integrating a stealth field based on the shifts observed in an Ethereal artifact, this suit makes it difficult for the wearer to be detected in the field. It should be noted that the stealth system is only effective when used by a unit in cover.
 * Paladin Armor: Their new mastery of Xarti’s Marsium technology has led them to the ultimate in battle armor; the Paladin armor. Marsium powered armor provides unprecedented survivability and versatility in the battle against increasingly powerful enemies.
 * Phantom Suit: The lightweight variant of the powered armor system does not only boost the wearer's reflexes and speed, but it also incorporates experimental warp technology, permitting the wearer to briefly change dimensional phase and effortlessly pass right through obstacles.
 * Cataphract Suit: This powered heavy armor grants massive damage resistance and survivability, as well as a wrist-mounted heavy weapon hardpoint. The Cataphract suit can also generate temporary cover for allies with its powerful “Shieldwall” technology.


 * Anodized Chassis: The anodizing process provides the already extensive Knight armor systems with an additional protective layer, creating an even more resilient robotic unit.
 * Mastercrafted Body Armor: This superior blend of conventional materials and reinforced carbon fiber mesh offers the best protection devised against all forms of trauma.

Experimental Armor

 * Vortex Armor: The Republic’s most powerful armored suit, this suit serves to amplify the wearer's psionic abilities through a system modeled after cybernetic implants. This armor can only be equipped by a unit with psionic abilities.
 * Aurora Armor: This unusual suit of armor incorporates some basic implants designed to assist the wearer in employing any psionic talents they have developed.
 * Nemesis Armor: The flight components recovered from a Cektre Wraith, when combined with standard-issue armor systems, result in a suit with improved damage resistance and mobility. The built-in propulsion system allows temporary flight enabling the wearer to change locations.
 * Heresy Suit: Constructed from lightweight and exceptionally durable scales, the Heresy suit greatly enhances the wearer’s reflexes and speed. It also features a grapple mechanism infused with frigid venom which can be used to pull enemies out of cover and freeze them in place.
 * Runic Suit: The nearly impenetrable skin of a Cektre Berserker functions superbly as a bodysuit, granting incredible protection, damage resistance, and mobility. The Runic suit also features a mechanism to spike the user’s adrenaline, enabling them to rush enemies with melee attacks.

Bulwark Cybersuits

 * Bulwark Mk-I: The first conventional Bulwark assigned to rookies. Bulwarks are immune to critical damage. It also prevents strangulation and negates fire or acid damage.
 * Bulwark Mk-II: A plated Bulwark with increased efficiency and durability. The Mk-II is also equipped with a jetboot module which can allow the Bulwark to jump to inaccessible heights but are vulnerable to critical hits.
 * Bulwark Mk-III: A powered Bulwark that provides massive firepower and more durability.
 * Bulwark Mk-IV: The Bulwark Mk-IV has better durability, protection and efficiency.
 * Bulwark Mk-V: The Bulwark Mk-V has the largest vitality and damage reduction than other Bulwark suits, but it is the slowest of all others due to its massive bulk and size.
 * Bulwark Mk-VI: The Bulwark Mk-VI is another revision of the Mk-III. The Mk-VI is an incredibly powerful Bulwark. The Mk-VI is the most defensive and mobile Bulwark operable.
 * Bulwark Mk-VII: The second strongest Bulwark available, the Bulwark Mk-VII relies on defense and mobility.

Vehicles

 * Feronia APC: An armored personnel carrier. The Feronia comes with Tercrotium alloy plating, gun mounts, troop carrier and spotlights. Utilized by the Republic Guard.
 * Abundantia LAV: A light armored vehicle commonly used for combat support, the Abundantia carries mounted weapons and also can have additional anti-aircraft weapon mounts.
 * Juno IFV: An infantry fighting vehicle primarily used for combat support and assault. A common sight by the Republic Guard.
 * Papilio ACSV: An armored combat support vehicle used to support troops on the field. Used by the Republic Guard.
 * Pulcher LUV: Light utility vehicle used to support ground forces on the field and can be mounted with turrets. Used by the Republic Guard.
 * Arvina MPV: A mine-protected vehicle covered with Tercrotium plating which can be mounted with turrets and carry troops into the field.
 * Cura Combat Walker: The Cura can be manually controlled by a skilled pilot, mainly because of its large framework. Its artificial intelligence was also removed, mainly due to the religion having a deep hatred towards AI.
 * Flora MBT: The Republic’s main battle tank used in defense or sieges, and can also be used as a mortar role, as well as troop support as it carries a heavy mounted gun.
 * Fortuna SPA: A self-propelled artillery vehicle armed with a large artillery cannon. The Fortuna is mounted with turrets for defending against ground forces in close proximity.
 * Minerva MDV: A missile defense missile vehicle, sporting two point-defense systems for foreign missile attacks. It is also armed with a turret for defense against ground infantry.
 * Victoria VTOL Gunship: A vertical take-off and landing gunship. The Victoria is armed with rotary cannons and missiles, along with flares as a defensive countermeasure against missiles.
 * Vesta TAL: A tactical aerospace lifter with minimal firepower, but essential for carrying troops.
 * Neptune-class Fighter: The Neptune-class is a pulse-engine fighter aircraft used as the standard fighter by the Republic Guard.

Ships

 * Cetra-class Interceptor: The Cetra-class is a highly advanced combat interceptor incorporating numerous advances gained. The power and navigational systems were adopted from this.
 * Nitidus-class Scout: The Nitidus-class is used for reconnaissance, research, and resource gathering operations.
 * Lancea-class Corvette: The Lancea-class, while similar in outward appearance to the Nitidus-class, is much better protected. This class of craft is used primarily for air raids and anti-satellite operations.
 * Aeon-class Raider: The Aeon-class is a multirole vessel that suffers in combat power. It is used for reconnaissance, research, and resource gathering operations.
 * Aeternitas-class Destroyer: The deadly Aeternitas-class presents a much greater threat than its sister class of ships. It is primarily used for air raids and anti-satellite operations, though it conducts reconnaissance missions as well.
 * Gallia-class Colony Ship: Gallia-class colony ships appear to be much better protected than other ships of this size. The Republic values the colonization missions they are used for.
 * Plinius-class Research Vessel: The Plinius-class seems to have one role; to recover important biological materials and minerals in support of other operations.
 * Legionarius-class Transport: This ponderously slow craft is a tough nut to crack. It is primarily used in terrestrial resource-gathering but can also be used in support of other major operations.
 * Emperor-class Juggernaut: The rarely encountered Emperor-class appears suited for rapid deployment of shock troops. They presage large-scale assaults, but they may be used for research as well.
 * Lupa-class Battleship: An unbelievably dangerous piece of hardware, Lupa-class battleships are used in bombing, anti-satellite and air superiority roles.
 * Faustulus-class Carrier: The Faustulus-class carrier, while built on the Lupa-class battleship hull, lacks some of its sister's firepower. Nevertheless, the Republic uses this craft only against high-value targets.
 * Romulus-class Overseer: The Romulus-class overseer is used as an airborne command center for the Republic Guard’s highest-ranking officers. Only the strongest weapons will be able to penetrate its armor.