Metabolic Accelerator
Тип: Serial
Trooper:
Speed: +25%
Capacity: +-10%
Duration: 7 days
Level 20 required
A device bionically grafted under your Troopers' skin that delivers a cocktail of metabolic and neural stimulants, greatly increasing their speed. All that energy has to come from somewhere, so your Troops may have a slightly reduced carrying capacity during raids - but will be perfectly suited for Invasions! Time to go on the offensive!
SPN-1CH
Тип: Serial
Trooper:
Offense: +4%
Duration: 14 days
Level 24 required
A highly experimental performance enhancing drug used by the old Imperial Army to boost Infantry stamina, aggression, and concentration. May cause permanent insanity - but guaranteed immediate results. Reheat before eating.
H-Virus
Тип: Serial
Trooper:
Offense: +7.5%
Speed: +-10%
Duration: 14 days
Level 28 required
This powerful mutagen alters your Infantry's metabolism to promote maximum muscular development - making them virtually unstoppable during attacks. Aside from making your men musclebound juggernauts, these metabolic changes also result in slightly reduced speed.
D-Virus
Тип: Serial
Trooper:
Offense: +7.5%
Training Speed: --10%
Duration: 14 days
Level 24 required
A variant of the H-Virus, the D-Virus also increases your infantry's offensive capability. The long incubation period for the virus will slow the rate at which you can produce new Infantry units - but it's a small price to pay for their increased lethality.
Holy Hand Grenade of Antioch
Тип: Serial
Trooper:
Offense: +5%
Duration: 7 days
Level 18 required
Blessed by Saint Attila himself, the Holy Hand Grenade allows you to blow thine enemies to tiny bits, in thy mercy. First shalt thou take out the Holy Pin, then shalt thou count to three, no more, no less. Though extremely rare, they can sometimes be found at abandoned army depots.
Power Cell
Тип: Serial
Valkyrie:
Capacity: +10%
Duration: 7 days
Level 24 required
Power Cells provide additional power to your Valkyrie's propulsion systems - granting them increased carrying capacity during Raids. Look for Power Cells in the ruins of ancient cities.
Yorick 2.0
Тип: Serial
Trooper:
Training Speed: -5%
Cost: --10+10%
Level 22 required
Yorick 2.0 model cranial implants reduce the amount of time needed to test and calibrate a Troopers' combat implants during construction - with only a marginal increase in cost.
Jolly Roger
Тип: Special
Trooper:
Offense: +2.5%
Level 18 required
The Jolly Roger requires no explanation. The mere sight of this flag may be enough to cause your enemies to flee in terror or fling themselves at your feet and beg for mercy. Seeing the skull and crossbones putting fear into the hearts of your enemies gives all your Troops an offensive boost! Avast, ye scurvy dogs - prepare to be boarded!
PG-51 "Eliminator"
Тип: Special
Trooper:
Offense: +5%
Defense: +-4%
Level 24 required
The PG-51 "Eliminator" man-portable Plasma Gun allows your soldier to resolve any differences of opinion they may have with the enemy with extreme (and messy) prejudice. Compatible with both offensive and defensive Infantry armor systems, this the most powerful weapon you can give your Infantry units.
Ripper
Тип: Special
Trooper:
Offense: +2.5%
Level 8 required
What's better than a Titanium-Graphite multipurpose combat blade that can cut through diamond like butter? One with a micro-caliber integrated submachine gun in the handle! ...Makes for a great bar-mitzvah gift or stocking-stuffer for that special little soldier in your life.
Nanobots
Тип: Special
Trooper:
Offense: +7.5%
Training Speed: --10%
Duration: 7 days
Level 22 required
Nanobots increase your Troops offensive rating by augmenting their physical strength during combat. The long period required for their immune systems to adjust to the nanobots increases each unit's production time - but the finished product is worth the wait!
Cluster Bomb
Тип: Special
Valkyrie:
Offense: +8%
Capacity: +-15%
Duration: 7 days
Level 28 required
Ragnarök mixed sub-munition cluster bombs - former property of the "Night Witches" Imperial Guard Squadron. Their effectiveness is exceeded only by their inhumanity. Now they're yours. Total Domination means Total War...show no mercy.
Mk IV "Longshot"
Тип: Special
Trooper:
Offense: +5%
Capacity: +-10%
Level 18 required
The Mk IV Multiple-Warhead Infantry Rocket Launcher is a self-contained, shoulder- fired infantry weapon capable of firing a range of variable-yield explosive rockets. Though it gives your Troopers unparalleled firepower, the additional weight will slightly reduce their carrying capacity.
Mammoth Drive
Тип: Special
Siege Tank:
Speed: +10%
Level 34 required
Developed in secret shortly after the outbreak of the Global War, this prototype for a new macro-synced servo technology was never put into full production. Your enemy's technicians will spend months trying to figure out how your Elephant Siege Tanks broke every maximum speed parameter in the manual.
Mk IV "Charon"
Тип: Special
Siege Tank:
Offense: +4%
Capacity: +-10%
Duration: 7 days
Level 37 required
The Mk IV "Charon" autonomous self-guided missile is one of the marvels of Imperial weapons technology. Going far beyond "smart" weapon, once fired the Charon will access all available command networked battle information and identify, target, and destroy the target of highest tactical priority at that given moment.
Mk. II "FEVER" Pathogen Round
Тип: Special
S.C.A.R. Sniper:
Offense: +100%
Duration: 7 days
Level 30 required
The Crystal sheathed "FEVER" pathogen round is one of the nastier innovations to come out of the secessionist laboraties. Upon penetration, the round fragments into six pathogen delivery modules. These travel throughout the body releasing the GT7-FVR pathogen. Targeting nerve cell ganglia, it burns through the cerebrospinal system before terminating in the hypothalamus. Acute fever progresses to convulsions, coma, and death within 5 minutes.
X-1 "Ogre" BioAmmunition
Тип: Special
S.C.A.R. Heavy Gunner:
Offense: +100%
Duration: 7 days
Level 30 required
Even during the worst episodes of the war, catalytic "Ogre" BioAmmunition was expresedly banned by direct order of the Emperor (despite it's combat effectiveness). Upon striking targets, the biogel immediately bonds to the surface and begins catalyzing highly-concentrated carbolic acid, whereupon it dissolves steel, plastic, composites, and flesh into a foul-smelling puddle of "Tank Soup".
Lucky Rabbit Foot
Тип: Special
S.C.A.R. Anti-Artillery Team:
Defense: +10%
Duration: 7 days
Level 32 required
Their work with explosives in the Wastelands has made the S.C.A.R. Anti-Artillery Teams understandably superstitious. And when the difference between a successful mission and a smoking hole in the ground comes down to a coin toss - they need all the luck they can get. Ironically, the units often lose as many men battling the 2,000lb. carnivorous sabretooth Rabbits to acquire the lucky feet as they do to accidental detonations.
"Fowler" Symbiote
Тип: Special
S.C.A.R. "Asp" Fireteam:
Speed: +30%
Level 32 required
"Fowler" symbiotes were discovered by the renowned scientist of the same name in the Charybdis system during the third century of the Second Empire. The organism increases synthesis of adenosine triphosphate (ATP) in a human host, granting soldiers an energy boost during muscle contractions. The increased speed makes a host appear to practically defy gravity when moving.
"Wings of Odin" Accelerator
Тип: Special
Nemesis:
Speed: +10%
Duration: 7 days
Level 32 required
After the catastrophic failure of Operation Eternal Night, the Nemesis Corps requisitioned the development of a new speed module. Once fitted with the "Wings of Odin" Accelerator module, they hunted down the unit responsible for the Eternal Night massacre and extracted their vengeance. The Accelerator temporarily increases the power of the Nemesis engines, but the additional strain burns it out after only a week of use.
Mk II Logistical Upgrade
Тип: Special
Combat Chassis:
Capacity: +50%
Level 38 required
The "Hephaestus" Logistical Upgrade was developed to expand the carrying capacity of the earlier model Combat Chassis. Engineers were able to find an additional 50% worth of cargo space by rerouting key systems, with no noticeable reduction in combat effectiveness. This space proved key in evacuating civilians from infected Sectors during the early days of the Hades epidemic...
ZG-5000
Тип: Elite
Valkyrie:
Offense: +3%
Level 26 required
It's light - and the handle's adjustable for easy carrying, good for righties and lefties. Breaks down into four parts, undetectable by x-ray, ideal for quick, discreet interventions. A word on firepower: titanium recharger, three thousand round clip with bursts of three to three hundred, and with the Replay button - it's even easier. A perfect weapon for your Valkyries.
Graviton Capacitor
Тип: Elite
Valkyrie:
Speed: +10%
Level 30 required
The Mk II Pulsed Graviton Capacitor increases the power of the Valkyrie's anti-gravity engines - allowing them greater speed.
Parallel Power Bus Mk I
Тип: Elite
Light Tank:
Offense: +4%
Speed: +-20%
Duration: 7 days
Level 26 required
Helps to redistribute power from the Scorpio Light Tank's drive systems to its main forward guns, increasing its effective firepower. Due to the high current loads at full power they tend to burn out quickly - but the increased damage when operational is worth the inconvenience.
Scorpion Augmentation Kit
Тип: Elite
Light Tank:
Capacity: +5%
Speed: +-5%
Duration: 7 days
Level 32 required
Reinforced Titanium self-welding support struts automatically unroll and attach along the centerline of the Scorpio Light Tank's hull, increasing its carrying capacity during Raids.
Neutron Tank
Тип: Elite
Siege Tank:
Speed: +25%
Duration: 7 days
Level 36 required
Injecting a burst of neutrons into the Elephant Siege Tank's reactor core accelerates the fusion reaction - boosting its power far past the design specifications. This is known as "spiking the punch" among tank crews, or "incredibly inadvisable" among engineers.
W-19 "Glasser" Tactical Nuke
Тип: Elite
Siege Tank:
Offense: +8%
Capacity: +-10%
Duration: 7 days
Level 38 required
The W-19 "Glasser" Tactical Thermonuclear Warhead was the pacification weapon of choice for the Imperial Guard Artillery Division. Its 24 megaton yield makes it easy to find where it was used. Look for a 3 mile-wide hole in the ground glazed with 2 feet of shattered silica. Saying this increases your offensive rating would be an understatement. It also vaporizes enemy resources, so use this for Invasions or sending a message.
Mk. IV "Berserker" Cannon
Тип: Elite
S.C.A.R. Heavy Gunner:
Offense: +100%
Level 30 required
The lighter Mk. IV "Berserker" Cannon exchanges the mobility needed for offensive maneuvers with the sheer firepower of a stand-off weapon. This allows the S.C.A.R. Heavy Gunners to take on a heavy offensive role if needed, and promises a nasty surprise for enemy troops used to dealing with these units as a Defensive force.
"Nero" Incendiary Fuel
Тип: Elite
Combat Chassis:
Offense: +100%
Duration: 7 days
Level 38 required
When the Hades organism appeared it became obvious that the standard flamethrower fuel issued to the Combat Chassis units burned at temperatures too low to guarantee total sterilization during clean-up sweeps through infected urban centers. The "Nero" low viscosity Antimony-potassium permanganate thermitic gel that replaced it burns at around 6,000 degrees Fahrenheit. Good enough for government work.
"Sherpa" Exoskeleton
Тип: Elite
S.C.A.R. Anti-Artillery Team:
Speed: +30%
Defense: +4%
Level 32 required
The "Sherpa" Exoskeleton was developed to meet the additional equipment and ammunition requirements of teams dispatched on extended patrols during the last days of the Empire. The S.C.A.R. Anti-Artillery Teams have taken to using them for carrying extra tools, detonators, explosives, and for competitive minefield racing.
"Radgrid" Photonic Lance
Тип: Elite
Nemesis:
Offense: +4%
Level 38 required
The "Radgrid" Photonic Lance focuses a beam of photons into an energy blade capable of cutting through any material with a spectral reflectivity ratio lower than 99.98%. Utilized as much for it's pyschological impact as for its effectiveness as a personal melee weapon, rebels broke ranks and fled in terror as the ominous glow of the Nemeses's Lances illuminated cloud cover as they approached the battlefield.
Parallel Power Bus Mk II
Тип: Elite
Light Tank:
Offense: +8%
Speed: +-15%
Duration: 7 days
Level 28 required
Redistributes power from the Scorpio Light Tank's drive systems it main and secondary cannon batteries. Like the Mk I Power Bus, design flaws in its focal crystal give it a limited lifetime - but it boasts greatly increased firepower and a reduced impact on speed.
"Borealis" Power Distributer
Тип: Elite
Plasma Cannon:
Speed: +25%
Offense: +-5%
Duration: 7 days
Level 40 required
The Mk II "Borealis" Power Distributer optimizes the efficiency of the Plasma Cannon's engine, increasing it's speed with only a negligible impact on the main gun's firepower. This component was developed towards the end of the war when Artillery shortages demanded the ability to quickly reposition massive firepower in multiple engagements simultaneously.
Saturnus Logistical Upgrade
Тип: Elite
Thunderbolt:
Capacity: +100%
Level 40 required
A second generation model of the "Haephestus" Logistical Upgrade specially designed for the Thunderbolt. Installing the Upgrade effectively doubles the Thunderbolt's maximum payload weight. With their speed and increased capacity, upgraded Thunderbolts were widely used for Black Market smuggling during the Time of Troubles.
Bioelectric Cannon
Тип: Elite
Nemesis:
Offense: +4%
Level 38 required
The "Ragnarök" Bioelectric Cannon was developed as a fallback weapon in the event of main power loss during an engagement. Hardwired into the Nemesis's power grid, it can draw power directly from the electrical current generated by the operator's own nervous system - allowing them an extra level of combat effectiveness no matter the situation.
MS-2 "Boomerang"
Тип: Elite
S.C.A.R. "Asp" Fireteam:
Cost: -10+-10%
Duration: 7 days
Level 32 required
MS-02 "Boomerang" went into mass production during the Time of Troubles, when technologies were scarce and resources even scarcer. By using cheaper materials engineers managed to achieve comparable performance to the Mk. II "Blindside" Plasma missiles at a lower logistics footprint, however prolonged use may result in permanent damage to the man-portable launch system.
ID-99 Nanofactory
Тип: Elite
Thunderbolt:
Cost: -10+-10%
Duration: 7 days
Level 40 required
ID-99 Nanofactories are nanoscale self-replicating assemblers programmed to synthesize the exotic components needed for the Thunderbolt's actuator subsystems, greatly reducing their production cost.
Shrubek's Cube
Тип: Elite
Plasma Cannon:
Offense: +8%
Speed: +-10%
Duration: 7 days
Level 41 required
A power element of unknown origin unearthed immediately before the outbreak of the War - after it vaporised several unpaid interns in Quarantine, our technicians believe it to be some sort of compact energy source. They've managed to link it to the Plasma Cannon's main cannon capacitor banks, greatly increasing its firepower with only a minor impact on speed.
Freeman's Collider
Тип: Elite
Disintegrator:
Training Speed: -5%
Cost: --10+10%
Level 44 required
This compact 6 Teravolt Particle Collider allows you produce and isolate the antimatter used by your Disintegrators much faster - shortening their production time with only a minor increase in unit cost.
Embryonic Stimulator
Тип: Elite
Sandworm:
Training Speed: -5%
Cost: --10+10%
Level 44 required
ID-67 "Hornet"
Тип: Elite
Exterminator:
Offense: +5%
Duration: 14 days
Level 55 required
A light Exterminator swarming munition. The ID-76 units operate home in on a target in dispersed, randomized flight paths before converging simultaneously in their final kill trajectory. Their effectiveness is proven by their perfect 100% kill record after release - the "Hornet" shows no mercy...
"Azrael" Heavy Autocannon
Тип: Elite
Exterminator:
Offense: +10%
Level 55 required
A heavy assault gun that uses magnetically isolated antimatter ammunition, essentially turning Exterminators into airborne artillery units. The improvement in offensive power is immediately noticeable, making them THE definitive asset in air support firepower. Your Enemy is in for a nasty surprise.
Temporal Bomb
Тип: Elite
Exterminator:
Cost: -10+-10%
Duration: 7 days
Level 55 required
Temporal Bombs increase Exterminator offensive capability by penetrating deep within a hardened target, then opening up an infinite number of temporal gateways. All the target's component atoms are simultaneously transported to an infinite number of discrete moments throughout the spacetime continuum. The weapon is characterized by a decidedly unimpressive faint "popping" sound as the surrounding air rushes in to fill the resulting vacuum. The target now has the dubious honor of currently used to having been sort of always yet never existing, and providing dinner conversation for generations of theoretical physicists.
Antilles Engine
Тип: Elite
Fighter:
Speed: +10%
Level 55 required
Personally designed by the Legendary Imperial fighter ace (and later Admiral of the Combined Imperial Fleet) Admiral Dominic J. Antilles, this is the only surviving duplicate of the Antilles Fighter Engine - the one that broke the sub-orbital Fighter speed record of Mach 34. Legend says that was only at 60% power. See what you can make it do!

Total Domination Artifacts, Description