Horus _
Weight-936.lbs, 98&#xmu;scle, 2út
Height – 10,1ft (unarmored) 12,4ft (full armor)
Hair- bald

Personality- Horus is a strategic and calculating leader able to read a battle field with the ease a scholar does a novel. Horus has seen over 100 conflicts and battle enemies that some could only imagine, this has made him adept in finding the fast and most absolute way of dealing with an enemy with minimal damage to himself or his comrades. Horus is a kind to all those who serve him gentle in a manner that borders on fatherhood, this counter active to his blood thirsty temper he shows when facing an enemy or anyone who dares threaten his followers. One of Horus’s greatest attributes is his pride, it’s what drives him to greater heights and new conquest.in the same respect it is his greatest downfall making him easier to goad into combat and more rash I his decision making when angered or disrespected.

Age- 334, yet shows no sign of aging past his physical prime. (29) Though he sent spent over 565 years in a rift in space where time acted strangely.

Powers and abilities –
Enhanced physiology-
The experiment the made Horus a human god changed Horus’s bodily structure in many ways. Horus has two hearts one primary and one secondary heart used to keep up with his massive stature, and to keep him alive should one be destroyed. Horus’s muscles tendons and bones were treated with a chem bath cause them to quadruple in size and density, bringing his bones to a steel hard level as well as his muscles. Horus’s mental facilities were enhanced as well making him able to process information 80% quicker than that of the average human and photographic, echo graphic memory. Due to his muscles increase and bone density increase, Horus is able to lift in excess of 34 tons without armor and can run at speeds of over 35mph. Horus can also survive falls from great heights, . A byproduct of the experiment is Horus’s healing factor that allows him to recover from devastating wounds within minutes, however constant damage slows this process and destruction on Horus’s brain stops the process.

- implanted organs -

Secondary Heart (The Maintainer) - This is the first and least difficult implant to install. The Secondary Heart increases blood supply and pumping capacity and is capable of taking over entirely should the primary heart fail. It may also pump steroids and adrenaline into the first, primary heart to give the Astartes an extra "rush" of energy on the battlefield.

Ossmodula (The Ironheart) - This implant strengthens and greatly accelerates the growth of the skeleton by inducing his bones to absorb a ceramic-based mineral administered in every patient diet. Within 1 month after the surgery, the patients skeleton will be larger and exponentially stronger than a normal man's with growth having topped out at around 7-7.5 or 10 feet in height with an equivalent amount of skeleto-muscular mass. A patients rib cage will also be fused into a solid bone plate to provide greater protection from injury for the internal organs.

Biscopea (The Forge of Strength) - Implanted into the chest cavity, this implant massively bolsters skeletomuscular development and muscle fiber density throughout the patient’s body by unleashing a wave of human growth hormones. This organ is commonly implanted at the same time as the Ossmodula since it is necessary to successfully regulate the Ossmodula's hormonal secretions and it will also regulate the hormonal changes caused to the new patient’s body by many of the other implants.

Haemastamen (The Blood Maker) - Implanted into a main blood vessel like the aorta, femoral artery or the vena cava, the Haemastamen alters blood's biochemical composition to carry oxygen and nutrients more efficiently. The actions of the Haemastamen turn blood a brighter shade of red than that of normal humans because of its greatly increased oxygen-carrying capacity. It also acts to biochemically regulate the actions of the 2nd and 3rd implants, the Ossmodula and Biscopea.

Larraman's Organ (The Healer) - Shaped like the human liver but only the size of a golf ball, this gene-seed organ is placed within the chest cavity and manufactures the synthetic biological cells known as Larraman Cells.These biosynthetic cells serve the same physiological purpose for an Astartes as the normal human body's platelets, serving to clot the blood lost from wounds, but they act faster, more efficiently and more effectively. When wounded and incurs blood loss, Larraman Cells are released by his circulatory system, attached to the body's normal leukocytes (white blood cells). At the site of the injury, they form scar tissue in a matter of seconds, effectively preventing massive blood loss and infection of the wound. The action of this organ is one of the reasons that patients are seen as nearly invincible and so difficult to kill despite the terrible wounds they sometimes endure.

Catalepsean Node (The Unsleeping) - Implanted into the back of the cerebrum, this implant allows a patient to avoid sleep, instead entering an almost comatose trance where their minds "recharge". It also allows one half of the brain to rest while the other hemisphere remains alert, thus removing the need for the unconsciousness required by normal sleep. The longest any patient can go on active combat duty without rest is 328 hours,

Preomnor (The Neutraliser) - The Preomnor is essentially an organic decontamination chamber that is implanted inside the chest cavity and connected to the digestive system, above the original stomach so that no actual digestion occurs in the Preomnor. It is capable of biochemically analyzing ingested materials and neutralizing most known biochemical and inorganic toxins. The Preomnor enables the patient to eat normally inedible substances and resist any poisons he may ingest.

Omophagea (The Remembrance) - Implanted into the upper spinal cord so that it becomes a component of the central nervous system, this organ is designed to absorb information and any DNA, RNA or protein sequences related to experience or memory. This enables patient to gain information, in a survival or tactical sense, simply by eating an animal indigenous to an alien world and then experiencing some of what that creature did before its death.

Multi-lung (The Imbiber) - The Multi-lung is a third lung implanted into pulmonary and circulatory systems in the chest cavity that is able to absorb oxygen from environments usually too poor in oxygen to allow normal human respiratory functioning. Breathing is accomplished through a sphincter implanted into the trachea, allowing all three lungs to be used at full capacity. In toxic environments, a similar muscle closes off the normal lungs, thus oxygen is absorbed exclusively by the Multi-lung, which then filters out the poisonous or toxic elements.

Occulobe (The Eye of Vengeance) - Essentially, the Occulobe is a organ that enhances an ' eyesight after being implanted along the optic nerve and connected to the retina, granting him exceptional vision and the ability to see normally in a low-light environment.
Lyman's Ear (The Sentinel) - This organ implant renders a patient immune to dizziness and motion-induced nausea, and enables to consciously filter out "white noise" or resist other sonic attacks.

Sus-an Membrane (The Hibernator) - This implant allows a patient to enter a catatonic or "suspended animation" state and is implanted within the brain near the pituitary gland as a part of the body's endocrine system. It can allow a mortally wounded man to survive his injuries, and bring the metabolism to a standstill until he can receive full medical care. Only the appropriate chemical therapy or hypnotic auto-suggestion can revive a person in this state.

Melanochrome - Linked into the endocrine system via the lymphatic system, this gene-seed organ alters the pigment cells in the skin, which allows the patient skin to shield him from otherwise dangerous levels of radiation and heat. Different levels of radiation cause variations of skin color

Oolitic Kidney (The Purifier) - This organ works in conjunction with the Preomnor, filtering the blood to remove toxins that have been ingested or breathed into the body. However, this detoxification process renders the unconscious once it begins, so it can be very dangerous if required during combat. Under normal circumstances, the Oolitic Kidney also acts as a regulatory organ for the patient physiology, maintaining the efficient action of the advanced circulatory system and the proper functioning of his other organs, implanted or otherwise.

Neuroglottis (The Devourer) - This gene-seed organ implanted in the mouth allows an patient to biochemically assess a wide variety of things simply by taste or smell, biochemically testing various objects for toxicity and nutritional content, essentially determining if the substance is edible or poisonous. From poisons to chemicals to animals, can even track his quarry by taste or smell alone, much like the average canine bred for tracking.

Mucranoid (The Weaver) - This organ is implanted within the central nervous system and responds to specific chemical stimuli in the environment, causing the patient to secrete a waxy protein substance similar to mucus through his pores that seals his skin. The gland's operations must first be activated by an external chemical treatment, usually self-administered, before it will activate. Patients are cocooned in this way before they enter suspended animation, and the process can even protect them from the harshness of the vacuum and other extremes of temperature, particularly deeply frigid environments.

Betcher's Gland (The Poison Bite) - Actually consisting of 2 separate glands implanted into multiple locations inside a mouth, including the inside of the lower lip, in the salivary glands or in the hard palette, these two glands work in tandem to transform saliva into a corrosive, blinding acid when consciously triggered. A man trapped behind iron bars, for example, would be able to chew his way out given a few hours. These implants' more common use is to aid in the digestion of unusually difficult or impossible things to digest, such as cellulose


Cerebral-implants
During the experiment’s Horus had 3 cerebral-implants placed into his brain. Each of these implants heightened his 5 senses. Because of the implants Horus can smell a distinct smell from 400 yards away, see up to ¾ of a mile unassisted, feel slight changes in the air around him so much so that even the falling of a leave is not below his notice, and ale to hear sounds up to a mile away even at frequency’s Unknown to the human ear. All of these enhanced sense can be referred to as preternatural. The implantations also allow Horus to learn new information at an incredible rate, over the years this has led to his mastery of multiple scientific disciplines such as micro-robotics, engineering ( chemical ,bio, mechanical , aerospace ,etc.) .


The shield of durra armor

The shield of durra is a large ornate armor designed by fabricators and tech priest with the forges of terra. The armor is designed to be twice as durable as the s.t.a.r unit or warp armor which are considered heavy armor and can withstand tank shells with little to know damage. The armor of durra was fully commissioned and finished in 3 years and required several prototypes to be created prior to completion to get the correct systems and weight ratios to fit the needs of the master of terra.

Part 1: helmet and back plating.
The armor of durra is designed to house the front casing of a helmet that bears a large eagle insignia above its visor. The helmet houses all the normal systems found in ares mk 1.00 armor as well as still providing the protection shielding even if the helmet is removed due to the large back plating the emits a field over the wearers face and neck area so the can show there face while still being fully protected. This normally causes the wearer to be bath in crimson or yellow light when the shield is struck or has been active for over 75 hours without the helmet being placed on.
Helmet systems and armor simple systems.

Auto-senses' - A helmet contains most of his amour’s combat systems, all of which are referred to by one title -- Auto-senses. These include thought-activated comm-augers and audio-filters, targeting reticules and range finders, tactical displays and Auspex-links, and a host of other features such as a sensorium collar and an armor damage reader.

Photo lenses - Photo lenses protect from dazzling light bursts. They also allow him to see into the infrared and ultraviolet ranges, as well as enabling vision in low-light conditions.

Respirator Vox Grill - The Vox grill can amplify a battle cries to deafening volumes. It also contains a respirator to filter out toxins and can be shut off with a thought, drawing instead upon an internal oxygen supply.

Auto Responsive Shoulder Plates - Shaped to deflect as well as absorb incoming blows, these shoulder plates typically display identification markings, including company and squad markings, as well as many other honor badges.

Life Signs Monitor - Armor contains a suite of life-support functions, including an auto-medicae equipped with various painkillers, combat stimulants and anti-venoms.

Temperature Regulator - Armor automatically maintains temperature. Heat is provided by the power core and thermal build-up can be vented via the backpack's distinctive nozzles. As a result, a legionary can fight anywhere, in the cold vacuum of space or the raging heart of a volcano, without even noticing the change of temperature.
Nutrient Reservoir - Armor contains a self-replenishing, high-energy liquid food store that can sustain a “enhanced” metabolism without need for further nourishment. During battle, there is no need to stop to eat or drink.
Reinforced Greaves - These greaves incorporate gyroscopic stabilizers and power units that can magnetize the soles of the amour’s boots for combat in zero-gravity or other unstable conditions.
armor providing greater protection and anti-energy protection. The armors greatest change is its powering system changing from the single power pack that supported 1 month of engagement under normal conditions the to 2 power packs that are smaller than the original power pack and holding ¾ of the original pack , however , the new power packs support the charge given by a solar collection panel. In addition to this a back pack made of titanium and steel surrounding a small generator. The generator is a static inertia generator generating power from the oscillation of the generator and the movement of the bearer. Because of this design the power pack virtually has a limitless amount of power it can generate and send through the armor. On each side of the power back are ventilation ports that allow the suit to vent heat or released jets of heat to slow descents from high perches. The power pack is 3 feet in height and 2.5 feet in width (excluding the vents). The suits power systems in conjunction allow for almost unlimited operational under normal conditions and operation in space and almost any planet in the known galaxy.

Chest plate design.
The chest plate of the durra pattern is a broad large 2 piece encasement. The front half of the armor is made up of ceramide outer casing and surrounding the 2 layers of adamantine and the substructure made of titanium and adamantine to hold the structure together as well as house the many components placed inside the armor. Under the front panel of the armor is a thick layer of wire filament and cabling connecting the armors main systems to the power supply that is housed in the back part of the armor. The front housing of the armor exact dimension are as follows for armor thickness (6.2cm of ceramide, 4.35cm adamantine plating, 1. 08 cm adamantine and titanium struts and reinforcing.)

The back chest plate houses both the battery sources and the attachment ports for the back pack. The back chest plate has the same stats as the front half and an added 3 4.5mm holes will wiring running through to the power packs and other vital systems such as the life support and long range communications.

There are a total of 6 systems that are based in the main chest compartment these include: life support, nutrient reservoirs, refraction field generators, phoenix attachment system, Fne- responsive lines, gyro speed stabilizers.

The refraction field is a 3 piece device absorbing ambient energies and then dispersing them as a low resistance plasma in the air from through micro ventilation nozzles. On impact from a ranged weapon the plasma field reacts by super heating the thin layer of plasmatic , this cause most projectile to incinerator or be deflected by the swell of heat and pressure. Projectiles that are not destroyed are faced with the second phase reactions the plasma hardens to a gel like level but has a elasticity beyond any know material while retaining a high tensile strength allowing it to then absorb the remaining force of most projectiles. (Excluding fusion weapons due to their relative short range and high heat refraction fields are normally of no protection or limited effectiveness). There called refractor fields due to the bright kaleidoscope like light Given off toward the direction of the shots was fired from making snipers easy to spot after firing at a refractor field
Phoenix attachment system allows for weapons and various upgrades to be added to the armor on the fly with very little maintenance or hassle as long as the weapon was made with standard forge patterns to allow this quick transfer and addition. The current additions are as follows: teleportation units, heavy weapons packs, conversion fields, null projectors and cleansers.

Fne –responsive lines are small fiber cables that connect to the inner parts of the suits false nerve system allowing for the user to move as quick as he normally would outside the suit or even faster due to the predictive suit systems allowing the suit to read the users brain waves and react before the users body even does so. These cables are made off very thin copper and calcium each line has hundreds of micro-processors and battery cells to allow for precise an accurate correlation of each movement from user to armor. These coupled with the gyro stabilizers allow perfect movement even when flying or in a vacuum or on the move.

Arms and legs – (fiber bundles )
Built into the armors leg and arm areas a thin muscle fiber like cables , each cable is made of steel plastic mix afford flexibility. Inside the cable is a micro hydraulic system the force from inside the suit pushes out ward at 4 to 5 times the original exerted force. The fibers over t lap the body suit worn by the suits bearer and fit closely. The suits allows a normal human to lift 5 times the human average: around 180 -190.lbs = in the suit 900- 950 pounds or roughly ½ ton under minimal effort , and around 2,234lbs or 1.1 tons under maximum strain. However normal humans normally will not survive the maximum strain or the normal strain caused by the suit normally having their bones break under the extreme stress of lifting over a ton. However n enhanced human can wear the armor and lift over 5 tons with minimal strain and over 7 with a herculean effort without noticeable damage to bone structure or organ damage. These fiber bundles also allow for greater speed from the user normally allowing for peak human speeds (around 20-25.mph) for around 8minutes without tiring. While a Trans human may do so for hours or even days in the suit without tiring.

Boots-
The sole of each boot houses 3 wings of retractable spikes each 2 inches long and made of adamantine with sharp diamantine ( synthetic diamond and adamantine fused together) tips agent to penetrate hard earth and other material in areas where the firm grounding is needed , or for better support when firing heavy weapons. Along with these spike there is a powerful directional magnet used to hold the wear to metal surfaces when in a void allowing him/her to walk without fear of floating off.

Helmet –
This helmet also incorporates visual magnification up to x4 through the visor, the helmet also includes the following devices: sensorium collar, Auto-senses, Photo lenses, vox grill, and C.A, U.

C.A.U – C.A.U stand for combat analysis unit this is one part computer assistant one part battlefield display. The C.A.U displays important information of the visual interface in the suits helmet like a heads up display showing friendly units , current objectives, way points etc. it also shows things like vital signs ammo count if a weapon is overheating, armor information and information beamed from a marker system if possible. The suit can also calculate odds and certain angels of fire to maximize a weapons abilities however this is on a very small scale as opposed to a marker system.

The helmet is made up of 1 , 1.5cm layer of ceramide after that there is a layer of adamantine similar to the rest of the suit with the same thickness of the outer layer of the helmet. Underneath this is a layer of cabling and wires to each of the suits systems, following that is a layer of crystalline Nano mesh for comfort and to prevent heat and kinetic force damage from high caliber weapons.


- The body suit –
Underneath the armor all bearers wear a body suit made of Kevlar, synthetic carbon mesh, and crystalline Nano mesh. Inside the body suit is a huge patch looking square that houses medical gel used to seal and contort to injuries over vital areas until medical attention can be applied directly. This happens instantly and also contains nerve deadeners to lower prevent shock and allow the user to ignore the injury in conjunction with the suits pain killers. The crystalline mesh is a layer of natural crystal that is refined to convert and disperse energies heat and kinetic energies when used in small layers it becomes an effect defense against energy not applied directly to the material itself.

The scales :
A hard layer of wraith shell (crystalline Nano mesh) woven together with titanium and fire resistant material that is painted and bonded to the unpainted armor to make it more resilient and to divert damage directly to the armor minimizing the number of repairs needed to the armor after a battle and lowering damage taken by heavy weapons.
Weapons.

Twin bolt firing Helios pattern:
hand-held ballistic anti-personnel weaponry fires explosive kinetic rounds colloquially referred to as bolts. the bfs is a large .75 caliber assault weapon. It has a much greater mass than most standard-issue Imperial weapons.with a sickle-shaped magazine that carries 30 bolts and can fire in bursts of up to four rounds with a single trigger pull. the BFS has a built-in ammunition counter which indicates how many rounds are remaining in the weapon on an external display . the weapon has huge amount of recoil and unaugamented being using the weapon could easily have there arm torn out of the socket
there fore the weapon was built for legionares in mk-77 armor. the standard round for this weapon is about the size of a pop can with a narrow end and compressing side, each bolt hads the following :A solid-fuel rocket propellant base, An outer casing containing conventional charge,Gyrostabiliser,Mass-reactive fuse. Has a split-second timer to delay detonation upon impact until after the shot penetrates the target., Hardened diamantine penetrating tip. This allows for the bolt to penetrate most armor before detonation., Main Charge and Depleted uranium core. This is a very dense material, adding weight and thus momentum to the round when in flight. This aids in the bolt's penetration of the victim. a BFS is known to tear a man’s body apart with one shot and turn creatures into tattered flesh and gore flecked messes in a single salvo.
Length : 1.8 feet
Weight : 6 lb
Belt size : 400 rpb
: weapon type : ballistic / explosive
Round type : bolt
gershan god-fist

Essentially an oversized, armored gauntlet, not only generates an energy field around it that disrupts any matter it touches, but also enhances the user's strength. provides it user with the capability to completely pulverize enemy infantry and even threaten enemy armored vehicles and monstrously-sized creatures.( normally allowing the user to lift over 3 tons and apply enough pressure to crack a mans skull like a egg ). The fist is powered by multiple force multiplying pistons controls by the users neuro impulses and reacts instantaneously ( 0.2 nanoseconds ). The matter disrupting device works by emitting randomized ionic burst that disrupt the bonds between molecules changing the atomic composition on impact.
{Libertus} – A two handed broad sword with a larger pummel than any normal powered sword. The sword is just under 6ft in length and its handle is ornate with a brass eagle at the hilt where a mono-ether drive ends. The weapon is made of a monomolecular metal , which allows the metal to vibrate at an extremely high frequency before the phase emitter is activated. The phase emitter changes the metals atomic bond to an unstable level allowing the blade to work on a hyper state allowing it to cut through metal, stone , flesh , etc. as the weapon enters this state it emits a high frequency sound akin to a song many call it the sound of souls being liberated from there flesh but reality it is a side effect from the blades high speed in the air. The blade can be amped up to emit the sound wave to fire waves of slicing sound and air pressure.

Skills :
Horus is a skilled fighter , mastering over 33 martial arts styles and various armed combat styles. Even creating a style of predicting gun trajectories to allow a person to dodge gun firre even from point blank range from various shooters.
Horus reaction time is in the nano seconds his computer like brain and battle predictions allowing him to augment his already impressive reaction ( 1.3-4.2 nano seconds ).