So I have had some more thoughts on the weaponry front:
Cythor Weaponry - I posted this in the Cythor thread, but basically they can use their weapons using their own natural echo abilities. I was thinking this would create a short range reasonably powerful sonic pulse, designed to be used as an assault weapon before they get into combat. It would also explain why they are still powerful when compared to the Chiro ones, as to get the same level of power the Chiros had to use the nanos.
Chiro Weaponry:
Firstly I was thinking that the long ranged / spike shots etc that the Black Templars encountered were actually developed by the Chiros? This means we can keep the Cythors fitting in with the background, whilst still fitting in with the established background. These elements hung back during the campaign, letting the Cythor's do all the front line assault, resulting in the little knowledge on the Chiros?
Now for the "zombies". I had more thoughts and it didn't feel right them actually holding weaponry, having the skill to reload etc. So then I thought of this:
Now ignore the rest of the pic, I mean the cannon on her arm. How about that the Chiros have taken to actually attaching the sonic guns onto the "zombies" arm? The nanos would mean the weapon was rejected, and all the "zombie" would have to do would point his arm. I think it would look really cool modelling wise, and quite unique? The weapon itself would be a low powered run of the mill basic trooper weapon of course.
Then of course using this, we could have more powerful variants, granted to Veterans, maybe a troop choice that is not a zombie, but still human aka ghouls etc.
Some more weapon ideas:
A missile launcher type weapon. It launches a capsule with a crystal encased within. Upon impact the crystal explodes thanks to some nanobot magic and creates a sonic boom effect. I imagine it to be low powered like a frag missile, but covering an ordnance blast areas and also pinning.
The afore mentioned disruptor type weapon. Again I imagine a couple of different types:
A heavy weapon type that if hits a tank etc, has the chance of stopping its weapons / movement / both. Has an extra effect on skimmers.
A variant that can remove invulnerable saves either for a turn or possibly for the game?
I also like the idea of having an adaptive power supply from the nanos, that can either be used to improve defence or offence. However I would suggest that this is an upgrade, or for an elite unit?