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

Voting is open
@Daemon Hunter, how about this for the Belochka divinations:

Stunt: Ridcully looked at the document in front of him. The original treaty Asgard subsector made with the Emperor through Malcador. Now, Be'lakor was Malcador, and Tjapa was the Emperor. Was there a connection to exploit? Time to see.
 
Hmmmmm I only see actions for prepping the Bagon invasion, did I miss something? I thought we were hitting three places?
 
See if our Witch-Finders can be improved with Trueglass somehow (Telepathica)
I'm really dubious of this one because we have literally millions of Witch-Finders and True anything is super expensive.

Hmmmmm I only see actions for prepping the Bagon invasion, did I miss something? I thought we were hitting three places?
We voted to hit two daemon worlds, Ssyleth, and assist the Unchained. But the toughest ground battles will be the two daemon worlds, and so those will be done sequentially instead of at the same time. Ssyleth we're not intending to hold any of their worlds at the end of it, and we're not going to invade any of their daemonworlds. So it's going to be mostly naval battles to wreck their infrastructure and some rapid ground invasions and withdraws like when we wrecked the Nexx. Unchained is what we have the military action to prepare our troops for long term distant deployments for.
 
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Hmmmmm had a thought:

If nifleheim is covered in blanks, could there be aria types there that just never realized they were also psykick?
 
New questions and answers.
13) Did the Necrons do a double take when they saw Aria during the Grand Conclave?
13) they did
1) Was Areatha there with a camera?
1) no, she has memory captureing techniquis foir that

2) By the time a Trust colony/world are capable of building a PDR station, are they capable of just jumping right to DR stations?
2) not quite
but the gap is pretty short

1) Can Tallships replace Blackships? Put untrained psykers into a medical coma or bargain with some Primal Spirits to protect them or use Primal Safety powers, then move through Primal Warp normally?
1) feasbility
entirly likely

1) What level of Chaos would have access to food processors capable of creating edible matter from nonliving material, skipping any deliberate cultivation of life?
1) Dark Eldar
maye some Dark Mech
or really high end sorceror kingdoms

1) is there a particular reason Avernus (the planetmind) has not plopped waitwoods on island turtles for teleporting War Zaratan Action?
1) because waitwoods are not really needed for on planet travel

1) In-universe, how big can an Escort get, volume wise, while still being an Escort (in terms of can be maintained by Docks)?
1) its not a hard line
but somewhere around the 0.25km3

2) Was the shuttle crash assassination attempt, make a shuttle crash into Tranth, or make Tranth in a shuttle crash?
2) the former

1) Is it possible for us to postmorterm question the machine spirit of that shuttle?
1) no
not enough left

1) Do Truemirrors prioritise your Archetype over the rest of you?
1) no

1) Using Culture Spirits to boost education because Knowledge Transfer is a fundamental part of culture: Do more research or feasibility?
1) more reserch

1) Did Aria go over the Shuttle Assassination incident to see if there were stuff that might be consisted with use of Ka powers?
1) yes
nothing obvious

1) How many rounds of continued nonstop firing will it take for a ship to run out of torpedoes? (Specific ship is an Escort with Escort Torpedoes)
1) a dozen or so

2) Is it actually useful to try to assassinate the Big VIPs (ie near strategic level assets) like Tranth or Tamia ? Anyone who dies on the surface of Avernus have their soul caught up by the Planetmind and the truly important people will probably get fast-track for a resurection even if it is by Isha Herself
2) yea, it at the very least slows them down

3) Post End Times, is Isha thinking to create a new Everqueen line to help guide the Eldars ?
3) she is considering it

4) Although the assassin in the Shuttle Incident could not be found via Postcog, was Postcog able to tell what seems to happen as the Shuttle suddenly crashed? Did it seem to mysteriously suffer a whole bunch of errors? People oboard suddenly mind controlled or acting weirdly, etc
4) a single day error at xavtky the wrong time

5) Do we know how the Lighthouse affects Chaos Psykers on Avernus?
5) it reduces their ability to use sorcery

6) You know how at the end of the last turn of last thread, we tried negotiating for a Cryptek Necron Tutor but the deal fell though? I was just thinking, has there been, uh, reconsideration of the request?
6) ask again and find out

7) Do we need to do a feasibility first to redo the Nurgle and Slaanesh countering powers?
7) no

2) How long would those take?
2) 3 years each

1) What's the DC? Can we consider it low enough to autopass unless we roll a nat 1 or something, or is it something better to put a more skilled researcher on?
1) autopass range

8) For Void Kraken Sales is it alright if we just set a specific number we maintain Void Kraken numbers at and simply sell all excess?
8) yes

9) Do we know of any ways to store or generate Ka without needing a human intermediary?
9) no

10) Can Gellar Fields be used in a sort of inverted way to pull the veil over the materium so that warp beings are not naturally pushed out?
10) no

11) What level of complexity is Fundamentals: Hangers?
11) advanced

12) I know the returned were gutted as a unit for the BA but how many would you estimate survived?
12) single digit percent

13) Some of the stuff from last turn should have generated actions but hasn't: we did warp echoes of Copper, and the feasibilities for using city-back behemoths as primal army command centers and improving our landing craft indicated they were good ideas.
13) have been delayed by a turn

14) Imperial naval tech resulted in much more HP than Shields, but what do more modern Chaos ships look like HP/Shields ratio vise? Balanced enough to be a matter of doctrine, or does their tech push then is one direction or the other?
14) more HP but not massively so

15) Would having Ridcully personally take a look at the shuttle incident yield anything productive, or did he already try and fail?
15) it might

16) Could we create Torps that are explicitly decoys for Bombers like RL flares?
16) feasabilityy

6) Given that torpedoes can be runed, why can't ACs be runed? Torpedoes are even more disposable than strikecraft, so it shouldn't be a cost issue.
6) different narratives
the torepdoe is part of the ship so can draw power fromt he actions of the ship
the attack craft is its own thing kept seeprate from the ship
so cant
17) By this logic, shouldn't External Fighter Drones be able to be runed like Ex Torps? They're basically munitions in the same way in that they don't have anyone onboard and they don't return to the ship after launch.
17) still narratively fighters

The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)

Turn Forty-Three Eight hundred twenty-four years since the Founding of Avernus One thousand, six hundred eighty years since the Death of the Emperor Ten year turn Despite Vlad sacrificing his cover in an attempt to start a war between Vect and Abbadon, their alliance remains firm, and the first...
General Rakes is currently looking at your use of minor battle psykers and running a few small scale experiments on possible changes. While his thoughts are not yet at the point of being useful, he is convinced that you are severely misusing your minor battle psykers.
18) Did anything come out of this yet?
18) not yet

1) Is Jane full on artefacts, or could she make use of one made by Vaul?
1) she is full

3) Can we do Ghyran Cataclysm magic yet?
4) yes

1) Is Bagon still Nurglite-controlled?
1) yes

2) Can we immediately start on Be'lakor countering powers research this turn with a divination of his domains and have the next step pop up next turn, or do we need to do a feasibility too?
2) can start

1) What has the AO been up to since he recovered from the Primordial Sea taint?
1) a few missions on the dargon front or agains chaos, some slann bodyguarding and some abyys wrangerling

1) Does training Nurma take up one of our three diplo actions, or does it simply draw from the general action-year pool with no other effects?
1) one of your three diplo actions

2) Nurma's diplo training action says it improves her Admin. Is that intended or does it actually improve her Diplo?
2) fixed

1) Does taking too many Train Nurma actions across the board in one turn (even if it's just one per category) reduce overall effectiveness for that turn, representing Nurma being stretched thin?
1) yes

2) How many action years max does Nurma have for training?
2) 10

1) Is it actually feasible that they'll get a cataclysm spell based off more a recent event developed to the point where we can use it before the Singularity ends?
1) yes

1) I was just thinking, but is Trueglass something we can equip our Witch-Finders with?
1) maybe

1) Since Aria can taint Ka with Sa, has she tried to see if she can outright 'corrupt' Ka with/into Sa?
1) she can't

1) Would the bonuses provided by an Archetype be a major buff to the Ancient One, or barely do anything like how his new pants just gave him a +25 bonus or something?
1) barely do anything

2) Given his 100% approval rating, how often does it occur that Avernite born in-universe powerscalers essentially overestimate/powerwank Rotbart?
2) a lot
funnily enough they think they do the same to Jane
and end up underestimating her

1) Are the DAOT hyper expensive Naval tech expensive enough that if we were using them, it would make sense to also use True Materials in part of the naval vessel using them? (like idk True Copper for superior/perfect transfer of power)
1) no

2) Do True Materials create problems if you are making a psychic creator effect with them? Ex: True Copper in the wiring of Void Shield Harness
2) yes

1) Side-eyeing the Trolls, would Tranth say this is a fundamental incompatibility, or just us not having any experience with TrueMats?
1) not enough experience
The trolls can do it
Though not with everything

3) About how many categories should we limit training Nurma a turn in?
3) no set limits there

4) Which is more in line with the Sacred 8: To be part of a band of 8 powerful warriors, or to be the warlord with 8 powerful warriors serving you?
Or is this the sort of thing that leads to "relgious debates"?
4) religious debates
Though you kno the warp enough to know that the answer depends on if you fight with your warriors or not
If it's you send 8 warriors off to battle it's that's
If it's you lead 7 warriors to battle it's that

5) Are Trust Blackships Ether Drive ones that are slower but don't need nearly as much warding?
a) Have we been losing Black Ships to raids or having to escort them with notable amount of warships?
b) Would replacing them with Tallships be high on Trust priority list of Tallship use if it was viable?
5) no they are the faster more expensive warp ones
a) you always escort them heavily
b) yes

6) Is the graduation rate for Psykers for all death that happen during training, or only for those who fail the graduation exam?
6) all deaths in training

1) Who do we point Nurma at to help train her will? The Telepathica?
1) no one

2) Void Kraken and Kelp ideas
a) Khoswe flesh-shaping (effectively allows modifying them with shipbuilding rules, in addition to some more unusual options)
b) Nynye Titantization (increase size into one of the three Cruiser ranges)
c) Sirens applying their experience with runed kraken warbeasts
d) Combo of the previous.
2) intersting ideas

3) In the extreme situation where the Trust runs out of UDA, we will need to build Gridarvols with VHA instead. If the Gridarvol is using VHA mk2 could it reclaim the original name trait's +1 armour that was lost when it switched to UDA?
3a) If no for the above, what about if it just used mk1 VHA?
3) no
a) yes

4) Do we know when the Trust plans to start construction on a Deus?
4) now

1) Does Tranth think he could actually improve on the Deus trait if he was tasked to refit it? (It's one of the most broken traits already, so I've been kind of assuming no, but if we're about to build one, I figured I should ask.)
1) he does not

2) How long would "Ward (Hive): Advanced Banishment" take for Dis?
2) 12 years

1) Why are our advisers so hopelessly optimistic on being able to stay ahead of the psyker population boom? I estimate we will need another expansion of the expanded psyker districts done before the end of this century (over and above the current one)
1) the current century ends in 20 years

2) Is the cost for warding Dis 64 times the base cost shown? I assume the scaling continues but wanting to check.
2) yes

1) Should the expanded psyker districts improve bonuses vs rogue psykers as they have better wards than regular districts?
1) very slightly

2) Actually will the superior wards potentially reduce the rate of rogue psykers (eventually)?
2) yes

1) Should we try to make the next Psi School level, is there some chance there will be a Slann assisting because one currently assists with such things on Avernus like Se'Se did with his specialty?
1) yes

2) By any chance, has our improved teleportation technology from the First Worldship changed the cost or effects of the Teleport Rapid Reaction Group action?
2) not notably

3) Have our politicians realized the potential ramifications of a potential Mage strike? I.e. some union activity
3) not really

1) Does Jane get any bonuses from her Archetype to training Witchhunters?
1) no

2) Using True Mirrors to train our Pysker Hunters has an upkeep of 7 Relic Material. Does this represent our use of True Windex?
2) basicly wear and tear

1) Given our greatly improved Ka understanding, have the performance of Niflheim's Voids and Nulls greatly improved, in basically everywhere?
1) yes

2) Actually, iirc one issue with healing a blank was basically getting through their resist. Since our Ka users can reduce their Ka resist on purpose, would they be able to fully or mostly benefit from Sa based healing?
2) mostly

1) Do we have a rough estimate on how many Aspiring Chaos collectively has, in a general sense? Around a million, millions, tens of millions, etc?
1) you dont

2) I just had a thought. You know how Tranth said that it costs more to enter reality via a Warp Drive than to enter the Warp? Is this because of Ka in the galaxy, and the increased cost more doesn't quite apply if you enter reality in deep space where solar Ka is much less?
2) no

3) How much of Sa things requiring regular recharging and maintainence is ambient galactic Ka just pushing the Sa back to the warp?
3) some but not all of it

4) Because Aria can stack Ka infusion on top of Sa buffs into technology if she is actively maintaining them, does this make Force Weapons really OP for Aria?
4) yes

1) What complexity would Fundamentals: Force Technology be?
1) Exotic

2) How much easier would it be for Nurma to get to the point where she can do non-Research psychic actions, compared to her being able to do research?
2) far

3) Is GD'ing Belakor particularly risky now that he has the power of a Great God?
3) not anymore then it was before

4) What are the criteria we have to fulfil to allow us to do Psychic construction as Administratum actions?
4) not really possible
its where it is due to the sheer number of psyker hours needed

1) Would a Telepathica action to collaborate with Tranth on the design of the deep space Waitwoods ship (Shamans, anti-divination wards) be a viable write in? If so, how many years?
1) yes
cruiser design time period

1) Will this actually have a dramatic impact given that the Telepathica's mastery of the Primal Warp isn't particularly amazing?
1) unknown

2) Were Disintegrator Batteries a civilian level tech in FWSs time? Given how simple they are (that we can build them) yet weak (that we won't use them) and with that extreme precision over raw firepower focus (so cant exactly nuke cities with it) it would make sense.
2) sort of
they were basicly licensed defensive weapons

3) Out of curiosity do Torpedo Launchers work like direct fire weapons for negating the flanking penalty?
3) yes

1) since in unverse rotbart has designed some pretty useful ship designs for the trust, will him going to the unchained be a mall background buff to their navy?
1) yeah

1) How powerful would Butcher be if her suit was made of bunyip? The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)
1) Titan range

2) Pound for pound, which is physically stronger, a bunyip or the Ancient One?
2) Ancient One

1) Random thought but is Aria the most skilled Blank humanity has ever had? Or were some Culexues and Sisters of Silence multi paragon in Ka?
1) PROBEBLY

2) Theoretically with his own unique SaKa nature and having been involved with the above mentioned Blank Organizations would Ant be a useful teacher to Aria?
2) not really
he never explored his Ka

1) He's had tens of thousands of years to do so, why did he never bother doing so?
1) because he associated it with the dragon

3) Does Tranth think he might be able to do something more fundamental and important for the Waitwoods CR than making it have more Waitwoods or be cheaper?
3) uknown

1) Could Aria and him cooperate on studying Ka together?
1) yes
he is the only other know being with Sa and Ka

2) For the deep space waitwoods ship, would Tamia have to provide her action years to assist or could Aria do it instead?
2) Aria could, Tamia would be better

3) Absent Telepathica AP Tranth will still get like a dozen Shamans and a couple of Primaris from the Order of Warding to help out still, right? For the Cruiser Waitwoods action.
3) yeah
 
Some Stunts:
Explorator: Hybrid Technology - 6 Years (6/6)
Stunt: The most basic form of hybrid psytech was the Force Weapon. It forced psychic power into a more focused form. But large amounts of power were lost to various inefficiencies, entire vistas of possible ways to apply psychic power never considered. With their understanding of Sa, force weapons that would make the ones previously owned a joke was a certainty, but there existed so many other routes. Force Armour. Force Tools. Force Equipment. "Equipment that shapes psychic power for you", when considered more deeply, was frankly a ridiculously broad scope of technology.
Cultural Spirits: Identification - 3 Years (3/4*0.8=3/3.2->3/3) Repeat if Failed
Cultural Spirits: Pushing the Limits - 5 Years (5/6*0.8=5/4.8->5/5) Repeat if Failed
Cultural Spirits: IFF Improvement - 2 Years (2/8*0.8=2/6.4->2/6)
Stunt: Many cultures had 'in' things which simply didn't make sense to outsiders from the culture. This could be secrets, yes, but it could just as easily be memes, jokes, turns of phrase - The warp reflected reality. Those little things had a resonance between culture spirits. Like attracts like, after all. This was a basic law of the warp.
Stunt: A fundamental purpose, nature, requirement for a Cultures - and therefore Culture Spirits - to continue existing was to transmit knowledge and information, both to outsiders and itself. Education was also acculturation, the method by which a culture/culture spirit propagated to new people. Which was why Tamia was examining culture spirits of many cultures as the youth were educated via countless different means.
Stunt: Almost all cultures have means of separating the in-group and the out-group. Almost all cultures have it as important not to hurt the ones in the in-group. That nature could be used for immaterial spells, yes. But more material spells - Well, it was a matter of making spells 'intelligent' and 'directable' enough for the culture spirit to direct them away from itself.
 
Middle of the road is pretty common in things like this, so I think its the general consensus.

Oh, I should make sure it's clear that when I changed the handover length from moderate to extended after some discussion on Discord. At the time there weren't any votes for the plan, so I figured that it'd be fine to just mention the change as an edit rather than adding a post to clarify.


Thanks for the stunts, they've been added
 
Sidequest: TO WALK WITH THE GODS
TO WALK WITH THE GODS

You are Jacob Oakheart. Known by some as a Hellwalker for your accomplishment of ascending back from an unexpected fall into the Caverns of Avernus. You have been blessed by one of the most powerful Guardians of Avernus, the Radiance. You have been infused with the power of a thousand unborn in order to cope with its power. You are the Champion of Avernus, but unfortunately, you are known by most off world as simply "The Son of Jane Oakheart". It's not your fault. She somehow snagged an Archetype and then Transcended.

A personal messenger of the Governor has requested you meet the Governor at your earliest convenience. No official paperwork. Your psychic senses don't detect any anomalies, and the messenger is known to you. This is either a social call, or the Governor has a rare secret assignment for you. Probably the former, this week has been nothing but spiders for you.

~
"You want me to hijack a Chaos Nation."

You are somewhat used to crazed statements from the Governor. You're under the impression that he never stops thinking. It's only recently that he's learned to step away from his duties. Some people build models of logistical vehicles. Rotbart creates new models of warships as his personal hobby. He disguises them as official proposals, probably to trick himself into having a hobby. Avernus doesn't have an interstellar navy anymore, having decided to leave it to the specialists.

You're off-topic, but going off topic gave Rotbart the stunned silence he probably wanted to hear. You are a spymaster. You were adopted by the Spymaster of Avernus, after all. But a deep cover assignment, against Chaos?

"You'd have Borderlion support, on top of the Ghost Legion."

Ghost Legion. That was a fun puzzle to figure out. The Alpha Legion attempted to steal the contents of Avernus's most secure vault. It turned out to be a trap set by the Inquisition. Most agents died. Some fled. The Inquisition took the ones that were trying to destroy the vault's contents, interrogated them with both your mother and Ridcully's help. Of those determined loyal to humanity, they were given jobs by the Inquisition, and the Ghost Legion has grown ever since.

If it wasn't for your mother and Ridcully both vouching for them, you would have led a purge against the Inquisition.

The meeting went on for some time. You almost said no outright, but out of respect, you listened. There were many reasons to say no. Deep cover assignments are always dangerous, due to difficulties in exfiltration. Discovery could provoke the target in question, causing a war that could otherwise go unwaged. Lastly, the greatest risk, to Fall.

But Rotbart had a way with logical arguments. If you could get the Kingdom of Brass and Skulls to wage a Blood Crusade against the Kingdom of Confusion, then the only local threat to the Trust would be the Principality of Change. Most of the Trust's enemies would be tied down, letting them send much needed soldiers to the Unchained Federation, who are rapidly on their way to becoming everyone's most important trading partner.

You would have a Borderlion with you, 24/7, whose sole job would be to extract you, should you need it. On top of their various ways of supporting you, you would have significant Ghost Legion support, allowing yourself to focus almost entirely on maintaining your deep cover and ascending the ranks. The loyalists of the Alpha Legion have long since entangled themselves with Chaos, and yet stayed clean of corruption. They have a wide variety of policies and training in place, to guide and protect their agents. False stomachs to avoid tainted food. Artificial eyes and ears that could block direct sensation of tainted subject matter. The list is quite extensive, and the Governor promises that everything the Ghost Legion does is reversible.

When it comes down to it, you want to protect people. You agree to the Governor's unfortunately not-insane plan.



~

The problem is, your quarry is different from other Khornate nations. They don't just simply believe that you can take destiny into your own hands with blade and bloodshed. They believe, in their hearts, that there is only one way to Walk alongside the Gods. Knight Titans are massive bipedal machines, and to the people who matter to the Kingdom of Brass and Skulls? They are the only thing that allows many mortals to approach the sacred killing fields of the Gods.

Any and all are welcome to join the military. The tests are probably not too hard to pass, but you are an Avernite and a prodigy besides. It's hard for you to tell. The basic "training" is frankly, pathetic, even by the standards you expect of local Chaos. The amount of damage their non-elite forces receive are staggering, but this suits the King just fine, focused as he is on the Great Game. Should one survive, you would officially be counted as one of the Warrior caste.

Killing the King of Knights is too difficult a task. He is one of Khorne's Honored, a complete monster in combat that you would be lucky to survive. At first, he was a mortal Knight who fell to Khorne, who acted over decades to change the culture of their nation. When he acted openly, the Knight World which would become the capital of the Kingdom of Brass and Skulls fell to Khorne in a bloody civil war.


But he focuses almost entirely on the Great Game. He is not really involved in affairs, except to collect taxes, and to enforce the Knight's Code of Honor. Mostly the part of the code that reminds the Knights that Dead Peasants Don't Pay Taxes. Murder is not a criminal matter in Kobas, but the King will have his due.

Given Be'lakor's transgressions against Khorne, if you can convince the Council of Clans to wage war against the Kingdom of Confusion, the King of Knights will likely encourage and escalate the war. This will either force Be'lakor to defend it with his own brand of power, escalating the conflict, or he will abandon it. With Tjapa as his slave, it's difficult to tell the outcome of this would-be war, but Ridcully himself is optimistic for the Trust.

You are a Prodigy of the Blade. You are not a Prodigy of the Knight. This is a problem, as the entire operation is going to hinge on you getting involved as a Knight, and becoming a rising star that will influence the Council of Clans.

Nurma Kessle has been looking for ways for you to absorb the skills necessary in such a short time frame, but found that it is effectively impossible to transfer skills in this manner. A modification the Old Ones made to reality, to counter Necron warriors simply downloading talents into empty husks. Combining your mind with a Knight Titan and piloting it skillfully is no easy task. It is very different from any form of combat you are familiar with.

As such, you are going to need a pilot of some manner. You have four choices.

-[] The Artificial Intelligence, Asura: Crafted and raised by the minds of Muspelheim, the 65-year-old AI that currently goes by the name "Asura" is an interesting choice for a Knight Pilot. Possessing a great intellect, Asura is by far the best hacker in the Imperial Trust. Muspelheim has kept their AI program under careful guard, but these days are perhaps the most important in galactic history. It's time to escalate and adapt.

Knight Combat: 38
Pros: Fast Learner. Hacking is a trivial challenge.
Discretion: Solid, but less effective against the Dark Mechanicus.
Cons: The Dark Mechanicus both covets and fears AIs. As such, they are more likely to spot Asura, and will either sound the alarm on detecting the AI, or, more likely, move to capture it. They will not stop until they are successful, or they are destroyed.

-[] The Sarcophagus: Seraph Borsdatter, Knight of Asgard, has agreed to seal themselves into what is quite similar to a Dreadnaught's Sarcophagus, though without the amputation. They will remain in their Knight for the entire operation. They will either be fighting, or in a Stasis-sleep. They are an excellent Knight, and pure of soul. They have earned the Inquisition's trust.

Starting Knight Combat: 40
Discretion: Serviceable
Pros: The Mind Machine Interface that all Knights use to control their machine will connect her and Jacob together. This human connection with someone Jacob is fond of will grant bonuses against taint gain, and also allow him to better pretend to play the role of a Knight.
Cons: The least discreet option. There will be a warded blackbox that connects directly to the MMI. Care must be taken to ensure that only the Ghost Legion performs deep maintenance on the machine.

-[] The Machine Spirit: Ancient, even by the standards of the Great Crusade. Veteran of a hundred wars. Eventually left in Stasis on Asgard, due to the proliferation of new Knights. This relic has shaped Asgardian history, but is forgotten by anyone else.

Knight Combat: 42
Discretion: High
Pros: The most discrete option, as it is near impossible to tell a silent Awakened Machine Spirit from an unusually active one.
Cons: The only way to increase this one's Knight Combat will be with extremely rare samples of Drukhari tech, or by Jacob learning new traits.

-[] Just use Stilts: A Mechanyte, an actual alien, is perhaps the strangest choice for this operation. Standing just slightly shorter than a main battle Knight, Stilts will be catching a lot of attention for his unusual nature. The Ghost Legion plans on passing him off as a Dark Mechanicus one-off that they so love to do. His lower logistical footprint compared to other Knights is a boon for discretion. Your Ghost Legion handler has taken it upon himself to ensure he knows the meaning of "loose lips sink ships".

Knight Combat: 40
Discretion: Unusual (does not mean bad)
Pros: As a Master of the Spike, Stilts will be able to core many enemy units, making prizes of enemy units. Has a lower logistical footprint, reducing various Intrigue risks.
Cons: While discretion is not a weakness, it is possible that Stilts could be tied back to the Council of Peoples long after the operation is completed or failed. Killing all witnesses will not be possible in this operation unless you are forced to abort early.



Lastly, Kobas is a nation of over two thousand worlds. The Ghost Legion has a small selection of entry points.

-[] Stuck between a pit of Blood Vipers and a pack of Blood Dogs
What was once one clan split in two, over paranoia and religious differences. Their centuries-old conflict is known as the Blood Feud, and on the factory world of Arka'tesh is where it wages the fiercest. What was once a humble arms dealer simply trying to use their war to feed his factories has turned into an evenly matched battlefield. Introduce yourself as a mercenary, run some missions, then pick a side. Should you become known as the one who turned the tide, you will find yourself surrounded by allies and enemies alike. Perfect for a rising star.

-[] Cast your vote and cast your fist, it's Screaming Eagle Election Season
The United Sectors of Amir'ka were not completely snuffed out by Perturabo. Some were able to flee to greener pastures, and take with them their way of life. More specifically, their way of strife. This clan has, somehow, remained a democracy. Despite going through a minor civil war roughly every 15 years, this society is somehow fairly stable and committed to its ideal of one man, one vote.

The upcoming election seasons promise to be more impactful and bloody than usual, due to reasons that the Ghost Legion suspect to be entirely mundane. Throw your weight behind a candidate, and ride their coattails to the top. Then, after a few short years, run for office yourself. Bloodnames are elected in this nation, and losing an election is far from the end. Prove yourself before your fellow elected, or simply kill the President in a fair duel, and power is yours for the taking.

The Ghost Legion is looking forward to this.

-[] Hold a candle lit vigil for the spiders. Or use arson to set the Vigilant Spiders on fire.
Theodore Fleming was a Helguard, once. Still considers himself to be, despite the fact that his birthworld considers him a forsworn traitor, should they even realize he exists. The Inquisition has not forgotten. He has been a person of interest for centuries.

After fleeing Avernus, he found himself in the burgeoning Kingdom of Brass and Skulls. Easily proving himself capable, despite fleeing his homeworld. He rapidly rose to the station of Knight, and found himself in the perfect place at the perfect time. Men at arms were considered cheerleaders at best, or scenery dressing at worst. Fleming proved their value at a time when Kobas was undergoing a major civil war. His rise to prominence let him create a Clan of his men.

The Vigilant Spiders specialize in defensive warfare and men at arms. This is not a winning combination in a Khornate Knight Realm over the long term. Fleming's star is petering out, as his forces are not able to win enough Knight Duels to stay relevant. His clan is treading water. Already, all other clans in Kobas are hearing dinner bells.

Why would you waste your time here? There are two options. First, join, snag an easy Bloodname. You'll have plenty of enemies to prove yourself. Use your influence and the general lack of eyes for spies to spread the Ghost Legion's influence. Decide when to ring the last bell for the Spiders, and let another clan devour you. Being part of a failed clan is not an over shameful matter. As your forces and spies become parts of other clans, the Ghost Legion's influence will spread out across Kobas, and a target of your choosing. Rise higher in another clan, and have your voice heard at the Council of Clans.

There is another option, here. Fleming is by far the Clan Leader who most prefers Ground Combat. With his extensive dossier, he's no threat to you. Gain control of the Vigilant Spiders. This will ring the dinner bell. You will have an uphill battle against the Bloodnames of other clans, but should you prevail, you'll keep the honor of the Vigilant Spiders intact, and can spend time as Clan Leader and Ghost Legionnaire to influence the other clans when they select their nation's next target for the Blood Crusades.


Info Post



Martial 36 – Jacob excels at small unit tactics, which can translate somewhat to Maniple-level tactics.

Intrigue 43 – This is the talent for deceivers and other unKnightly ne'erdowells. Jacob would never stoop so low as to lie or cheat, and he will challenge you to a duel to the death for implying otherwise.

Admin 19 – This is not a Khornate stat. Jacob is one of the best administrators that are not directly working as one of the King's High Tax Collectors. This stat must be concealed, lest Jacob be called a nerd.

Learning 29 – The only reason this stat could matter to a Knight is if they are surprisingly involved in the maintenance or design for a Knight. Otherwise, they are simply well versed in foreign enemies.

Willpower 57 – A useful stat to allow a Khornate to reign in their bloodlust and to choose their battles. A requirement for a Knight, as to combine your mind with a God Machine is not to be undertaken lightly. For Jacob, a must to resist corruption. This stat is mostly invisible, but don't go messing around with Korba The Incredibly Talented Telepath, lest he realize you are more than you seem.

Diplomacy 31 – Jacob is not too far off from superhumanly charismatic. Fortunately, his intrigue is higher, and so he will be better able to act as a restrained murderer, as all Knights of Kobas are.

Combat 62 – There is only one entity in Kobas who could defeat Jacob on the ground, and killing the King is not this operation's objective. This stat must be suppressed, as otherwise Khornates will wonder why a High Paragon of Ground Combat is only a superhumanly skilled Knight. This stat is tracked separately from Knight Combat. Jacob's individual Knight Combat is low.

To a Knight, the most important Stats are: Knight Combat, Ground Combat, Martial, Willpower, Diplomacy, and Learning. This is only in the broadest possible sense. Some might serve as advisors to their Khan, and have high Martial over their Knight Combat. Others serve as their clan's diplomats, and I don't use that word ironically. Most worlds inside Kobas are effectively half Khorne world, half Knight world. The Knight's Code is something that is taken seriously in this nation, Khornate as it is. The King does not want his nation's Knight-making capability diminished, and as such, has kept the natural destructive urges contained within the Warrior Caste and out of range of infrastructure.
[/stats]
On Duels and Challenges


A Challenger may issue a challenge for any reason. From "I want revenge" to "I want 88 units of titanium". Personnel, supplies, land, or even Knights, may be the reward of a challenge.

In Kobas, the Challenged have the right to determine whether the fight is on the Ground, or with Knights. They may invite allies to their side, though this will typically be met with the challenger calling forth their own. They are not required to accept a challenge, except in certain situations. To not accept a proper Challenge is Cowardice. It is not cowardly to negotiate with your Challenger, but a deal that's seen as giving tribute will be mocked. Indeed, a great many deals in Kobas are started with challenges.

It is seen as honorable to win challenges with the lowest amount of resources possible. To win with less resources than what others expect is glorious. To trick someone into wagering away their required resources is either the mark of a cowardly trickster, or of a warrior's proper cunning. Usually this depends on who your allies or enemies are.

It is only proper that the Challenged demand that the Challenger also have something of roughly equivalent value to offer, in the event of their defeat.

It's seen as cowardly to appoint a champion. To prevent lessers from wasting your time, either demand a higher wager, or challenge their master yourself.

Duels are a major part of the legal system of Kobas. They may or may not be to the death. A government official or some neutral party must be there to bear witness, though one must never need to wait long, as the King has his own demons made for such a purpose. The witness is not required for "duels on the spot", which follow different, less strict rules.

To attack without warning is Cowardly. In the event of a brawl, it is not improper to join in.

As previously stated, only the King of Kobas could defeat Jacob in Ground Combat, but Jacob should still conceal his nature as a sword psyker, and his paragon traits. While no others could defeat him, do not presume that they could not make him bleed or force him to escalate.

This is a nation of Knight pilots. Do not presume that you can simply sword your way to accomplishing your mission. You must both remain under their radar, and maintain some semblance of Honor.

Knight Combat

A unique stat for this subquest. This number replaces both the specific machine you are piloting, and any potential Knight skill trait. 30 is where most Knights will start, 37 is where Bloodnames start, up to 45. 45 is where Clan Leaders begin. Almost all who rise to 52 go to join their King and become one of his Daemon Princes.

Clans

Kobas has undergone shifts since the Inquisition first turned its gaze to it. Since it was first studied, eight Great Clans have gained prominence and official power. While the King retains ultimate power, he uses it rarely, focused on the Great Game as he is. Minor Clans do exist, but are not likely to be relevant to your operation. All Clans worship Khorne, though some minor households or individuals might worship other gods. Such individuals have survived the challenges of the Warrior Caste, and as such, have begrudgingly earned a place in this society, where Might makes Might.

Each clan has several dozen Bloodnames; the first names of the first members of the Clan. To participate in the governing body of a Clan, you must earn a Bloodname. This is usually done by challenging them to a specific duel, or earning it when the bearer dies by some other means. Bloodnames start at 37 Knight combat, and most will earn a proper title as they grow.

Some Bloodnames are so-called Whitenames, named after the Knights who decided to fight to the death rather than fall. Some of them are honored, still. These names may come with baggage, but Jacob can't help but be interested in the concept. Legally the same as a Bloodname, if they are in circulation. Some people have a specific Bloodname they desire, while most are simply happy being a Bloodname. You may only have one Bloodname, and must be adopted into that Clan to attain it.

To prevent people from wasting the time of a Clan leader, only a Bloodname of *any* may legally challenge them, though there is no punishment if a Clan leader accepts such a challenge. There is no social penalty for appointing another to fight in your place, in the event that it is a lesser Knight bothering a clan leader.

Other castes

The Warrior caste does not give a shit what god their lessers worship. As such, while most are Khornate, as that is usually the safest route, there are no laws against worshiping other gods. Your scientists may be a Tzeentchian, your slaves may be Tjapan. No one cares, unless they think they have what it takes to join the military. Even then, if they survive their challengers, they can keep whatever faith they please.

They even had a Ruick worshiper at one point. Didn't last very long, that one.

On Taint and Corruption

Most consider the two one in the same, but the Ghost Legion might just teach you otherwise. Taint is on the outside of the soul. It influences your actions, certainly, but it alone is not enough to make one fall. Corruption is when Taint seeps into the soul, and starts changing you from the inside out. At this point, it is when you start rolling for Falling.

Unfortunately, taint is effectively a requirement for this mission. Without the influence it provides, Jacob will not merely "smell" wrong, he won't be able to play his part. You may start with up to 30 Taint. 15 would be considered low by even the Knights who remain Unmarked. Taint provides penalties to resisting Corruption, but bonuses to keeping your cover.

The Ghost Legion has a long track record of keeping agents inside Chaotic environments. They have protocols to diagnose when they should pull an agent out. When detected at Corruption 3, Jacob will be ordered to abort the operation, possibly faking his death. After the mission is over, Jacob will likely be occupied for up to twenty years to purify himself.

Jacob can spend time off of his mission to deal with taint and corruption. There is a time cost. Others might wonder where he went, and there is a risk that they will notice he came back "different".

The Mark of Khorne

Surprisingly, not a requirement for this assignment. While the Warrior caste will rarely tolerate its members worshiping other gods, being a direct slave of Khorne is not a requirement for them. While the Unmarked are a minority, they are known for keeping a cool head when others would frenzy. Jacob is not permitted to accept the Mark under ANY circumstance.

The Cover Story and the Knight

While not finalized at this time, Jacob's cover story is as follows. He was a Knight from the Black Imperium involved in the civil war, following his father's lead in rebellion. Jacob fled the Black Imperium after the Rebellion was left crushed and his world destroyed by the Planet Killer as part of the clean up. The Ghost Legion is able to provide believable witnesses to this story, and to provide legitimate papers and proper cultural training.

The thread may make new suggestions as to Jacob's cover story, or flesh out details. As it stands, this story will effectively explain his cultural differences, and provide justification as to why he does not overtly worship Khorne, as quite a number of Black Imperials keep the gods at a natural distance.

The Knight that Jacob will be using will be a treasured relic of Asgard. It has been a long time since any tainted foe has seen it, and only an Asgardian historian could name it. Asgard will understand if it is destroyed in this operation. High technology would be seen as tied to the Silver Imperium, and as such, Jacob will have to make due with merely Dark Age Technology.

The AI's Knight will have to be designed from the ground up. The AI will likely survive detonation, though a Borderlion will be prepared for emergency evacuation.

Most likely, losing the Knight will be the end of the mission. The Knights that Kobas has are almost all universally tainted, and could not be used for very long.

The mission

Launch a Blood Crusade at the Kingdom of Confusion

The Ghost Legion is doing prep work to paint the KoC as belonging to Be'lakor. This alone will not be enough to make Kobas choose KoC as its newest target. Jacob must ascend high enough that he may influence the Council of Clans. Whether this is by killing a Clan leader and taking their place, or simply acquiring a Bloodname and doing diplomacy with other Clans.

On Intrigue

Jacob will have major assistance from the Ghost Legion, as well as several Borderlions. As such, he will only rarely need to get his hands dirty with dishonorable deeds. However, there is a price to pay for such services. Spend too much, do too much, and you risk drawing attention you might not want. The Ghost Legion has neither driven away nor fully identified the local Alpha Legion cells. While initially, they are not likely to pose much of a threat to you, but as coincidences stack up in your favor, as your enemies suddenly find themselves at each other's throats instead of yours, the Alpha Legion might just take notice. If they figure out your intentions, well, best to be prepared. The more blatant the Borderlions' chicanery, the more eyes will drift towards your area of operations. Tzeentchians keep their ears perked for the tune that makes other puppets dance.

The Ghost Legion can insert agents only so deep in this society: There are no Knights working for the Ghost Legion, other than you. They have proliferated through other castes, however. It would be useful to acquire some Scientists and Technicians who are loyal to the Ghost Legion, to better keep your Knight's secrets. Put provocateurs inside an enemy's Laborers, and you can force some of their warriors off a battlefield where you intend to core some Knights.

Spread rumors about an enemy, or influence them to challenge you, so that you may set the terms. Break up alliances at convenient moments, and fill a power vacuum. Blackmail, assassinations. Get creative, but don't get sloppy.

Stunts are a welcome way to reduce the intrigue cost of an action. Jacob need not be involved in such a stunt.

This is a plan vote.
 
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so my thoughts.

-[] Stuck between a pit of Blood Vipers and a pack of Blood Dogs

seems like the most reliable insertion point for me. No heavy polotics, and time to find our footing. Just show up and start killing people for cash. We'll be starting in the shallow end while we get a hang of the sytem and jacob finds his feet.

-[] Just use Stilts:
I'm going to vote for this one. I could lie and say i have a well thought out reason for this choice, but i just think they would be the most interesting. This is at least partially because Stilts is one of mine.



[X] Plan Rubicon
-[x] Just use Stilts:
-[x] between a pit of Blood Vipers and a pack of Blood Dogs

Lets play armored core.
 
Wait, we're voting already?

[X] Plan AI
-[X] The Artificial Intelligence, Asura
-[X] Cast your vote and cast your fist, it's Screaming Eagle Election Season

Okay, I'd like to have a moderately complex quest. AI! Elections! Hacking Votes! The dopamine rush of seeing the words '+1 Knight Combat' when Asura gets more power!

But not so complex as the Vigilante Spiders option. That's too complex, to much vote, too much moving parts.
 
[X]Plan Asura's Wrath Remastered
-[X] The Artificial Intelligence, Asura
-[X] Hold a candle lit vigil for the spiders. Or use arson to set the Vigilant Spiders on fire.
 
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