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

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He will probably have some real favor with Malal at end of this. What an awful fate.
I wait for the next Malal crit for the Black Imperium. I can imagine Malal taking all the bounds and oath of loyality to Abadon (and noteables) and scattering them aroud them. Imagine the cyclops suddently having to listen to some nobody! That should frustrate Abadon right past angry back into depression.

But speaking of to good to be true it would be very statisfying as well if Malal manage to annoy Abadon enough (/get reckless enough) for Abadon to charge after it into the Warp. What awaits them there? The Doomed One and the philosophical question which of the two is on a hopeless crusade.

I might want to write that...
 
For his own ends
For his own ends​

Among the numerous depraved followers of chaos there exists a startlingly common delusion, the notion that they are more than slaves to uncaring gods, the notion that it is they who are merely using chaos as a tool for their own ends, instead of the other way around.

They are all fools of course, each and every one of them, yes even the likes of the Despoiler, was as much of a slave as those madmen who looked upon the dark gods in rapturous worship.

The fact of the matter was that it was quite simply impossible to use chaos for your own ends as those madmen claim.. Unless that is, you're not really a follower of chaos at all.

On first glance one wouldn't have expected the young man who would eventually become known as Holden Bloodfeast to amount to overly much, sure he had been born as a psyker but only one of Zeta Grade, and not even a particularly talented one at that. His talent for battle was a lot greater, but not to the point anyone was expecting him to become some great champion or anything, and he had only middling potential as a commander at best.

Sure the young man was fairly smart and likeable enough, for a chaos worshipper anyhow, but that didn't exactly change the fact that his willpower appeared to be merely decent for a psyker of his power and he didn't appear to have much of an eye for intrigue.

Of course, unknown to all but Holden Bloodfeast himself, those last two things were utter bullshit, in truth Holden Bloodfeast's willpower was incredibly prodigious, easily enough to ward off any of the mental problems that so often afflict psykers of any stripe. Far more important than that however was that he was no clumsy fool who couldn't even be trusted to sneak past a coma patient, no Holden Bloodfeast could be called nothing less than 'the Frederick Rotbart of Intrigue', as Holden began referring to himself as upon learning about the Silver Imperium's famed general. (1)

Because why wouldn't he lay claim to such a title, after all who else (that he was aware of) could rise to such a prominent position among the followers of chaos as he had.. Without ever having fallen to chaos in the first place.

His true rise to power began early on in his life, upon the nurglite daemon world of Pox Thrallmaker, a Honoured Great Unclean One in possession of a Paragon that allowed him to bind other daemons in sorcerous chains of absolute servitude.

Pox Thrallmaker had chosen to make use his talents by running a daemonic slave market of sorts, selling his fellow daemons into the servitude of those champions of chaos who could afford to buy his wares, and Holden after decades of work, had at long last obtained the means to purchase the servitude of a Greater Daemon, an aspiring Lord of Change by the name of Aldrich Fairfeather.

Funny thing is, Holden was fairly sure that Thrallmaker knew he didn't worship the ruinous powers, Thrallmaker kept giggling at Holden and speaking to him in veiled words about how one day Holden would embrace the love of Grandfather Nurgle. Pox Thrallmaker probably thought it was hysterically hilarious that Holden had seemingly been absurdly lucky enough to get this far, the fact that he had the opportunity to see the look on Aldrich Fairfeather's face when he found out his new master would be a 'sane' mortal, was probably the primary reason why even he allowed Holden to leave unmolested in the first place.

Not that it mattered in the end, as just a week after Holden had left the system, Pox Thrallmaker would meet his true and final end at the hands of a Khornate blood host. Holden's secret it seemed would remain safe for a while longer.

Him and Aldrich Fairfeather would prove to be quite the pair, after Aldrich got over the sheer indignity of having to serve a mortal who didn't even serve any of the dark powers, Aldrich's servitude quickly became significantly less reluctant once he began to see significant benefit from Holden's expertise in intrigue.

Aldrich was fairly atypical for a Lord of Change you see, in the sense that he was embarrassingly terrible at intrigue by Lord of Change standards, which funnily enough was the primary reason that Pox Thrallmaker's servants were able to capture him in the first place.

That is not to say that Aldritch Fairfeather was wholly without talent, far from it in fact his aptitude as a general and warrior were something you'd sooner expect from particularly talented bloodthirster, though conversely he only rated as average when it came to utilising his psychic might, though again Lord of Change standards apply.

And so between Aldritch's qualities as the Lord of Change equivalent to a meathead jock and Holden's sanity and general talent for intrigue, for which the Great Game would prove itself to be the perfect whetstone, Aldrich would experience a meteoric rise within the Great Game that saw him rise to become a Honoured Greater daemon.

His master Holden's rise wasn't quite as meteoric, at least on the surface, oh to be sure it would have been entirely within their means to establish a Tzeentchian Chaos polity, within the safety of a daemon world owned by Aldrich, there would be precious few seers who'd be able to uncover Holden's closest kept secrets.

But the downsides to such a move in the end simply outweighed the benefits, in the first place Holden's biggest asset in so far as maintaining his cover went is his own relative obscurity, becoming the leader of a chaos polity was far too high profile for his liking.

More importantly however, neither Holden nor Aldrich possessed any particular talent when it came to admin work, and quite frankly, to a sane man like Holden the prospect of governing a transstellar polity of chaos worshippers sounded like a fate worse than death.

In the end Holden contented himself with merely becoming known as a respectable bi-partisan senator of Screaming Eagle, of course that is not to say he hasn't benefited immensely from Aldrich's servitude in other ways, the Great Game of chaos was the whetstone that catapulted his mastery of intrigue to that of a Paragon, and that was of far greater worth to him than anything else Aldrich's servitude had ever garnered him.

Yes all in all Holden Bloodfeast had done incredibly well for himself, even so there remained one remaining obstacle to the safety of his secret (Or well technically two, but if the Silver Imperium's Blind Seer discovered his secret, then he reckoned they were far more likely to try and recruit him than kill or expose him) and that was the Kingdom of Confusion, Be'lakor's regional puppet state.

As long as the Kingdom of Confusion existed, Be'lakor would have reason to pay at least a modicum of attention to this region, and even the most cursory sweep of a daemon prince of Be'lakor's caliber could expose Holden's secret to him (2) which meant that the Kingdom of Confusion needed to be destroyed.

To this end Holden has done his level best to instigate a war between Kobas and the Kingdom of Confusion, both in his capacity as a senator of Screaming Eagle and as the mastermind behind the Honoured Lord of Change, Aldrich Fairfeather.

Recently he'd even found himself an ally in that regard in the form of the new young hotshot senator 'Jack', Holden as a Paragon of intrigue of course had his own suspicions about the young man, but with their goals aligning Holden found he didn't particularly care.

Granted the moment he actually gets the war he wants he'd have to fake his current identity's death and go to ground until it all blows over, but then that's the beauty of settling for such a paltry (by his standards) position as senator of Screaming Eagle, with so little holding Holden down it makes him incredibly flexible.

Losing the position of senator would only be a minor loss at most, one that would be easy to regain in the aftermath of the war, even in the event that Screaming Eagle was somehow destroyed in the war with the Kingdom of Confusion, it shouldn't be too difficult for the likes of him to reestablish himself elsewhere.


  1. At least for the purposes of this omake specifically, Holden has an intrigue base stat of 30, so he's actually lowkey right about being the Rotbart of intrigue.
  2. This is how good at sniffing Holden out Holden thinks Be'lakor would be, whether or not Holden's actually right in that assessment, I personally don't really know either.
 
Administratum: Colossal Tallship Shipyard - 10 years (10/16)
Why are you doing this when Gargantuans are more efficient?

Calamus Titanforge - 4 Years (4/14)
Upgrade Factories - 2 Years (2/12)
...
Rollout Advanced Omnitools - 5 Years + 4 Bonus Years (5+4/15=9/15)
Could we troll expedite the factories or titanforge and get them done this turn? I get the general idea this is meant to allow us to finish all 3 of these next turn, but it's still better to have one done now.

Helltrooper Runes: Rune of Banishment - 10 Years (10/25)
Is this even worth it? I get that it's cheap, but not sure how much value this is worth compared to putting the years in Admin.

6. Creating a cultural database in case the sane perish (Administratum)
This seems like it wouldn't do anything for us.

Looking through ideas that have been thrown around, how about:
Look into other sane R&D powerhouses and see if they have any methods or resources or other (+to research rolls) that would help Tranth that could be imported. (Diplomacy)
 
making a stash incase sanity loses only makes sense if theres a reasonable expectation that someone else at least *might*raise up in our place (or that we'd care about them, in-universe everyone is nationalistic enough/similar so I doubt they'd care as much as we do in RL.

considering that none of the current non-sanity factions are likely to leave *any* life behind in a true-victory for them? (or even the very possiablity as in the case of Chaos)......seems like a waste of time/resources.
 
Diplomacy (N/A)
Determine Flashpoints
City-Back Behemoths: Buy (28)
Diplomatic Office: Train Nurma
Understanding the Trust (Fringe Political Groups)

Security Forces (10 Years)
Jane: Train Nurma x3 - 3 Years (3/3)
Hunting (Epra) x1 - 1 Year (1/1)
Hunting (Unchained Choice) x6 - 6 Years (6/6)

3) Between, the +1 to combat she got this turn, the effective 1.5 times multiplier on her crit damage, Ridcully's bonus and using a stunt Jane should by all accounts be very close to only having to make a survival roll on a Walking the Path action if she rolls a nat 1 on said Walking the Path action.

That being the case, would it at all be feasible to get one of the gods we're allied to (be that Eldar, Triumvirate or hell even the actual Emperor) to put a temporary blessing on some of Jane's gear so that she can safely-ish (nat 1's still a threat) fish for that step 9/9 archetype capstone trait?

3) ask


We might want to dedicate an action to asking, if this idea is feasible then it'll probably be worthwhile to persue, given how good Ridcully's step 9/9 archetype capstone trait turned out to be.
 
3) Between, the +1 to combat she got this turn, the effective 1.5 times multiplier on her crit damage, Ridcully's bonus and using a stunt Jane should by all accounts be very close to only having to make a survival roll on a Walking the Path action if she rolls a nat 1 on said Walking the Path action.

That being the case, would it at all be feasible to get one of the gods we're allied to (be that Eldar, Triumvirate or hell even the actual Emperor) to put a temporary blessing on some of Jane's gear so that she can safely-ish (nat 1's still a threat) fish for that step 9/9 archetype capstone trait?

3) ask


We might want to dedicate an action to asking, if this idea is feasible then it'll probably be worthwhile to persue, given how good Ridcully's step 9/9 archetype capstone trait turned out to be.
step-fishing is artificially harder then just having it happen natually, and this is probably more true the higher you go....
 
Charlie Foxtrot



Many philosophers and historians have wondered what force truly shapes history. Is it the wills of the mighty? The eddies of the Warp? The cultures and circumstances of nations? The answer is as obvious as it is unsatisfying. The greatest force to shape history, to raise and shatter empires, is sheer blind chance. This was proven yet again deep in the Webway, where in a room that was once the domain of a Drukhari commander of notable skill, Asdrubael Vect and his bodyguard dramatically threw open a door to find the Arbiter of Fate standing over the commander's still-warm body.

It is often remarked upon that the greatest of combatants never seem to pause or hesitate, acting always with instant decisiveness. There is some truth to this, but the need for thought and calculation never truly vanishes. The pair of Exalted daemons who guard Vect react instantly but by rote. The abrupt appearance of such a foe is too sudden for anything more thought out. One falls back to secure the rear should this be a trick, and the other advances on the threat. Vect himself does similar, readying his suite of defenses and beginning to scheme. Jane similarly simply advances, falling into a fluid erratic dash long perfected to be a nightmare upon hitting. Yet were one to watch them, one could notice a slight stiffness to their motions, the faintest bit of predictability as they rapidly analyze the situation.

Vect and his bodyguard have been confronted with an impossibility, an unsupported ambush by an assassin deadly enough to have a slim chance at victory yet too precious to risk on such a bold gambit. Is she an imposter? A Harlequin sent to distract him? An illusion? Just the first member of a closing strike team? Ignoring any of these questions could be a death sentence. They are beings of power, of treachery and cunning, so these questions are answered with more skill and speed than a mortal can muster, but there is nevertheless the briefest window of confusion.

Jane, by comparison, has been confronted with a very simple yet dire situation. Vect, or a body double, has walked into the room. With his pair of bodyguards, that is three Exalted-weight combatants within pistol range of her. She could consider whether Vect's death would serve the Sane, if the Great Game would be less stable with a flailing and doomed Slaanesh, but she is a simple woman at heart. Vect is here, and he is between her and the door. So she is going to stab him.

The first foe is bound by iron strips into the shape of an Aeldari. Like all of Slaanesh's Exalted Daemons it has a long and pretentious name, but that does not matter. What matters is that, unsure of the situation, it has led with an expanding cloud of burning perfume. Ideal for suppressing any support elements or sussing out any other foes while obscuring the battle to any unseen observers. It is also the exact wrong thing to do.

With a flash of burning thrusters and shifted time, Jane is beside it, ducking under a blow and sliding the Blade of the Tempest cleanly into its lightly armored armpit, and out through the opposite eye socket. It is Dead forever and Truly before she has pulled her blade free.

Once more, Vect muse reassess. The working he had been preparing was swift, but not swift enough. His first bodyguard has been slain without even slowing his attacker, and she is closer to him than the guard securing the rear. The working of speed is too slow to complete, for what madman would expect an Exalted to die so swiftly? He does not hesitate, yet for a single instant, Asdrubael Vect, lord of the Drukhari, greatest schemer of a scheming people, reacts on instinct instead of thought.

Warnings flash in the corner of Jane's eyes as she pushes her thrusters to the limit. Her sonic boom shreds the dissolving corpse behind her as Vect, much to her surprise, makes a mistake. Defenses activate, trick after trick, trap after trap, a panoply of esoteric madness fit to catch He-Who-Walks-Obliquely, confound the Ancient Wanderer, and maybe, just maybe, make the Ancient One flinch. To the Arbiter of Fate they are less than smoke. Illusions realer than reality, swirling shadows of nightmare and wonder, Murderminds wrought in unreality and things stranger and more terrible still assail her. Long-honed instinct and hard-won skill meld with Warp-wrought power as she dances through a thunderstorm of impossible malice, and not a drop of it touches her.

Yet through the madness and horror come blades and beams and flame and death in forms too simple to ignore. Her shield catches many, her body twists to evade yet more, but in an instant time itself shatters so that there is only the future where she dies, impaled upon a blade wrought of inevitability. Time hiccups, the Warp roils, and her armor burns out already redlined thrusters to blast past a death whose certainty had been purchased with entire worlds.

Vect's last resort comes to bear, scepter and pistol coming up in a defensive posture. The Blade of the Tempest clashes with the Sceptre of the Dark City, and then it vanishes. Jane winds through Vect's guard with a masterful Step through both time and space, slipping through the cracks in reality his own panoply had wrought to stretch time a single heartbeat more than normal. It is enough, and she is inside his guard, her blade diving towards his face. The blow is not quite perfect; Vect's instinctive, impossibly fast flinch sees the blow spearing the back of his mouth just missing his brain. Yet it is perfect enough, for it takes but the flick of the Arbiter's wrist to bring an End to one of the greatest survivors in the galaxy.

As the blade cuts into his self and soul, Vect's final thoughts are not fearful, nor are they full of rage at the galaxy that has at last laid him low. The last thought to go through his mind is indignation, that this is how he dies.

Vect's body explodes into a miasma of death and malice, one Jane deftly weaves around. She doesn't know if he is truly dead, but that is a matter for later. For now her attention is taken up fully by the oncoming Exalted, and the thought that if she dodges just right it will no longer be between her and the door.


@Durin an omake for the jane fight. The true moral of the story, is always hold open a door for a lady. Thanks to @Execute/Dumbo for help with this.
a nice write up of how that fight may have gone
Holden Bloodfeast




Holden bloodfeast let out a tired sigh as he sank down into his chair. He'd hoped to stay out of politics for another few decades. It was all so tiring. The pointless squabbles, the petty betrayals, the endless line of idiots convinced that they alone were unique and special with whatever minor edge they have clearly being new and unprecedented. He idly swirled his glass of amasec as he stared into his burning fireplace. He smiled as old memories surfaced.

He had been young once, a strike craft pilot and one of the best. He'd been something of an outcast for a while. He'd made empty declarations of rage, and of the beauty of spilt blood. But try as he might, combat had roused nothing in him. Simply a cold calculus of how to achieve victory. Saraha, ever bold and meddlesome, had gotten him into axe combat, so sure that it was the distance. He chuckled, she was so mad that he surpassed her skill with blades while still retaining his passionless calculating style of combat.

"How can you be this good and still bored?! I'll find something to get your blood up ya fucking icicle i swear to Khorne!"

He took a sip of his amasec, remembering the day she'd finally succeeded. The mad woman had volunteered them all for a suicide mission. The executioner's blade, the squadron following down a cyclonic torpedo. The rest of the squad had almost lynched her, hell he'd been trying to remember where the rope was as they where on that mission. But then, oh but then.

The world below burns, a wave of fire washes across it like a sharp dividing line. On one side blues and greens and city lights, on the other fire. Hives sagging like blobs of molten wax, mountains reduced to lumps, billions of lives reduced to ash on the wind. Death on a scale beyond the scope of his soul, destruction so through it erased the history of a world in a single perfect flash. Pure, transcendent, bliss.

He smiled, hundreds of billions of souls burned to cinders. It had not been quite by his hand, but him and his had been the ones to see the blow land, ensuring their final desperate attempt at survival was pointless. He still remembered that almost alien feeling of satisfaction as he lined up that shot on the last interceptor as they went in for a suicide run on the torpedo. God, he'd actually kissed her after they came back. He ran his hand over the scar where she'd laid him out for his tenacity.

Those had been the days. Pilots skilled enough to could escort a cyclonic down and return where valuable, where worthy. They had been showered in glory, in gold, and most importantly of all, chances to see that transcendent fire again and again. He laughed remembering the complaints of the mangos about the state his fighters were in. He just never seemed able to fully clear the atmosphere before those wonderful shockwaves hit. His squadmates had poked fun at him, but his commander had understood, The ole' battleax.

Don't you fucking dare turn around! You're the only one who has the fuel to make it out. You keep going, you hear me! Don't you give them the satisfaction of killing all of us.

Holden winced as with the good came the bad. The last flight of the executioner squadron. They had been sent to burn the capital of the twisting realm to cinders in perfect fire. Things had gone so well at the start, the defenders dying like flies in space, the ground defenses pounded to dust, and then, and then. His glass shattered in his hand, splattering expensive liquor over the floor.

The memory never faded, never lost its bite or clarity. The sudden shattering of the calm, the confusion, the feeling of anticipation curdling into horror in his gut. The flash of the cyclonic, that wonderful instrument of murder, as his own squadmate turned their guns on it. He'd hesitated, for the first time in his entire career he had hesitated. One of his own had turned against their shared purpose. He damned himself for that moment, for it had doomed him to survive. Someone else had been first to vector towards their traitour, the first to die to invisible killers that had been closing slowly. He'd been unable to close on the furball, warded off from it by a lurking shadow. He skirmished with them for long minutes before it had become clear there was no one to save. That the only thing he could do was flee, to take the tattered remnants of their honor back home.

He let out a breath and unclenched his fist. Watching the blood and liquor mingle. He still didn't know why Saraha had turned on them all. If she'd been bought, if they'd found some weakness and forced her to betray them, if her mind had been ensnared by sorcery, or even if it had truly been her in that fighter or simply something wearing her face. It hurt not to know, but the pain was familiar. It didn't matter now, not centuries later, whatever the case he doubted she had survived. Not when her lover had rammed her head on with an overloading plasma reactor. But the worst of all had been the end of his career in the navy. He hadn't been forced out, but he'd had no reason to stay.

Without his comrades, without his purpose, the navy had held nothing for him. When his commander told him to retire it had been a rare moment of kindness. He'd searched for decades for something, anything that could let him recapture just a taste of the feeling of that wonderful perfect flame. He'd lost himself in combat, in the grandest slaughters he could find. He had killed one million men women and children in a single day, and felt nothing but exhausted after. He had wrangled front row seats to the most gratuitous of blood rites, billions massacred in minutes, more death than some of the smaller worlds he had burned.

The small of blood and brass, the chanting of prayer and tingle of power on his soul. His seat was so close to the sacrifice pit that the blood was now lapping at his knees, and all he could think about was idly wondering how the slaughter masters down at the bottom were still breathing.

The conversation he'd had, and connections he'd formed with the skull tenders after had at least been worth the price of admission. The poor fellows really were criminally underappreciated. The way they had managed to render the blood breathable had been fascinating. But the entire affair had been nothing but yet another cold intellectual exercise for him.

Even when he'd orchestrated the destruction of Methish XIII by orbital bombardment, he'd felt nothing but the faint satisfaction of solving a puzzle. The recordings, the burning hives, the crashing evacuation shuttles, the screaming confused masses looking for non-existent safety as the world slowly burned, had been no more interesting than manuals on axe styles or strike craft combat theory.

Lacking his purpose, he had then sought to find new comrades, people who trust him and he could trust in return. He'd made connection after connection, allies, friends, lovers, children, he'd put his trust in all of them, and they had all sunk a knife into his back. One of them had even survived their betrayal of him. Last he'd heard Little Timmy had made damon prince, and the ungrateful little brat still never called, unless he needed something. At least he'd taken care of his mother for him.

Ultimately, all his efforts at finding new comrades had done was secure his political career. He let out a bitter laugh. There could be nothing further from that honest loving bond he'd had with his old squamates than the shifting morasses of alliances, favors and lies that was politics. Still, it had its uses. He had power, he had sway, maybe one day, he could push for a return to the Twisting domain. To see a world burn, one more time. God, he'd do anything, sell his soul to anyone who would take it, betray any of his so-called allies, if he could finish what he'd started, see that world burn in that wondrous flame.

Holden let out a sigh. It was unusual of him to wallow in old pain like this. It must have been that Jack fellow. The young man's adorable attempts at faking a gambling addiction had reminded him so much of his own past, before he found his own vice. The pointless pageantry needed to convince the idiots that one wasn't "soft" in some nebulous, ill defined way. The weakest dogs bark the most, but killing idiots quickly becomes more tiring than showing them what they expected to see.

The kid really was something special, smarter than he let on and a deft hand at combat on the ground or in the cockpit. Whatever his actual game was it would probably be easier to benefit from it than stop him. But he was just one more piece on the board, even if he was one Holden's mind kept coming back to. He couldn't quite put his finger on it, but something about him felt like the boy might be useful. He had long since learned to trust his hunches. He'd keep his eyes open, and maybe just maybe, he'd find a way to get the one thing he truly desired.

@Durin @Dynamesmouse a write up for respectable bipartisan mr bloodfeast. He has exactly one thing he wants to do and very litle care outside of that. he is also very very sharp.
sane and sensible
for a chaos lord
not saying if its canon or not until you know
For his own ends​

Among the numerous depraved followers of chaos there exists a startlingly common delusion, the notion that they are more than slaves to uncaring gods, the notion that it is they who are merely using chaos as a tool for their own ends, instead of the other way around.

They are all fools of course, each and every one of them, yes even the likes of the Despoiler, was as much of a slave as those madmen who looked upon the dark gods in rapturous worship.

The fact of the matter was that it was quite simply impossible to use chaos for your own ends as those madmen claim.. Unless that is, you're not really a follower of chaos at all.

On first glance one wouldn't have expected the young man who would eventually become known as Holden Bloodfeast to amount to overly much, sure he had been born as a psyker but only one of Zeta Grade, and not even a particularly talented one at that. His talent for battle was a lot greater, but not to the point anyone was expecting him to become some great champion or anything, and he had only middling potential as a commander at best.

Sure the young man was fairly smart and likeable enough, for a chaos worshipper anyhow, but that didn't exactly change the fact that his willpower appeared to be merely decent for a psyker of his power and he didn't appear to have much of an eye for intrigue.

Of course, unknown to all but Holden Bloodfeast himself, those last two things were utter bullshit, in truth Holden Bloodfeast's willpower was incredibly prodigious, easily enough to ward off any of the mental problems that so often afflict psykers of any stripe. Far more important than that however was that he was no clumsy fool who couldn't even be trusted to sneak past a coma patient, no Holden Bloodfeast could be called nothing less than 'the Frederick Rotbart of Intrigue', as Holden began referring to himself as upon learning about the Silver Imperium's famed general. (1)

Because why wouldn't he lay claim to such a title, after all who else (that he was aware of) could rise to such a prominent position among the followers of chaos as he had.. Without ever having fallen to chaos in the first place.

His true rise to power began early on in his life, upon the nurglite daemon world of Pox Thrallmaker, a Honoured Great Unclean One in possession of a Paragon that allowed him to bind other daemons in sorcerous chains of absolute servitude.

Pox Thrallmaker had chosen to make use his talents by running a daemonic slave market of sorts, selling his fellow daemons into the servitude of those champions of chaos who could afford to buy his wares, and Holden after decades of work, had at long last obtained the means to purchase the servitude of a Greater Daemon, an aspiring Lord of Change by the name of Aldrich Fairfeather.

Funny thing is, Holden was fairly sure that Thrallmaker knew he didn't worship the ruinous powers, Thrallmaker kept giggling at Holden and speaking to him in veiled words about how one day Holden would embrace the love of Grandfather Nurgle. Pox Thrallmaker probably thought it was hysterically hilarious that Holden had seemingly been absurdly lucky enough to get this far, the fact that he had the opportunity to see the look on Aldrich Fairfeather's face when he found out his new master would be a 'sane' mortal, was probably the primary reason why even he allowed Holden to leave unmolested in the first place.

Not that it mattered in the end, as just a week after Holden had left the system, Pox Thrallmaker would meet his true and final end at the hands of a Khornate blood host. Holden's secret it seemed would remain safe for a while longer.

Him and Aldrich Fairfeather would prove to be quite the pair, after Aldrich got over the sheer indignity of having to serve a mortal who didn't even serve any of the dark powers, Aldrich's servitude quickly became significantly less reluctant once he began to see significant benefit from Holden's expertise in intrigue.

Aldrich was fairly atypical for a Lord of Change you see, in the sense that he was embarrassingly terrible at intrigue by Lord of Change standards, which funnily enough was the primary reason that Pox Thrallmaker's servants were able to capture him in the first place.

That is not to say that Aldritch Fairfeather was wholly without talent, far from it in fact his aptitude as a general and warrior were something you'd sooner expect from particularly talented bloodthirster, though conversely he only rated as average when it came to utilising his psychic might, though again Lord of Change standards apply.

And so between Aldritch's qualities as the Lord of Change equivalent to a meathead jock and Holden's sanity and general talent for intrigue, for which the Great Game would prove itself to be the perfect whetstone, Aldrich would experience a meteoric rise within the Great Game that saw him rise to become a Honoured Greater daemon.

His master Holden's rise wasn't quite as meteoric, at least on the surface, oh to be sure it would have been entirely within their means to establish a Tzeentchian Chaos polity, within the safety of a daemon world owned by Aldrich, there would be precious few seers who'd be able to uncover Holden's closest kept secrets.

But the downsides to such a move in the end simply outweighed the benefits, in the first place Holden's biggest asset in so far as maintaining his cover went is his own relative obscurity, becoming the leader of a chaos polity was far too high profile for his liking.

More importantly however, neither Holden nor Aldrich possessed any particular talent when it came to admin work, and quite frankly, to a sane man like Holden the prospect of governing a transstellar polity of chaos worshippers sounded like a fate worse than death.

In the end Holden contented himself with merely becoming known as a respectable bi-partisan senator of Screaming Eagle, of course that is not to say he hasn't benefited immensely from Aldrich's servitude in other ways, the Great Game of chaos was the whetstone that catapulted his mastery of intrigue to that of a Paragon, and that was of far greater worth to him than anything else Aldrich's servitude had ever garnered him.

Yes all in all Holden Bloodfeast had done incredibly well for himself, even so there remained one remaining obstacle to the safety of his secret (Or well technically two, but if the Silver Imperium's Blind Seer discovered his secret, then he reckoned they were far more likely to try and recruit him than kill or expose him) and that was the Kingdom of Confusion, Be'lakor's regional puppet state.

As long as the Kingdom of Confusion existed, Be'lakor would have reason to pay at least a modicum of attention to this region, and even the most cursory sweep of a daemon prince of Be'lakor's caliber could expose Holden's secret to him (2) which meant that the Kingdom of Confusion needed to be destroyed.

To this end Holden has done his level best to instigate a war between Kobas and the Kingdom of Confusion, both in his capacity as a senator of Screaming Eagle and as the mastermind behind the Honoured Lord of Change, Aldrich Fairfeather.

Recently he'd even found himself an ally in that regard in the form of the new young hotshot senator 'Jack', Holden as a Paragon of intrigue of course had his own suspicions about the young man, but with their goals aligning Holden found he didn't particularly care.

Granted the moment he actually gets the war he wants he'd have to fake his current identity's death and go to ground until it all blows over, but then that's the beauty of settling for such a paltry (by his standards) position as senator of Screaming Eagle, with so little holding Holden down it makes him incredibly flexible.

Losing the position of senator would only be a minor loss at most, one that would be easy to regain in the aftermath of the war, even in the event that Screaming Eagle was somehow destroyed in the war with the Kingdom of Confusion, it shouldn't be too difficult for the likes of him to reestablish himself elsewhere.



  1. At least for the purposes of this omake specifically, Holden has an intrigue base stat of 30, so he's actually lowkey right about being the Rotbart of intrigue.
  2. This is how good at sniffing Holden out Holden thinks Be'lakor would be, whether or not Holden's actually right in that assessment, I personally don't really know either.
another unusall chaos lord
 
[X] Plan DaemonHunter T2

Munitorum (28 Years)
All: Modernised Power Armor - 6 Years (10+6/16=16/16)
Expeditionary Force: Unchained (Rakes, Ozolinish, Stumpf) - 10 Years (10/10)
-Stunt: A training practice among Avernites is known, somewhat derisively, as 'nog stomping'. It involves pitting unprepared soldiers against a force a tier or more above them. While the intent is to ensure the stompee soldiers can deal with sudden and catastrophic surprises, the experience of being the one doing the stomping proved invaluable to the forces sent to aid the Unchained, as centuries-old veterans in power armor found themselves facing legions of hastily trained soldiers in carapace.
Departmento Munitorum: Prepare Expeditionary Force: Epra (Hajek, Herman) - 3 Years (3/3)
Heljeagers: Strange Matter Amplifiers - 2 Years (2/2)
Helguard: Laser Sheath - 7 Years (7/7)

Adminstratum (33 Years + 4 Bonus Years)
Troll Expedite Administratum: Colossal Tallship Shipyard - 9 years (9/16*0.7=9/11.2->9/12)
Fifth Grand Conclave: General Technology - 7 Years (7/7)
Troll Expedite Calamus Titanforge - 10 Years (10/14*0.7=10/9.8->10/10)
Expedite + Upgrade Factories - 2 Years (2/12*0.8=2/9.6=2/10)
Replicator Production: First Steps - 4 Years (4/4)
Rollout Advanced Omnitools - 1 Year + 4 Bonus Years (1+4/15=5/15)

Diplomacy (N/A)
Determine Flashpoints
City-Back Behemoths: Buy (28)
Diplomatic Office: Train Nurma
Stunt: Nurma had recently learned how to talk people into things. Now began the next set of lessons: How to talk people into things, that benefited you, but also left them owing you favors.
Understanding the Trust (Fringe Political Groups)

Security Forces (10 Years)
Jane: Train Nurma x3 - 3 Years (3/3)
-Stunt: Nurma was a fascinating student for Jane. Her talent and desire for a style focused more on survival than attack alone would have made her a memorable student, but her warpsight added an entirely new avenue for her style. Reading intent from the soul of her opponent was the simplest application, but already she was starting to glean basic insight from the warp. If she lived long enough, Jane suspected she would develop a truly fascinating style.
Hunting (Epra) x1 - 1 Year (1/1)
Stunt: Everyone expected Jane to assassinate the leader of Epra. In truth, she probably would - eventually. First, however, she needed to make sure to not be predictable.
Hunting (Unchained Choice) x6 - 6 Years (6/6)
-Stunt: A common theme of the War of the Devil Tyrant was the desperate scramble to rally. The Unchained were desperately bracing for a war more intense than any the young nation had faced, while Ophelia Eternal was rising from its own ashes, reforging an empire from a thousand feuding pieces. For the forces of Chaos, even now, such efforts hinged on the might and charisma of their various lords and masters, each a nucleus for a new domain to form around. In such an environment the Witch Hunter could shape entire fronts, each death rendering entire realms stillborn.

Explorator (20 Years)
Orbital Grav-Relays Design - 6 Years (1+6/7=7/7)
Stunt: "But what if an enemy can break gravity and disable all grav-projectors? How to prevent the elevator from becoming an active threat?" Tranth made a careful note of the question, and then largely ignored it - he hadn't yet a proper working prototype; defensibility could come after feasibility.

Of course, once he got that prototype...
Technology Fundamentals Exotic (Hybrid) - 9 Years (9/9)
Stunt: Tranth had barely finished learning Hybrid Technology, and already he needed nearly a decade to sit down and do a full analysis. Then again, it promised to affect nearly every planned key project in the next half-century. And, besides, when else was he going to get a chance at this?
Naval Technologies - 4 Years (4/4)
Explore Termite Archives (Defensive Systems) - 1 Year (1/2)
-Stunt: The termite archives were, as always, a mess. Progress had been made in indexing it, but the sheer breadth and strangeness of the database foiled efforts to render it accessible. However, for once this was not truly an issue. There was enough organization to sort by 'defensive' and that is all Tranth needed. He was not looking for a specific type of system, he was looking to compare as many and as diverse forms of defensive technologies as he could. For once, the insane and near pointless diversity of the termites was exactly what he needed.

Biologis (10 Years)
Complete Examination (Rain Calling Frogs) - 5 Years (5/5)
Complete Examination (Sargasso Kelp) - 5 Years (5/5)

Telepathica (19 Years)

Greater Divinations
Be'lakor's Plans Double Down (Costs 2 GDs each) x1
Stunt: Ridcully had, unfortunately, quite a bit of experience divining Be'lakor. Along with a slightly ridiculous array of assistances - the Seer Council, the Orb of Lileath, the Star Chamber, and plenty of time to go slowly and be careful. Of course, it was Be'lakor. He was going to need every last bit of help and skill alike.
Tranth Assassination Attempt Double Down (Costs 2 GDs each) x1
-Stunt: The irony of the attempts on Tranth's life was that the sheer skill of obscuring who was behind them vastly narrowed down who could be behind them. Be'lakor was in many ways the obvious choice, either himself or through his minions in the Assassin Templs. The other was the Deceiver, either wishing to clear away one of the few magi capable of detecting his traps or out of simple spite. Ridcully had contended with the tricks and traps of both; he would simply need to figure out which one he was up against, most likely as they impersonated the other. Let it never be said he was one to turn away from a challenge.
Dragon x2
Stunt: Ridcully scowled; his difficult divinations were proving troublesome. Ah, well; time for a break. Nothing cheers the spirits up like shooting Dragonmen in a barrel.

...Though he really had best make sure to preempt any active plots on its part that might affect Aria.

Lesser Divinations
Unchained x1
-Stunt: Ridcully could not spare much time for the Unchained front, but then again he did not need to. He could not so casually breach the wards of Be'lakor to spy upon his plans, or slip past the vigilant gaze of Exalted daemons to see the commands given by their god, but he could see everything else. Every rallying force, every hidden fortress, every raiding fleet and vital convoy. With a simple glance, the shape of the Unchained's foe was laid bare in exhaustive detail.
Eldar Choice x5
Stunt: Ridcully had given the Eldar everything they needed to fan the Black Imperium civil-war into flames yet again. It was time for some solid follow-up to that effort, along (perhaps) with tending to a few other things across the galaxy.

...If Abaddon felt more headaches, all the better.

Ridcully
4x Greater Divination + 2 Free Greater Divinations - 4 Years
Lesser Divination - 6 Years

Xavier
Adeptus Astra Telepathica: Prepare Expeditionary Force: Unchained - 10 Years (10/10)

Tamia
Cultural Spirits: IFF Improvement - 4 Years (2+4/8*0.8=6/6.4->6/6)
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.
Culture Spirits: Teaching? - 3 Years (3/4*0.8=3/3.2->3/3) Repeat if Failed
-Stunt: Teaching, the passing on of knowledge and norms. Quite possibly the single most fundamental aspect of culture. It is to a culture as breathing is for humans. Bringing a new member into a culture is an act of education, be it raising a child or incorporating an immigrant. Surely something so central, so fundamental to cultures would be reflected in the nature of their reflection in the warp. She would simply have to figure out how.
Cultural Spirits: Communication Part One - 3 Years (3/6*0.8=3/4.8->3/5)
-Stunt: Like calls to like, it was one of the few truly fundamental laws of the warp. What stronger sympathetic bound could there be than two psykers being part of the same entity? Even if the culture spirits could not help, she would have a bond capable of surpassing almost any distance. She knew what she was going to reach for, now she just needed to figure out how to touch it.

Aria
Storm of Renewal - 1 Year (1/1)
Verdant Apotheosis - 2 Years (2/2)
Adeptus Astra Telepathica: Train Nurma - 2 Years
Stunt: Aria had to admit a fascinating question: Was Nurma's non-psyker danger sense based on Skill? Or was it a non-psyker Sa trait? Or...
...Or could it, somehow, be Ba-based? Or, possibly equally strange, Ka?

Aria was the perfect person to rule out any Sa effect. From there, Skill might be ruled out via a setup (using computerized lasers) carefully designed to ensure that even superhuman senses would give only a microsecond or so of warning. If it was one of those, well, no real surprise. But if neither...

Oh, and Aria was going to have to actually train Nurma, too.
Tallships Replace Blackships? - 2 Years
Honing an Edge - 1 Year (1/1)
Stunt: Aria was about to confront two terrible foes.

Well... one probably-mediocre foe - a daemonworld - and a terrible foe - the Dragonmen.

She spent a brief time training upon Valinor, testing techniques she'd previously considered too risky to try in an unsafe situation. But, having done this, she studied the latest intelligence on the Dragonmen extensively, and practiced - with occasional assistance from the Crucible's few Ka-using species - theoretical counters. Only time would tell what would work, and what wouldn't. But she was as ready as she could be.
Pushing the Limits: Dragon Front - 1 Year (1/1)
Stunt: Aria's bodyguards were elite Helljeagers, Krork, and Aeldari. One, and all, under orders to keep her from getting in over her head - laying down their lives in her defense if necessary.
Adeptus Astra Telepathica: Prepare Expeditionary Force: Epra - 1 Year (1/1)

Other (20 years)
Troll Expedite Adeptus Astra Telepathica: Colossal Tallship Shipyard - 9 Years (9/16*0.7=9/11.2->9/12)
Helltrooper Runes: Rune of Banishment - 10 Years (10/25)

Personal (N/A)
Codex Avernus: A Rewrite
Knowing Avernus (Grand Incursion Generation)

Feasibilities (6)
1. Building an orbital hive city (Administratum)
2. A short-ranged artillery platform for hive defence similar or identical to Thor (Explorator)
3. Conducting an analysis of other psychic traditions used by other sane powers (Telepathica)
4. A continuous ECM systems to help hide how many orbital defenses are present on planets (Security Forces/Explorator)
5. Conducting a review of existing Ordinati and seeing what designs are worth implementing (Explorator/Munitorum)
6. Look into other sane R&D powerhouses and see if they have any methods or resources or other (+to research rolls) that would help Tranth that could be imported. (Diplomacy)

Alright, here's my plan for the turn. Notable changes include two feasibilities changing, fixing an issue with Greater Divination counts, adding expedites and troll expedites (which shuffled some administratum years), and adding in generals for expeditionary forces.

Edit 1: Changed the third feasibility from the following due to Durin's comment that it's technically treason: Setting up a formal system for Avernites to join other militaries during extended campaigns (Munitorum)
Edit 2: Shifted the Expedite from TItan Forges to Upgrade Factories which caused 1 AP to be removed from the Collosal Tallship yard's admin and telepathica sections.
Edit 3: Changed Gardener's Warcry to teaching Nurma.

I have two ideas that might be somewhat useable:
1. Sanctioned prayers that include the gods of the unchained. (It is unlikely they would be enough to matter but troops could join in with allied units of the unchained during their prayers. So mainly for better relations through the seconded psykers might be able to give assiting deva 'some' extra power for a comming fight)
2. I like to peddel the Thor idea.

I believe that we've tried the first so that's not worthwhile. Thor though makes sense to me.

Why are you doing this when Gargantuans are more efficient?

For that it's because I expect that we'll need to build up a lot more Tallships for our use before we saturate it so I plan on building two Collosals which makes it more efficient based on the text.

Also while this wasn't originally part of my reasoning Troll Expedites make it more efficient.

Could we troll expedite the factories or titanforge and get them done this turn? I get the general idea this is meant to allow us to finish all 3 of these next turn, but it's still better to have one done now.

That we can and I've added those in. Currently, I finish the Titan Forge this turn while the shipyard time gets reduced to 12 years via two Troll Expedites (one for admin, one for Telepathica).

Is this even worth it? I get that it's cheap, but not sure how much value this is worth compared to putting the years in Admin.

I think that it is due to us focusing on Chaos forces. It is a subjective viewpoint of mine though and spending more on admin could be worthwhile. Similarly there are some military projects that may be of similar worth. But personally I think it's worthwhile.

This seems like it wouldn't do anything for us.

Looking through ideas that have been thrown around, how about:
Look into other sane R&D powerhouses and see if they have any methods or resources or other (+to research rolls) that would help Tranth that could be imported. (Diplomacy)

That makes sense, added.

3) Between, the +1 to combat she got this turn, the effective 1.5 times multiplier on her crit damage, Ridcully's bonus and using a stunt Jane should by all accounts be very close to only having to make a survival roll on a Walking the Path action if she rolls a nat 1 on said Walking the Path action.

That being the case, would it at all be feasible to get one of the gods we're allied to (be that Eldar, Triumvirate or hell even the actual Emperor) to put a temporary blessing on some of Jane's gear so that she can safely-ish (nat 1's still a threat) fish for that step 9/9 archetype capstone trait?

3) ask


We might want to dedicate an action to asking, if this idea is feasible then it'll probably be worthwhile to persue, given how good Ridcully's step 9/9 archetype capstone trait turned out to be.

I honestly don't think that'll be possible. Vaul himself can't make an artifact for Jane so I doubt that a blessing would provide any boost.
 
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@Daemon Hunter feasibility idea from WFRP 4e: Dwarf Player's Guide page 96:
Shield Platform
The Lords of several mountain holds prefer to be borne into battle by a pair of loyal retainers, upon a circular fighting platform fashioned like a stylised shield. This permits a rare height advantage over enemy infantry, and the opportunity to meet mounted warriors eye-to-eye.

A Shield Platform requires three Characters to be effective — two bearers, of similar height, to carry the platform, and one rider to stand upon it. When determining if they are Overburdened (WFRP Core Rulebook), the bearers must split the Encumbrance of the rider (typically 10 Enc), their Trappings, and the Shield Platform itself (Enc 4) between them, in addition to the Encumbrance of their own Trappings. Consequently, Shield Platforms are usually borne by the strongest of a Dwarf Lord's warriors, and even they rarely have the luxury of an arm free to defend themselves.

Whilst atop the Shield Platform, the two bearers count as the rider's mount per the rules for Mounted Combat (WFRP Core Rulebook), with the mount counting as Large Size. Unlike normal steeds, the rider cannot use the Ride Skill to make their shieldbearers run faster or jump! But Ride Skill Tests may be appropriate when determining if the rider keeps their balance aboard the platform (for example, if a bearer becomes Entangled).

A Shield Platform can be inscribed with Armour, Talismanic, and Protection Runes. When fighting as a unit, both bearers and rider count as carrying those runes, with all corresponding benefits. The inspirational sight of a great warrior borne upon a Shield Platform may provide the rider a bonus to Perception, Leadership, or other Skill Tests, at the GM's discretion.
To list out the bonuses:
1. While it limits the shield-bearers to a single free hand, they count as a size category larger, which is a big enough combat advantage that it more than makes up for it.
2. It lets you losslessly spread the benefits of magical runes, meaning they're very cost-effective. I anticipate that buff spells would similarly benefit.
3. There's the mundane benefits of boosting a commander's ability to survey the battlefield and inspire their troops - always valuable.
4. It gives that commander all the benefits of fighting on the high ground. This would be most valuable for our rikjaegers, whose commanders would now be taller than their space marine prey.

EDIT: Also it's a funny thing to imagine Rotbart investigating.
 
Huh, I wasn't expecting that although it makes sense going by IRL AWOL laws. Well, that's been removed then.
in this case its joining the army of a foreign power
there is an exception carved out for the Crimson Crusaders due to their weird legal situation, but not for anyone else
and its took much of an edge case for anyone to be bothered changing the law
 
I am going to nix the third feasibility
its actually treason by the Trust definition
hmmm

well, it IS tradition practically for a outgoing president to pull some really audacious acts knowing that they have absolutely no reason to care about their polling or...really anything.

that said, I like the image of some nameless advisor #15 pointing this out to rotbart and he's like "....hmmm, uh right; nevermind then". and then carrying on like nothing happened.
 
@Daemon Hunter feasibility idea from WFRP 4e: Dwarf Player's Guide page 96:

To list out the bonuses:
1. While it limits the shield-bearers to a single free hand, they count as a size category larger, which is a big enough combat advantage that it more than makes up for it.
2. It lets you losslessly spread the benefits of magical runes, meaning they're very cost-effective. I anticipate that buff spells would similarly benefit.
3. There's the mundane benefits of boosting a commander's ability to survey the battlefield and inspire their troops - always valuable.
4. It gives that commander all the benefits of fighting on the high ground. This would be most valuable for our rikjaegers, whose commanders would now be taller than their space marine prey.

EDIT: Also it's a funny thing to imagine Rotbart investigating.

While it'd be fun to check out ways of spreading on rune benefits more, this seems like something that's just worthwhile for Fantasy armies rather than 40k ones.
 
Munitorum (28 Years)
All: Modernised Power Armor - 6 Years (10+6/16=16/16)
Expeditionary Force: Unchained (Rakes, Ozolinish, Stumpf) - 10 Years (10/10)
Departmento Munitorum: Prepare Expeditionary Force: Epra (Hajek, Herman) - 3 Years (3/3)
Heljeagers: Strange Matter Amplifiers - 2 Years (2/2)
Helguard: Laser Sheath - 7 Years (7/7)

would you consider replacing lasser sheath with Hellflame Division if we can afford it? we're going to be fighting a lot of lightly armored foes in the unchained war, and there is always gobs of soft targets around when we fight humans.
 
would you consider replacing lasser sheath with Hellflame Division if we can afford it? we're going to be fighting a lot of lightly armored foes in the unchained war, and there is always gobs of soft targets around when we fight humans.

I'm open to making that change. If it's something with support from the thread I'll change it to Hellflame and True Iron.
 
I'm a bit hesitant on the switch from sheath to hellflame,

one is actually a upgrade, the other is just a sidegrade (edit: I think?)---its a sidegrade that plausably counters our current enemy sure, but chaos is...well...chaos, its pretty plausable that we will find ourselves facing more elites/armored (I imagining a suddenly summoned deamonic army most likely example) then expected.

the best counter to a chaotic enemy is to just have good units generally and the laser sheaths also give us flexability--which also counters chaos.
 
Stunt:
Ridcully looked at the stasis field before him. A wire made to explode from a strong current.

Once the wire was identified, most of it vanished. Some exploded. He was looking at a few remaining specks.

It was similar to Twist Alloys, but much more advanced. Also, according to Tranth, something about it impereceptibly suggested necrodermis.

Not much more than they had already, but something.
 
I'm open to making that change. If it's something with support from the thread I'll change it to Hellflame and True Iron.
I'd put my vote forward for Hellflame divisions. We're going to be throwing our soldiers into a front filled to the brim with chaff to throw into the meatgrinder to delay and attrit our forces, and having dedicated divisions that can tell practically arbitrary amounts of chaff to fuck off while our other Helguard fight the targets they'll actually be needed for is probably going to be extremely valuable.
 
="Cog_nito"]
3) Between, the +1 to combat she got this turn, the effective 1.5 times multiplier on her crit damage, Ridcully's bonus and using a stunt Jane should by all accounts be very close to only having to make a survival roll on a Walking the Path action if she rolls a nat 1 on said Walking the Path action.

That being the case, would it at all be feasible to get one of the gods we're allied to (be that Eldar, Triumvirate or hell even the actual Emperor) to put a temporary blessing on some of Jane's gear so that she can safely-ish (nat 1's still a threat) fish for that step 9/9 archetype capstone trait?

3) ask


We might want to dedicate an action to asking, if this idea is feasible then it'll probably be worthwhile to persue, given how good Ridcully's step 9/9 archetype capstone trait turned out to be.

I honestly don't think that'll be possible. Vaul himself can't make an artifact for Jane so I doubt that a blessing would provide any boost.

4) I honestly don't think that'll be possible. Vaul himself can't make an artifact for Jane so I doubt that a blessing would provide any boost. - Daemon Hunter's reaction to the "organize temporary blessings for Jane's gear for the purposes of granting her safe 9th Step Walking the Path actions" idea.

Is Daemon Hunter right in his assessment? Or would blessings on Jane's gear (potential political difficulties of getting those blessings not withstanding) still be able to give her a boost?

4) unknown


It would seem we'll need to do a feasibility action for this to know for sure.
 
[X] Plan DaemonHunter Hellflame Variant T2

Munitorum (29 Years)
All: Modernised Power Armor - 6 Years (10+6/16=16/16)
Expeditionary Force: Unchained (Rakes, Ozolinish, Stumpf) - 10 Years (10/10)
A training practice among Avernites is known, somewhat derisively, as 'nog stomping'. It involves pitting unprepared soldiers against a force a tier or more above them. While the intent is to ensure the stompee soldiers can deal with sudden and catastrophic surprises, the experience of being the one doing the stomping proved invaluable to the forces sent to aid the Unchained, as centuries-old veterans in power armor found themselves facing legions of hastily trained soldiers in carapace.
Departmento Munitorum: Prepare Expeditionary Force: Epra (Hajek, Herman) - 3 Years (3/3)
Heljeagers: Strange Matter Amplifiers - 2 Years (2/2)
Heljaegers: TrueIron Armour - 3 Years (3/3)
Hellflame Division - 4 Years (4/4)
Militia Readiness Training - 1 year (1/1)

Adminstratum (33 Years + 4 Bonus Years)
Troll Expedite Administratum: Colossal Tallship Shipyard - 10 years (10/16*0.7=10/11.2->10/12)
Fifth Grand Conclave: General Technology - 7 Years (7/7)
Troll Expedite + Expedite Calamus Titanforge - 8 Years (8/14*0.7*0.8=8/7.84->8/8)
Replicator Production: First Steps - 4 Years (4/4)
Rollout Advanced Omnitools - 4 Year + 4 Bonus Years (4+4/15=8/15)

Diplomacy (N/A)
Determine Flashpoints
City-Back Behemoths: Buy (28)
Understanding the Trust (Fringe Political Groups)
Get help for Tranth Research - Frigid Sea Sirens Aid (Hybrid)

Security Forces (10 Years)
Jane: Train Nurma x4 - 4 Years (4/4)
Nurma was a fascinating student for Jane. Her talent and desire for a style focused more on survival than attack alone would have made her a memorable student, but her warpsight added an entirely new avenue for her style. Reading intent from the soul of her opponent was the simplest application, but already she was starting to glean basic insight from the warp. If she lived long enough, Jane suspected she would develop a truly fascinating style.
Hunting (Epra) x1 - 1 Year (1/1)
Everyone expected Jane to assassinate the leader of Epra. In truth, she probably would - eventually. First, however, she needed to make sure to not be predictable.
Hunting (Unchained Choice) x5 - 5 Years (5/5)
A common theme of the War of the Devil Tyrant was the desperate scramble to rally. The Unchained were desperately bracing for a war more intense than any the young nation had faced, while Ophelia Eternal was rising from its own ashes, reforging an empire from a thousand feuding pieces. For the forces of Chaos, even now, such efforts hinged on the might and charisma of their various lords and masters, each a nucleus for a new domain to form around. In such an environment the Witch Hunter could shape entire fronts, each death rendering entire realms stillborn.

Explorator (20 Years)
Orbital Grav-Relays Design - 6 Years (1+6/7=7/7)
"But what if an enemy can break gravity and disable all grav-projectors? How to prevent the elevator from becoming an active threat?" Tranth made a careful note of the question, and then largely ignored it - he hadn't yet a proper working prototype; defensibility could come after feasibility.

Of course, once he
got that prototype...
Technology Fundamentals Exotic (Hybrid) - 9 Years (9/9)
Tranth had barely finished learning Hybrid Technology, and already he needed nearly a decade to sit down and do a full analysis. Then again, it promised to affect nearly every planned key project in the next half-century. And, besides, when else was he going to get a chance at this?
Naval Technologies - 4 Years (4/4)
Explore Termite Archives (Reactors) - 1 Year (1/2)

Biologis (10 Years)
Complete Examination (Rain Calling Frogs) - 5 Years (5/5)
Complete Examination (Sargasso Kelp) - 5 Years (5/5)

Telepathica (19 Years)

Greater Divinations
Tranth Assassination Attempt Double Down (Costs 2 GDs each) x2
The irony of the attempts on Tranth's life was that the sheer skill of obscuring who was behind them vastly narrowed down who could be behind them. Be'lakor was in many ways the obvious choice, either himself or through his minions in the Assassin Templs. The other was the Deceiver, either wishing to clear away one of the few magi capable of detecting his traps or out of simple spite. Ridcully had contended with the tricks and traps of both; he would simply need to figure out which one he was up against, most likely as they impersonated the other. Let it never be said he was one to turn away from a challenge.
Dragon x2
Ridcully scowled; his difficult divinations were proving troublesome. Ah, well; time for a break. Nothing cheers the spirits up like shooting Dragonmen in a barrel.

...Though he really
had best make sure to preempt any active plots on its part that might affect Aria.

Lesser Divinations
Unchained x1
Ridcully could not spare much time for the Unchained front, but then again he did not need to. He could not so casually breach the wards of Be'lakor to spy upon his plans, or slip past the vigilant gaze of Exalted daemons to see the commands given by their god, but he could see everything else. Every rallying force, every hidden fortress, every raiding fleet and vital convoy. With a simple glance, the shape of the Unchained's foe was laid bare in exhaustive detail.
Eldar Choice x5
Ridcully had given the Eldar everything they needed to fan the Black Imperium civil-war into flames yet again. It was time for some solid follow-up to that effort, along (perhaps) with tending to a few other things across the galaxy.

...If Abaddon felt more headaches, all the better.

Ridcully
4x Greater Divination + 2 Free Greater Divinations - 4 Years
Lesser Divination - 6 Years

Xavier
Adeptus Astra Telepathica: Prepare Expeditionary Force: Unchained - 10 Years (10/10)

Tamia
Cultural Spirits: IFF Improvement - 4 Years (2+4/8*0.8=6/6.4->6/6)
(copied from last turn)

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.
Culture Spirits: Teaching? - 3 Years (3/4*0.8=3/3.2->3/3) Repeat if Failed
Teaching, the passing on of knowledge and norms. Quite possibly the single most fundamental aspect of culture. It is to a culture as breathing is for humans. Bringing a new member into a culture is an act of education, be it raising a child or incorporating an immigrant. Surely something so central, so fundamental to cultures would be reflected in the nature of their reflection in the warp. She would simply have to figure out how.
Cultural Spirits: Communication Part One - 3 Years (3/6*0.8=3/4.8->3/5)
Like calls to like, it was one of the few truly fundamental laws of the warp. What stronger sympathetic bound could there be than two psykers being part of the same entity? Even if the culture spirits could not help, she would have a bond capable of surpassing almost any distance. She knew what she was going to reach for, now she just needed to figure out how to touch it.

Aria
Storm of Renewal - 1 Year (1/1)
Verdant Apotheosis - 2 Years(2/2)
Adeptus Astra Telepathica: Train Nurma - 2 Years
Aria had to admit a fascinating question: Was Nurma's non-psyker danger sense based on Skill? Or was it a non-psyker Sa trait? Or...
...Or could it, somehow, be Ba-based? Or, possibly equally strange, Ka?

Aria was the perfect person to rule out any Sa effect. From there, Skill might be ruled out via a setup (using computerized lasers) carefully designed to ensure that even superhuman senses would give only a microsecond or so of warning. If it was one of those, well, no real surprise. But if neither...

Oh, and Aria was going to have to actually train Nurma, too.
Tallships Replace Blackships? - 2 Years
Honing an Edge - 1 Year (1/1)
Aria was about to confront two terrible foes.

Well... one probably-mediocre foe - a daemonworld - and a terrible foe - the Dragonmen.

She spent a brief time training upon Valinor, testing techniques she'd previously considered too risky to try in an unsafe situation. But, having done this, she studied the latest intelligence on the Dragonmen extensively, and practiced - with occasional assistance from the Crucible's few Ka-using species - theoretical counters. Only time would tell what would work, and what wouldn't. But she was as ready as she could be.
Pushing the Limits: Dragon Front - 1 Year (1/1)
Aria's bodyguards were elite Helljeagers, Krork, and Aeldari. One, and all, under orders to keep her from getting in over her head - laying down their lives in her defense if necessary.

Like it or not, she had drawn the interest of forces great and terrible. And, well, if she was possible going to get a Dragon assassination squad dropped in on her, it only behooved the Sane to prepare accordingly.
Adeptus Astra Telepathica: Prepare Expeditionary Force: Epra - 1 Year (1/1)

Other (20 years)
Troll Expedite Adeptus Astra Telepathica: Colossal Tallship Shipyard - 10 Years (10/16*0.7=10/11.2->10/12)
Helltrooper Runes: Rune of Banishment - 10 Years (10/25)

Personal (N/A)
Codex Avernus: A Rewrite
Knowing Avernus (Grand Incursion Generation)

Feasibilities (6)
1. Building an orbital hive city (Administratum)
2. A short-ranged artillery platform for hive defence similar or identical to Thor (Explorator)
3. Conducting an analysis of other psychic traditions used by other sane powers (Telepathica)
4. A continuous ECM systems to help hide how many orbital defenses are present on planets (Security Forces/Explorator)
5. Conducting a review of existing Ordinati and seeing what designs are worth implementing (Explorator/Munitorum)
6. Look into other sane R&D powerhouses and see if they have any methods or resources or other (+to research rolls) that would help Tranth that could be imported. (Diplomacy)

Extremely simple vote, it's identical to DaemonHunter's plan except for replacing Helguard Laser Sheaths with Heljaeger TrueIron and Hellflame Divisions. After asking Durin he's stated that 'heavily armored' practically means Power Armor on up, and we will inevitably be fighting an incredible volume of carapace armor-grade chaff from Chaos. I simply think it's best that our forces always have the ability to simply refuse to fight in a tarpit and instead pick the targets they're most needed against, and for the majority of our Helguard that means literally anything other than chaff, so let's make sure that's not a weakness Belakor can try to take advantage of.
 
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Making a variant on Execute/Dumbo's plan, but with a shield platform idea because I'm curious and think it's neat. It's replacing the ECM feasibility because I don't find ECM interesting.

EDIT: I have made further changes. Changed a Jane hunting action to readiness training so that Nurma now gets more combat training so she doesn't mega-die from her traits, and Ridcully's now looking more intently at Tranth's assassin.

EDIT2: Changed more actions based on Shard's recommendations.

[X] Plan Khazukan Kazakit-ha!

Munitorum (29 Years)
All: Modernised Power Armor - 6 Years (10+6/16=16/16)
Expeditionary Force: Unchained (Rakes, Ozolinish, Stumpf) - 10 Years (10/10)
A training practice among Avernites is known, somewhat derisively, as 'nog stomping'. It involves pitting unprepared soldiers against a force a tier or more above them. While the intent is to ensure the stompee soldiers can deal with sudden and catastrophic surprises, the experience of being the one doing the stomping proved invaluable to the forces sent to aid the Unchained, as centuries-old veterans in power armor found themselves facing legions of hastily trained soldiers in carapace.
Departmento Munitorum: Prepare Expeditionary Force: Epra (Hajek, Herman) - 3 Years (3/3)
Heljeagers: Strange Matter Amplifiers - 2 Years (2/2)
Heljaegers: TrueIron Armour - 3 Years (3/3)
Hellflame Division - 4 Years (4/4)
Militia Readiness Training - 1 year (1/1)

Adminstratum (33 Years + 4 Bonus Years)
Troll Expedite Administratum: Colossal Tallship Shipyard - 10 years (10/16*0.7=10/11.2->10/12)
Fifth Grand Conclave: General Technology - 7 Years (7/7)
Troll Expedite + Expedite Calamus Titanforge - 8 Years (8/14*0.7*0.8=8/7.84->8/8)
Replicator Production: First Steps - 4 Years (4/4)
Rollout Advanced Omnitools - 4 Years + 4 Bonus Years (4+4/15=8/15)

Diplomacy (N/A)
Determine Flashpoints
City-Back Behemoths: Buy (28)
Understanding the Trust (Fringe Political Groups)
Get help for Tranth Research - Frigid Sea Sirens Aid (Hybrid)

Security Forces (10 Years)
Jane: Train Nurma x4 - 4 Years (4/4)
Nurma was a fascinating student for Jane. Her talent and desire for a style focused more on survival than attack alone would have made her a memorable student, but her warpsight added an entirely new avenue for her style. Reading intent from the soul of her opponent was the simplest application, but already she was starting to glean basic insight from the warp. If she lived long enough, Jane suspected she would develop a truly fascinating style.
Hunting (Epra) x1 - 1 Year (1/1)
Everyone expected Jane to assassinate the leader of Epra. In truth, she probably would - eventually. First, however, she needed to make sure to not be predictable.
Hunting (Unchained Choice) x5 - 5 Years (5/5)
A common theme of the War of the Devil Tyrant was the desperate scramble to rally. The Unchained were desperately bracing for a war more intense than any the young nation had faced, while Ophelia Eternal was rising from its own ashes, reforging an empire from a thousand feuding pieces. For the forces of Chaos, even now, such efforts hinged on the might and charisma of their various lords and masters, each a nucleus for a new domain to form around. In such an environment the Witch Hunter could shape entire fronts, each death rendering entire realms stillborn.

Explorator (20 Years)
Orbital Grav-Relays Design - 6 Years (1+6/7=7/7)
"But what if an enemy can break gravity and disable all grav-projectors? How to prevent the elevator from becoming an active threat?" Tranth made a careful note of the question, and then largely ignored it - he hadn't yet a proper working prototype; defensibility could come after feasibility.

Of course, once he
got that prototype...
Technology Fundamentals Exotic (Hybrid) - 9 Years (9/9)
Tranth had barely finished learning Hybrid Technology, and already he needed nearly a decade to sit down and do a full analysis. Then again, it promised to affect nearly every planned key project in the next half-century. And, besides, when else was he going to get a chance at this?
Naval Technologies - 4 Years (4/4)
Explore Termite Archives (Reactors) - 1 Year (1/2)

Biologis (10 Years)
Complete Examination (Rain Calling Frogs) - 5 Years (5/5)
Complete Examination (Sargasso Kelp) - 5 Years (5/5)

Telepathica (19 Years)

Greater Divinations
Tranth Assassination Attempt Double Down (Costs 2 GDs each) x2
The irony of the attempts on Tranth's life was that the sheer skill of obscuring who was behind them vastly narrowed down who could be behind them. Be'lakor was in many ways the obvious choice, either himself or through his minions in the Assassin Templs. The other was the Deceiver, either wishing to clear away one of the few magi capable of detecting his traps or out of simple spite. Ridcully had contended with the tricks and traps of both; he would simply need to figure out which one he was up against, most likely as they impersonated the other. Let it never be said he was one to turn away from a challenge.
Dragon x2
Ridcully scowled; his difficult divinations were proving troublesome. Ah, well; time for a break. Nothing cheers the spirits up like shooting Dragonmen in a barrel.

...Though he really
had best make sure to preempt any active plots on its part that might affect Aria.

Lesser Divinations
Unchained x1
Ridcully could not spare much time for the Unchained front, but then again he did not need to. He could not so casually breach the wards of Be'lakor to spy upon his plans, or slip past the vigilant gaze of Exalted daemons to see the commands given by their god, but he could see everything else. Every rallying force, every hidden fortress, every raiding fleet and vital convoy. With a simple glance, the shape of the Unchained's foe was laid bare in exhaustive detail.
Eldar Choice x5
Ridcully had given the Eldar everything they needed to fan the Black Imperium civil-war into flames yet again. It was time for some solid follow-up to that effort, along (perhaps) with tending to a few other things across the galaxy.

...If Abaddon felt more headaches, all the better.

Ridcully
4x Greater Divination + 2 Free Greater Divinations - 4 Years
Lesser Divination - 6 Years

Xavier
Adeptus Astra Telepathica: Prepare Expeditionary Force: Unchained - 10 Years (10/10)

Tamia
Cultural Spirits: IFF Improvement - 4 Years (2+4/8*0.8=6/6.4->6/6)
(copied from last turn)

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.
Culture Spirits: Teaching? - 3 Years (3/4*0.8=3/3.2->3/3) Repeat if Failed
Teaching, the passing on of knowledge and norms. Quite possibly the single most fundamental aspect of culture. It is to a culture as breathing is for humans. Bringing a new member into a culture is an act of education, be it raising a child or incorporating an immigrant. Surely something so central, so fundamental to cultures would be reflected in the nature of their reflection in the warp. She would simply have to figure out how.
Cultural Spirits: Communication Part One - 3 Years (3/6*0.8=3/4.8->3/5)
Like calls to like, it was one of the few truly fundamental laws of the warp. What stronger sympathetic bound could there be than two psykers being part of the same entity? Even if the culture spirits could not help, she would have a bond capable of surpassing almost any distance. She knew what she was going to reach for, now she just needed to figure out how to touch it.

Aria
Storm of Renewal - 1 Year (1/1)
Verdant Apotheosis - 2 Years(2/2)
Adeptus Astra Telepathica: Train Nurma - 2 Years
Aria had to admit a fascinating question: Was Nurma's non-psyker danger sense based on Skill? Or was it a non-psyker Sa trait? Or...
...Or could it, somehow, be Ba-based? Or, possibly equally strange, Ka?

Aria was the perfect person to rule out any Sa effect. From there, Skill might be ruled out via a setup (using computerized lasers) carefully designed to ensure that even superhuman senses would give only a microsecond or so of warning. If it was one of those, well, no real surprise. But if neither...

Oh, and Aria was going to have to actually train Nurma, too.
Tallships Replace Blackships? - 2 Years
Honing an Edge - 1 Year (1/1)
Aria was about to confront two terrible foes.

Well... one probably-mediocre foe - a daemonworld - and a terrible foe - the Dragonmen.

She spent a brief time training upon Valinor, testing techniques she'd previously considered too risky to try in an unsafe situation. But, having done this, she studied the latest intelligence on the Dragonmen extensively, and practiced - with occasional assistance from the Crucible's few Ka-using species - theoretical counters. Only time would tell what would work, and what wouldn't. But she was as ready as she could be.
Pushing the Limits: Dragon Front - 1 Year (1/1)
Aria's bodyguards were elite Helljeagers, Krork, and Aeldari. One, and all, under orders to keep her from getting in over her head - laying down their lives in her defense if necessary.

Like it or not, she had drawn the interest of forces great and terrible. And, well, if she was possible going to get a Dragon assassination squad dropped in on her, it only behooved the Sane to prepare accordingly.
Adeptus Astra Telepathica: Prepare Expeditionary Force: Epra - 1 Year (1/1)

Other (20 years)
Troll Expedite Adeptus Astra Telepathica: Colossal Tallship Shipyard - 9 Years (9/16*0.7=9/11.2->9/12)
Helltrooper Runes: Rune of Banishment - 10 Years (10/25)

Personal (N/A)
Codex Avernus: A Rewrite
Knowing Avernus (Grand Incursion Generation)

Feasibilities (6)
1. Building an orbital hive city (Administratum)
2. A short-ranged artillery platform for hive defence similar or identical to Thor (Explorator)
3. Conducting an analysis of other psychic traditions used by other sane powers (Telepathica)
4. Two combatants carrying a champion up on a platform; platform could be mundane, a force field generator, magical, or the latter two together (Munitorum)
5. Conducting a review of existing Ordinati and seeing what designs are worth implementing (Explorator/Munitorum)
6. Look into other sane R&D powerhouses and see if they have any methods or resources or other (+to research rolls) that would help Tranth that could be imported. (Diplomacy)
 
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