[X] Brotherhood of Kel -[X] Procuring custom weapons for our Psychic Shock Troops, in exchange we are willing to make an exclusive contract with them for arming our Wyrdvanes.
[X] The Alkata Cartel -[X] Hire professional instructors offering above-board currency.
I'm a bit more leery with the Cartel option, considering the last bit of their description. But otherwise they are a solid option.
Will the Choirs be able to use these abilities concurrently or will they have to pick and choose between them?
Furthermore, can we expect such abilities to improve overtime or is this written with the expectation that this is already the limit of what they can be expected to achieve barring some unusual circumstances?
1: the Choir abilities are universal and spread across the members during conflict.
2: the dedicated abilities are things that Psykers need to consciously choose to do.
Quick question it seems like the Archeotech being pulled from the Pit should have run out long ago, how much of that tech is just Votan stuff that's traded as Archeotech?
Autoguns and shotguns are definitely not given a lot of respect in the Imperium and hence tend to be very underrated in terms of development and the like.
Anyone who's played Dark Heresy and used a fully kitted out Autogun could tell you just how scary a high grade Autogun/shotgun with a modifications or two and special ammunition is.
Heh, it's nice to meet people who understand just how terrifying solid projectile weaponry can be. But I'd note that this is more of a gameplay mechanic or a specific feature of Calixis and the surrounding sectors. Stubber-based weaponry requires ammo transportation, can't be recharged from a nearby outlet, has higher rates of fire, and offers a greater variety of ammunition.
Other sources are contradictory when it comes to the existence of high-rate-of-fire lasguns. I won't point fingers at the Accatran Recon Lasgun's fire rate in Darktide, which is closer to the category of a laser sub-machine gun.
What I'm getting at is that the Imperium packs a lot of punch into bolter and shotgun shells. Perhaps the most obvious example is Executioner Shotgun Shells, which (!) self-guide toward their target. That's something on the level of Astartes-grade equipment. Another example is the Longshot Sniper Rifle, whose rounds could be loaded with just about anything. It's a rare case, outside of shotguns and bolters, where rounds can explode or pierce the armor of light tanks.
That said, I'd look into semi-automatic or fully automatic shotguns as auxiliary weapons for our psyker group. The weight of shotgun rounds and the limited ammo capacity are likely the biggest issues both in real life and, to some extent, in Warhammer - hence why such weapons are rare.
I'm hopeful that after we get Akala and talk to the Brotherhood in the next round after that, we can get caseless ammo weapons. In 40k years autoguns will have to have gone through several iterations, and while I'd expect superior propellant and whatnot even with cased ammo, I'd prefer features that actually demonstrate "yeah we grew up and surpassed our forebears on a revolutionary, not merely evolutionary, level" from somebody touted as making artisanal handguns.
Whether cased or caseless, one thing I'd expect to see is propellant gradients - successively higher stages of burn rates to increase velocity as it travels down the barrel while still keeping final muzzle velocity high, so we can have bigger guns for the same recoil.
There are reasons why this category in the Imperium isn't referred to as "firearms" but rather as "stubbers." Solid projectiles can be accelerated by almost anything, and I distinctly recall several types of mass driver weaponry. Caseless ammunition has the advantage of reduced weight and some other minor benefits, but there are plenty of exceptions to this. Compressed air, rocket-assisted accelerators, explosive gases, and more exotic methods can all still be used.
Caseless rounds will certainly exist but are unlikely to be a game-changer. However, I think they are more popular for spacecraft. For instance, there are disposable handguns without reloading mechanisms - essentially "emergency" pistols designed to be preloaded. Full sealing is another useful feature for space-compatible ammunition and weapons, as they need to function effectively both in an atmosphere and in vacuum conditions.
There are reasons why you shouldn't blindly trust any Warhammer sources written by someone. No joke - it's another layer of deception within the setting itself. First, you're lied to within books due to the factional perspectives and their inherent biases. Then, you're misled by unreliable narrators on YouTube and wikis.
This particular screenshot comes from Warhammer 40,000: Wargear, a book from 1993. It sits alongside Rogue Trader and the infamous inquisitor Obiwan Sherlock Clousseau, as well as one of the Astartes' greatest "weapons": combat dancing. I can't say that Wargear is entirely outdated - 90% of its information was reiterated in newer books - but lines like "bolters are the favorite weapons of Orks, Astartes, and hive gangs" certainly reveal the book's age. It's over 30 years old.
For context, THIS came out in 1994:
"The Space Hulk Recreator Squad combines the finest warrior skills with the sharp sense of rhythm and lively humor needed to entertain the galactic empire's armies. The Recreators brave Genestealer strongholds to slaughter and amuse, wreak havoc and provoke a sigh. In short, the Recreators enter Genestealer Space Hulks and dance, just to prove they can. A squad's broadcasts to Space Marine Chapters throughout the Imperium demonstrate its courageous triumphs over the enemy." (Dance Steps for GW's Space Hulk)
"Troopship Broadway Bound re-entered realspace deep in Segmentum Aurora, eight minutes away from the Space Hulk.
'Brother-Captain Astaire, we are ready.' The Recreators of the Destiny's Arrow Chapter stood proud, their black-and-white armor shining in the teleport pad's actinic light.
The Captain said, 'Brother-Sergeant Bolger, I salute you and Squad Berkeley. The Emperor and all the Imperium will watch with hope and good wishes. I remind you all: Should the performance prove infeasible, the anecdote must go forth.'
The squad chanted, 'Hail the Emperor, Humanity's protector,' in four-part harmony. Captain Astaire swallowed, wondering how many of these brave men he would see again. 'Broadcast commences at your code-signal when you rendezvous with Squad Kelly. I send you off with the traditional benediction: Break a leg!'
In moments, the Recreators appeared aboard the enemy Hulk. On the Broadway bridge, the commander of Destiny's Arrow waited in tense silence. At last, the rendezvous code, fuzzy with static, sounded through the troopship. The bridge crew cheered as they heard Sergeant Bolger's signal:
'Hey, kids, let's put on a show!'"
(Dance Steps for GW's Space Hulk)
[X] Brotherhood of Kel:
-[X] Procuring custom weapons for our Psychic Shock Troops, in exchange we are willing to make an exclusive contract with them for arming our Wyrdvanes.
[X] Brotherhood of Kel:
-[X] Procuring custom weapons for our Psychic Shock Troops, in exchange we are willing to make an exclusive contract with them for arming our Wyrdvanes.
Other sources are contradictory when it comes to the existence of high-rate-of-fire lasguns. I won't point fingers at the Accatran Recon Lasgun's fire rate in Darktide, which is closer to the category of a laser sub-machine gun.
...
...
That said, I'd look into semi-automatic or fully automatic shotguns as auxiliary weapons for our psyker group. The weight of shotgun rounds and the limited ammo capacity are likely the biggest issues both in real life and, to some extent, in Warhammer - hence why such weapons are rare.
...
...
There are reasons why this category in the Imperium isn't referred to as "firearms" but rather as "stubbers." Solid projectiles can be accelerated by almost anything, and I distinctly recall several types of mass driver weaponry. Caseless ammunition has the advantage of reduced weight and some other minor benefits, but there are plenty of exceptions to this. Compressed air, rocket-assisted accelerators, explosive gases, and more exotic methods can all still be used.
So what you're telling me is that I should be holding out for special 4-bore semi-auto detachable-mag-fed caseless-ammo lightweight shotguns with manageable recoil and good mechanical reliability.
...
Eh, I can get behind that.
What I'm getting at is that the Imperium packs a lot of punch into bolter and shotgun shells. Perhaps the most obvious example is Executioner Shotgun Shells, which (!) self-guide toward their target. That's something on the level of Astartes-grade equipment. Another example is the Longshot Sniper Rifle, whose rounds could be loaded with just about anything. It's a rare case, outside of shotguns and bolters, where rounds can explode or pierce the armor of light tanks.
That said, I'd look into semi-automatic or fully automatic shotguns as auxiliary weapons for our psyker group. The weight of shotgun rounds and the limited ammo capacity are likely the biggest issues both in real life and, to some extent, in Warhammer - hence why such weapons are rare.
I am reminded of a Gaunt's Ghosts battle where one member of each squad was given an autogun with explosive rounds to fight Xenos mercenaries that were resistant to lasfire. Shotguns and Autoguns definitely have the advantage of custom ammunition. Pyromancers could load Incendiary rounds. Telekines solid rounds with psi-reactive cores. Biomancers bio-acid cores.
Then again, lasguns -can- be used by Pyromancers.
An example of Pyromancy used alongside lasguns mighty be in using Pyromancy to recharge Lasguns like leaving them in fire. Or using it to remove the danger of overheating by draining the heat and throwing it as a fireball.
@KingCrimson1081@Sir_Travelsalot@Altom@Neathbow
I wanna congratulate you on the way your proposed Psyker Inductees are -very- fitting and seem to -get- the way the Imperium works. The descriptions of familial ties, servitude, assigned roles, etc.
I won't force people to pick. So I'll just make these Inductees part of the original squad. I believe there's room for two or three more Psykers. After which attition should be opening up more spots.
[X] Brotherhood of Kel: -[X] Procuring custom weapons for our Psychic Shock Troops, in exchange we are willing to make an exclusive contract with them for arming our Wyrdvanes.
Heh, it's nice to meet people who understand just how terrifying solid projectile weaponry can be. But I'd note that this is more of a gameplay mechanic or a specific feature of Calixis and the surrounding sectors. Stubber-based weaponry requires ammo transportation, can't be recharged from a nearby outlet, has higher rates of fire, and offers a greater variety of ammunition.
Other sources are contradictory when it comes to the existence of high-rate-of-fire lasguns. I won't point fingers at the Accatran Recon Lasgun's fire rate in Darktide, which is closer to the category of a laser sub-machine gun.
What I'm getting at is that the Imperium packs a lot of punch into bolter and shotgun shells. Perhaps the most obvious example is Executioner Shotgun Shells, which (!) self-guide toward their target. That's something on the level of Astartes-grade equipment. Another example is the Longshot Sniper Rifle, whose rounds could be loaded with just about anything. It's a rare case, outside of shotguns and bolters, where rounds can explode or pierce the armor of light tanks.
That said, I'd look into semi-automatic or fully automatic shotguns as auxiliary weapons for our psyker group. The weight of shotgun rounds and the limited ammo capacity are likely the biggest issues both in real life and, to some extent, in Warhammer - hence why such weapons are rare.
There are reasons why this category in the Imperium isn't referred to as "firearms" but rather as "stubbers." Solid projectiles can be accelerated by almost anything, and I distinctly recall several types of mass driver weaponry. Caseless ammunition has the advantage of reduced weight and some other minor benefits, but there are plenty of exceptions to this. Compressed air, rocket-assisted accelerators, explosive gases, and more exotic methods can all still be used.
Caseless rounds will certainly exist but are unlikely to be a game-changer. However, I think they are more popular for spacecraft. For instance, there are disposable handguns without reloading mechanisms - essentially "emergency" pistols designed to be preloaded. Full sealing is another useful feature for space-compatible ammunition and weapons, as they need to function effectively both in an atmosphere and in vacuum conditions.
There are reasons why you shouldn't blindly trust any Warhammer sources written by someone. No joke - it's another layer of deception within the setting itself. First, you're lied to within books due to the factional perspectives and their inherent biases. Then, you're misled by unreliable narrators on YouTube and wikis.
This particular screenshot comes from Warhammer 40,000: Wargear, a book from 1993. It sits alongside Rogue Trader and the infamous inquisitor Obiwan Sherlock Clousseau, as well as one of the Astartes' greatest "weapons": combat dancing. I can't say that Wargear is entirely outdated - 90% of its information was reiterated in newer books - but lines like "bolters are the favorite weapons of Orks, Astartes, and hive gangs" certainly reveal the book's age. It's over 30 years old.
Perched on the brink of The Pit, that sprawling subterranean wilderness beyond Nautilus, some might presume the Sapphire Keep to be a solitary outpost on the fringes of 'Civilization'. Your first glance beyond its imposing walls support this, for it stands amidst a vast stretch of urban decay, where remnants of life persist in defiance of abandonment. Shacks and impromptu structures lie abandoned around the expanse beyond, lit only by scarce light sources.
However a closer look reveals signs of clandestine habitation: faint glowing through cracks in walls, voices muffled by thick walls and distance. And according to Martha, thriving bastions of Underhive culture are hidden just out of sight. She mentioned old maglev terminals turned into bustling small towns, hidden below the street level. One of the bulk personnel transport elevators, out of use due to the construction of a new Maglev, is a village in its own right, moving up through four Deep Hive Blocks and serving as a trading hub.
You sense the soulfire of all the people hiding out on the level, and find yourself amazed by the sheer amount of people. Martha spoke the truth as you expected, but seeing the amount of people hiding in and moving throughout the current level using just the hidden passages and sewers is amazing.
Following Martha while clad in a simple Adept's robe caught you a few confused glances from the Black Sentinels, but none opposed you. They are, after all, used to far weirder Psykers. You have a walking cane that nevertheless contains a psi-conductive core, a laspistol on your belt, and a telekine shield hidden around you.
Within sight of the Sapphire Keep, there is little if any activity, just old abandoned habs long since stripped clean, standing amidst streets with still-working lights, and the occasional servo-skull patrolling or performing some minor repairs to a wall or visible piece of electrical equipment. Figures cloaked in thick ragged cloaks avoid your presence, their minds racing with worries that you are 'a Psyker' and that the stories of the Sapphire Keep are true.
Once you're out of sight, the sight of gang banners becomes a common enough sight, marking off sections of street. You smell the distant cooking fires of hidden bars, and catch the confused thought patterns of drunks.
The streets at the outskirts of the Level are somewhat lively, with all the little luxuries and amenities of the average Hive, as well as the hab-block industry used to make ends meet. You pass burly guards that oversee a street full of little stalls where recoilers sell technological items, bone pickers offering trinkets and handy utilities and items made from hive-rats and other creatures. There is someone singing like a strangled felind inside a bar, while a back-alley gunsmith is showing off firearms.
Martha is at her home amidst the crowd, weaving her way through, quickly exchanging words with figures you scarcely noticed, finding hidden Ratlings with their own little stalls and trades going on, and exchanging words and handfuls of currency. More than once, you catch her jabbing a thumb towards you and someone getting too close to her immediately blanching and backing away.
You head towards an elevator, using your Badge to open the priority transportation, catching some attention as this is the first time most locals have seen the elevator doors open. With a Whoomp the mag-elevator shoots up three levels, depositing you inside Deep Hive Habitation Complex T-242-12-H.
The sounds and smells of before return, but stronger than ever. The packed mass of humanity inside this level look poorer and less well off than the part you came from, and there is an air of petty crime that you recognize. Streetwalkers, alcoholics, the smell of alcohol, distant sounds of sex. Its definitely not Terra.
The Loaded Kraken is a bar catering to a rough crowd: well-paid mercenaries, ruthless debt collectors, hired assassins, and bodyguards mingle with privileged youths looking for excitement, representatives from powerful factions, and talent scouts from megacorporations. The air is thick with the scent of lho stick smoke as patrons down glasses filled with equal parts cheap liquor and premium amasec, accompanied by carb bars and protein slabs.
As you approach an alcove where a large man awaits, two bouncers move towards you. One has a crude augmetic arm while the other is a massive gene-enhanced brute who could rival even an Ogryn in size. "Do you have business with the boss?" asks the man with the augmetic arm, clamping it loudly to emphasize his point. You pull back your hood to reveal your Psi-Dischargers in all their glory. "I wish to speak with a representative of the Alkata Cartel." You hold up your insignia of the Astra Telepathica.
"Shitting Primarchs!" The augmented bodyguard yells, blaspheming loudly as he backs off as he sees the glow in your eyes.
"Do not Blaspheme." You say, your voice empowered by your Will. "Back away." In the midst of the club, with the sound of bad music and loud shouting, your action does not draw much attention.
The man in the alcove glances at you with surprise, but he doesn't stand up. You can tell that he briefly considered reaching for a gun, but the thought is quickly dismissed. He leans back and gestures for you to approach. "When Martha mentioned someone from an Adepta wanted to speak with me, this wasn't what I had in mind."
You take a seat across from the man, motioning for Martha to join you. "I greet you, former Major Anam Sidon, my friend informed me that you possess a certain skillset that I am in need of."
The man leans forward and you get a closer look at him. His skin is pale and there is a neural implant visible at the base of his skull. His face is marred with scars, and most of the left side is covered with synthskin and metal material, giving his features a permanent snarl. "And what's that? Need someone killed?"
"I need trainers. Advisors. People able to turn hive trash and inexperienced young men and women into brutal fighters and killers." You motion for the man's tattoos on his arm. "Astra Militarum tattoos, are they not?"
Anam considers your words for a moment. "I have some proper Veterans in my employ, aye. Real killers, freshly returned from the war with the Melding. A few from the Tergragh front as well. I'll ask around, see who worked with sanctioned spark-heads." He muses. "What sort of payment are we talking? Above or below board."
"Above." You say. "You'll be paid for your time with Nautillan Slate, or Thronegelt. All of it legal. And you'll be able to launder quite a bit using our payments in cash." You narrow your eyes. "Just don't get greedy. Or I will have to drop you."
"Thronegelt?" The man whistles. "Now that I like the sound of. And I get what you're saying. I know how this works. I'll arrange some of my best lads, and they'll teach your Psykers to fight like proper bastards."
Martha taps on the table. "When the Psykers arrive, we'll call for you. But lets not keep it at just this little meeting. Perhaps there is more we could arrang-"
Anam shakes his head. "Too soon. I'll provide trainers, and when the time comes, I'll keep my eyes open for some fights that would be good for training. Some Deep Pit brawls that won't anger anyone important if some Psykers show up to cause trouble."
"What makes you think I'd let you take them into combat?" You quirk your one real eyebrow.
"How else do you want to see if the training worked, maybe by throwing them into a full warzone?" He shakes his head. "I've done this kind of work before, even if not with Psykers. I'll get your people trained up properly. Promise."
Eager to get such 'legitimate' business, the Alkata Cartel is shouldering most of the initial burden.
Your Wyrdvanes will receive: Close Quarters Combat: Alkata Cartel provided trainers will teach the Wyrdvane how to fight dirty in close combat, teaching them all the nasty tricks that only a veteran could ever truly learn.
The Black Ship carrying the first of the Psykers has entered the Torvum Sector. They are expected to arrive within two turns.
Contact important officials:
Oaths, pledges, bonds, and vows of fealty are what keep the Imperium together. Meetings of any kind are always pre-planned, and require a proper amount of protocol and propriety to be upheld. This means that you can only organize a meeting with an official group once per turn. You can decide to choose one group outside of the Scholam you wish to negotiate with. This is not required.
Write in what you want from them.
[] Brotherhood of Kel:
Master Gunsmiths and artificers of renown. The Brotherhood of Kel are an ancient order of artificers and smiths who produce fine Autoguns according to ancient designs that predate the Imperium. Each gun and round they make is produced according to the finest of quality control. Provides:
High-quality Autoguns and Stubbers. Specialized ammunition. Assignment of a master Gunsmith.
[] Brakkvarr Corsairs:
A mysterious force of abhumans that operate in The Pit. They operate from a hidden redoubts from where they trade technology with the Nautillans, while they work their secret plants.
1: A band of licensed Abhumans named Squats, according to the Administratum.
2: A band of Non-Imperial Abhumans named 'The Votann' according to the Arbites.
3: A band of foul Xenos named 'The Demiurge' according to the Ministorum. Provides:
Energy weapons, Power-weapons. Possible contact with the Leagues of Votann. Psi-Tech for Wyrdvane augmentations.
Note: This is not officially sanctioned technology and the Mechanicus is legally allowed to seize this technology, if they so wish.
[] The Family:
An organized syndicate of ratlings that is spread across Nautilus, protecting their own kind from oppression while also enriching themselves through espionage, petty crime, and lesser conflicts. They avoid breaking Imperial laws as best they can. Provides:
Information on activity within Nautilus. Identities and locations of Rogue Psykers. Hooks into 'soft' organized crime.
[] The Alkata Cartel:
A cartel of hired muscle that provides every social strata of the Hive with muscle and protection. Built around a core of former Imperial veterans, the Alkata Cartel avoids breaking the Imperial Lex, and seeks a measure of legitimacy.
Provides:
Muscle. Combat experience. Combat training. Drugs. Narcotics. Hooks into hard crime. A steady supply of violence in The Pit.
Each item/skillset/piece of knowledge provided by a group will cost two favour with the Lord Prefect.
Offering to do wetwork in The Pit for a group will provide you with two favour's worth of value.
Personal Psychic Studies:
Research and studying is considered an important part of the Astra Telepathica. You will exercise this rare privilege as an Imperial Citizen in order to become a better master for your students. (you can choose one Personal Psychic Studies option each turn.)
[] Develop one of your Schools:
You attempt to improve your ability to master one of your Psykana Schools. -Write in which school of Psykana you want to train in your spare time.
[] Develop Gravity Manifestation:
Continue developing your Gravity manifestation technique to try and improve your Telekinesis. Focus upon developing your personal abilities by experimenting upon your Psychic abilities.
[] Pyro-Kinetic studies:
Pyrokinesis is the art of combining telekinesis and pyromancy for combined attacks. It is this form of Psykana that allows for the creation of blasts of psychic fire that hit like solid objects, and the manipulation of energy. While your Pyromancy is mild, studying it could help make your telekinetic strikes more energetic.
Choose four of the following actions.
Scholam Psykana:
The Scholam Psykana is still under construction, but the Astropathic Choir it is connected to is positively ancient. You could examine it and learn a bit more about where you'll be.
[] A meeting with your Tech-Priest:
You've not met the machine assigned to your Scholam, but you can see that he is a fully ordained priests of the Adeptus Mechanicus. Talk with them and attempt to convince them to supply your Psychic Shock Troops with better equipment than simple force weapons, lasguns, and flak. Seek to ensure that your Wyrdvanes are provided with the best possible implants and the like. Unlocks the ability to research ways Psykana can be used to augment lasguns, hotshots, and hellguns.
Costs 5 Lord Prefect favour Or
[] A meeting with your Tech-Priest - Splash Out:
You've not met the machine assigned to your Scholam, but you can see that he is a fully ordained priests of the Adeptus Mechanicus. Talk with them and attempt to convince them to supply your Psychic Shock Troops with better equipment than the average Wyrdvane. Implore upon them that these Psykers aren't to be fodder, but actually valued troops. Unlocks the ability to research ways Psykana can be used to augment lasguns.
The Tech Priests of the Scholam will dedicate a Magos and assistants to the production of dedicated equipment for the Wyrdvane.
Costs 10 Lord Prefect favour.
Repeatable:
[] Assist Prefect:
You aid another Prefect in setting up their Wyrdvane program. You will cooperate on a mutually beneficial development. You gain+1 Influence and +1 Relationship with a Prefect
[] Do a favour for another Prefect:
You aid another Prefect in setting up their Wyrdvane program. You will aid them in a way that only assists their program. You gain+3 Influence and +1 Relationship with a Prefect.
Sapphire Keep Library:
The Library of the Sapphire keep is a humongous edifice built into the planet. Most texts are transcripts of astropathic messages, but there are also a great many scholarly tomes. The further down you go, the more esoteric the findings and the more erratic the serfs.
[] Visit the old Psykana section of the Sapphire Keep:
In the depths of the Sapphire Keep, The Scribe Clan live to perform transcription services for the administration of the sector's astropaths, and are always in need of additional velum. Near to them live the descendants of sanitation workers that have gone feral and reorganized as a tribal society dedicated to the maintenance of the Sapphire Keep's trash incinerator, sacrificing interlopers to flames and raiding the scribes for captives. The Scribe Clan fights back with an organized militia and regularly raids the Incinerator Tribe for velum they can scrape clean, which the tribe would burn for fuel.
In the depths, the Scribe Clan's primitive black powder rifles and chemical explosives clash with steel swords, crossbows, and padded velum armour.
The old Psykana section lies on the other side of their territory and has not been visited in fifty years, since the last expedition ended in tragedy at the hands of an impromptu alliance by the two sides. According to legend, it contains Psykana training materials and studies of the planet's psykers. The reason why it was lost has been forgotten for millenia. Costs two turn actions due to the length of the journey.
[] Find historical justification:
You refuse to believe that you're the first who wishes to create a group of Psyker Shock Troops. Your lack of support from other Prefects is due to your lack of precedence that your plan can work. If you can find examples of a previous attempt to make Psykers like this, it would help undo the fear of 'new' developments. Improves your influence and standing with fellow Prefects.
[] Psykana and firearms:
Your Wyrdvanes will not all be able to rely on their psychic powers for the duration of battles. Instead, they are likely to need firearms. Research into the ways Psykers have historically used firearms in their training. Discover which type of firearm is historically the best for each type of Psyker..
[] Planetary Psykana variations:
Planets with unique environments have a tendency of resulting in Psykers with abilities that fall out of the Imperial norm. Perform research into the sort of variations you might find among the people of Nautilus.
Nautilus Actions:
The great city beneath the waves of Odium is a thriving metropolis by Imperial standards. It might be worth establishing connections with groups within the city.
[] Find suppliers outside the Adeptus Terra :
Currently, your Psychic Shock Troops are earmarked to only receive flak armour and robes. While the Munitorum will replace any equipment they lose, they will not improve your base equipment. You will need to ensure your Wyrdvane have good starting equipment. Instead of acquiring it from the Mechanicus Shrine of the Scholam Psykana, you attempt to purchase it from one of the many Manufactorums in Nautilus. Costs 2 influence with the Lord Prefect upon success. You will roll on a table of possible equipment suppliers you get in contact with.
Recruitment and training:
When the recruits begin arriving, they will be processed by the Scholam Psykana Majoris and worked over to ensure they'll be ready for dedicated Wyrdvane training. The more prepared your students are for their training, the better it will be for them.
[] Training against the scum - Just do it:
The Pit is a great warren of industrial mazes and hand-dug tunnels full of hostile mutants and gangers. This would be an excellent environment to train your students combat ability by sending them out to kill the gangers. Sending Psykers to attack criminal gangs is an old Terran tradition, after all. Improves Psychic Shock Troop Training Or
[] Training against the scum - By the Book:
The Pit is a great warren of industrial mazes and hand-dug tunnels full of hostile mutants and gangers. This would be an excellent environment to train your students combat ability by sending them out to kill the gangers.
You want to avoid collateral damage, and so you'll need to work with local Enforcers to only hit targets of recidivist and infractions activity. They'll be hesitant at first, but could come to appreciate your assistance in hitting hard targets.
There is no additional bonus to doing it by the book. Doing things legally takes effort. Improves Psychic Shock Troop Training
Costs 2 Lord Prefect favour to set up lines of communication with local law enforcement.
[] Recruit Rogue Psykers:
The question is not if, but where the Rogue Psykers of Nautilus reside. Go looking for them and offer to bring them gently into the Astra Telepathica instead of dragging them or getting the Enforcers or Arbites involved. Chance to discover planetary psyker variations.
[-]Tarrot-assisted Psyker gathering:
With the aid of the Emperor's tarrot, potential Psyker candidates of exceptional value are sought out and taken to the Scholam. Requires 5/10 Relationship or 3/10 Influence with Alfonse, or training your Divination to Zeta level.
[] Request Telekine recruit priority:
Currently the assignment of students is the purview of the Lord Prefect. Meet with her and explain the importance that you acquire the most physically fit and healthiest Telekines, even if it means cutting into the amount provided to Hans's Psychic Artillery. Costs 5 Lord Prefect Influence.
Lowers relationship with Hans by one.
Removes the need to develop a method to restore broken and/or physically sub-standard Telekines to combat readiness.
[] Biomantic Juvenant Treatments and beauty:
You're twenty-five but look almost fifty according to Martha. It might be time to look into Biomantic Juvenant or perhaps visit a clinic in Nautilus, to bring yourself back in line with your actual age. This would also be a good opportunity to look into the presentability of future Psykers. Many high-ranking Imperials are vain, and many of your Psykers will come from poorer backgrounds. Straightening backs, whitening teeth, restoring hair, and removing unhealthy palours, could improve the status of your Psykers, making them look like paragons of the Imperial Ideal. Costs 3 Influence with the Lord Prefect.
Costs 1 Influence with Astrid.
Unlocks 'choosing the right appearance' option.
[] Telekine Rounds:
An ability that you know, although you rarely use, is to infuses solid projectiles with telekinetic energy, increasing the speed and impact of each round many times over. While a taxing process, this can allow Autoguns to hit like heavy stubbers.
Teach this to the tutors of the Scholam so they can pass it on to the new arrivals. Costs 3 Influence with the Lord Prefect for borrowing the time of so many tutors.
Required for Psi-Munitions Production alongside a source of Autoguns and ammunition.
[] Prepared nutrition and training programmes:
With the aid of Martha and the Alkata Cartel, ensure that when the Wyrdvanes arrive, the ones assigned to you will be provided with strong meals, exercise plans, and some chemical encouragement, to get them into the peak of physical shape as quickly as possible. Costs 3 Influence with the Lord Prefect.
Nautilus Scholam Psykana Internal Hierarchy:
Like any Imperial organization, the Astra Telepathica is rife with factionalism and groups intending to climb to the top at the detriment of others.
The Scholam Psykana currently has five Prefects, one from each of the five major schools of Psykana, all of whom have been granted a great deal of freedom and leeway by the Astra Telepathica in the pursuit of setting up an efficient training schedule. Your fellow Prefects are:
-Prefect Biologica Astrid. Universal Epsilon Psyker.
Astrid is a middle-aged woman with black hair, blue eyes, and an eerily symetrical face. She routinely uses her biomancy to change or optimize her appearance how she sees fit. She has few visible implants. Currently training Biomantic Support Choirs:
Astrid's Wyrdvances are taught to both be nurses as well as biomancers. While lacking the control for fine surgery, when they put their powers together, Astrid's Wyrdvane is able to perform miraculous feats of healing and regeneration. Lord Prefect favour: 20/100 Your relationship with them: 6/10 Your influence with them: 2/10 -Combat Biomancy Development Unlocked. -Prefect Telepathica Silvia Astropath Transcendant, Delta-Grade Telepath.
Silvia's skin is weathered and etched with the lines of countless years. Her blindfold is made from a deep indigo fabric. The robes she wears are adorned with subtle psychic wards, their intricate patterns barely visible unless caught in the right lumen light. Her cane is carved from dark wood, its surface polished smooth by years of use and imbued with latent psychic energy that hums gently under her touch. Currently training Bonded Telepathic Choir:
Silvia's Wyrdvanes are trained to function as living relays for communications, providing a safe and instantaneous form of communication across a battlefield between each member of a Wyrdvane. Lord Prefect favour: 20/100 Your relationship with them: 3/10 Your influence with them: 1/10 By proving that Psychic Shock Troops have potential, Silvia will assist in training Dedicated Telepath Vox Operators. -Prefect Pyromania Hans: Gamma-Grade Pyromancer, Delta-Grade Telekine
Hans is a dark-skinned Psyker with a head covered with cybernetic plugs and cables that connect to an imposing psychic hood. His middle-aged appearance belies the combat prowess he possesses, with every movement echoing the precision and power of his pyromantic and telekinetic skills. Despite the constant sheen of sweat from overheating, there's an undeniable aura of intensity that surrounds him. Currently training Pyro-Telekinetic Psychic Artillery.
Hans's Wyrdvanes are taught to be Psychic artillery. They are to rain down hellfire and telekinetic strikes from a distance, destroying everything in their path. Lord Prefect favour: 20/100 Your relationship with them: 1/10 Your influence with them: 1/10 Hans believes your Psychic Shock Troops plan is doomed to fail and does not wish to involve himself.
-Prefect Divinatoria Alfonse: Delta-Grade Diviner, Combat Cartomancer,
A pale-skinned man in simple clothes, rarely wearing robes, with dark black hair shaped over the cybernetics in the back of his head. Routinely seen wearing a bracer connected to a silver pane marked with six small rectangles. Currently training Reading the Emperor's tarot. Sanctic sorcery.
Alfonse's Wyrdvanes are taught to read the Emperor's Tarot as well as divine the course of events. They are a support force meant to provide Imperial Commanders with knowledge of future events, or the likeliness of enemy actions. Lord Prefect favour: 20/100 Your relationship with them: 3/10 Your influence with them: 1/10 By proving that Psychic Shock Troops have potential, Alfonse will aid your Psychic Shock troops to train their Precognition abilities.
Scholam Psykana Faculty and Staff You have gathered up a following of servants and allies that help with running the Scholam Psykana.
-Martha Sternback, Ratling:
A diminutive ratling woman whose dream job became a nightmare after a friendly Master of Service had her prepare meals for Imperial Guard officers kept as guests aboard her ship, the Sword of Integrity, instead of just the Junior officers. After deserting from the ship, you found her and offered her a better life. Due to the genuine kindness that you have shown her, you have her undying loyalty and friendship.
While a curious sight among the largely terran-norm members of the Astra Telepathica, few who actually speak with Martha don't find it easy to not be charmed by her smile, manners, and jovial attitude. Of those unable to get over their disdain for 'abbies' or 'gene filth', none dare to be rude to her, lest they face your considerable wrath.
Martha as a Ratling chef is a master of understanding the ability of food to motivate, encourage, punish, or break down an individual. She also has learned to work in the underbelly of society to survive, and finds it easy to make black market connections with the ubiquitous ratling communities across the Imperium. -Gives a +20 to any rolls involving nutrition as a factor in Psyker education.
-Allows you to develop black market contacts.
Your goal is to train Psychic Shock Troops. Current Armour: Flak Current Weapon: Lasguns, laspistols, simple psi-staves. Combat Training: Imperial Guard Veteran
-Close Quarters Combat: Alkata Cartel provided trainers will teach the Wyrdvane how to fight dirty in close combat, teaching them all the nasty tricks that only a veteran could ever truly learn. Sanctified Stakes: Not acquired yet. Micro-Explosives: Not acquired yet Biomancy Training:
All dedicated Biomancers in your Wyrdvane will learn the following abilities. -Biomantic Meatball Surgery: A skilled Biomancer can, by placing their hand upon a fallen comrade, knit bones together, grow back lost organs, restore ruined flesh, and ensure a fighter can keep going. Your Wyrdvanes will be trained extensively on how to get a soldier back into the fight quickly. These changes can be undone by a medical biomancer after the fighting is over. Telepathy Training: Simple
Pyromancy Training: Simple
Divination Training: Simple
Telekine Training: Excellent.
Your writing upon Telekinesis are already being spoken of highly by the tutors of the Astra Telepathica. They will ensure your Wyrdvanes receive excellent training.
-Crush: A Telekine focuses their power upon a single point in space, manifesting a brief moment of intense gravity akin to a Grav-Gun. -Telekine Dome: The Telekine, if equipped with a force staff or a potent enough focii, conjures a dome of Psychic energy for the squad to take cover in. The dome will absorb small arms fire and indirect shrapnel from artillery. Wyrdvane Skills:
A Wyrdvane is telepathically linked, sharing power, skill, and training. This allows them to tap into each other's shared powers. Several abilities will be shared by each member of the Wyrdvane Choir. -Telekine Personal Shields: The Wyrdvane Choir pools their collective Telekine potential and spreads it evenly among their members, wrapping each soldier in a protective regenerating energy shield that deflects kinetic and energy small arms fire. The power of the shields can be adjusted by the Choir, or overcharged by an able Telekine among the Choir. -Biomantic Self-Optimization: Using subtle Biomancy, the senses of the soldier are optimized and improved beyond baseline humanity. Soldiers can smell hormones in the air, see in near complete darkness, and hear the most minute of noises, and achieve levels of strength comparable to the Tempestus Scions and Sororitas. This is a passive improvement that can be adjusted as needed by the Psyker. Part of this includes a low-level healing factor that actively clears the muscles of lactic acid, and allows cuts and lesser bullet wounds to heal by themselves.
Current Rescources:
Lord Prefect favour: 20/100
12 hour Moratorium on voting. Plan creation is meanwhile open.
Scheduled vote count started by Mayto on Jan 19, 2025 at 5:30 PM, finished with 70 posts and 33 votes.
[X] Plan: It Takes a Village to Build a Punchwizard
-[X] The Family:
--[X] Offer above-board currency in exchange for the identities and locations of Rogue Psykers.
-[X] Develop Gravity Manifestation:
-[X] Find historical justification:
-[X] Psykana and firearms:
-[X] Biomantic Juvenant Treatments and beauty:
-[X] Prepared nutrition and training programmes:
[X] Plan: We need Intel and Study Materials
-[X] The Family:
--[X] Offer to help with Wetwork exchange for Information on activity within Nautilus and Identities and locations of Rogue Psykers.
-[X] Develop Gravity Manifestation:
-[X] Psykana and firearms:
-[X] Prepared nutrition and training programs:
-[X] Visit the old Psykana section of the Sapphire Keep:
[X] Plan: Learn from the Past
-[X] The Family:
--[X] Offer above-board currency in exchange for the identities and locations of Rogue Psykers.
-[X] Develop Gravity Manifestation:
-[X] Visit the old Psykana section of the Sapphire Keep:
-[X] Find historical justification:
-[X] Prepared nutrition and training programmes:
[X]Plan: Supply and Demand
-[X] Brakkvarr Corsairs
--[X] In exchange for Psi-Tech, offer to use your Wyrdvane to support their operations in the Pit once they are set up, and to disseminate their tech as Archeo-Tech discovered in conjunction with our Wyrdvane.
-[X] Develop Gravity Manifestation:
-[X] Find historical justification:
-[X] Find suppliers outside the Adeptus Terra
-[X] Psykana and firearms:
-[X] Telekine Rounds
[]Plan: Supply and Demand
-[] Brakkvarr Corsairs
--[] In exchange for Psi-Tech, offer to use your Wyrdvane to support their operations in the Pit once they are set up, and to disseminate their tech as Archeo-Tech discovered in conjunction with our Wyrdvane.
-[] Develop Gravity Manifestation
-[] Find historical justification
-[] Find suppliers outside the Adeptus Terra
-[] Psykana and firearms
-[] Telekine Rounds
This way, once the Psykers actually start rolling in, we should have a base for their sidearms, and we get some (potentially) DAOT psi-tech, while also making friends with the not!dwarves. Plus, if we can prove that this idea will work, it will make our life a lot easier in the future.
[ ] Plan: It Takes a Village to Build a Punchwizard
-[ ] The Family:
--[ ] Offer above-board currency in exchange for the identities and locations of Rogue Psykers.
-[ ] Develop Gravity Manifestation:
-[ ] Find historical justification:
-[ ] Psykana and firearms:
-[ ] Biomantic Juvenant Treatments and beauty:
-[ ] Prepared nutrition and training programmes:
[] Plan: Hitting the Books
-[] Develop Gravity Manifestation
-[] Visit the old Psykana section of the Sapphire Keep
-[] Find historical justification
-[] Biomantic Juvenant Treatments and beauty
Accessing the old library now would make researching many of the research options much easier. It's better to do it now than during the training.