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Have got to note she is severely underweight. As in losing another five or six pounds would put her in the "associated with risk of death" bracket. Which makes sense, I suppose, but also means that if we recruit her she may need to spend soms time on intravenous feeding or something... jeez.
The good news is, after this update she'll have had ~5 years to recover. Gotta love 5 year turns. That's also 5 years of Monastery Psyker Discipline 101 in her head before Gwendolyn even steps onboard.

That is a bit low though...maybe I'll bump it up to 134.
 
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We know Primus was in a system recently visitted by the forces of Chaos. Tell me: had the Echo been on the orbit of Primus, would you have spent an action to go check on Secundus?
You realize our information isn't just where the Echo was, right? You can't really construct this counterfacual. There's no situation where Secundus is just silent. Whereas that's exactly what we'd expect for Primus.
 

I feel like the issue with the Vellkar is that, if they have problems that we could help with they aren't obvious. So lacking that, it ends up being on us to investigate and find out. Which, technically speaking, should be easily accomplished. Take the Spark, or even just a shuttle and some bots, go over to Primus, find some Vellkar, and ask them.

Unfortunately, the mechanics of the quest mean that this task which would otherwise take maybe a few days to a couple of months of Vita's attention depending on travel time, instead takes at minimum 1.25 years in the form of a quarter of a turn. Given that a lot of potential outcomes end with us having wasted that time for no gain (The vellkar are fine but have understandably decided all external contact is bad news and tell us to get lost, the vellkar are fine but uninterested in allowing more than one party (Denva) to mine their planet, the vellkar interpreted the orbital bombardment as a betrayal by Denva and are now universally hostile to outsiders), it's a hard sell.

The real answer to this conundrum is that we should have made sure the vellkar had the ability to contact us the last time we contacted them. That way they could get in touch to let us know how they're doing and request aid the way W did when we got back to the system. We haven't heard from them, but as far as we know they're primitive aside from some scavenged imperial technology, so that's not necessarily alarming. The last time we spoke it was via what we thought was a scavenged imperial vox unit, which may have since broken down or been destroyed in the bombardment.

We ought to design some kind of secure, simple-to-use, and ultra-sturdy comm setup that we can leave with primitive peoples we contact going forward. We're due to check out at least one feral world in the not too distant future even disregarding any other aliens we may meet.
 
[X] Plan: Nova cannons go boom. Also muzzle Bongo.

If daemonology results in an infestation of daemons, I just want everyone to know: it's all my fault. I did it. IT WAS MEEEEEE
 
Hmm...

@Neablis , would it be possible to trade with the Eldar for better Force Weapons, Psi Armor, and Psi Focusing Gear? Would their stuff even be compatible with human psykers? Getting this kind of stuff via (no doubt expensive) trade is better than investing RP on developing it on our own.

If possible, what kind of stuff would they want in exchange?
 
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Hmm...

@Neablis , would it be possible to trade with the Eldar for better Force Weapons, Psi Armor, and Psi Focusing Gear? Would their stuff even be compatible with human psykers? Getting this kind of stuff via (no doubt expensive) trade is better than investing RP on developing it on our own.

If possible, what kind of stuff would they want in exchange?

Unlikely, Space Elf stuff doesn't tend to work amazingly well outside of their hands, with a few exceptions.
 
Yeah, we could maybe buy individual examples of things from the Eldar (And even that's questionable if they think we're going to try and reverse engineer it) but I'd question how useful that would be for psyker gear in particular. Maybe, if we ever get to the point of really good relations with them, we could commission some equipment to be specially crafted for our psykers.
 
Maybe, if we ever get to the point of really good relations with them, we could commission some equipment to be specially crafted for our psykers.
Well, we do have a pathway to that, I think:
-[] Psychic Shielding Reliability (100 RP) Trying to make tripwire-versions of your shielding that could be installed in everything has revealed a weakness - the circuits can spontaneously fail. You fixed that problem by making them tougher, but now they won't always trigger. You're confident you can fix this issue, but it'll require you to make them more failure-proof. On the plus side, this should mean that your psychic shielding can last longer without maintenance. (Makes psychic tripwires more accurate, potentially to the point where it's impossible to corrupt your tech without you knowing about it. Also likely to make your psychic shielding last long time periods without maintenance. Will unlock research to use this on ships, and to make civilian-grade versions that could be put into literally everything).

-[] Self-repairing psychic shielding (200 RP) Once you have a thinking, even if non-sapient, being in the loop on your psychic shielding, you can start to think about building it out of a material that'll let it self-repair after damage. (Your psychic shielding will repair when not in combat).
-[] Psychic Shield Tuning (150 RP) Your new scrapcode defenses help against scrapcode, but not necessarily other threats. This research would potentially allow you to tune the capabilities of your shielding on the fly to improve performance against other angles of attack. (Resistance to specific types of attack will improve with exposure, up to a cap. Unlocks more research to allow for more flexible shielding that can target specific weaknesses of various psychic enemies. Synergizes with mutli-meaning shielding.)

-[] Scrapcode Denial (300 RP) Scrapcode - and psychic corruption in general - is a difficult opponent. It's hard to enforce mistakes when it can magically see through your defenses. But if you could incorporate psychic encryption into that approach, it becomes viable again. (Makes your shielding Extraordinarily resistant to potentially completely immune to scrapcode-based attacks. Does not apply to machine spirits yet. May unlock technology to apply to other kinds of corruption. Likely synergistic with generating your own scrapcode)
Sturdier, self-healing shields that tune themselves to resist Slaanesh even if they change what they're doing, on top of grabbing a "fuck Slaanesh" follow-on from Scrapcode Denial sounds like it might do it.

Everything but Denial we could get in two research actions at some later point though, so while we're RP strapped I'd say we're in a good spot as far as psy shields as a trade good goes.
 
I will draft an example design later
As promised, here's an example of my command ship approach designed to fit into one of the Chaos leftover frigate hulls. The core purpose is to be a starship with plenty of room for remote OMC operators and other personnel who command a fleet of ships which carry no on-board crew, supporting a doctrine of protecting naval personnel as much as feasible - and far more than feasible for anyone else in the galaxy. 40K can take its bloody heroic sacrifices and 40K them, we don't want any.

(In a pinch, of course, the operators can still be placed aboard their vessels. This doctrine does create a potential vulnerability if a force finds itself needing to divide into more detachments than command ships and then the detachments containing command ships are defeated in detail. On the other hand...being able to fight without losing crews.)

Hearthfire class command frigate (900 BP hull, 3725 BP to build, 300 CP to run without some MS discounts we're not currently getting)
7 g (225 BP), medium shields (150 BP), medium armor (150 BP), living space (200 BP), warp drive(100 BP), void abacus (100 bp), 90 HP psy shield (450 BP), improved passive stealth profile (450 BP)
Weapons: 4x point defense (200 BP), 4x fighters (400 BP)
Equipment: Heavy boarding preparations (200 BP), 2x troop compartment (100 BP), 1x high maneuverability thrusters (100 BP)
(total 1000 BP of crammable stuff with expected 10% cramming of both weapons and equipment, no overpacking.)

It doesn't manage to fit in the small sensor array I wanted, and also omits a medical bay which would be good to have and has no onboard repair bay. Trading some of the fighters and maybe the thrusters to fit those in would be a reasonable variation, OTOH the fighters provide both a really strong defense against the main thing this ship is trying to ward off (enemy strikes from beyond shipboard fire range) and a means by which the command frigate can lend some aid to the actual fighting ships while staying hidden and out of the line of fire. Knocking off one of the PD mounts for a med bay and a small repair bay is another possible minor alternative. Naturally bigger models that fit more of the desired features are possible, and any advances to engines, shields, or armor should be rolled into the design.
 
Hearthfire class command frigate (900 BP hull, 3725 BP to build, 300 CP to run without some MS discounts we're not currently getting)
7 g (225 BP), medium shields (150 BP), medium armor (150 BP), living space (200 BP), warp drive(100 BP), void abacus (100 bp), 90 HP psy shield (450 BP), improved passive stealth profile (450 BP)
Weapons: 4x point defense (200 BP), 4x fighters (400 BP)
Equipment: Heavy boarding preparations (200 BP), 2x troop compartment (100 BP), 1x high maneuverability thrusters (100 BP)
(total 1000 BP of crammable stuff with expected 10% cramming of both weapons and equipment, no overpacking.)
Hm.

As a command and control ship meant to be far away from the frontline, I would think that stealth would be the essential asset - if enemies are trying to chase this thing down and doesn't have something else running interference something has already gone horribly wrong and your fleet now has the HP of this one vessel - everything else is a fallback.

In that respect I'd either reduce down to 3x point defense or medium boarding prep to fit in Low-emission Systems... or something like that. We're kind of sitting on a stealth breakthrough in the form of that dark eldar craft, and who knows what our options will look like after that.

(As for choice of what to reduce for cramming, I figure fighters are easier to operate without giving away the mothership's position than point defense, but I've admittedly not thought about it deeply)
 
People our Psychic Shielding is also our Warp Sensors. The Question isn't if our Diviner can scry while being hidden. The Question is how much research we need to do before she can do that.
 
Hm.

As a command and control ship meant to be far away from the frontline, I would think that stealth would be the essential asset - if enemies are trying to chase this thing down and doesn't have something else running interference something has already gone horribly wrong and your fleet now has the HP of this one vessel - everything else is a fallback.

In that respect I'd either reduce down to 3x point defense or medium boarding prep to fit in Low-emission Systems... or something like that. We're kind of sitting on a stealth breakthrough in the form of that dark eldar craft, and who knows what our options will look like after that.

(As for choice of what to reduce for cramming, I figure fighters are easier to operate without giving away the mothership's position than point defense, but I've admittedly not thought about it deeply)
I have little idea what low-emission systems do, they're stuck in a totally different category from our other stealth, and IIRC came before the main stealth techs? But if they stack, stacking them is appealing. I'd probably pull a fighter for it, the Low Emission System will cost 100 BP on this.

That said, I don't quite agree with your initial analysis. This ship's stealth is actually its second line of defense, not its first - the first is that it's got a fleet! You've made an extremely bad tactical error if the enemy is in a position where they can bypass all your combat ships to move against the command ship directly while the command ship can't simply flee to (and past) the combat ships.

The stealth serves a few purposes:
  1. Ideally, it prevents long-range strikes against the command ship such as nova cannon, strike craft, and boarding torpedoes even being launched.
  2. Similarly, it prevents the enemy from attempting to gain a tactical advantage by leveraging the weak point to force the fleet's movement by keeping them from knowing where the weak point is.
  3. Finally, if all else is lost, it gives the command ship two options for escaping rather than only being able to hope raw speed gets it clear.
I wouldn't worry about point defense giving away your position - you wouldn't be firing point defense if your position wasn't already compromised. You would want to launch fighters, though. I'm hoping that a stealth ship launching stealth fighters can do so stealthily.

EDIT: The heavy point defense is there largely because I took a look and got a bit scared about what happens if an entire fleet just ignores everything else and volleys boarding torpedoes at the command ship. I think the rest of the fleet and the fighters should be able to massacre those on their lengthy journey, but that depends on how the resolution is being approached.
 
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Well, we do have a pathway to that, I think:

Sturdier, self-healing shields that tune themselves to resist Slaanesh even if they change what they're doing, on top of grabbing a "fuck Slaanesh" follow-on from Scrapcode Denial sounds like it might do it.

Everything but Denial we could get in two research actions at some later point though, so while we're RP strapped I'd say we're in a good spot as far as psy shields as a trade good goes.

I feel like we really just need self-repairing shields to make them a viable trade good for humans or most aliens, but if we really want to take the eldar market by storm then we should go down the triple-nested, tiny, and hopefully talismanic route. The shields needing maintenance at all is a serious drawback, but that they need to be fully enclosing whoever they're protecting via a hardsuit at absolute minimum seriously cuts down on the possible applications.

Without talismanic shields we'd be selling... suits? tents? psy-shielded prefab housing? It would take a lot of trust to get them to let us renovate one of their ships with psy-shields, and I'd be flat out amazed if we ever actually saw a craftworld, much less were allowed to remodel one. The various eldar factions are mostly acclimated to their various methods for coping with the warp, so I'd think we need an offer that's not just good but convenient if we want any significant uptake aside from the odd outcasts.

It's possible there are enough eldar willing to take up the quarian lifestyle of living life in an encounter suit that it'd be notable, but I wouldn't be surprised if there weren't.
 
I feel like we really just need self-repairing shields to make them a viable trade good for humans or most aliens, but if we really want to take the eldar market by storm then we should go down the triple-nested, tiny, and hopefully talismanic route. The shields needing maintenance at all is a serious drawback, but that they need to be fully enclosing whoever they're protecting via a hardsuit at absolute minimum seriously cuts down on the possible applications.

Without talismanic shields we'd be selling... suits? tents? psy-shielded prefab housing? It would take a lot of trust to get them to let us renovate one of their ships with psy-shields, and I'd be flat out amazed if we ever actually saw a craftworld, much less were allowed to remodel one. The various eldar factions are mostly acclimated to their various methods for coping with the warp, so I'd think we need an offer that's not just good but convenient if we want any significant uptake aside from the odd outcasts.

It's possible there are enough eldar willing to take up the quarian lifestyle of living life in an encounter suit that it'd be notable, but I wouldn't be surprised if there weren't.
Wraithbone itself provides some degree of psychic shielding. That's how the craftworlders survived the initial psychic shockwave from the birth of she who thirsts. We should see how that compares to our stuff before we try to sell them something.
 
When helping Secundus was on the table, the thread wasn't going "wait, let's research other things first". I'll note we could even get some ship tech without sacrificing Primus for a greater good.

Well for one thing if they had major instability because of a cult uprising that would rather get in the way of the industrial build up. Comparably if the Velkar has the same instability (and again we have no indication the CSMs even sent people down) nothing large scale would be impacted. Uplifting is the goal, but it's a numbers game, making sure Denva is stable to help more people in this sector will do more than the Velkar could with their small population and lack of a tech base.
 
Wraithbone itself provides some degree of psychic shielding. That's how the craftworlders survived the initial psychic shockwave from the birth of she who thirsts. We should see how that compares to our stuff before we try to sell them something.

I mean, whatever its properties, it manifestly does not stop their main problem of the constant low-key soul fuckery from She Who Thirsts. If just being inside a wraithbone structure did that, the modern eldar factions would probably be quite different.

It's possible our shields wouldn't help with that either, but since they do block memetic corruption we have cause to be optimistic.

...Actually, we do have a canonized omake showing us the Eldar perspective on being inside our psy-shields. The sidestory threadmark "The Musings of a Corsair" by Speedemon22 mentions...

When their ship entered the hanger, that pressure he had forgotten about, that constant pull disappeared. Well, not disappeared, it became noticeably muted. Much less focus was required to keep his emotions in check and it was rather nice to have the voices be quiet for once.

So that's promising.
 
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Since the discussion has clearly moved on from the candles vs psychic shield discussion I have since made a decision.

I can't reduce the candles by too much, it pretty much is and was a central point for the plan from the beginning.
Still, I do agree we need some more protection in the daemonology research, so I am reducing the candles by 1 (to 5 from 6) and using those BP to upgrade the inner shielding of the warp research lab, adding scrying protection to it.
 
I mean, whatever its properties, it manifestly does not stop their main problem of the constant low-key soul fuckery from She Who Thirsts. If just being inside a wraithbone structure did that, the modern eldar factions would probably be quite different.

It's possible our shields wouldn't help with that either, but since they do block memetic corruption we have cause to be optimistic.

...Actually, we do have a canonized omake showing us the Eldar perspective on being inside our psy-shields. The sidestory threadmark "The Musings of a Corsair" by Speedemon22 mentions...



So that's promising.

I think there is a good bet our shields would be of some help. The thing about the Eldari is each of them is actually much more psychically powerful than they show in setting, every Farseer would be an Alpha, every Warlock would be a Delta etc... The thing is they are limited in the ability to actually use the warp is curtailed by the presence of She Who Thirsts. They are all using their psychic powers through runes, which is kind of like manipulating the world through an elaborate long distance pulley system. Anything we can do to make those requirements less stringent is pure power and we know psykers can use their abilities from behind shields, Cia does it all the time with her armor's shields.
 
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@Neablis question. Could there be a Tech reliant on certain techs from the Terraforming, Warp, and PsyTech trees that would allow for literally terraforming The Warp? Like we would with a planet, only flavored and boot around reshaping The Warp to what we wish it to be?

Likely take far down them, but I figured I'd ask if there could potentially be such a thing.
Probably not. There's probably techs to influence a local sector of the warp, temporarily. But those are gonna be in the warp/psytech tree. Not the terraforming tree. Entirely different processes.

Her personality doesn't seem to be very... militant. I think she would work best as an all purpose military advisor while we get someone else to be the general. If we somehow score a Renegade Marine say.
She's quite young and therefore still likely to develop as a person. After that interaction with the Emperor... I think that grand strategist is a very viable path. If you pick her, I'll probably add a non-plan vote to the next update for how you encourage her to specialize, with the options being seer or strategist: My current thoughts are
[] Strategist: Her level applies as a bonus to military dice. Active roll is the same as Cia's.
[] Seer: Active action is to pick a specific action each turn. Roll a d100, apply (level-15) as a modifier and use the better of the normal result & new result.
Perils will apply regardless, and the level 10/20/30 options are probably to pick amongst these options again, with additional upgrades for picking the same multiple times. Currently thinking that the strategist upgrade is (automatic) dice manipulation specifically for military rolls, and seer upgrade allows you to specify any number of rolls, and the reroll replaces the lowest one.

Thoughts?

Or we could design a large-scale ship-psytech equipment that Neablis has hinted about, focused on divination and with hopefully the ability for filtering out the encryption and communication blocking effects of the shielding for the user (while also still hopefully shielding them from others).
Yeah. I would probably allow large-scale divinatory psytech to enable new narrative options (advance warning of invasions?), or give you a modifier on the reroll, or maybe an extra reroll for the higher-tier stuff.

I'm... not entirely sure what this is implying? It seems to be suggesting a wave of alpha-level psykers across the sector. In which case, maybe not. That seems like the kind of thing that should shift the game a bit.

I mean, I could be wrong, those better training programs could just be better in... like, level-up speed, but considering the main pitch of it at all is safety from chaos, I'm pretty sure it'll include better safety for psyker training, locked behind followup(s) though it may be.
My thought behind "better training programs" was mostly about making them more resistant to chaos. Specifically "Figure out what about the Imperial Creed is protective against Chaos, copy/refine that but not the rest."

I feel like the issue with the Vellkar is that, if they have problems that we could help with they aren't obvious. So lacking that, it ends up being on us to investigate and find out. Which, technically speaking, should be easily accomplished. Take the Spark, or even just a shuttle and some bots, go over to Primus, find some Vellkar, and ask them.

Unfortunately, the mechanics of the quest mean that this task which would otherwise take maybe a few days to a couple of months of Vita's attention depending on travel time, instead takes at minimum 1.25 years in the form of a quarter of a turn. Given that a lot of potential outcomes end with us having wasted that time for no gain (The vellkar are fine but have understandably decided all external contact is bad news and tell us to get lost, the vellkar are fine but uninterested in allowing more than one party (Denva) to mine their planet, the vellkar interpreted the orbital bombardment as a betrayal by Denva and are now universally hostile to outsiders), it's a hard sell.

The real answer to this conundrum is that we should have made sure the vellkar had the ability to contact us the last time we contacted them. That way they could get in touch to let us know how they're doing and request aid the way W did when we got back to the system. We haven't heard from them, but as far as we know they're primitive aside from some scavenged imperial technology, so that's not necessarily alarming. The last time we spoke it was via what we thought was a scavenged imperial vox unit, which may have since broken down or been destroyed in the bombardment.

We ought to design some kind of secure, simple-to-use, and ultra-sturdy comm setup that we can leave with primitive peoples we contact going forward. We're due to check out at least one feral world in the not too distant future even disregarding any other aliens we may meet.
I will try not to waste your effort. If you spend an action to "go check on them" and they're completely fine, then depending on the roll you'll continue negotiations. You very well might walk away from that with an agreement for them to join the Ascendency & the rights to establish as many manufactories as you'd like on the planet. If you'd established better comms with them then you'd know more about how likely those outcomes were.

Hmm...

@Neablis , would it be possible to trade with the Eldar for better Force Weapons, Psi Armor, and Psi Focusing Gear? Would their stuff even be compatible with human psykers? Getting this kind of stuff via (no doubt expensive) trade is better than investing RP on developing it on our own.

If possible, what kind of stuff would they want in exchange?
Not anytime soon. You'd have to be pretty good friends indeed before they considered giving you anything worth... anything, especially stuff with military applications.

As for what they'd like... depends. They might be interested in shielding, but there's a lot of "buts," with things like self-repair, tiny, etc helping the appeal a lot.
 
I'm more inclined for the strategist being a bog standard human, and having to chose between doing psyker training and getting advantage on a roll makes for good tradeoffs. In favour of the general seer.
 
While I would also prefer to focus the diviner on divination, adding too many members to the crew will dilute our already low character focus, which I'll dislike more in the long run. I'd rather dilute some of her mechanical effect, than have more than three named/serious crew members.
 
While I would also prefer to focus the diviner on divination, adding too many members to the crew will dilute our already low character focus, which I'll dislike more in the long run. I'd rather dilute some of her mechanical effect, than have more than three named/serious crew members.
Crew members give pretty significant bonuses, so from a mechanical perspective we want as many of them as possible. Agree that narratively it is best that the cast is limited, but I think Neablis has already answered that there will be a maximum hero unit count. Think it was mentioned at 7, but don't take that as gospel.
 
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