Talk about xeno tech,Aren't admech go gaga when they met necron tech?Necron is not warp base tech so they are safe on chaos front and they are actually want to research The Beast and attack moon tech.
Talk about xeno tech,Aren't admech go gaga when they met necron tech?Necron is not warp base tech so they are safe on chaos front and they are actually want to research The Beast and attack moon tech.
It's pretty unimportant if Necron-tech is somehow bad or not.
What matters is that it's so far advanced, even beyond anything but the most extreme outliers of the DAoT, that understanding and reenineering even the simplest parts will propably take more time and mental capacity than your average Magus Explorator has over his entire live.
I actually don't know if they (machine spirits) are a thing in this quest (as an actual thing that exists and does stuff) none of our admech characters mention them that's for sure.
It's certainly implied in canon that they don't really exist and the machines work just as well without them... which is probably the case.
If they do exist it'd be as a warp effect from the admech, but there might not be enough of them left for that to work any more.
The opposite seems to be the thing, actually. The Tau tried to start up Imperial strikecraft without any of the rituals and stuff the tech priests did and the crafts had poorer performance as a result. That's the most minor piece of evidence I know of. Besides that, there's just loads of evidence that they exist, up to and including rules. Hell, Rogue Trader has a whole list of possible machine spirits that ships can have. There is a whole host of evidence that machine spirits are real, and even archeotech is affected.
I actually don't know if they (machine spirits) are a thing in this quest (as an actual thing that exists and does stuff) none of our admech characters mention them that's for sure.
It's certainly implied in canon that they don't really exist and the machines work just as well without them... which is probably the case.
If they do exist it'd be as a warp effect from the admech, but there might not be enough of them left for that to work any more.
everything I've read has be a mix. Some of it is semi-sentient VI's who react to command signals in the rituals, some of it is actual minor warp spirits being pushed into the machinery, some of it is the strange but mundane maintenance needed by finicky tech dressed up as ritual, and some of it is the same kind of faith-based warp effect that the SOB use just on the low end.
The opposite seems to be the thing, actually. The Tau tried to start up Imperial strikecraft without any of the rituals and stuff the tech priests did and the crafts had poorer performance as a result. That's the most minor piece of evidence I know of. Besides that, there's just loads of evidence that they exist, up to and including rules. Hell, Rogue Trader has a whole list of possible machine spirits that ships can have. There is a whole host of evidence that machine spirits are real, and even archeotech is affected.
Not in the least. At the same time there's an example of a human, a ley man, keeping a geller field operational despite not knowing any of the correct rituals or anything like that (its from Death Watch)
I acknowledge that under the Imperium the whole schtick of the Admech might cause a warp effect that makes something similar to the Waaargh field to orks, but there's tonnes of explanations, from individual quirks in ships the size of cities that are the subject of adoration by their millions of inhabitants that live inside of them as well as their advanced age giving them special characteristics as age=power in embers verse, the improper maintenance of certain tech especially cause they keep drowning everything in incense, lack of understanding of how it works dressed up in pomp and ritual to hide that (like their "holy lubricants... its just lubricants specially prepared for maintaining stuff, nothing holy about it.)
The example you gave could be the Tau literally just bungling how the start up sequence is supposed to go, not doing the proper checks with no need to drown the bloody thing in incense to do that, but as that is imperial propoganda NOT FACT, then of course its the Tau not understanding and respecting the machine spirits the administratum adept, or as I assume Cain, don't know the difference.
At the same time there's an example of a human, a ley man, keeping a geller field operational despite not knowing any of the correct rituals or anything like that (its from Death Watch)
A random guy in Priests of Mars got a plasma pistol that was in such disrepair that it absolutely could not function in any way, but when he fired it at Eldar it worked fine despite said disrepair and the fact that it had no fuel. Some other guy had even tried firing it a little before he got the gun but, predictably, it didn't work.
The example you gave could be the Tau literally just bungling how the start up sequence is supposed to go, not doing the proper checks with no need to drown the bloody thing in incense to do that
If machine touched includes hitting a geller field with a hammer, then sure, other wise unlikely.
I fail to see how a savant minor technomancer who's been living on an Arcmechanicus for his entire life, making an ancient plasma pistol magically work in the middle of a warp storm against a psycic eldar is supposed to convert me to believing that machine spirits are inherently a thing?
The feat with the plasma pistol was crazier, seeing as how he did nothing to fix it whatsoever but it still worked. So yes, Machine-Touched includes hitting a gellar field generator with a hammer.
I fail to see how a technomancer who's been living on an Archmechanicus for his entire life, making an ancient plasma pistol magically work in the middle of a warp storm against a psycic eldar is supposed to convert me to believing that machine spirits are inherently a thing?
That is not at all what happened. Everything you just said is wrong and I think you're pulling things out of your ass at this point, because:
1. The dude wasn't a technomancer. Technomancy is only available to Librarians, and not only was he a normal human, he was a normal human with no psychic power whatsoever.
2. He'd been living on a planet most of his life. He was on the Ark Mechanicus for maybe a few months when the plasma pistol incident happened.
3. It happened in realspace with no Warp Storms around.
4. It happened against regular-ass Eldar, and if it was psychic Eldar it wouldn't have been the cause. You could keep going and insist that it could've, but at that point you'd be doing a disgusting amount of reaching just to win an argument, and the weight of evidence would still be against you.
The feat with the plasma pistol was crazier, seeing as how he did nothing to fix it whatsoever but it still worked. So yes, Machine-Touched includes hitting a gellar field generator with a hammer.
That is not at all what happened. Everything you just said is wrong and I think you're pulling things out of your ass at this point, because:
1. The dude wasn't a technomancer. Technomancy is only available to Librarians, and not only was he a normal human, he was a normal human with no psychic power whatsoever.
2. He'd been living on a planet most of his life. He was maybe on the Ark Mechanicus for a few months when the plasma pistol incident happened.
3. It happened in realspace with no Warp Storms around.
4. It happened against regular-ass Eldar, and it being psychic Eldar would not have been the cause. You could keep going and insist that it could've, but at that point you'd be doing a disgusting amount of reaching just to win an argument, and the weight of evidence would still be against you.
1. I fail to see how technomancy is different from machine touched beyond it being a specific discipline that is inherent to a psykers (like its opposite the Discordant)
Lathe Worlds page 54 said:
Discordants are truly rare individuals, who can suppress a machine spirit and effectively force a machine to turn off, halt its function, or possibly even explode. Just by being near higher forms of machinery, the Discordant can cause them to freeze, break down, or even alter their function for short periods of time. Those who possess such ability are usually cut off from most societies that require these
rather than something that can be learned by marines as for him being a normal human, please psycic power can remain unmanifested for a majority of the subjects life assuming they are not put into positions of intense stress, a beta level time warper remained unaware of this in Gaunt's Ghosts for most of his life.
And yeah I am reaching, but that's cause the whole idea of machine spirits are stupid. Can I accept that really ancient pieces of technology can gain a certain warp presence that can develop, sure, can I accept that powerful pieces of technology like Titans and Starships are so advanced that they gain similar and much quicker, yes, but can I accept that all machines have machine spirits when all non human technology works just fine without it no I cannot.
As much as people like to give the Ad Mech shit about being a superstitious cult that denies scientific progress they still get some things right, like machine spirits. Use a bolt gun enough (like several centuries) and it will start to preform better or be disrespectful to a old, storied Leman Russ and it will preform worse than a brand new one. This is just how the galaxy of warhammer works some machines have spirits that have varying degrees of strength with most being weak enough to might as well no exist.
As much as people like to give the Ad Mech shit about being a superstitious cult that denies scientific progress they still get some things right, like machine spirits. Use a bolt gun enough (like several centuries) and it will start to preform better or be disrespectful to a old, storied Leman Russ and it will preform worse than a brand new one. This is just how the galaxy of warhammer works some machines have spirits that have varying degrees of strength with most being weak enough to might as well no exist.
That I'm fine with, I get that powerful machines, or ones with history, or ones that are simply old, will get their own warp presence or "machine spirit" to play around with.
What I don't like is the idea that my toaster could turn off because I didn't mutter binary mumbo jumbo over it and it was feeling in a stroppy mood.
Machine spirits are fine in places where they make a certain degree of sense in places where they make sense.
The Second Emergency High Council Meeting Part Two: The Discussion continues One hundred and Eighty-seven years after the Founding of Avernus
After a days discussion a collection of proposals are considered worthy of further thought. These ideas are then examined in greater detail in preparation for decsions to be made. Several of the ideas are agreed on unanimously, those being to focus entirely on fortification once High Grandmaster Ridcully warns you that you have only a decade left, to warning all human polities that you can find about what will happen.
The first point of discussion for military proposals are several major projects that could have a massive impact, such as reverse engineering Exterminatus Weaponry and how hard to push the attack on the remaining Ork worlds, with the Security Council estimating that you could take them in twenty-three years if you rushed, twenty-eight if you made reasonable time and thirty-three if you were careful. Given that the faster you push the more forces you will have to deploy, the greater the amount of casualties that you will take, and the greater the chance of something going wrong it is not an obvious decision. It is however agreed that the first target will be Garkill's Domain after which an attempt will be made to take a foothold in Grotogg's
Ork Domains
[] Fast- deploy ten billion men, take the Ork domains in an estimated 23 years, medium chance of something going wrong, estimated 25-50% casualties- The Inquisition, Champion Surt and the Security Council are pushing for this option claiming that urgent action is needed
[] Medium- deploy seven billion men, take the Ork domains in an estimated 28 years, low chance of something going wrong, estimated 20-40% casualties- Lord-Marshal Sigard, Governor Olaf, Governor-General Aelfric, King Zaren and First Artisan Granalf are voting for this option saying that care should be taken to avoid disaster
[] slow - deploy five billion men, take the Ork domains in an estimated 33 years, near non-existent chance of something going wrong, estimated 15-30% casualties Governor Ulrik is abstaining
Fabricator-General Scott and Governor Garp will follow your lead
Extermiantus
[] Reverse-Engineer Exterminatus Weaponry and then use stealth ships to use as many as possible on Tugozak's Domain- This would take at least a decade of Archmagos Tranth time and require a good deal of high quality materials, if successful it will reveal a great deal about the Imperial Trust capabilities, if successful it will inflict massive damge on Tugozak's Domain and render many worlds uninhabitable -Champion Surt, the Security Council, Lord-Marshal Sigard, Governor-General Aelfric and Fabricator-General Scott are supporting this proposal claiming that this is the only way to inflict major damge to Tugozak's Domain
[] Do not- Reverse-Engineer Exterminatus Weaponry and then use stealth ships to use as many as possible on Tugozak's Domain- do not do any of the above- The Inquisition, Governor Olaf, First Artisan Granalf and Governor Garp is opposing this proposal saying that the more Exterminatus weapons you build and use the greater the chance of one falling out of your control and the higher up the priority list of various powers you will become, including those that could crush the Imperial Trust with ease
King Zaren and Governor Ulrik are abstaining (you could convince either to follow your lead with 3 opinion, which will reduce with good write in argument)
Next is the discussion on what to do about the more distant Ork worlds, both Tugozak's Domain and the minor worlds. These provide opposite problems, with the minor worlds being to spread out to easily destroy, but only needing a moderate force while Tugozak's domain needs more forces then you have available. Several proposals are suggested for dealing with each ranging from having Muspelhiem's stealth ships do what they can to using Vanaheim's Fleet and Avernus' elites to harass and sabotage as much as possible. There is also a suggestion to have High Grandmaster Ridcully devote some or all of his attention to intensifying the civil war Tugozak's Domain, though given how many demands are placed on his time in the years to come you are not sure if this is worthwhile. The discussion on this topic has not yet reached the point where you will be making decisions, though you will have to decide on what positions to support.
These votes will influence next terms options which will have the conclusive vote on these topics, write in plans and arguments are best
[] Have Muspelheim Fleet harass Tugozak's Domain starting now, killing what ships and population centers it can- Inflict moderate damage, suffer moderate losses, reduce available forces for conquest of nearby Ork Domains.
[] Have Muspelheim Fleet harass Tugozak's Domain starting when Ork Domains are conquared, killing what ships and population centers it can- Inflict light damage, suffer light losses
[] Do not have Muspelheim Fleet harass Tugozak's Domain- preserve Muspelheim stealth fleet
[] Have Vanaheim Fleet harass Tugozak's Domain starting now, killing what ships and population centers it can- Inflict moderate-to-high damage, suffer moderate-to-high losses, greatly reduce available forces for conquest of nearby Ork Domains.
[] Have Vanaheim Fleet harass Tugozak's Domain starting when Ork Domains are conquered, killing what ships and population centers it can- Inflict moderate damage, suffer moderate losses
[] Do not have Vanaheim Fleet harass Tugozak's Domain- preserve Vanaheim fleet
the following option can only be taken when either the Muspelheim or Vanaheim Fleet is harassing Tugozak's Domain
[] Have Avernite Elites deployed to sabotage and destroy as much as possible, starting now - Inflict moderate damage, suffer high damage losses, increase any damage done by harassment fleets, reduce available forces for conquest of nearby Ork Domains.
[] Have Avernite Elites deployed to sabotage and destroy as much as possible, starting when Ork Domains are conquered- Inflict light damage, suffer moderate-to-high losses, increase any damage done by harassment fleets
[] Do not have Avernite Elites deployed to sabotage and destroy as much as possible- preserve Avernite Elites
[] Have High Grandmaster Ridcully focus on increasing the intensity of civil war in Tugozak's Domain- significantly increases success chance of other attacks, inflicts major damage, increases strength of surviving Orks, ties up High Grandmaster Ridcully for extended periods of time
[] Have High Grandmaster Ridcully spend some time increasing the intensity of civil war in Tugozak's Domain- increases success chance of other attacks, inflicts medium to-major damage, increases strength of surviving Orks, ties up half of High Grandmaster Ridcully's actions for extended periods of time
[] write in
[] leave minor worlds alone- preserve forces for use elsewhere
[] Have naval task force immediately set out to inflict as much damage to minor worlds as is practical- destroy almost all Ork minor worlds fleet capacity and infrastructure, inflict major damge to almsot all minor worlds populations, moderate losses, reduce available forces for dealing with local dominions
[] Have naval task force set out to inflict as much damage to minor worlds as is practical, starting after local Ork dominions are destroyed- destroy many Ork minor worlds fleet capacity and infrastructure, inflict major damge to most minor worlds populations, light losses
[] Have combined arms task force immediately set out to inflict as much damage to minor worlds as is practical- destroy almost all Ork minor worlds fleet capacity and infrastructure, inflict massive damage to most minor worlds populations, moderate-to-high losses, greatly reduce available forces for dealing with local dominions
[] Have combined armstask force set out to inflict as much damage to minor worlds as is practical, starting after local Ork dominions are destroyed- destroy half of Ork minor worlds fleet capacity and infrastructure, inflict major damage to half of minor worlds populations, light-to moderate losses
[] write in
There are several other options that you suggested, ranging from research ideas, many of which are considered too long term to be practical to ones that are immediately agreed on. To begin with Champion Surt is willing to provide schematics of the Fire Giants Power Armour to the Adeptus Mechanicus, though he warns you that in many ways it is significantly inferior to Terminator Armour and that the only way that it is superior is in dealing with high temperatures. It is also agreed that the Siren Rune of Banishment should be thoroughly tested, and that any decisions made about it should be delayed until the testing is finished. However your discussion with Archmagos Prime Paladis does not go as well as the debate on feeding cultists to Sirens for knowledge becomes quite heated. On a better note there is no argument about researching the Psy-Jammers, apart from the fact that they might not be useful and researching how to counter Ork Warp Powers is viewed as a good idea, though possibly taking up some of Ridcully's valuable time.
Archmagos Prime Paladis roll for Plasma Reactors d100=20+15(Diplomacy)=35: Fail- Your arguments failed to convince Archmagos Prime Paladis that it would be a good idea to have Archmagos Tranth design upgraded Stable and Overcharged Plasma reactors, with Rotbars lay-persons arguments not being convincing and Archmagos Prime Paladis being sure that even if this action was done there is not enough time to build many new ships that take advantage of the improvements, as reactors are too hard to upgrade in existing ships.
[] Feed Avernite Cultists to Sirens for knowledge - Inquisitor-Klovis-Ultan, Fabricator-General Scott, Champion Surt and Governor Ulric support his idea saying that any help is useful and if the souls of a few Chaos cultists have to be feed to Sirens it is worth the price
[]Do not feed Avernite Cultists to Sirens for knowledge - Governor-General Alefric, Governor Olaf, Admiral Freyr, First Artisan Granalf and King Zaren oppose this idea claiming that feeding the souls of humans to xenos is abhorrent. If you vote for the idea you will lose 2 opinion with each, if you convince someone else to vote for the idea you will lose 1 opinion with each, per person
Governor Garp and Lord-Marshal Sigard are undecided (you can convince them to vote for by spending 4 opinion)
On the diplomatic front the first subject discussed was the agreement with Dragon's Nest. This agreement includes a full defensive alliance between the two polities, allowing trade, though limiting all trade to Danaan and Ceoturn, the nearest world in Dragon's Nest, and an breeding agreement between your respective Navigator Houses. There is a proposal to trade a significant amount of technology with the Blood Dragons on generous terms in order to better prepare them for the coming WAAAGH. Despite some argument from the more conservative members of the Imperial Trust this is agreed to on principle, though exactly what will be darted is still being debated. Your proposal to build Imperial era warships for Karnas and other human polities fails to gain any traction against Governor Olaf's arguments that every slip used to do this could instead be repairing damaged Dark Age Warships or building new ones. The debate on whether to warn Xenos or Chaos is heated, with more people supporting warning xenos but few willing to interact with Chaos.
It has been decided that the following technologies are available to trade with the Blood Dragons: all of the Imperial Era STCs, Royal Basilisks, Astartes Advanced Power Armors
Currently being considered is allowing Helheim Pattern Defence Cruisers and the naval technology that they use to be traded as well as providing Fell Class Super-heavy Tanks as well as maintenance and basic repair instructions. The final decision on this topic will be agreed on once the trade has been proposed and what they are willing to offer in return is seen.
It has been decided that you will request the sale of the two levels of Forges that the AdMech doesn't currently possess, STCs for Astartes equipment the Trust doesn't have but the Blood Dragons do, having Technomancy taught to members of the Adeptus Astra Telepathica, and anything else of value that Dragons Nest is willing to provide.
[] Contact the Eldar and Necrons to warn them about the awakening of the Ork Gods- The Inquisition, Champion Surt, Governor Ulric, the Security Council, Governor-General Aelfric and Lord-Marshal Sigard are supporting this proposal saying that the Orks are a threat to everyone and any help against them is needed.
[] Do Not contact the Eldar and Necrons to warn them about the awakening of the Ork Gods- Governor Olaf, King Zaren, Governor Garp, First Artisan Granalf and Fabricator-General Scott are opposing this proposal, warning that Xenos are not to be trusted
[] Warn local Chaos polities about the awakening of the Ork Gods- Champion Surt and Governor Ulric, are supporting this proposal saying that the Orks are a threat to everyone and any help against them is needed.
[] Warn local Chaos polities about the awakening of the Ork Gods- Governor Olaf, King Zaren, Governor Garp, First Artisan Granalf and Fabricator-General Scott are opposing this proposal, waning that Chaos should not be interacted with. If you vote for the idea you will lose 3 opinion with each, if you convince someone else to vote for the idea you will lose 2 opinion with each, per person
The Inquisition, The Security Council, Governor-General Aelfric and Lord-Marshal Sigard are abstaining.(you can convince them to vote for by spending 5 opinion)
After a bit of debate it is agreed that each full world in the Imperial Trust will be required to bring its defences up to at least Very Heavy by the time that the Ork Gods awaken, with Super-Heavy being preferred. The Imperial Trust is willing to provide zero interest loans to member worlds in order to allow them to achieve this. The worlds captured during the coming decades are to be fortified as much as is possible in the time available. It is also agreed that each world, colony or not, must have a full Avernite style militia within twenty-five years.
So the question now is: is siren lore worth a grand total of 26 oppinion with seven people? I would say no. It's good that the idea is out there and we can revisit it during the next emergency to ear down resistance.
Right I'm not an army guy so I propose we table the sirens, but suggest that we return to it after we've tested the banishment rune. If it's up to snuff then I say we make a push to get them I think that's reasonable, exterminatus I say we release and reverse engineer support xenos talks, but not chaos, I also strongly oppose anything that takes Ridcully actions we need all of them.
...It's not a matter of trusting xenos. It's pointing them at the Orks and telling them they're about to be a major problem - they'll start attacking Orks, and will be more effective at attacking Orks when Mork and Gork wake up.