Grim Dark Tech Support: A Dark Mechanicum Quest

A Host of Problems: Part 1
You have not heard of Sephiron Prime before, and the Host of Ninefold Revelation is a name so spectacularly generic that you are fairly certain any information gathered about it from the Wilful Eternity's lackluster databank would run a great risk of being entirely about the wrong entity. The Hand of Transformation, however, is a name that rings an unfortunate bell. You don't know the precise project, but the naming scheme is intimately familiar to you. This entire thing has the noospheric signature of that warp-addled fool Tharc Raskol all over it. Probably it's going to be some sort of ridiculously overengineered Kill Servitor, with empyrean nonsense replacing sensible engineering practice and command and control concentrated in a single far too fragile point of failure.

You should know. You have been forced, over the years, to scrape the remains of two dozen Hands of whatever the hell from the walls of your workshops. Some people really cannot take criticism.

Your frustrations at having to clean up that imbecile's mess seem to bleed into your general demeanor during the journey: the crewmen and menials that approach you with this or that issue with their Pecoca do so with a worried hesitation. At some point, it begins crossing the line from being sufficiently respectful to just being annoying.

Yelling at one of them about it doesn't seem to help, possibly because you misjudged the potential volume of your Vox Caster and burst his eardrums.

You do offer to fix them, but the mutant in question has long fled by the time it occurs to you that, given his lacking organs, he might not actually be able to hear anymore.

Still, they come, bringing the little creatures with them. There are a lot of them, actually: you end up readjusting their gestation time a little bit to stop them from propagating quite so quickly. At some point, you lose patience with the minor issues and simply conscript one of the mutants as an assistant, teaching her the solution to most of the minor problems the critters might have and then giving her the implants that make dealing with these issues somewhat trivial. She takes to her sudden new task with a bright, cheerful disposition: somewhat literally, because her skin has mutated to be bioluminescent.

You focus on the more complicated items, instead: the braying Warlord of the Beastmen that pass for the Wilful Eternity's Voidsmen asking for horns on his Pecoca, for instance, or the Augur Maintenance Clans wishing for void-black fur for religious reasons you choose not to interrogate.

In the end, you have accumulated enough favor and good will that you will never be short of unskilled labor should you need it, all without having to threaten people with being horribly liquified.

Of course, what these people can do is rather limited. However, an unexpected opportunity seems to have flowered from your spontaneous employment of the young woman as a Veterinary Assistant: several of the comparatively rich and locally powerful of the Wilful Eternity have offered up some of their relatives to come into your permanent employ. This does, of course, hold the potential to be something of a hassle: the educational base of these people is such that bringing them up to your standards will be difficult and time consuming. On the other hand, it is a potential source for surgical assistants and skilled labor. Servitors have so far been fairly sufficient, but on occasion independent thinking can be preferable. Of course, independent thought might also introduce new sources of error into your laboratory environment: letting in other sapients is always a risk, in that regard.

___________________________________________________________________________

[] Take On Assistants
[] Do Not Take On Assistants
___________________________________________________________________________

You try to pick your moment to clarify your stance to Regicia, choosing not to do so at a moment where she has a sharp object literally already inside you. In the end you don't get around to it until you meet her on your way to the bridge, hours away from Sephiron Prime. She is, it seems, already preparing to deploy to the planet: her gleaming Carapace Armor is complimented this time around by a bejeweled stave that seems to also be able to function as a Taser Goad. She smiles when she sees you. You hesitate for a second or two, trying to formulate your warning in a way that strikes the correct balance between being threatening while not seeming too hostile.

"I do appreciate that we are in accord on our ambitions not being contradictory", she cants, and you note that she is transmitting the information on a tight beam. "Of course I'll be as considerate of your own ambitions as you are of mine."

Her canting holds a somewhat sly undertone, and the light in one of her faceted eyes dims for a brief moment.

Did she just wink at you?

You almost walk into the bridge's doorway.

You suppress your irritated burst of binaric, both at the irritating grasp on your psychological profile and at the near collision.

Then you look at the oculus, and both are rapidly downgraded to the least of your worries.

Above the brown ball that is Sephiron Prime, centered around the impossible bulk of a Retribution-Class Battleship, hangs an Imperial Battlegroup.

Ludmilla Kapriosa seems entirely unperturbed.

"Identified as the Mutator's Spear '', she tells you, between puffs of her Iho Stick. "Why wasn't I informed", you ask, your irritation bleeding into your voxcaster as a burst of static. The Pecoca perched on her shoulder bares its sharp teeth at you and hisses, and she scratches it behind the ear absentmindedly with her depowered metal claw, blowing out a cloud of carcinogenic vapor. "You seemed busy", she finally answers. You are halfway through unsheathing the blade in your forearm when you realize that you were in fact pretty busy, and that slaughtering the Captain and her Bridge Crew, while therapeutic, would probably be somewhat counterproductive. "I would've told you if it had actually been Imperials", she says, grinning her foul-toothed grin, "fat lot of good that would've done us."

She takes another deep drag of the Iho Stick, then waves it in the direction of the oculus like some low-level Lexmechanic pointing a lux pointer in a meeting. "Not the thing that worries me the worst, personally", she drawls.

It takes you a moment to see what she is pointing out, but when you do you find yourself reluctantly agreeing with her words.

Below the Mutator's Spear hangs a ship of black and gold, the Eye of Horus glaring through space from its bow. It is a Styx-Class Heavy Cruiser, kept in what is clearly exceptional condition, and it is very clearly in the employ of the Black Legion. "The Cruel Ravager", Madame Kapriosa informs you, and you take the time to transmit a sigh audibly for the benefit of the bridge crew.
[Roll: Politics of the Eye of Terror: 2d6, Disadvantage: 2, 5: Failure]

"Any idea who commands it", you ask, and the Captain of the Wilful Eternity shrugs.

"Doesn't seem to be extremely welcome, whoever it is", she opines, and as you continue to observe the scene before you, you are inclined to agree. The Styx Class is renowned for its plentiful contingent of Attack Craft, and they are out in force right now, swarming around the ship in a vast, well-coordinated swarm. Fury Interceptors dance around them, probably launched from what must be the fleet of the Host of Ninefold Revelation, and they seem to be locked in a complicated dance.

"Posturing", Kapriosa says, and chuckles. "Someone's none too happy about being asked to bend the knee, I'd wager."

Well. The Host of Ninefold Revelation will in all probability turn out to be a slavering horde of warp-addled madmen, but there is apparently something you agree with them on.
_______________________________________________________________________________________________________________________

Sephiron Prime is a Hive World: that much becomes apparent the very second you gain visual contact to its surface. The approach to the Space Port is heavily crowded: about as much as you would expect, for a world as ravenous as Hive Worlds tend to be. It remains something of a surprise, though: the opening of the Cicatrix Maledictum has not exactly been kind to chains of logistics, and seeing a display like this on a recently conquered world seems significant.

And it is recently conquered, that much is plainly visible. The Hive you are now steering towards had one of its Spires ripped apart by what must have been an orbital strike: you can follow the trajectory of the shell after it ripped through it by the trail of debris and the massive crater about twenty kilometers away. Towards the local south, vast fires are raging in what looks like Prometheum Refineries from afar: Lighters very similar to yours are circling to and fro, dropping water and foam in what seems like a fairly fruitless attempt to extinguish the fire.

Below you, you can see the site of what must have been a grand tank battle, it's debris stretched over an area of almost a hundred kilometers.

"Quick work", Magos Krainaima opines next to you, "probably an attempt to contest a landing that got overwhelmed."

He seems somewhat impressed, at least as far as you can tell. Metal Sutures are holding the ravaged skin of his face together, and you have no idea if they're supposed to be a new permanent fixture or a temporary solution.

You don't intend to ask any time soon. The fight with the strange Necron appears to have temporarily sated your subordinate's bloodlust, but the journey to Sephiron has seen him become increasingly more restless.

"Still a lot of tanks to destroy", Theama-Nul opines, sounding curious. "I wonder what it is we're walking into."

"Space Marines of some sort, perhaps?" Talef seems somewhat nervous, which is understandable: depending on how fanatical these adherents of Tzeentch are, his life might be in quite concrete and immediate danger.

"They're not Space Marines", you state, "or at least very unusual ones."

Heads turn to you, and you can feel their curiosity. "That's a grain freighter", you say, pointing to the hull of the Lighter and then pretending that this was intentional rather than a simple mixup of your perceptions. "The vessel behind us is as well. Whoever came here had enough foresight to set up the logistics required to get the population of this place fed before the fires of conquest had even stopped burning."

There is a brief pause.

"I have never known any Space Marine to have the logistical wherewithal for something like this."

There is another pause, this one dragging on for a few seconds longer. "But they were made to conquer the galaxy", Regicia points out, not unreasonably. "Surely…"

"You'd think so, wouldn't you?", you say, not even bothering to conceal the bitterness in your canting.

You could go on and on. Eight years of siege. Eight years of being forced to cannibalize the greatest workshop you have ever known to churn out subpar nutrition slop in great quantity. Eight years of having to carefully calculate every calorie you and your charges would burn and consume.

Eight years, and then the relief, and amongst all the myriad vessels at the disposal of the Warmaster, that great strategical mind trusted by the Emperor himself to lead on the Great Crusade, not one held any sort of relief supplies.
Of course there hadn't been. Who cared about mortals, after all? They only supplied all the labor to make the weapons that kept their conquest going.

You are prevented from going on a fifty minute rant by an alarm beginning to blare through the cabin. You swivel the pictcaster around, and emit a swear-burst.

You are being locked on. Down there, within a crevice that runs across the battlefield, a Manticore Rocket Launcher has just gone active.

[Roll: Electronic Warfare: Myges Talef: 3d6: 3, 6,6: Critical Success]

Myges Talef reacts before the fact you are under attack even fully registers for you. The Scrap Code Generator he has mounted onto the top of the Lighter whirs to violent life at his command.

The piece of Scrap Code it sends out makes you shudder as it passes through the Noosphere around you. It is not a complicated thing, and has clearly been preloaded. The Missile is fast, but the vox signal runs out at the speed of light. It bears within it a simple, yet undeniable command.

'Kill Yourself', Talef orders the Manticore Battery below him, and in a horrifying burst of four proximity fuzes setting off in quick succession, it does.

There is a short pause. You can tell Talef did not expect to do so well. Then 8-Doxa Krainaim slaps him on the cooling unit with his deactivated Chord Claw, producing a horrible screeching noise as one of the fan blades temporarily comes out of alignment. "Good Kill", he opines, and really, that's all that needs to be said.

News of the Magos Infofector's action seems to make their way to someone important fairly quickly: before half an hour has passed you find yourself pulled from the queue and onto a separate approach.

You land towards the edge of the Space Port, noting with some trepidation the burned out wreckage of one of the Freighers that seems to currently be in the process of being disassembled to clear the part of the landing strips you occupied.

A second, intact freighter is hovering above the landing platform that has now been assigned to you. The Traffic Controller must have put him into a holding pattern when he assigned the landing strip to you.

Of course, the fact that they could have granted you such a priority approach to begin with does rankle somewhat, but by the time you step out of the Lighter, you are largely just glad to finally be out of its cramped cabin.

The man who greets you wears a standard-issue Cadian-Pattern Uniform, dyed a rich and dark blue. He bears subtle signs of mutation: bone spikes have begun working their way through the skin of his jaw and cheeks, and one of his hands appears to be making a slow transformation into a claw. The rank marks of a Captain are visible on his shoulders and sleeves.

More remarkable, however, are his eyes: they are purple, and leave only one conclusion when seen in combination with the man's square jaw and general demeanor. He is Cadian: one of the exiled sons of that now broken world.

Renegade Cadians are, of course, not remotely unheard of, but it is nonetheless interesting to meet one here. Even more interesting are the soldiers that accompany him: a squad of soldiers in well-maintained Cadian Battle Dress, Kantrael-Pattern Lasguns in hand. The ordinary adornments of the hordes of Chaos are absent: there are no skulls, spikes, or trophy pelts. The only concession to their new alignment seems to be the removal of the old Imperial markings, replaced on their chest plates and helmets by the icon of an eye surrounded by nine feathered wings.

The man comes to attention when he beholds you, though he does not salute. "Welcome planetside, Magos. I am Borj Karplin, Captain of the 342nd Cadian Shock Troops. If I may ask you to come with me swiftly? Sharpshooters occasionally stake out the Space Port, and there's been a bombing a couple of days back."

That does explain the wrecked freighter, you suppose, even as you hurry to oblige.

You find yourself piling into a convoy of several Tauros Assault Vehicles, speeding through the cramped pathways of the Hive at breakneck pace. The soldiers around you seem nervous, grasping their Lasguns tightly as they peer through the vehicle's vision slits.

At one point you are actually attacked: a Las Bolt strikes the vehicle in front of you, though it glances off harmlessly from the armor. Borj Karplin barks several sharp orders into his Vox Set, and the two vehicles behind yours come to a halt, Multilasers raking the surrounding buildings with fire as troopers pile out and rapidly assume position. You do not get to observe the rest of the fight: the driver finds a new and heretofore unseen reservoir of speed.

He only eases off the accelerator when you pass a checkpoint: more soldiers, some in Cadian Battle Dress, some in a pattern of Uniform you do not recognize, supported by a Leman Russ Punisher. You are in what appears to be the Administratum District now, though it too has plainly seen better days: the tell-tale scorch marks left by Las impacts remain visible all around you, and the blood hasn't yet been scrubbed from gutters in its entirety.

People are at work, around here: the Aquila is being taken down everywhere, carefully and systematically. In its place, a strange banner is being raced: a patchwork of what appears to be rectangles taken from eight different flags, arranged around the strange nine-winged eye within the center.

"The former regimental colors of the components of the Host", Borj Karplin explains, and then ceases every other attempt at providing you with utterly useless knowledge when you give him a withering stare.

Instead, he leads you through the district towards what must have once been the residence of the local Master of the Administratum: a mansion in the opulently gothic style of the Imperium, the feet of toppled statues still visible upon pedestals in front of it. Guarding the gate into the estate are what you tentatively identify as Tzaangors. The feathered and beaked beastmen are dressed more smartly then you have ever seen a Beastmen dressed, their Lasguns held tightly to their shoulders. "A demonstration of both martial might and divine favor", Regicia cants to you, and that seems a not unreasonable interpretation.

You are led through the portal, past an atrium that has plainly had most of its interior ripped out, and into what must have once been the Estate's main audience chamber: a cavernous, vaulted room, a throne stood upon a pedestal set into its far end.

It seems a little grand, but of course the bean counters of the Imperium are ever prone to grandiosity.

The woman who sits upon the throne is plainly a fallen Imperial Primaris Psyker: the implants that sprout from her scalp leave no other possible conclusion, and neither does the second head that sprouts up next to the first one, or her second pair of arms. She is clad in a gleaming suit of armor, and her lower pair of arms grasps the armrests of the throne, fingers idly toying with the sharp edges of where a pair of aquilas has been plainly torn away. In her upper left, she holds an empyrean-warped Force Stave, the Aquila that usually decorates it's top replaced instead by a symbol that is becoming increasingly familiar: nine golden wings surround a disturbingly life-like eyes, psychic fire blazing within it's pupil as it comes to rest on you.

By raw power, Primaris Psykers do not hold a candle to many of the Sorcerers you have had the misfortune of interacting with during your long career: the shackles and restraints placed on their own power see to that.

It is, however, also your experience that once such shackles, be they ideological or physical, have been broken, the now freed subject becomes far more dangerous then one that has never been held back before.

"Welcome, Eta Nu 9 35", the woman on the throne says, in perfect binaric, which is impressive, given she does not possess the cybernetics to produce or open her mouth once, not to mention the fact the language is a fairly well guarded secret.

"My apologies", she continues, and you realize that she is not actually speaking binaric: she is simply conveying thoughts directly into your mind that it has interpreted as spoken in your primary language.

"If you don't get out of my head", you vox-cast at her in pronounced Low Gothic, taking care to ensure your irritation is plainly audible within your voice, even as you begin warming up your gas dispenser with an audible hiss, images of what the gas you are a mere millisecond away from unleashing might do to a room such as this one at the forefront of your mind.

She does not, to her credit, flinch, though you do feel a flicker of disgust that does not seem entirely your own, before a presence you hadn't even noticed noticeably withdraws.

"My apologies", she repeats, both heads speaking at once in a strange harmony. "You are the Magos in question?"

You answer in the affirmative, and she continues on, dual voices almost adding up to a sing-song.

"I am Lady Czevene, Hetman of the Host of Ninefold Revelation."

She pauses for a moment, as though for dramatic effect. Then she gestures, and unseen helpers activate a Hololith Projector likely concealed within the floor or ceiling somewhere.

The figure it shows is blurry, likely extrapolated from several images now woven together to create an approximation in three dimensions. It is wearing a black robe, electronic eyes glowing from the shadow of its hood. The barrel of some sort of integrated weapon is visible poking from its sleeve: it looks like either an autogun or a needler, though the angle and resolution make it impossible to say for certain. Whatever it is, the figure is aiming it at something off the screen.

A figure steps forward from behind the throne: an unenhanced platinum-blonde man wearing a Commissars Uniform, his skin seemingly bleached of all color and his eyes peering out from stark, pronounced features. When he speaks, his Lower Gothic has the clipped, terse accent of the Schola Progenium.

"The Hand of Transformation was created by your Magos Raskol as part of a larger instance of cooperation. It was created as an asset of sabotage and subversion, intended to significantly weaken imperial governance structures ahead of incursion by the Host. Up until three months ago, it performed this task admirably."

He goes on the elaborate on the specifics of this, and you do not bother suppressing your low-pitched cant of frustration at the fully organic way of delivering information as you are subjected to a droning litany of assassinations, sabotage, and subversion.

This could have been a noospheric transfer with not even very much effort on the part of this man. How much effort is undergoing bit of brain surgery, really?

Still, from the bits of his long-winded explanation you pay attention to, this Hand of Transformation does sound somewhat impressive. Of course, now Lady Czevene's underling seems to be finally, mercifully getting to the interesting bit: how Tharc Raskol fucked up.

"Three Months ago, as part of the windup of initial operations here on Sephiron Prime, the Hand of Destiny was supposed to make contact with its handlers to undergo reprogramming procedures and be placed in stasis so as to be used for further potential operations."

The Commissar gestures again, and the image changes to the burned out chassis of a Chimera, three corpses clad dark robes laid out on the pavement besides it.

"Instead, it killed them, destroyed the facilities meant to control it, and then disappeared."


"You are certain this was the Hand of Transformation", you ask. It's a fair question to ask: this is, after all, a decently active warzone. Sometimes, people get unlucky.

The Commissar seems to agree. He gives a curt nod. "With a reasonable level of certainty: the rendezvous was in a secure rear area, it's precise location known only to the handlers in question and a select circle of trustworthy individuals. Someone else may in theory have gained access by abusing the carve outs in security put in place for the asset, but further developments have made the explanation…unlikely."

You nod, somewhat satisfied with the explanation. "This was not initially a problem", the Commissar goes on, "the progress of operation has made the asset largely obsolete, for the time being: we would have been willing to accept it's disappearance and move on."

Another gesture, another change of slides: a collage of images, eerily similar to those shown to you when the Commissar talked about previous missions of the Hand of Transformation.

"There is a high probability that the Hand of Transformation is currently working to undermine our efforts to stabilize our governance of this planet", the Commissar says, then frowns. "There are, to be clear, other insurgencies going on at the same time. We are significantly overstretched, and falling behind projected targets regarding the stabilization of the planet. Magos Raskol remains engaged in reorganizing Omit Gamma, and has thus passed the task for solving this issue on to you. The agreed-upon compensation is, of course, being shipped to Nuton's Folly as agreed."

You keep your face very steady. Omit Gamma is a Forge World: technically just a moon orbiting a Gas Giant, but still a concentration of technological resources beyond your wildest dreams. Now it is, apparently, under the control of an utter incompetent who is your clear inferior. And, of course, these people were willing to provide payment for your services, and are, in their annoyingly organized fashion, sending it to your overbearing would-be masters instead of handing it to you.

"You gave Raskol a Forge World for the creation of a Kill Servitor?", you ask, trying and somewhat failing to keep your tone neutral.

The Commissar shakes his head. "Magos Raskol provided invaluable advice on a separate project. The asset was provided merely as a token of gratitude for the smooth cooperation.

You note that you have accidentally charged the hydraulics that would spring-launch your new arm blade, and force them to discharge with an audible hiss. "May I know what the project in question was", you ask, shutting down your emotional sub-processors in order to reduce your levels of rage to a manageable manner. Magos Ko-Bea shoots you a worried look, probably noting that you are grinding your medical drill.

"That is not relevant to your current task", the Commissar responds, and you give a curt nod, not trusting yourself to keep proper control of your volume.
"There is one other thing I would like to talk about", the man goes on, and then he pauses, as though listening to a voice you cannot hear, and waves his hand. The Hololith dies, and then you hear the heavy threads of power-armored boots.

The door to the throne room bursts open.

The Space Marine that bursts through it is clad in black power armor, scripture you recognize as stemming from the Book of Lorgar etched onto every surface that can take it. It has been warped by the Empyrean: a crown of eight short horns sprouts from the side of the Helmet, and the eye of Horus on the Pauldron seems like the only thing that prevents it from blinking is the hatred with which it stares at its surroundings.

"I am Ezadarial Varth! I am an Emissary of the Black Legion! I will be disrespected no further!"

The Commissar clears his throat, and you have to give him some credit for seeming embarrassed at this childish tantrum rather then utterly terrified by the fact it is being thrown by a murderous killing machine. "Captain Karlin will continue to provide an escort for you and brief you further, Magos Eta Nu 9 35."

Lady Czevene smiles with both her mouth, bowing her heads slightly in your direction. "We once again thank Nuton's Folly for its prompt assistance. If you would excuse me now, honored Emissaries? The esteemed Ambassador of the Apostles of Blasphemy seems to require my attention."

She turns to the Space Marine, still all smiles, and for a moment you are uncertain which between the two is in more danger.

"Has your Lord Skyraal given consideration to our last offer.", she asks, and you flee the audience chamber before anybody makes anybody else's head explode, psychically or mechanically.

Emissary Varth certainly seems like he would dearly wish to.
_______________________________________________________________________________________________________________________

Borj Karplin has waited for you outside the audience chamber. When you emerge, he is arguing with one of the Tzaangors. You don't catch a lot of it, before he notices you and snaps to attention again: something ridiculous about the nature of fate, and free will in light of determinism.

Neither of them seem angry. It is, of course, warp-addled nonsense, but it beats the skinning pits and gladiatorial arenas that pass for entertainment in other organizations of this kind.

It makes you deeply suspicious. It is one thing for something to be rotten, but quite another to not be able to see or smell the rot that should, by all rights, be there.

Still, there is nothing to it. "We have secured the site of the incident, and our people have gone over the data to the best of their abilities, but there's only a limited amount of knowledge we can glean from it. I assume that is where you wish to go?"

You nod. It is about as good a start as any, to your investigation. The question is which approach you'll take, once you actually get there.
_______________________________________________________________________________________________________________________
[] Material
-This is, at its core, a manhunt, and you have the tools for that in spades. You will put together a physiological profile of the Hand of Transformation from the traces left behind at the side of the initial assault. Visual identifiers, gait profile, olfactory profile, electrical signature, thermal profile, anything and everything you can get your hands on. Then you're going to track these, and eliminate all possibilities until you find the Kill Servitor.
[] Spiritual
From the looks of it, the Chimera that housed whatever was housing the Kill Servitors control suite was pretty burned out, but there is only so much fire can do to a Cogitator, and you bet you can reconstruct at least a part of it's behavioral engrams. If you piece together the rest of it from the general information on it's behavior you have identified, you can potentially build a behavioral profile that'll allow you to predict its next action, and grant insights into the ways it has malfunctioned.
[] Empyrical
Tharc Raskol is a hack, and he always, always and without exception includes warp craft in the construction of his machines. With a little effort, you should be able to trace Warp Signatures within the Hive and then eliminate options one by one until you find the right one. A look at the site of the crime might give additional insight into what you're looking for.
_______________________________________________________________________________________________________________________

Before you can set to work, however, Karplin briefly grips his forehead, then grimaces and nods. "Yes, My Lady", he murmurs, mostly apparently to himself, and then he turns back to you.

"I have been instructed to inform you that we have begun shipments of provisions to the Wilful Eternity in gratitude for your decisive action in preventing loss on the approach to the Hive. However, these provisions do not seem to match up with the requirements put forward by your Captain Kapriosa. It is not currently possible to us to spare much food: the situation is precarious enough as is, and though one of the Insurgent's Manticores has now been taken out, they have a disturbing amount of assets spirited away within the Wastelands, and are coordinating surprisingly well. The offer I am authorized to make is that you second your Electronics Warfare Specialist to us, and he aids us in discovering and shutting down whatever networks they are using to communicate. In return, the first beneficiary of the increased deliveries of foodstuff will be the Wilful Eternity. What do you say?"

That certainly bears thinking about. Talef is useful, but the stores of the ship have been running dangerously low now, and a delivery of this nature will help stock them for a long amount of time: conversely if they remain low, you might risk mutiny. Of course, sending out Talef alone has risks: both in him


[] Refuse
You need Talef with you, and are confident you can make up any issues with morale and starvation by yourself.
[] Agree
You can spare Talef, and both getting provisions and getting in good with the local rulers is worth that price to you.

[] Agree, and send along…
-[]8-Doxa Krainaima
-Sending Talef alone is a risk, but the murderous Tech Priest should be able to provide the necessary cutting edge, and might appreciate an opportunity to get stuck into a fight
-[] Theama-Nul
-Whatever your elusive subordinate's actual specialisation is, he is a very good spy: sending him along should help cover any gaps in Magos Talefs' own area of expertise. Also, he might appreciate the opportunity to snoop.
-[] Regicia Ko-Bea
-Magos Ko-Bea is decently skilled at playing politics, and this task seems tailor-made to give her the opportunity both to garner favor of her own and to gain a better reward. Her skills at social manipulation may also aid against the Insurgents.
 
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A Host of Problems: Part 2
The Soul is a real, quantifiable thing. It is also severely misunderstood, not least by most of your not-so-esteemed Mechanicum compatriots. Party of that, you suspect, is that damnable term 'psyche', used both for matters of the soul and for a murky, badly defined area of interplay between neurology and endocrinology. As far as you can tell, there is no correlation between possessing a soul and possessing a full emotional spectrum, and you cut open enough Blanks to say so with reasonable certainty.

The soul does not affect any given subject's emotional spectrum. The opposite, however, is very much untrue. Your current working hypothesis is that what common parlance regards as a 'soul' would be more properly referred to as the capability of a human specimen's emotions to influence the Empyrean.
The overwhelming majority of humanity, and indeed of every sentient species in the galaxy, is at least somewhat psychically active: some more so than others. The Empyrean, thus, is influenced to an annoying degree by the collective fears and expectations of humanity.

You are not a Psyker, but the fact that you hold a connection to the Empyrean still means that you can tap into it, even if the way to do this is annoyingly allegorical. Humanity expects rites and rules from the Warp, and so the Warp provides.

It's a feedback loop. Sadly, you do not know enough about the interplay between sentient mind and empyrean to even begin calculating what would be necessary to break it apart.

You have, however, developed quite a few rites of your own, for diagnostic purposes. The raw power of the empyrean is simply too strong to ever pass up entirely, and so you need some way to quantify and measure it.

That does not mean that the way to do this isn't annoyingly imprecise.

You start out with a to-scale model of the Hive, made as accurate as possible with data provided by the Host: a vast thing of ferrocrete and metal. It is, in truth, not all that accurate: no map of a Hive can ever truly be. Accuracy, however, is not your main concern: the thing serves as a solid stand-in for the Hive, and that is what you need it for.

The other thing you need is sacrifice. You have, in the past, tried to get around this requirement: to make a substitute miming all the necessary functions of a sacrifice. That was foolhardy of you. A sacrifice that does not sacrifice anything does not work.

And so you bleed: you pour out a good part of the blood that remains to you until you feel your heart accelerate and your vision start to swim, and then you pour out a little more, until the interior of the model has been coated and coated well. You ramp up the pain as you do so, feeding the signals to your brain into feedback loops until your vision goes white, cutting off your vox caster to stop yourself from screaming.

You are dying, now. You feel the pump that has replaced your heart racing to push forward blood that is not in your system anymore. In thirty seconds, what remains of your organic matter will stop being properly supplied with oxygen, and then start dying.

It is within that time, as you find yourself at the edge between life and death, that the ritual will be conducted.

The fungus harvested from the dark, moist spaces of a Space Hulk races along the blood you spilled rapidly. It is only tentatively real, capable of truly thriving only where it is exposed to the Warp. Now, in this little space, it thrives.

You do, of course, not see the true interior of the Hive: the model necessarily enclosed. Instead, you watch the progress of the fungus on a hololithic projection, cast with the help of an Augur watching the model's interior.

To you, it seems like a patchwork of bright colors. You gesture to Theama-Nul to begin, not trusting yourself to speak, and he does.

The pendulum is cast from lead, and swings from a silver chain. It was created, or so Theama-Nul has assured you, from the melted-down Autogun bullets he retrieved from the scene of the attack: nine of them, each nine millimeters in diameter. These he has melted and cast into blood to harden.

The pendulum that now swings in the midst of the hololith bears a striking resemblance to the mark of Tzeentch: another striking example of that feedback loop, expectations influencing reality through the influx of the Empyrean.

The Hololithic projection isn't ideal, for something like this: something solid, like stone or paper, would be better.

The three-dimensional nature of the Hive, however, makes such impossible. It will have to do.

As the Pendulum swings, without any input whatsoever, you are certain that it has.

Twenty seconds remain. Blood reserves stand at the ready, but you have to trigger the release manually: if there was no risk of death, this would not work.

The Pendulum swings.

Regicia Ko-Bea flips over the first card.

You do not know how she has gotten the deck of psycho-active wavers she now holds. Such a thing tends to be a Psyker's prized possession, and unless you have gravely misjudged her, she is not one. Still you did not question her too deeply: right here, right now, these cards are useful indeed.

You do not note much of anything, now: the blood loss and increasing pain is seeing to that. Your mind wanders, focused on the timer counting down. You only catch glimpses of the cards that are flipped over, and recognize only some of them:The Enforcer, the Whim of Tzeentch, the Truth. Then your vision blackens, and your timer reaches zero, and you trigger the blood reserves, breaching the connection.

When your vision clears, you see that Regicia has drawn eight cards related to locations, before the ritual ended.

Each location will likely hold a connection to your target. What that connection is, however, is anyone's guess: it might be exceedingly tenuous.

All that remains, now, is to determine where to go.


___________________________________________________________________________
[] Administratum District
-The very first location the pendulum struck, right here in the very heart of the Host's control. The Card Regicia has drawn in association with it bears the image of some lord or planetary governor, securely enthroned and with a mace in hand. You recognize it as the Governor: as it is now, in its reversed position, it stands for domineering force, tyranny, aggression, and a lack of control.

[] Upper Hive
-The next two locations are in close proximity to each other, close to you within the Upper Hive: Hab Blocs on the approach to the Space Port, near what Borj Karplin helpfully informs you is the joint headquarters of the 72nd Sulavid Volunteers and the 18th Conarian Rangers. For these two locations, Regicia has drawn the card of the Serf Reversed: a bowed farmer, a whip held by unseen hands upon his back. In reverse, it stands for rebellion and things out of their proper place. It is thus a strange contrast to the second card associated with the area: a hulking, bare chested man branded with the eightfold star, a whip in one hand and a branding iron in the other. This is the Enforcer, who stands for order, discipline, and the enforcement thereof.
[] Middle Hive
Three locations have flared up here, though they are in close proximity to each other…and to the Headquarters of three more of the regiments that constitute the Host: the 81st Macabian Jannissaries, the 36th Moribundan Cavalry, and Captain Karplin's own 342nd Cadian Shock Troops. According to the Captain, the Mid Hive is where the Insurgency is the strongest, and the Regiments here are engaged in heavy counterinsurgency work in an effort to stem the bleeding. Three more cards have been drawn in association with these locations.

The first is the Whims of Tzeentch, simply signified by his Mark upon one of the Cards: in it's upright position, this symbolizes the inevitability of fate as well as its capriciousity.

The second is The Truth, shown much to your chagrin by a depiction of a man reading what must be the Book of Lorgar, the expression on his face somewhere in between rapture and terror. You do, of course, have opinions on the Word Bearer's lackadaisical attempts at theology being regarded as even remotely close ot the truth, but this does not change anything about the meaning of the card: zeal, fanaticism, religious fervor and conversion.

The third card is the Silver Tower: another of the Major Arcana, also associated with Tzeentch. It stands for sudden upheaval and broken pride, though whether this is a portent from the future or a sign from the past neither you nor Regicia wish to speculate on.

[] The Wasteland
-This one is strange: a bit of your blood spilled outside the confines of the model and promptly colonized by the Fungus, close to where the 117th Tallarn Armored and the 27th Praediphian Paladins make camp, guarding the approaches to the Hive against any armored incursion from the Wasteland or the other Hives upon the Planet. Regicia has only drawn one card associated with this place: the Sorceress, depicting a woman in white robes with blood-splattered fringes, a sacrificial dagger slick with blood in one hand, Warp Lighting crackling around the claws of her other. A card with an exceedingly simple meaning, this one: it stands for power drawn from the Empyrean

[] The Underhive
-The last location is Pump Station Alpha Three, deep in the bowels of the Underhive, which is, at least of Karplin is to be believed, actually amongst the more peaceful areas of the Hive as a whole, with the underclass banished here by and large having reacted fairly well to the change in management. It is once more associated with one of the Regiments that make up the Ninefold Host: the 54th Yularian Assault Regiment, who are apparently engaging in a recruitment drive amongst the population down here. The card drawn in association with it is the Mutant, showing a man with needle-sharp teeth and clawed hands, chin slick with blood. This one is another fairly simple one, signifying both strength and its acquisition, as well as simple good fortune.
___________________________________________________________________________

You look at the model again once you have chosen your goal, and note that right at the apex of the Hive, the Fungus has formed into an eye, lidless and unblinking. It is still staring at you as though alive even with the cessation of empyrean influx.

You quash it before the little structures of bone around it can form the muscles and feathers they need to become wings.
 
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Vote closed
A Host of Problems: Part 3
Settlements, you have found, operate remarkably close to organisms, at least in the very broad strokes of their functions: they acquire the necessities for their continued existence in a wide variety of ways, process them, store them, use them as needed, and then dispose of the waste product, and for all this, they have discrete systems that are frequently dependent on less complex organisms to work. Here, as in organisms, redundancy is key: should one mechanism fail, in whole or in part, others often stand by to substitute, though often at the risk of a loss of some function. Of course, settlements can evolve to meet their requirements without any requirement of the laborious and time-intensive iterations of natural evolution: in that way they are much like you and your fellow brethren on the path to knowledge. Equally, they can mutate or sicken: systems made for one purpose put to a different use, tumors of random, unchecked growth cutting through linkages vital for the survival of the whole, the same organisms of lesser complexity finding their way to parts they should not be and wrecking untold havoc through their old patterns of behavior. Once this has occurred, once waste products begin to accumulate and vital resources stop being delivered quickly and efficiently, the settlement begins a spiral towards death: sometimes very quickly, as more and more systems begin to fail in cascade, sometimes very slowly, over years or centuries of millenia.

Sometimes, such cascades can be stopped and stabilized: like a medicare administering antibiotics or a surgeon placing a bypass or transplanting an organ, points of failure can be treated, removed, or replaced. Often, all this does is buy time, prolong the inevitable demise of the organisms at the cost of its quality of life.

Still, that time bought might be measured in generations and eons, and failure in the death of lives beyond counting.

The First Hive of Sephiron Prime is dying, and has been for a very long time. You can smell it in the air: a curious mixture of burnt Prometheum, rust, and mold, the sure sign of air filters long past their needed replacement. You can see it on its walls, their hastily added supports red with corrosion and holding up walls that must have been crumbling for a thousand years. You can see it in their infrastructure, in the tangle of pipes hastily welded onto the large arterials, both to bypass blockages that could not be accessed and to sap away some of the vital cargo they carry. At one point, the smell of waste water wafts into your nose, in what you are fairly certain is an improvised treatment plant to provide a community with some water instead of none, at the price of a horrifically increased risk of disease.

First Hive is dying, but without a full overview of its myriad sicknesses, you could not make a definite diagnosis of how long that process will take, and you would not even know where to begin taking such a census.

It is, in this way, like every Hive you have ever visited: none of them are sustainable, and all are sustained nonetheless, for humanity for all its troublesome tendencies is a tenacious species indeed. The Host of Ninefold Reveleation, you would wager, regards itself as a curative: an injection of venom in a low dosage to stave off a larger disease.

You could not say, and do not care, whether they will succeed in this or fail, but as you make your way lower into the Hive, driven once more within the Tauros of the 342nd Cadian Shock Regiment, you cannot help but hope it is the former.
You frown at that, a bit: it is more sentimental than you have allowed yourself to be in a long time.

The trip down to the forward base of the 54th Yulrasian Assault Regiment is a long and arduous one: it takes you the better part of 24 hours even in the quick and nimble Tauros.

Part of that is that you frequently find yourself rerouted around active combat operations, this or that unit of Conarian Rangers, Janissaries, or Moribundan Cavalry clearing out a section of the Hive of suspected insurgents.

In this, at least, they seem to be about as brutal as can be expected: at least once the actual reason you are forced to reroute is that your original path has been turned into a wall of fire, and another time you are held up by members of the 18th Conarian Rangers herding a large crowd of people past you. You had not heard of that Regiment before, and as you regard them, it becomes abundantly clear why: they are a Conscript Regiment, taken, if the crossed scythes on their khaki uniform are anything to go by, from some Agriworld or the other. The Voss-Pattern Lasguns in their arms are clearly second or third hand equipment. The only person sporting even Flak Armor amongst them is the Officer you see leading them: the rest has to make do with cloth uniforms and field caps with neck flaps

Still, they seem oddly dangerous to you: something about the way they hold themselves, about the light you see shine in their eyes. These are men and women that have never held power in their life, now getting their very first taste of it: conscripts made conquerors by the might of the Host. It is incredible, you consider, that discipline seems to be holding up as well as it does, though of course you cannot see them away from the eyes of their commanders and superiors. Borj Karplin stirs next to you as he looks over the masses, pride clear in his eyes.

"They have come far", he says, gruffly, and it occurs to you that he must have had thoughts quite similar to yours. Strange, you think, but then the column is past, and you consider it no further.

Underhives are strange, and fascinating: structures within the larger organism of the Hive that are sometimes vestigial, sometimes parasitical, sometimes symbiotic and often utterly crucial to the continued function of the Hive, with no way to determine which is which. Entire populations live their life away from the prying eyes of whichever overlord rules the Hive, between the constant humming of pump stations, the radiation of generators, and the fumes of waste products long beyond purifying and simply dumped below.

Between that, frequently, treasures: the refuse of the Dark Age, discarded without thought or hidden away, now valuable beyond measure. You have seen the expeditions return to Nuton's Folly, laden heavily with plundered goods. Once or twice, you were tempted to go yourself, invited along on this expedition or that by people that valued your expertise or at least your ability to catch bullets in their stead. Always, you demurred: always, there was something more important. The last time you actually went below into an Underhive was on Terra, hunting a Company of White Scars that had gotten itself cut off from the Palace alongside some Emperor's Children.

That was a very different environment from the one you now descend into. For one, that Hive was significantly more on fire.

The Cadians actually relax the deeper they descend, and it is soon clear why: graffito of the Nine-winged Eye marks the walls with increasing frequency, and the people within the settlements you pass through part for you, raising their arms and cheering as you pass them by.

"The Underhive was the first section of the Hive we liberated", Borj Karplin explains. "The people came to our side in swathes, ready to throw off the yoke that had been placed on them for eons."

Another of those points of failure, you muse: an underclass of outcasts tends not to like being an underclass of outcasts, and once the systems holding them down fail, all bets are off.

Pump Station Alpha Three towers over its surroundings like a mountain, the rumblings of its inner workings audible even an hour of driving away. Corrugated iron huts and hovels cover it almost in its entirety.

"Water tends to leak from the pump", Karplin tells you, by way of explanation, "and it and the heat produced means that people congregate around it. Call it the Tower of Life, apparently: its Overlord was one of our first allies down here, and is hosting the Colonel of the Yulrasians even now. "

You see the first of the Yulrasians soon after, as you draw close to the base of the Tower. The noise is growing, here: the rumbling of its internal machinery is almost overwhelming, forcing you to read lips and switch your canting to a lower frequency to be understood. Chimeras are stood around the tower, weapons facing outwards in an orderly manner, lines marked somewhat haphazardly around their base: all measures taken, you consider, to make it clear that they are here as guests and allies, not as a besieging force.

The Yulrasians themselves are the heaviest infantry: the ones guarding the tanks are clad in Carapace Armor that gleams even in the low light of the Underhive, Sallet-style helmets combining with high gorgets that conceal most of their faces. They are sharing their guard, you note, with some people who must be locals: mutants wielding autoguns and weaponry improvised from tools, their armor simple in make but elaborate in appearance, with water and valves frequent motives across it. Relations seem cordial: cordial enough you spot several of the Yulrasian's Lucius-Pattern Lasguns in the hands of locals, and several of the presumably functionless valve wheels attached to the armor of the Astra Militarum Regiment.

Captain Karplin steps from the Tauros, and exchanges a quick series of words that are utterly lost in the drone of the pump, and then you are being waves through, into the interior of the tower, and onto what might be the most structurally unsound construction you have ever entered.

The Tower of Life was built by people who learned everything they did about structural engineering haphazardly and through trial and error: you can tell this with absolute certainty, because the evidence of the error is on display all around you.

You stop analyzing the welds for their integrity after you find the first one that doesn't actually attach the ground plate to anything. The entire structure sways in time to the vibrations of the pump. Several times you are forced to make a detour, entire rooms having torn loose from the tower. Still, thousands live here, and you can somewhat tell why: there is water everywhere, and greenery has sprouted everywhere it could find any sort of fertile ground. The Tower of Life, for all its dangers, offers shelter, and water, and food, and community: humans will put up with worse for such things.

This does not mean, of course, that you do not stay close to the wall at all times, ready to ram your legs into the walls should the structure fail. You climb for a little more than an hour: through tight corridors and up dangling ladders, over stairs that have clearly been pilfered from somewhere else and up ramps slick with water and rust. The structure slims towards its top, but this simply means that the rooms become larger and more ambitious.

You are glad that you seem to be sticking largely to the structures close to the core of the Tower: its edge, you judge, is the most unsafe part.

Of course the edge would also allow you to try a desperate jump to safety, should the entire thing begin to collapse on top of you.

You are preoccupied enough with such thoughts that you barely take note of the people that mill around the tower, beyond the very basic signs of malnutrition that are on display near universally and the mutations that appear to be ubiquitous. Mutagens in the water or the air rather then exposure to the Empyrean, if you had to guess, though of course neither the Imperium nor most of the forces of Chaos make such a distinction. A mutant is a mutant, to be used and exploited: that one side shuns and fears them as it does so and the other pretends to engage in some sort of veneration does not make much of a difference.

As if to support your point, it is just when you have finished that thought that you meet the first Ogryn. The powerful mutant (you refuse to adhere to the ridiculous notion of 'abhumanity' the Imperium frequently employs to justify their own hypocrisy) is clad in the gleaming carapace of the Yulrasians, and bears in his hands a long pneumatic hammer in surprisingly good repair, complemented by a shield lavishly decorated with what you presume must be the markings of the Regiment: what you recognize as a primitive Blacksmith's Hammer, crossed over with the Lucius-Pattern Lasgun that seems to be their primary weapon: the entire design has plainly been modified since then, they nine-winged eye now stood proudly where hammer and gun meet. The Ogryn too wears the round helmet favored by his compatriots, further complimented by a gas mask that only leaves his beady eye visible.

He has affixed a flower to one of his pauldrons: a weedy, pale thing, probably grown in the sump somewhere, but it lends him an oddly innocent look despite the fact he could, by the looks of him, end you without exercising even what little capacity of thought he possesses. He is in conversation with a fair-haired child of eight or so years, what little is visible of his brows furrowing in conversation as he listens to what appears to be a girl: if he is supposed to stand guard he is doing lousy work. You see the burn-marks of where a shock collar once sat around his necks as you pass him by, though the device itself is nowhere to be found: a risk taken by the Yulrasians, you consider. Slaves tend to use any opportunity that presents itself to enact revenge, even if they are nominally freed.

It is not something you blame them for: in their shoes you would do the exact same thing.

Past the Ogryn, you find what must be the Throne Room. The pipes sprout from the top of the pump, here, and a cupola of steel has been affixed to them, burning fires dousing the entire area in an eerie, red light. The throne made from what must be water barrels stands currently empty on its platform by the pipe. A table runs all across the room, and it is presently filled with people: Yulrasians and nobles, all without helmets, all engaged in what you suppose is probably best termed merriment: there seems to be meat on the menu, and by what your olfactory sensors are picking up at least some of the people here will either be blind or have a splitting headache in the morning. "That is Colonel Parlo", Captain Karplin points out, pointing at a man in gilded Carapace Armor and gold-fringed red cape, currently arm in arm with a hulking, white-haired mutant in muscle plate, a rebreather hanging loosely from the later's neck. "That's the Overlord", Karplin adds, rather superfluously: the man is sitting on an elevated seat, the choices of bites before him. That the Colonel occupies a seat of equal elevation is interesting, if probably not relevant to your immediate issue. "You know", Regicia muses, "that seems like a Consort's chair more than that of a trusted ally."

Well, if she says so: you don't much care about the dalliances or indiscretions of the minor warlord of the backwater of a backwater: you are here to gather the information you need and then leave as quickly as you can.

You allow Regicia to wander off and conduct her impromptu anthropological experiments: you don't really care as long as she returns when you call for her. This is, you are fairly certain, the place you received the reading from. This place holds some sort of connection to the hand of transformation: you simply have to find it, now.

You frown, as you look around. You had sort of hoped it would be more obvious than that.

Well, more fool you, hoping for straightforward answers from the Warp. Guess you'll have to do this by hand.

Empyrean Mold makes a fairly decent early warning system against the incursion of the Warp, and you always carry some of it around with you in a glass vial for that exact reason. You retrieve this glass vial now, moving it from left to right in front of yourself testingly, hoping for some sort of reaction.

You make your way around the pipes in this matter, murmuring to yourself as you go and feeling vaguely ridiculous. The congregation, at least, ignores you: Regicia seems to have worked to smooth things over.

You notice, somewhat to your chagrin, that you have lost Theama-Nul somewhere in the crowd as you finish your circuit.

Then, rapidly, your attention is drawn elsewhere. The Empyrean Mold is blooming, suddenly, turning from gray dust to impossible colors in an instant. "I found something", you cant, rather excitedly, then look up as the Platform shakes.

The Ogryn from before has entered the room, its heavy tread reverberating through the platform, a determined look on his face. The child is walking behind him, seemingly confused. Quiet falls across the room in an instant, as the crowd becomes aware of his presence. Something is wrong: you and everyone in the room can feel it.

There is a scramble for weapons, when the Ogryn roars and charges, Pneumatic Hammer raised.

A las shot, fired from somewhere behind you, glances off its shield.
You do not have time to see who fired it. The mutant is charging straight at you.

You are not the target: his gaze is firmly fixed somewhere behind you. You are just in the way.

You hit the mutant in the face with a needle fired from your arm as you skitter out of the way. A slight crater of blood erupts from its left eye. Then the shield hits your chest and you hear something within you break as you stagger backwards. A second needle glances off the helmet, but a third finds its neck and jugular. The poison you have dosed the creature with should be enough to stun even something of it's bulk, but it simply keeps going. One of the guests turns to red mist under its hammer. A second is obliterated as Regicia fires her Digiweapons. The Ogryn doesn't even flinch as it is bombarded by gore, and then Regicia's arm is gone, though not before her taser staff is lodged firmly beneath the Ogryns chin. Torrents of electricity rush through its body, and this seems to actually slow it down, though it takes two more slow, cumbersome steps towards the Overlord and the Colonel.

It is Theama-Nul who ultimately brings it down: at least you figure the mysterious figure in the crowd firing the Webber at it is the enigmatic Tech Priest. Razor-sharp filament wraps around the Ogryn's bulk and slices open his face, and then it comes into contact with the electrical current of the Taser Goad and flares up in a sudden burst of electrical fire. For a moment, you do not see an average man, though much of Theama-Nul remains obscured by their robe the arcs of lighting running across their body.

It hits the Ogryn worse, at least.

The the mutant crashes onto the ground like a marionette with cut strings.

[Roll:Eta-Nu 9 35: Combat: 1d6: Roll: (5), Partial Success]
[Roll:Regicia Ko-Bea: Combat: 1d6: Roll: (4), Partial Success]
[Roll:Theama-Nul: Combat: 2d6: Roll: (5,3), Partial Success]

"Moro!", the child screams and runs towards the creature, which strikes you as a terrible idea. The vial of Empryrean Mold, you note, has flown from your hand and shattered on the floor: it is growing now, creeping its way towards the toppled Ogryn.

Something stirs, and then he opens his mouth and screams, and something of impossible color and unreal flesh leaps from him and towards the Colonel.

You move forward as quickly as you can, but Theama-Nul is faster than you. You recognize the device he uses, if only vaguely: a venic noose, made from sinew and hair.
[Roll:Theama-Nul: Warpcraft: 3d6: Roll: (3,6,1), Full Success]

He arrests the process of the creature mid-leap, and you suddenly find yourself looking at what is by all appearances a miniature version of a Horror of Tzeentch: a small patch of ever-mutating flesh, the only features with any definition it's malicious eye and the mouth that is now drawn into an angry snarl.

It seems hurt, somehow: incomplete. Tiny wisps of immaterial flesh strain away from its edges, as if trying to connect to something that isn't there. The room is a flurry of activity, now, as drunken revelers try to switch gears to becoming a professional fighting force again. Several people are screaming, demanding to know what happened. The Colonel, you note, had instinctively thrown the Overlord down and covered him with his body, and is now helping him to his feet somewhat sheepishly.

"Possession?", he asks, and frowns when you nod in the affirmative.

"There's been more attacks", Borj Karplin suddenly says, hand on the microbead in his ears. "All over the Hive, apparently. Reports of…seemingly loyal people just…"

He frowns, and pauses, tapping the microbead with some force. "That's weird…another attack?"

You tap into the Vox Channel, and do not bother suppressing a burst of irritated binaric at what you hear.

A cheerful chorus of voices is counting up, the numbers echoing and overlapping: an evergrowing talley, larger by the moment.

You do not know if it was on purpose, or by accident, but it seems Myges Talef has just shut down communications at the worst possible moment.
__________________________________________________________________


You spend a few minutes trying to penetrate the scrap code, to no avail: you only stop when the tally starts creeping into your internal processors and you have to purge them. Whatever it is Talef has done, he has done it thoroughly indeed.
[Roll: Regicia Ko-Bea: Social Manipulation: 3d6: Roll: (2,1,6), Full Success]

Regicia, in the meantime, has corralled the Yulrasians and locals, managing to sway them from the initial unfocused wrath into a somewhat more manageable focused rage. They are still drunk, though somewhat sobered up by the sudden bout with death. "I've seen these creatures before", Colonel Parlo says, frowning. "The Hetman had some of them with her, when we stormed the Spires."

He frowns, as he considers the thing. "Moro has been nothing but loyal to me for all the years we served together. This was…possession, of some sort?"

He frowns, and you can see his mind working, clearly coming to some conclusions that might not be entirely accurate to reality. At the very least any aggression would not be aimed at you: if he noticed Regicia obliterating one of the party guests, he doesn't seem too hung up about it.
Still, you have a choice here: tell him that Lady Czevene had nothing to do with this, or leave him to stew in his possibly somewhat misdirected anger, and avoid any further questions that might be asked of you.
__________________________________________________________________
[] Tell Him
[] Keep Quiet
___________________________________________________________________
[Roll:Theama-Nul: Warpcraft: 3d6: Roll: (6, 4, 5), Full Success]

"This is only a fragment of a larger Daemon", Theama cants to you, looking deeply fascinated. "Just an organ, basically: it's mind is somewhere else."

The caught Horror hisses and then snaps at you, and you note the wisps of pseudo-flesh seeking to escape from it. This is interesting: essentially a compass pointing directly back to the Hand of Transformation.

"This thing is weak enough it can't survive outside flesh for long", Theama-Nul opines, "though it's going to be quite stable for a while now. It probably leapt from person to person until it got here."

You can, you consider, probably find the Hand of Transformation quite easily, should you wish to. You are, however, hurt: Regicia and Theama-Nul are as well. The Yulrasian Assault Regiment is quite angry, and might do undue damage to the machine you are, after all, trying to repair. Also, this was plainly not the only attack: if you are interpreting the ritual together, there were at least eight more instances, some in concert, some of their own.

With the Vox down, you cannot ascertain how chaotic the situation in the Hive above is. It may be prudent to take the Yulrasians upwards, in order to stabilize the situation and ensure that there is still a client when you return back home.

It only takes you a moment to decide.
___________________________________________________________________
[] Go after the Hand with the Yulrasians
[] Make your way Uphive along the Yulrasians
[] Go after the Hand on your own
[]and leave the Yulrasians to their own devices
[]and try convincing the Yulrasians to go up hive and assist
 
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Scheduled vote count started by Uniquelyequal on Feb 29, 2024 at 6:48 PM, finished with 21 posts and 19 votes.
 
A Host of Problems: Part 4
Seeing the Yulrasian Heavy Assault Regiment assembeled for war is, you will freely admit, not and unimpressive sight: a thousand men and women stand in their heavy carapace, rifles at their side, ready to embark into their Chimeras. The Regiment, it transpires, is actually truly two: one of the Ogryn Auxiliary Units has been all but absorbed along the way, the bulky mutants given equipment and uniforms to match the rest of the Regiment as closely as possible. This makes sense, to your eyes: when it comes to close assault, you can think of nothing else non-modified more suited to it then Ogryn. Even their lack of what is generally perceived as intelligence is generally a benefit: it is not, after all, a smart decision to charge at a heavy stubber wielding a shield and hammer.

Now, they march ahead of the Regiment, shields and hammers raised. Moro, the one possessed to attack at Dinner, is not among them, though he insisted on coming along. The mutant is clearly mortified by the fact he attacked his beloved Colonel: more so even then by the grievous wounds he received. His face resembles a checkerboard in a way that will mark him for life, and he is still walking with a slight limb caused by the nerve-numbing agent you dosed him with.

The fact he thanked you profusely for the fact that you stopped him before he could hurt his Colonel is the sort of novelty that wears off rather quickly, though the apparent respect it garners you at least means he leave you effectively alone.

It was Theama-Nul who recommended he get a place inside the Command Salamander, which makes the almost cramped interior cabin almost unlivable.

There is something to having a bodyguard made largely of muscle, loyalty, and wrath directed at your enemy, though. You may grow to like it.

It took you a few moments, to reconstruct the route the daemonic fragment took to get into the head of the Ogryn: the route takes you past the ruins of a burned-out servitor to an unconcious guard, and from there to a video fragment of an autocarriage that pulled up in front of the Tower of Life right before a brief burst of static. The Hand of Transformation plainly has some understanding of tradecraft, however: you find the autocarriage burned out a hundred meters away from the Tower of Life, neither the charred corpse inside nor the slagged remains of the interior giving much of a chance to reconstruct where it come from. Lucky, then, that Theama-Nul caught the little warp thing in his disgusting sling. It bears, at least according to your subordinate, a remaining and persistent connection to the central body: one that it cannot sever and that you can track even if the wisps of pseudo-flesh trailing of the thing cease or point in an entirely false direction. That same connection does, of course, mean that it knows you are coming, and that it knows which direction you are coming from and where you are at any given time. You expect ambushes.

Instead, for a suspiciously long time, everything is entirely quiet, except for a brief flareup where a gang that was apparently at odds with the Overlord of the Tower of Life before finds itself engaged and then wiped out to a person within the span of less than thirty minutes after trying to bar the Heavy Assault Regiment it's passage. The Overlord's forces remain with you, forming a scout screen both on foot and on cobbled together scrap bikes. "I want to see if I can get an Artillery Component too", the Colonel tells you, for whatever reason, and you choose to politely nod. The man has taken your barebone explanations of the facts rather well: you suppose he has earned the right to rant at you about his plans for a bit, even if nothing at all can force you to listen as he begins to go on about 'combined arms' or some such thing.

Military matters have never held much interest to you, beyond providing an opportunity to see your lethal creations tested under exceedingly adverse conditions.

This isn't even truly a military operation either: it is more akin to a hunt, with the Regiment acting as your drivers and hounds.

Of course, in the conception of such things to ordinary people, you assume the targets of the hunts cannot shoot back. You cannot pretend to be a judge of such, however: the vast majority of the hunts you participated in were conducted by members of the Emperor's Children that had commissioned you for this hunting beast or that.

In those, the prey tended to at least possess the theoretical capability of firing back, though truth be told more often than not they were too paralyzed by terror to do so.

Your current prey, you suspect, will not provide you such luxury.

Your route quickly takes you from the Underhive, which isn't much of a surprise: it wouldn't make much sense for the Hand to strike up a base so far away from the center of the Hive, not if it wishes to strike in every strata. The precise moment of transition from Underhive to Lower Hive is, of course, difficult to pinpoint: such borders tend towards being rather fluent in all places were concerted effort isn't being made to ensure their rigidity. Here, the tangle and mess of the Underhive simply slowly recedes, replaced with a slightly more orderly tangle of Hab Blocs arranged along pathways clearly intended for trams or some other means of mass transport more than any individual vehicle. It forces the Chimeras to move forward in a column, something that strikes you as a terrible state to be in.

The Colonel, it seems, agrees: a halt is soon ordered, the scout elements given sufficient time to clear the flats on the side of the road of anyone that might be lying in ambush.

Not ten minutes later, a firefight erupts: a brief one, but sufficient to warrant a continuation of the same cautious creep forwards.

More attempted ambushes follow and are foiled. The going is slow. Every window bears a potential assailant, and you soon discover that many of the bridges and underpasses you have to navigate have been rigged with melta charges and other improvised explosives: none that do any actual damage, but always enough to force you to slow down. "Delay Tactics", Theama-Nul opines, and you are forced to agree.

"It's not moving", your subordinate preempts your next question, and you can hear what you think might be worry creeping into his canting, "but it might not need to. If I had to guess, I'd say it's drawing every asset it can get its hand on to its current location."

You are inclined to agree: the thing does, after all, probably want the part of it you have taken back.
Moving in smaller numbers would likely have meant making faster progress and giving it less time to prepare. On the other hand, it may have meant that what scattershot forces it could throw at you along the way would have posed an actual threat.

You take the time to inspect one of the corpses during a forced break that takes a little longer than the others: you are standing in front of a vast bridge spanning over a chasm that seems to run all the way back into the Underhive, and somebody has proven creative with wiring up the Melta Charges that would topple it and you along with it down into the depths below.

Regicia has taken point in disabling the device, taking the loss of her limb and the no doubt expensive and rare digital weapons on it in stride.

You watch her work for an hour, but as brilliant as she is in her systematic dismantling of the demolition charges, you find your mind wandering nonetheless. It is then that you go and take a look at these insurgents: an attempted Sniper, hunted down and dragged back dead by a pair of mutants whose noses have warped to resemble those of hounds more than those of humans.

It strikes you just how average he looks: a barely adult male, wracked by malnutrition in general and vitamin D deficiency particularly, indistinguishable from any other Hivedweller save for the Longlas he was cradling and the camouflaged cloak he had hidden himself beneath. The cloak is a particularly clever piece of mimicry, seeking to disguise its wearer as a pile of garbage akin to those you all too commonly see piled up around you. If it had not been for the sharp noses of the mutant scouts, he likely would've gotten away with taking an aimed shot at whoever was disarming the bombs: not that you expect a shot like that to do much to Regicia besides inconveniencing her temporarily.

"Somebody is training them", the Colonel opines next to you, and you nearly jump out of your skin.
"Don't misunderstand me", he continues, luckily ignoring the fact you nearly skewered him with your arm blade before stopping yourself at the last moment, "they're ideologically committed and deeply motivated."

He leans down, and retrieves a pendant from the neck of the young dead insurgent: an Aquila, by the looks of it, one of the cheaply made ones you've seen all too often around here. The Colonel regards it curiously for a moment, before folding it in half between his burly fingers like it was made of paper. "But these tactics, this sophistication, they're not something the Imperium usually teaches its citizens, for obvious reasons. Somebody is at work here. Maybe it's your strange machine, but I honestly doubt that a little. Too…heretical, to influence the wider insurgency on a basis other then the opportunistic."

He shrugs, and wanders off, leaving you to ponder his words.

A strange certainty washes over you, when Regicia gives the all clear and the column begins moving again.You are, you suddenly and unaccountably think, doing exactly what Lady Czevene wants you to do. She has a plan, accounting for everything, and you are following it to the letter. You feel your conviction swell and grow as you cross the bridge, and notice the Colonel and his staff perking up around you.

No ambush awaits you as you cross the bridge, nor do the scouts discover any for the next few hours.

That is not to say they discover nothing, however. Hideouts and prepared ambush spots litter your progress, many hastily abandoned, some containing corpses of insurgents killed in what seems, to your eye, like hasty arguments. On occasion, you still discover improvised explosive devices, though some of them have been hastily disarmed, one apparently taking the insurgent that was doing the disarming with it.

"Fascinating", Theama-Nul cants next to you. "She must be amplifying her natural telepathy somehow, or else this wouldn't work. I wonder how she did it."

You look at your subordinate askance, and then, all of the sudden, the pieces fall into place, and your perspective shifts.

The strange certainty you are feeling doesn't stem from yourself: it is a product of the Psyker who claims rule over this planet, projecting a psychic suggestion across the entire world.

It is, you have to admit even as you feel anger at the intrusion well up inside you, not an attempt without merit: conveying that everything is proceeding according to her plan both bolsters the confidence of her forces and undermines those of the enemy.

If she actually feels the certainty she projected herself, though, that deeply worries you: you would rather not be under the mental influence of somebody so clearly warp-addled.

Well, whatever the case may be, you may as well capitalize on the opportunity. The Column picks up speed, and before long, your goal becomes apparent.

"It's the Three Saints Manufactorum Complex", Colonel Parlo tells you, studying the map with a frown. "It's got to be."

The Complex you see on the hololithic map reminds you of a tumor, grown through pre-existing structures and converting all in their way to it's new purpose. "They made Chimeras here, I think", the Yulrasian says, stroking his mustache, "although the entire place is supposed to be out of commission." He taps his command table, and frowns as it begins to slowly display numbers ticking up. "Communication is still down, else I'd be able to look at the power flowing into here. We were supposed to clear these."

He frowns, tapping his leg. "It would of course explain where they get spare parts to keep those damn Hydras in operation."

He waves his hand, and several possible approaches turn red. "They'll be dug in around here. We can break through, of course, but it'll be bloody work, and that thing will mean it'll always see us coming."

He pauses, then turns to you. "It's up to you, really, Magos. I have brought you this far, and I can carry out whatever instructions you give me, but how to proceed from here is up to you."
[] Direct Assault
You will stick with the spearhead of the Yulrasian Assault Regiment, providing your own special edge to the frontal assault on the Manofactorum Complex: you may be wounded, but the defenders are bound to be shaken by the psychic suggestion they have surely been subjected to, and your own contribution will likely enable you to breach their defenses quickly and to overwhelm the hand alongside the Yulrasians

[] Diversionary Assault
You will leave the daemonic fracture with the Colonel, who will launch an assault while you find an alternate way inside. This means you will likely face the Hand of Transformation alone, but will also hopefully enable you to evade the attention of most of the defenders. Of course, this will necessitate leaving your one lead towards the Kill Servitor behind, so that it cannot track your infiltration as it occurs. This risks it recovering it somehow, though that seems unlikely.

[] Flush and Chase
You will release the Daemonic Fragment, swiftly taking away the Kill Servitor's reason for remaining behind and hopefully inducing it to flee and release whatever hold it has on the defenders. The big advantage is that this will likely flush it out form the territory it has prepared far more efficiently then force of arms ever could, and you can probably still hunt it down as it tries to flee, the Yulrasians breaching the disorganized foe to enable you to do so. Of course, if this doesn't work, you'll be out of a way of tracking it and it will be gone to the wind.
 
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A Host of Problems: Part 5
Engagement Roll:
1d6 (Base)
+1d6 (Heavy Assault Regiment)
+1d6 (Lady Czevene's Psychic Warfare)
[6, 3, 2]

It takes you a good long while to decide on your approach, but ultimately the most direct option seems like the most reasonable one. This is, you consider, presumably what the Hand of Transformation wishes you to do: engage your forces in the prepared defenses, then launch some manner of counterattack to free its fragment from your trap.

Still, barring strange precognitive powers, it is unlikely that it has grasped the fullness of your capabilities, and the psychic onslaught by Lady Czevene is likely to have left the prepared defenses in a precarious position morale-wise. It is hard to hold a position while utterly convinced doing so plays exactly into enemy plans, after all. And so, away from the senses of the daemonic fragment, you begin to plan. The plan Colonel Parlo comes up with is fairly simple: a main thrust supported by several diversionary assaults, utilizing the fact that your enemies are, by all appearances, exactly as unable to use their Vox as you are: they will be reliant on runners, which will hopefully prevent them from committing any reserves until a breakthrough is well and truly underway.

You leave the daemonic fragment behind along with Theama-Nul and a guard: the Command Salamander is going to move up once the main push commits, but until that has occurred, giving away which push is the one that is being committed to would be counterproductive.

You go with the vanguard in order to give the initial assault extra bite. The sort of insurgents you are fighting are not likely to have the sort of equipment and training able to stand up to the sort of assault you could unleash.

Of course, the Yulrasians don't either, really, but they at least have gas masks.

The Insurgents have dug in quite well, from what you can see: a well-ordered barricade studded with heavy stubbers and repurposed Leman Russ Guns, Flakboard and metal plates propped up by improvised frames welded together quite competently. It stands in stark contrast to the men and women manning them: bedraggled and malnourished, carrying a wide assortment of weaponry, from Autoguns to Laslocks to Stubbers. Still, discipline seems to have been instilled into them: they do not waste ammunition, instead targeting the Yulrasians that are moving towards them with disciplined, short bursts.

You take cover behind a burning Chimera, and consider your options for a moment. These are faithful people, fighting against a force that seems determined to, at least, not be worse than the Imperium. It is their faith in the Corpse-Emperor that is keeping them in line, along, of course, with the people with red armbands you are seeing pop up around the back: if you had to guess, these are the best approximation of Commissars they could come up with on a short notice.

Figures of authority and fear in equal measure, you consider: symbols of the faith in the Emperor and the Imperium both.
The needle that hits the neck of the woman you have selected as your target has been coated in a very specific toxin, one you distilled from a Chaos Spawn taken from the same Space Hulk you retrieved the Empyrean Mold from. It is a mutagen of the highest, purest form: the infinite mutability of the Warp distilled into a potent toxin.

It enters the woman's bloodstream without her even noticing, and within seconds, she begins to writhe and convulse.

Spawndom is a condition you are well familiar with, having caused it yourself on many occasions. It is the perfect fusion of empyrean and biology, the random energies of the warp given manifestation in the flesh of a hapless victim.

The Discipline Officer screams: the loud, wailing noise of an animal in profound and inexplicable pain more than anything ordinarily associated with humans. Then her head literally retracts, pulled into the body by a rapidly shortening spine, bones cracking as the sheer force of the mutation bends and splinters them out of the way. There is a pause, then: all across the battlefield, the guns fall silent at the sudden, horrifying display, their mind unable to comprehend what they are seeing as the woman mutates further and further. Tumors breach her skin like warts, some of them beginning to sprout long spines of bones. Her shoulders begin to bulge, muscles multiplying seemingly as random. A pair of new arms pushes from her ribs, it's hands long and studded with talons that remain slick with blood.

The Spawn screeches from a mouth that opens up where it's stomach used to be, even as a pair of enlarged, but all-too-human eyes peers outwards at the defense lies, pain and uncomprehending rage written into them in equal measure.

Then it lashes out at the nearest insurgent, ripping the man apart in a shower of gore, and all hell breaks loose.

The Yulrasians shake themselves out of their shock long before the insurgents do. "Czevene", the battlecry goes up, up and down the line, and then the Ogryn charge forwards, shields and Ripper Guns raised, crashing into the already reeling insurgents at full force. You see a runner set out, and hit him in the back with another mutagenic dart, and then the Chimeras rumble past you, Stormbolters peppering the defensive line with Bolter Fire as they get in range to bring their Heavy Flamers to bear. You continue firing for a while, seeding more of the Spawn amongst the enemy, but they are broken by this point. You see one of them dump the entire magazine of his Autogun into the Chaos Spawn that was once his comrade before trying to run, only to be dragged down by tentacles that were once arms.

Then the entire barricade becomes doused in flame, and you turn and leave, back to the Salamander and Theama-Nul: your work here is done, the line is breached. All that remains now is to track your prey.

You find Colonel Parlo standing next to the Salamander, conversing with a runner that appears to be from the Overlord's Clan, if the mutations are anything to go by. "Tell them to keep up the pressure", he says: "The last thing we want is for them to get an opportunity to dig in again."

The runner nods, and sets off, back towards the wedge of Chimeras that is even now pushing deeper into the manufactorum complex, their advance punctuated by the sound of Heavy Flamers and Stormbolters.

"It's still not moving", Theama preempts your question as you enter the command tank "Somewhere towards the center of the complex, unless I've missed my guess." He calls up a map and points out the area: a complex of what appears to be offices nestles between the manufacturing areas: easy to defend, but luckily not close to any of the rail lines that might enable a rapid flight. The Hand of Transformation, it seems, has elected to stay put even as its first line of defense failed.

That means you won't have to hunt it down, but it also means that it likely still has a trick up its sleeve.

When the attack occurs, it is almost without warning: all you hear is the brief roar of a jump pack, almost lost in the general din of combat and hiss of the Flamers ahead of you. Truth be told, you do not put it into its proper context until something large and heavy impacts the top of the Salamander with a clang of metal on metal. There is the tell-tail hiss of a power field intersecting with metal, and then something tears through the roof of the tank as though it were made of tissue paper, and you find yourself face to faceplate with a Space Marine.

The Space Marine is wearing one of the beaked Mark VII helmets, and you are unable to quite place the colors that mark it and the chest plate beneath: some sort of geometric camouflage, white and black stripes alternating to create an effect that reminds you of an ancient species of Equines you saw in pictures of the Emperor's idiotic revivification plans for Terra's lost ecosystem. Long, metallic stripes are tied to the Space Marines Jump Pack, likely meant to create a disrupting effect on any auspex that might seek to lock on to the Super Soldier, and a pair of Lightning Claws are affixed to his hands, rearing back to strike now that it has broken open the roof of the tank.

The Marine glances at you for a millisecond and dismisses you, likely taking your lack of visible armament for sufficient reason to treat you as a secondary target. Its gaze sweeps over Parlo, Theama-Nul, and Regicia as well. Within less then a second, it has identified Moro as the most threatening target within the cabin. Faster than the Ogryn can react, the Space Marine sweeps forward and down, Lightning Claws raised to deliver what is no doubt intended to be the first in a series of killing strokes.

Unfortunately for the Space Marine, you are not as harmless as you might appear.

[Surprise Attack: Eta Nu 9-35: Uses Regicia Ko-Bea's Cybernetics Score: 4d6: 4,2,4,4: Partial Success]

Monofilament Wires shoot from the tips of your fingers and arrest the downward momentum of the Space Marine. It whirls around far faster than it should be able to, leaning into the wires to prevent them from slicing through its limbs. For the second time in a day, you are slammed back with enough force to feel something inside you break, but your intervention was sufficient to save Moro's life. The Ogryn retaliates with a wild swing of the Pneumatic Hammer, but the Space Marine sweeps under it with impossible grace, rushing past the Ogryn and then leaping forward with a burst of fire from his jump pack that scorches the Ogryns armor and sees it staggering forward.

Both the Astartes' claws are raised, you see: each directed at a different target. One one side, Colonel Parlo lies, even now raising his Las Pistol to fire a bolt that is utterly ineffective against the Space Marine's armor. On the other side sits the daemonic fragment: it is unlikely a strike at this will do anything but set it free, but of course the Marine cannot know this.

If it strikes at Parlo, that will hamper the offensive and the Yulrasians as a whole. If it hits the daemonic fragment, however, you are prone to lose your means of tracking the Hand of Transformation. You raise your arm and find, to your relief, that it is still functional. You can stop one of the strikes from going through.

The other, however, is likely to find its mark.

Who do you save?

[] Colonel Parlo

[] The Daemonic Fragment
 
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