I feel like we'd report that to the local police/etc... presumably it wouldn't be required to be reported (immediately) if doing so could compromise an investigation.
-[] Extraordinary Powers and Protections
(Are there any Legal Powers and Protections granted to the members of this Organization? For example, there are no speeding tickets when pursuing a Cultist, the ability to call in local Law Enforcement Support, and the ability to call in people without warrants for questioning, etc.) -[] Armory
(What weapons, vehicles, ships, equipment, and so forth does this Organization have access to?)
And then I have these two I'm still trying to figure out?
>can ignore infraction level crimes (you aint getting a speeding ticket when pursuing a criminal)
>have a generous strike system for misdemanours (stuff that can considerably worsen civilian life,like burning a dude room to smoke a chaos cultist out), something like 10 to 30 strikes,before an audit is done in wich is revised if the agent is performing necesary evils or going overboard
>tigther strike system for felonies (stuff that will majorly fuck over people,like destroying a bridge or killing hostages) 3 to 10 strikes before audit
> on major emergency they can raise paramilitaries and take control of major assets,thats a 1 strike system, if you raise militias it better be because someome is about to turn the world into a deamon hellscape
on weapons i say give them all the toys that aint strategic weapons (able to destroy people on the thousands (or more) or major infrastructure in just a few hits), for those they gotta ask armed forces
Tactical level (able to be used by individual and that can kill small groups of enemies at a time) has no restriction on type,but has restriction on numbers
Give them 1 or 2 tanks per local chapter,but not enough to outfit a entire army
I feel like you don't quite grasp how big a local Council is. If the leadership of an ENTIRE PLANET is compromised, then the planet is going to just plain fall, and in fact already has. If the whole planet falls, then that's more a "send in the armies" situation.
I specifically make a note that they aren't required to report to the local Councils until after an investigation/they deal with the situation/etc. So if an Eye suspects a leak they can just... go around it?
Good point. Though, another thing you can add to your plan is allowing the Five Eyes to commandeer or compel support from local law enforcement and military if necessary. Oh! Give them an express communication line to the Lamenters to call on a quick response Space Marine squad for particularly hard targets. Some targets may require Elite of the Elite response and just calling standard military forces may just bring more fodder to the slaughter.
My point is that I think a reactive intelligence agency only approach is too narrow minded, and ignores other areas where we can gain considerably more benefit.
To illustrate with a simple example. You have an endangered species in a forest. You can hire park wardens to shoot the poachers, and that'll work for a bit.
But you can gain far more protection for these animals if you figure out why the people are poaching in the first place.
Maybe the locals are doing it out of poverty, out of the belief that the animals hurt their fields, or to satisfy international clients who want to buy the poached stuff for some reason.
That information can allow to tear out the problem at its root.
Shoot the symptom is a very 40k, and incredibly Imperial solution. And for a lot of chaos infiltration, that will be the solution. Not
But in general, we should wonder why our anti Chaos prompt includes a question about what kind of tanks or spaceships we're willing to hand them, while not spending a single thought on how we'd do prevention.
There is a blind spot here,which we should address.
Chaos cults do not pop up out of nothing. (Especially not with the passive resistance we have).
My point is that I think a reactive intelligence agency only approach is too narrow minded, and ignores other areas where we can gain considerably more benefit.
To illustrate with a simple example. You have an endangered species in a forest. You can hire park wardens to shoot the poachers, and that'll work for a bit.
But you can gain far more protection for these animals if you figure out why the people are poaching in the first place.
Maybe the local are doing it out of poverty, out of the belief that the animals hurt their field, or to satisfy international clients who want to buy the poached stuff for some reason.
That information can allow to tear out the problem at its root;
Shoot the symptom is a very 40k, and incredibly Imperial solution. And for a lot of chaos infiltration, that will be the solution. Not
But in general, we should wonder why our anti Chaos prompt includes a question about what kind of tanks or spaceships we're willing to hand them, while not spending a single thought on how we'd do prevention.
There is a blind spot here,which we should address.
1. I am unsure what that sentence means, but Length and Width are HP, Armor is Damage Reduction, and Shields are Regenerating Health in game terms. The bigger the ship, the more punishments it can take. The more armor, the less damage gets through. The more shields you have, the more punishments you can take before getting HP damage.
2. Bigger Hulls can do more things and are beefier by simple design. The smallest Frigate starts at basically 400 HP (to put it in Battlefleet Gothic Armada 2 terms), while a Destroyer has 200 HP at its biggest.
2a. Basically, yeah.
3. Bombers are long-range if they desire to be. They can also be short-range. Depends on what is demanded of them.
4. No, they are basically titanic "Yes"-range missiles with minimal guidance that fuck over ships because they can. Take WW1/2 Torps and put them into ships that happen to be in space and you got what they are there for.
4a. Yep.
5. I am unsure what that sentence means, but if you are faster than your enemy, and have longer-range weapons, you can whittle them down if you have the firepower to take down their shields.
6. Yes for the Macro-Cannons, but Lances are 100% Hit Weapons who get more damage the closer they are to their target. You are in range, you get hit if they want to hit. The downside is that they are slow to cycle another shot, so not great if you need to take down shields.
7. More armor less damage. I am not using hard-numbers for the ships, but more is generally better and makes them less likely to be added to the casualty-pool if a battle goes poorly.
1. Lets say we upgrade from one shield emitter to two, does that double the shield strength, so +100% Shields? And then from two to three increasing shield strength by a half, meaning just +50%? Also if a Destroyer goes from Length 1.5km to 1.6km, does that +7% size mean +7% HP? It's things like this, I am asking if I should be looking for these things or ignoring all this as fluff and think of designs only in terms of what DPs are spend where.
2. Got it, though funnily in this system a Destroyer and Frigate can easily be exactly equal stat wise (Frigate has +4 DP), I designed them both.
6. Shields are good against few but strong hits then?
7. I get that more armour means more durability, but how does it differ from HP and Shields? Say could heavy armor ship shrug off light macrocannon rounds with just scratches, but would be damaged from equal DP worth of heavy macrocannon rounds? Something else?
So Five Eyes and Five Hearts? Investigative and intervention are needed but also prevention.
Also, for Five Eyes, any opinion on giving the Five Eyes the ability to have an express communication line to the Lamenters to ask for surgical intervention? A squad of Lamenters may cause less collateral damage and losses than calling in standard military forces- especially since they are the Lamenters.
For example, a heavily entrenched hidden temple or shrine to Chaos would be the sort of thing that a Lamenter squad could eliminate with a fair amount of ease but the organization's Inquisitorial Stormtrooper equivalent would take significant losses to eliminate.
So Five Eyes and Five Hearts? Investigative and intervention are needed but also prevention.
Also, for Five Eyes, any opinion on giving the Five Eyes the ability to have an express communication line to the Lamenters to ask for surgical intervention? A squad of Lamenters may cause less collateral damage and losses than calling in standard military forces- especially since they are the Lamenters.
For example, a heavily entrenched hidden temple or shrine to Chaos would be the sort of thing that a Lamenter squad could eliminate with a fair amount of ease but the organization's Inquisitorial Stormtrooper equivalent would take significant losses to eliminate.
Their job is to question and interrogate and analyze not only chaos prisoners, either before rehabilitation or execution, but to also conduct an audit to find out why these people fell to Chaos in the first place. They can also call on the Five Hands for protection if necessary.
Their job is follow signs of chaos corruption to its source. So that the hands might pluck the weeds from the soil.
should we make a book/pamphlet (that's blessed to prevent corruption) that explains traits of chaos and what to look out for to be given to the citizens?
also i see lots of talk about body parts , just gonna throw out a Hand has 5 fingers so you could have a group with 5 sub departments, 6 if you count the palm which can act as a secret 6th body that investigates internally to prevent corruption within the anti-chaos organization
(random thought was inspired by the fingers of Project Moon)
I feel like you don't quite grasp how big a local Council is. If the leadership of an ENTIRE PLANET is compromised, then the planet is going to just plain fall, and in fact already has. If the whole planet falls, then that's more a "send in the armies" situation.
I specifically make a note that they aren't required to report to the local Councils until after an investigation/they deal with the situation/etc. So if an Eye suspects a leak they can just... go around it?
I'd argue that even half of a council falling would still be problematic if they are subordinate to them. It doesn't take the entire council for them to just stonewall the agency.
I'd argue that even half of a council falling would still be problematic if they are subordinate to them. It doesn't take the entire council for them to just stonewall the agency.
Literally all I said was, "The rulings of the local Council still apply to them." I didn't say, "They're required to go hat in hand to the local Council to ask for everything."
also i see lots of talk about body parts , just gonna throw out a Hand has 5 fingers so you could have a group with 5 sub departments, 6 if you count the palm which can act as a secret 6th body that investigates internally to prevent corruption within the anti-chaos organization
[] The Five Eyes, Hearts, and Hands
-[] This organization, which has two branches, is designed to deal with internal threats of Chaos and also participate in anti-Chaos investigations on battlefields and other contested areas. It answers directly to the High Council, but it cannot override the local Council's decisions and when an investigation on a planet completes must inform the local Councils of their findings within the limits of secrecy/not spreading the very symbols one might be going out against.
-[] Five Eyes: They move from system to system unimpeded, on a rotation, often using scout ships and stowing aboard as passengers/etc to be dropped off, though they can also be summoned by a request by a local Council or intelligence as to the problem. They have a central headquarters in Droma.
-[] Five Hands: There's a core at the headquarters, and then task groups ready to be jumped in in a hurry, and local branches that are small but prestigious/elite, though it is preferable to use all local assets first/as well.
[] Five Hearts: Local branches, with the central branch essentially being the information office/etc, only proven people can join the local branches on each planet, with the emphasis being on the right mix of knowledge and empathy.
-[] The Five Eyes are to be made of priests, scribes, and investigators, those with proven experience but also proven religious devotion. The "Five Hands" on the other hand are to be made of priests, Heroes, soldiers and potentially the investment/aid of the local Choir.
-[] The Five Hands and the Five Eyes have several positions and ranks. The Five Eyes, whose job is to roam and find trouble and if it is not capable of being dealt with by local forces, will have the positions of Investigator, Analyst, Infiltrator, Censor, and Commander (administrative role) and an added Chief Commander selected/elected/etc among them and subject to a term limit of one decade to prevent concentration of power. The Five Hands include Soldiers, Medics, Specialists, Fanatics (members of Holy Orders joining into this larger structure, etc), and in charge of them, Captains. The Branch is to be led by the Grand Captain. The overall organization is to be led by the Captain-Commander, Supreme Director of the Eyes, Heart, and Hand.
-[] The Five Hearts have five positions as well: Educator (in charge of spreading information about the nature of Chaos, carefully controlled, so that people know what to watch out for), Counselor (to help the victims of Chaos and those who have turned from it, such as, I dunno, a cultist who blows the whistle or etc, as well as serve as negotiators to talk down people, dangerous job but prestigious), Internal Investigator (designed to provide help and keep an eye out among the Hands, Hearts, and Eyes for any flaws/etc), Chronicler (whose job it is to collate the information that Hands and Eyes gather to understand the larger pattern), Priest (designed to pray for miracles and act as the conscience of the Hearts), led in this case by Planetary Directors. -[] Extraordinary Powers and Protections: The right to appeal decisions of local Councils dealing with their work to the High Councils, should it become relevant. Pardon from all misdemeanor charges if it is proven it was done in the line of duty (aka speeding tickets, etc). Right to commandeer a space on any Scout ship, etc, etc. Funds sufficient for travel, infiltration, etc are to be provided. Generous pensions, top-notch, better than average Healthcare (considering Nurgle). Dental, even!
-[] Access to a through-line to Lamenters in dire situations. Otherwise top of the line equipment for Hands... that makes sense for internal work, so there are some tanks but only a few. An obscure by-law mandates there be at least "one cool cyborg" per local branch of the Hands and/or Eyes, preferrably with, "Viewpoint character energy."
It might be a good idea to create dedicated transport or base ships for the organization in the future as the Federation grows. Mobile HQs might be a good idea.
Let me throw a hat of my own in the ring: I think our approach should first of all be one of statistics. Any actual large scale at attempted infiltration/subversion will have to show up somewhere, since we presumably provide many more services and have many more points of contact between our government apparatus and our citizens than the Imperium has. Anything aimed at a popular uprising, large scale cult or similar requires its adherents to significantly alter their patterns of behaviour, which would become visible in data somewhere, be that consumption patterns, labour market trends, import/export statistics, police reports or similar.
This wouldn't be nearly as effective at catching single individuals, but those shouldn't be what we should be most worried about in terms of governmental response, since their ability to act and threaten is by necessity limited, plus trying to prosecute them runs into the exact issues of terror and denunciation that the Inquisition so aptly demonstrates.
Otoh a governmental apparatus that largely exists to crunch numbers, analyse data and detect trends in them would not only detect attempts at enemy subversion, but would also be able to proactively find and fix problems in the way our planets are governed and how their populations live.
Combine that with a relatively lean number of active field agents that have the power to draw in resources from local governments to investigate and either fix things or prosecute as needed and you could have a radically different approach to combatting foreign/demonic influence without immediately reverting to the stochastic terror that is the Inquisition.
One thing we need is the ability to escalate above the local (ie planetary) level, and punishment for doing so frivolously. To be clear, this doesn't mean "they get punished if they're wrong" it means that "they get punished if it was blatantly obvious they were wrong and they should have realized that" or "they get punished if they are escalating for political gain"
Also, make it clear this is investigative first, "go and shoot everyone" second. People will be more likely to report on those they care about if they know we won't just jump to shooting people.
-[] Extraordinary Powers and Protections: Pardon from all misdemeanor charges if it is proven it was done in the line of duty (aka speeding tickets, etc).
I think that is a bit of a bad idea, mainly in the sense that, they shouldn't need to appeal it or anything. I feel a certain level of immunity like suggested elsewhere works.
>can ignore infraction level crimes (you aint getting a speeding ticket when pursuing a criminal)
>have a generous strike system for misdemanours (stuff that can considerably worsen civilian life,like burning a dude room to smoke a chaos cultist out), something like 10 to 30 strikes,before an audit is done in wich is revised if the agent is performing necesary evils or going overboard
>tigther strike system for felonies (stuff that will majorly fuck over people,like destroying a bridge or killing hostages) 3 to 10 strikes before audit
1. Lets say we upgrade from one shield emitter to two, does that double the shield strength, so +100% Shields? And then from two to three increasing shield strength by a half, meaning just +50%? Also if a Destroyer goes from Length 1.5km to 1.6km, does that +7% size mean +7% HP? It's things like this, I am asking if I should be looking for these things or ignoring all this as fluff and think of designs only in terms of what DPs are spend where.
2. Got it, though funnily in this system a Destroyer and Frigate can easily be exactly equal stat wise (Frigate has +4 DP), I designed them both.
6. Shields are good against few but strong hits then?
7. I get that more armour means more durability, but how does it differ from HP and Shields? Say could heavy armor ship shrug off light macrocannon rounds with just scratches, but would be damaged from equal DP worth of heavy macrocannon rounds? Something else?
1. Three Emitters may only have 50% more strength than Two Emitters, but they also go online faster after being depleted, and can take more "Critical Hits" so to speak before being permanently crippled until the ship gets back to a friendly shipyard again. It helps to think of the steps shown as less [Hard Number] and more [Hard Fluff] in terms of how they work.
6. No, Lances are just good at breaking shields. Shields generally take hits until the machines that create them overheat and shut down, cycling their heat until they get online again.
7. HP is Health, Shields are Temporary HP that replenish after a certain amount of time has passed, Armor reduces Damage taken once the Shields are down.
"All this time," the Chaos Sorceror lectured, "all these resources, all your blood and sweat and efforts, are these mortals, barely above materials for our ascension, truly worthy of your time, Brother?" The last word was spoken with the contempt of one who considered it an insult, delivered from one Chaos Marine standing atop their floating book to a Lamenter held in his outstretched fist, choking him through armor and Black Carapace. "Struggle all you want, but the truth will not budge from how obvious it is to see," the Chaos Sorceror sneered, bringing the Lamenter closer, utterly unphased by the struggles of the man, his one remaining arm unable to break the sorcery-enhanced grip. "Tell me, Brother, how does it feel to die for vermin?"
The Lamenter, one hand still struggling to break the grip of the Sorcerors hand, stilled and remembered.
A day like any other, at least for the Lamenters recruits. The master of recruits Delta had heard of a missing Yeeni child in a nearby forest, so he had decided that it would be a wonderful opportunity to teach search and rescue operations.
One of the recruits, unnamed at this point in time, had found the child with relative ease. A small fluffy but scared child, which he would calm and joke with until he inevitably returned from the forest to give the child to the local searchers. Thankful for his help but he had no time to appreciate it, as it was time for him and the rest of his brothers to march through the mountain range.
No supplies of course. You weren't allowed to hunt anything and the canteen you carried was all the water you were allowed. Four hours of sleep the first day, three hours the next, two hours after, until the final day you were given one hour, where you wouldn't sleep until you left the range.
Horrifying to anyone but space marines, which unfortunately these recruits were only half way through their training. Only the very first few modifications were given, meaning they were almost human. It wasn't unexpected for a few recruits to die in this process.
It was a test on many levels. Your endurance, your intellect, and your faith were the main things being tested. Your endurance is obviously being able to march across the range and not die.
Your intellect was a combination of spreading out your water to last you and taking the best routes to ensure you go to your destination in a timely manor. These two are obvious at first glance.
The faith being tested is meant for a great many things, can you make this march and still think the same way? Can you march for days at a time and still believe in what you believe? What are you doing?
For so many recruits the faith test is the hardest. It is not physical like the others, yet it is arguably the most important part of training. To stand fast against whatever is arrayed against you, to march onwards even when you question everything, to do your duty regardless of your peril.
For one unnamed recruit, he thought upon what he would do. He had been given purpose sure, but did he want this? Was this what he would do for the rest of his life? To hurt and suffer? For what? What made this pain that he was feeling worth it?
As he and his company exited the mountains, he still did not know his answer. Until when they were finally marching into a small makeshift encampment, something that was meant for them to sleep, eat, and drink until they would leave the planet for the next pain and suffering that was training a space marine. He was approached by a small Yeeni child, picture in hand.
She recognized him, ran to him, and hugged. The same child from the forest he realized. She had begged her parents to let her thank him. She told him her name "Bochi" but when she asked his name, he had none. He hadn't even gotten a nickname yet, so early into their training most of them didn't. Only the standouts did.
She named him checkers, based on the chapters symbol reminding her of a board game. Eventually she had to leave, she gave him one last hug and was led out by an exasperated mother. He watched them leave before looking down at the hand drawn picture. It was him in his gear that he had saved her in holding hands with her. A heart symbol right in the middle.
The hunger, the thirst, the pain, the hopelessness that he had felt from the march suddenly felt better. Suddenly he understood why they did what they did.
He had found his faith.
The Lamenter, named Checkers, stilled and looked at the corrupted Marine with utter hatred and spoke a singular word, letting his hand fall: "Euphoric."
For that one omake prompt mentioned earlier. Got inspired by the post, so I just decided to make this.