Eh, not really. In modern context this is like the USA thinking that the EU is a rival ffor control of the seas even thou we're close allys. Or like France thinking Germany is a rival for control in the EU.
"Mmm." Thanya had a lot to say about old nobles with too many thrones and not enough sense, but she kept it down. "Tell me, what's it like living in a military dictatorship?"
"A military dictatorship?" Mikah frowned. "Not bad. Depends on the dictator, really. What is it like living in a monodemographic parliament democracy?"
The editor shrugged. "Not bad. Bit slow, waiting for ten hundred old men to agree on something, but they're not all senile."
It doesn't really matter if the size of the franchise is piddling. The major decisions are still made via majority, the voting members represent wider segments of the population, and the head of government can be switched out by vote without violence. That fits democracy. Horribly unequal and oligarchic democracy, but democracy nonetheless.
I am quite excited for a diviner with the power of Xavier and even half the control of Ridcully he/she would be indespensible now if only we can get and keep another heroic biomancer...
@Durin is it possible to continue researching the island turtles' conceptual reinforcement so that our biomancers can then make a ritual where they can conceptualy reinforce someone (preferably Ridcully or Saint Lin) with the concept of 'Eternal' or 'Unchanging'?
I am quite excited for a diviner with the power of Xavier and even half the control of Ridcully he/she would be indespensible now if only we can get and keep another heroic biomancer...
@Durin is it possible to continue researching the island turtles' conceptual reinforcement so that our biomancers can then make a ritual where they can conceptualy reinforce someone (preferably Ridcully or Saint Lin) with the concept of 'Eternal' or 'Unchanging'?
you ave no clue, however if you did something like that there is a decent chance that you would end up turning the person into a stature or something, messing with the Warp on that level is not exactly safe
@Durin: On Temple Cats, does Maximal believe that the Temple Cats themselves are Diviners? That line about the cats seeing warnings about things they wouldn't understand got me thinking that something else is inserting precognitive warnings in them. This could be the breakthrough that lets us finally detect the Planet Mind.
you ave no clue, however if you did something like that there is a decent chance that you would end up turning the person into a stature or something, messing with the Warp on that level is not exactly safe
@Durin: On Temple Cats, does Maximal believe that the Temple Cats themselves are Diviners? That line about the cats seeing warnings about things they wouldn't understand got me thinking that something else is inserting precognitive warnings in them. This could be the breakthrough that lets us finally detect the Planet Mind.
I wonder if we can get some form of alliance with the Dragons Nest? Having a second Astartes Chapter willing to help us (the Trust) wouldn't be a bad thing.
Well, not only are we the public face of the progressive group (though in actuality Muspelheim is probably the cutting edge progressive in the Trust), but we are also the second largest shipyard, and the second largest Mechanicus presence. In some ways it might be weird too, since I bet it used to be Asgard as the conservative, and Vanaheim as the more progressive. Suddenly we stole all their thunder and then some.
More'lumix's Realm commands several sectors to the Autem-West of the Imperial Trust and is renowed for the number and quality of sorcerers produced in its Everchanging Academies. These sorcerers allow its forces to win on countless battlefields where the at best decent armies of the Realm would falter.
The Princedom of Assour
Undivided Realm
Ruler: Assour (Chaos Lord)
Capital: Ceim (Fortress World)
Size: 704 Worlds
Estimated Population: 13 trillion
Distance to Imperial Trust: 400 Light years to Midgard (Autem-South)
The Priancedom of Assour commands several sectors to the Autem-Southof the Imperial Trust and is the most powerful chaos domain in your region. This power is built on the backs of its immortals, mutated human warriors trained from birth to be some of the most dangerous mortal soldiers in the galaxy.
Urkozz's Domain
Major Orkish Domain
Rular: Urkozz Bloodbusta (Ork Overlord)
Capital: Corath(Core Ork World)
Size: 718 Worlds
Estimated Population: 36 trillion Orks
Distance to Imperial Trust: 400 Light years to Midgard (Descendit-West)
The most powerful Ork Domain in your region is the domain of Urkozz Bloodbusta, which control half a dozen Sectors of which the closest is four hundred light years travel from you. While the domain has an incredible amount of military power much of it is diverted by internal conflicts at any one time, though over the years several Waaaghs of terrifying size have made their way out of Urkozz's Domain.
The Nexx
Chaotic Xenos Realm
Ruler: Unknown
Capital: Nexx
Size: 361 worlds
Estimated Population: unknown, at least 6 trillion
Distance to Imperial Trust: 450 Light years to Midgard (Descendit-East)
Military: unknown, at least hundreds of billions of Warrior Caste members
Estimated Fleet Turn: 20-50 Colony Ships (Dreadnoughts), 4,000 Capital Ships , at least 40,000 Escorts
The Nexx are a insectoid species that has only recently invented faster then light travel but had still conquered a entire sector using generation ships. The Nexx are an ancient species that the Imperium has known about for over five thousand years, but given that they were restricted to a single very heavily fortified system has never had the time and available forces to wipe out. This changed around fourteen hundred years ago when a Nexx worker caste inventor discovered a alternate dimension from which he could draw near infinite amounts of energy. The Nexx immediately began replacing their larger reactors with AD reactors and greatly increasing their technological level by brute force. Around three centuries later they built the first Nexx Colony Ship, a colossal generation ship capable of housing a billion Nexx for over a hundred years and reaching 0.8c due to conventional acceleration. Using these ships they slowly spread out over the surrounding regions, coming into conflict with the local Imperial Sector Fleet. While at first they were losing these conflict severely this changed with the death of the Emperor thirty years into the conflict, when the Imperial Sector Fleet was wiped out by the resulting warpstorms. The surviving Nexx, all three worlds of them immediately started going on the offensive, eventually conquering the entire sector. While in many ways this sounds like a normal post Imperial story it differing in one major aspect, the alternate dimension that the Nexx figured out how to draw power from was the Warp. According to Captain Julius it is not clear exactly when the Nexx started worshiping Chaos Undivided but it is clear that by the time of the Emperor's death it was their only religion. The Nexx Navy relies on slow, large warships with powerful but inefficient energy weapons and shields and are best deal with by boarding actions while their ground forces are mostly poorly equipped Chaotic levy's but have powerful superheavies.
The Nexx are now one of the most powerful united forces in your region, controlling entire sectors as they slowly expand using their primitive Warp Drives.
United Sectors of Amir-Ka
Democracy (Chaotic)
Ruler: President
Capital: Wa-Shi-Ton
Size: 355 Worlds
Estimated Population: 5 trillion
Distance to Imperial Trust: 400 Light years to Midgard (Autem)
The United Sectors of Amir-Ka is one of the most powerful polities in your region of the Segmentum, controlling over four entire sectors. Fortunately it is mostly inward looking, with its leaders being more concerned with internal politics then other powers. This is because it is run by that most strange of governmental systems, a democracy.
Amir-ka is led by a President who is elected once every decade by a vote of all citizens of the polity and whose power is restricted by both a constitution and by the power of the Council of Leaders, who are themselves elected by their own worlds. The Council of Leaders is split into five main political parties, the Nationalists, the Progressives, the Liberals, the Greens and the Conservatives. While the exact balance of power between the five is always changing generally a President will need the support of at least two of the major parties to win, and a third to govern.
While each of the parties seems to owe its allegiance directly to one of the Chaos Gods the conflict between them is rather tame, with there rarely being more then a few billions deaths in the campaign year leading up to a election.
Minor Ork Domains
Ruler: none
Capital: none
Size: 1,133 Worlds
Estimated Population: 11 trillion
Distance to Imperial Trust: 200-500 Light years to Midgard (all directions)
There are a scattering of Ork domains ranging between half a dozen worlds and half a sector within five hundred Light Years of you. While none of them are individually a major threat to the Imperial Trust combined they are one of the dominant forces in the region.
Minor Chaos Realms
Ruler: none
Capital: none
Size: 1,081 Worlds
Estimated Population: 16 trillion
Distance to Imperial Trust: 200-500 Light years to Midgard (all directions)
There are a scattering of Chaos domains ranging between a single world and half a sector within five hundred Light Years of you. While these domains are split between all of the chaos gods the worshipers of the Changer of Ways are the most numerous and seem to be expanding. While none of them are individually a major threat to the Imperial Trust if united they could overwhelm you.
Minor Imperial Remnants
Ruler: none
Capital: none
Worlds of Interest: Seriae, Thakomumcos, Agoria Cumulous
Size: 122 Worlds
Estimated Population: 1.5 trillion
Distance to Imperial Trust: 200-500 Light years to Midgard (all directions)
Military: estimated 200 billion PDF, 20 billion Guard, 200 million Elites, 5,000 Space Marines
Estimated Fleet Turn: estimated 2,000 Capital Ships , estimated 80,000 Escorts
There are a scattering of Imperial Remnants ranging between a single world and half a sector within five hundred Light Years of you, the largest mostly being Astates Protectorates and a single Mechanicus Domain. Most of these worlds are heavily fortified and protected by mighty warriors
Minor Xenos Species
Ruler: none
Capital: none
Species: Sahaar, Henzanit, Hiyantes, Boessaewth, 3 others
Size: 71 Worlds
Estimated Population: 1.8 trillion
Distance to Imperial Trust: 200-500 Light years to Midgard (all directions)
There are half a dozen minor xenos species living in your region, the most powerful of which controls almost half a sector. While most of these speices have below human levels of technology and are most likely doomed some may be able to survive.
OOC note. While I am basing these species off Omakes they are not necessarily that close to what you have read, investigate before making assumptions.
If I were to guess, I'd say that the main thing a Temple Cat familiar would grant an improvement to is survival. If their specific type of precog is usable by human psykers it might do a bit more, but I doubt there would be any flat increase in traditional divination.
Hmmm... Karnas seems pretty weak compared to everyone else. We'll need to see what their exact disposition is, but it wouldn't hurt to be on friendly terms with them. Maybe we could sell them Imperial era ships? Those are pretty cheap for us to build and don't risk our tech, but could give their defenses a boost.
Hmmm... Karnas seems pretty weak compared to everyone else. We'll need to see what their exact disposition is, but it wouldn't hurt to be on friendly terms with them. Maybe we could sell them Imperial era ships? Those are pretty cheap for us to build and don't risk our tech, but could give their defenses a boost.
That would take up our valuable shipyard space, that's the biggest bottleneck problem the Trust has. It'd be better to give them some of the weaker technologies that are obsolete for us but are still improvements for Karnas. I don't know what would be acceptable to risk getting stolen by Chaos forces though...
Hmmm... Karnas seems pretty weak compared to everyone else. We'll need to see what their exact disposition is, but it wouldn't hurt to be on friendly terms with them. Maybe we could sell them Imperial era ships? Those are pretty cheap for us to build and don't risk our tech, but could give their defenses a boost.
They probably do not have anything that we want resource wise except their people so how about for every one imperial era battle ship they give us a one million collonists (preferably from the peasant class because they are the most adaptable) and we will work our way down from there
1. What does the (X/Y=Z) at the bottom of stat blocks in character sheets stand for?
2. Why is Frederick's martial bonus is so small (compared to others) despite him having best Martial score? Is it because it gets applied to all Avernite troops in addition to local commander bonus?
2a. In that case, what is Frederick's martial bonus to the troops he personally commands?
EDIT:
3.Does the Pilot/Ace Power Armor bonuses apply to Knights?
That would take up our valuable shipyard space though, that's the biggest bottleneck the Trust has. It'd be better to give him some of the weaker technologies that are obsolete for us but are still improvements for Karnas. I don't know what would be acceptable to risk getting stolen by Chaos forces though...
That would take up our valuable shipyard space, that's the biggest bottleneck the Trust has. It'd be better to give them some of the weaker technologies that are obsolete for us but are still improvements for Karnas. I don't know what would be acceptable to risk getting stolen by Chaos forces though...
I didn't mean as an immediate priority, just as something we might do in the future. They have only 100 capital ships, which isn't meany at all.
As far as outdated tech we could give them, the top-of-the-line Imperial Era package would probably work - all the Imperial Era STCs we have, but none of the DAoT ones that haven't already spread (some will have spread due to us selling them to Atlas).
They probably do not have anything that we want resource wise except their people so how about for every one imperial era battle ship they give us a one million collonists (preferably from the peasant class because they are the most adaptable) and we will work our way down from there
I didn't mean as an immediate priority, just as something we might do in the future. They have only 100 capital ships, which isn't meany at all.
As far as outdated tech we could give them, the top-of-the-line Imperial Era package would probably work - all the Imperial Era STCs we have, but none of the DAoT ones that haven't already spread (some will have spread due to us selling them to Atlas).
A million colonists is worth far less than a Battleship, and our population growth is such that we don't really need colonists anymore.
1. As a buffer, lets face it, this is their primary virtue. If would-be threats hit them first on the way to the Trust and get bogged down, so much the better.
2. As a minor ally, sure they are relatively weak, but we could foster them over time and any reinforcements in a time of need is better than none at all.
3. Logistics: A Semi-secure staging point for any future crusade in their direction, or just for a Fleet outpost for scouting.
4. Sensor net/Tripwire: So long as they survive and remain in contact we can get more information from that part of the segmentum about probable threats.
5. Marriage Alliance Material: An alternative for any political matches if for some reason there are few/no choices available from the Dragon's Nest.
Edit:
RE: Necrons: Burrr, they look weak, but looks can be deceiving. Their weak fleet could just be the portion they are willing to show the galaxy, or they have the ability to rapidly reinforce it.
If that is not the case, their tech advantage will still allow it to punch way above their apparent weight class.
The kidnappings are troubling, and a standing force of 15 billion Necrons is nothing to sneeze at either.
I'd rate them a distant threat that could easily rival Valinor, maybe even trump it in the right situation.
Edit 2: Might as well comment on each power in this post as Durin adds more:
Re:The Princedom of Turoq
If not for the Orks all around us, these folks would concern me the most:
They are close enough arrange large scale raids and minor invasions with relative ease. They have the largest population to draw from, a varied fleet, a large army with a variable mix (tons of fodder, solid core of regulars, powerful elites) and so far as we know, no real rival to keep them from attacking us with regularity. (I doubt it though, they probably share a border with another chaos petty Imperium)
Honestly, I have to give props to Karnas and the Dragon's Nest for surviving this bullshit.
Well yes, but I just want to stop hearing people complain about Syr lacking a rock on her hand (though she would likely prefer a practical band for the day-to-day) and a political marriage is the only way that will happen.
Edit: Also my numbered points are in order of importance, so its kind of a tag on.