DAOT would probably be Custodes/Thunder warriors and Temple Assassins or look at all the human remnants during the crusade that had cyborg enhancements capable of going toe-to-toe with Astartes legions, stuff like that. Pretty sure everybody on the moon were some form of supersoldier given even the techpriests couldn't take it until the GEOM killed everyone.GEoM.
He made them from the bits left over from the primarchs. If the DAoT didn't have some super soldiers I'd be surprised, but Astartes are all Emps.
Right now I'd say the biggest benefits would be in boosting naval performance.So now that we cleared a sizeable amount of our backlog what else should Tranth focus on in the next few turns?
1. yes@Durin
1. Does population of planet-side Mechanicus cities counts towards total Avernus population?
2. Does population of Mechanicus cities on moons Daiphobe counts towards total Avernus population?
2b. If so, could you include them as its own region in population summary?
3. At the end of turn 89 our population was 11,349,623,059 (11,099,623,059 after substracting 250,000,000 colonist we sent to Byzantium), yet in turn 90 summary we started with 11,064,063,264 poulation. Where did the ~35.5 millions of our people have gone?
4. Are War-Scholars of Biharti an active organisation on Avernus (are existing Scholars are trying to recruit new members and continue the tradition?)
I guess it wouldn't do shit for AM/EM then?The factory ship stuff would be nice I guess, but we're not exactly hurting for production right now.
What kinds of traditions do the War-Scholars of Biharti have:
1. they are a tradition focused on the study of the art of war, in all of its formsWhat kinds of traditions do the War-Scholars of Biharti have:
1) fluff-wise?
2) game-mechanic-wise?
Reverse Engineer Component: Hyper Plasma Reactor: Part Three- Now that he knows how to replicate the Hyper Plasma Reactor Archmagos Tranth hopes that he can figure out how to resize it for use in other ships and settings. Given the sheer complexity and half understood nature of the Hyper Plasma Reactor this will be a long and very expansive project, with a large chance of failure. However a success will allow for the construction of Hyper Plasma Reactors in a whole new range of warships, which would allow you to significantly increase the shields, engines and firepower of portions of your fleet in exchange for making them more fragile. According to Admiral Parnell that trade off would be a massive boon to fast, agile fleets such as Vanaheim's.
Time: 15 years.
Chance of Success: -80% (39% after bonuses)
Cost: 3,900,000,000 Thrones, 390,000,000 Material, 39,000,000 Metal, 19,500,000 Promethium, 3,400,000 Advanced Material, 38,000 Exotic Material.
Reward: learn how to resize the Hyper-Plasma Reactor
Very Advanced Reactors: Stable- Archmagos Veneratus Tranth believes that he could redesign the stable reactors designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output while maintaining the stability it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it carrying out this project will give ammunition to their opponents within the Mechanicus.
Time: 2 years.
Chance of Success: -20% (74% after bonuses)
Cost: 5,500,000 Thrones, 550,000 Material, 275,000 Promethium, 830 Advanced Material, 18 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Stable Plasma Reactor, which is an Stable Plasma Reactor with half against the output.
Very Advanced Reactors: Overcharged- Archmagos Veneratus Tranth believes that he could redesign the overcharged reactors designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output, a truly massive amount, it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it carrying out this project will give ammunition to their opponents within the Mechanicus.
Time: 2 years.
Chance of Success: -20% (74% after bonuses)
Cost: 5,500,000 Thrones, 550,000 Material, 275,000 Promethium, 820 Advanced Material, 18 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Overcharged Plasma Reactor, which is an Overcharged Plasma Reactor with half against the output.
The Department of War, currently led by Grandmaster Gerald Xavier and based in The City of Glass, oversees all battle psykers and military forces and currently has five Divisions. These Divisions are The Division of Training, The Division of Attaches, The Division of Regiments, The Division of Choirs and The Division of Strike Teams.
The Central Department oversees all other centralised segments of the Adeptus Astra Telepathica and is currently led by Grandmaster Tamia Jameson and based in Roke Island. Its Divisions include include the Neo-Astropaths, the Research Division and the Artisans.
The Regional Department oversees all the decentralised segments of the Adeptus Astra Telepathica and is currently led by Grandmaster Aria and based on the Unseen University. Its Divisions include include, the Teachers, the Witch Finders and the Sanctionites.
Really?The only things i can think of that fit the Destroyer are a C'tan or a Krork.
That's the Great Devourer. Not the 'Destroyer'. Besides the Necrons are obliterating that in deep space anyways.
For Blacktyde we also need some kind of measures against Berserker fungus, though that should be simple enough.Well the first option is to focus on continuing to improve our defenses, possibly with re-founding the destroyed cities (Blacktyde, The Bayou). But we'd need to brainstorm some ideas here. How exactly can we improve the defenses? For example, would some kind of sally port outside the cities be helpful? I'm thinking of something like a tunnel and an exit allowing a large sally force to attack the enemy from the rear and then retreat back to the cites? Might only be applicable in terrain that allows the concealment of the sally port (like Lindon or the Spine, maybe the Everglades). Potentially new Kinetic Weapons or Gravitron Weapons could be useful and adapted from the ship based weapons to city based? Might depend on what we learn about the nature of the coming threat.
Maybe some kind of forward defenses (infantry bunkers?) that are expected to be overrun (so collapsible tunnels allowing the defenders to retreat), but allow us to impose a cost on approaching armies setting up a siege. Disposable Turbo-Laser Destructors? (Since we got the cheap versions). Adding comm jamming equipment? Heck, maybe we should set up a permanent minefield around each city. It's not like people are taking picnics out there. I don't know, we need to brainstorm things like that.
The second option is to make cities bigger. We could probably expand one major city in each region into a Small Hive. That would give each region two large hives. Small hives also have some defensive advantages, particularly against orbital bombardment. They also simply have more militia and so are harder targets in an invasion.
I'm split on this.That leaves region Theta, a frozen forest and taiga. It would also expand our defenses northward, possibly allowing the creation of alternate rail routes connecting Elysium to the rest of Avernite settlements and making it so Casarrondo isn't as exposed on our northern fringe.
hmmmmm, I never really thought of that.The fourth option would be to try and entice Nilfheim into a cooperative settlement of Het (Avernus V, the ice world). Since they are also a major producer of advanced material this is a possible thing to do, if the advance material output of Het was sufficient to offset the AM maintenance cost of the defenses. This would involve increased void actions to build more defenses, in addition to admin actions. However it has an advantage over the area expansion in that it can be begun as soon as Nilfheim agrees, and doesn't have the wildlife risks. It might also provide some tactical advantage in void combat having multiple strongholds in space, allowing for alternate threats to an invading fleet.
Auto docs have been distributed, though they're not as good as a trainned doctor, they're still good IIRC, Stealth everything is a good point, problem of course is the cost.So I've been reviewing the list of STCs and weapons. I'm not always sure if we implemented them or not.
For example there is the Auto-Doc bed that Drago wanted to figure out how to implement in the guard, but I can't remember if we ever did that. Still, improved medical care and wound treatment for the soldiers is something worth considering.
Stealth Cargo ships? Heck, stealth everything with the recent breakthrough by Tranth. Perhaps development of a stealth focused combined arms division focused on acting behind enemy lines?
We haven't distributed Shield Breaker Rounds to our snipers (Tranth was able to adapt them to use with normal Imperial Sniper weapons). Those will be expensive though.
Currently what I want to have a look at here, is the Northern titan killer and the jump pads.I think we did the Fellbaldes and Crab walkers, but these are not listed as reverse engineered.
Links to weaponry in the data cores:
Seeing as a lot of the study of new things we can adapt such as the DT gas and the berserker gas seems to be done automatically (see last turn and the bio circuitry) you might be able to cut down the time a bit.My suggested order of actions then would be to first a complete investigation on the Sphinxes, followed by the Bionic Implants Investigation (so that we know how long that action is going to take). At that point we can decide priorities, but that's already 12 years of actions, so we probably only have 15 to 20 action years left to do something that will be useful for the threat in 50 years. Depending on the action length of the new items (Dragon Turtle gas, Bioshell, and Bionics) that might already be taken up. We might be able to get one more complete examination done in time for the telepathica to research the abilities. So we might want to think about which one creature is the most interesting from a combat point of view.
This is learning how to repair it, not reverse engineer it.
Always that way, its just resising it, not modifying it that much. I also say do it, partially because the Vanir want it, but also because it might make for a nice Titan addition.First thing that leaps out to me is that the Hyper Plasma Reactor Part Three does not have any Mechanicus unrest effects. Was it always this way or did that change at some point?
Nope you seem to have gotten most of them.I might have missed a few others, but please remember that each order costs 6 years to establish. Even if we devoted Xavier to doing nothing but this, we could only get at most eight orders established.
I know I'm a broken record at this point but it may be nice to slap a DD on this, Julius has shown great interest in armored warfare and what not.
Can Ridcully target divination to figure out what it is?before you get to into planning i should mention that your timeframe is very approximate, it could be up to five years less or fifty years more (though for something to show up 50 years ahead implies that it is massive)
yes
I know I'm a broken record at this point but it may be nice to slap a DD on this, Julius has shown great interest in armored warfare and what not.
Wasn't demanding just asking, sorry if it came off poorly.Stop being so greedy, and demanding all the double downs. There are other actions that need double downs that are just as important, and probably even more important.
mmm, we may also want to think of another advanced Ramillies (defence specific maybe?) but probably not for now.Stop being so greedy, and demanding all the double downs. There are other actions that need double downs that are just as important, and probably even more important.
The Fortress one is a must. That's the variant that our advisors want our Ramilles to be.mmm, we may also want to think of another advanced Ramillies (defence specific maybe?) but probably not for now.
The amount of damage mitigation a railway will do in regards to the new threat is lesser to the damage that can be caused by the railway by Digging Too Deep. We need to to give the Deep Ones and anything close to them a wide berth.Additional things to consider - perhaps we ought to consider the Azure Isle railways after all. Most external threats have ignored the Azure Isles, this new threat might not. That would be an additional 18 years of actions. Plus it might create alternate connections to Elysium.
Instead of psyker disruption according to your example (which is too niche of a job), we should set up an order of psyker-killing psykers, like the Witch Hunters or Psyker Hunters except they're psykers. More Betas and Alphas are popping up than ever before so increasing the firepower we level against them would be a very good idea. Xavier's martial excellence will be especially helpful in founding this order.Other specific ones that we've talked about in this thread:
Divination
Divination warning of attacks (possibly important enough to deserve it's own smaller order)
Research Avernus Wildlife abilities
Research Avernus Wildlife materials
Healers
Daemon Hunters
Siege Warfare
Psyker Disruption (like what we attempted against the Weirdboyz)
Ward making
I might have missed a few others, but please remember that each order costs 6 years to establish. Even if we devoted Xavier to doing nothing but this, we could only get at most eight orders established.
There's not much we can do there.The amount of damage mitigation a railway will do in regards to the new threat is lesser to the damage that can be caused by the railway by Digging Too Deep. We need to to give the Deep Ones and anything close to them a wide berth.
Wrong PsykerInstead of psyker disruption according to your example (which is too niche of a job), we should set up an order of psyker-killing psykers, like the Witch Hunters or Psyker Hunters except they're psykers. More Betas and Alphas are popping up than ever before so increasing the firepower we level against them would be a very good idea. Xavier's martial excellence will be especially helpful in founding this order.
Psyker vs psyker combat is Aria's thing. She can even beat Xavier if they just stick to powers.regiments on the masters.
Master Witch Finder (+4I, +2D, +4 Control, +50 to all rolls to locate Psykers)- Grandmaster Aria has led the Witch Finders of Avernus since their founding over a hundred years ago. This experience has led to her being incredibly skilled at locating Psykers, both latent and active.
Grandmaster Witch Hunter (+1M, +2I, +2P, +3C, +1 Power, +4 Control, +50 to all rolls against Psykers)- Grandmaster Aria has spent the majority of her life hunting down and killing rogue psykers, many of them more powerful then she is. This experience has developed her skills in a range of fields, though especially in killing psykers.
Master Psychic Duelist (+2P, +3C, +2 Power, +3 Control, +50 to rolls against psykers)- Grandmaster Aria is a master of psyker to psyker combat, able to defeat all but the greatest of psykers in a duel.
Null Zone (+5 Control, +200 against Psykers and daemons, +200 to all rolls to counter psychic powers and effects, add portion of power of all psykers in Null Zone to her power)- Grandmaster Aria is incredibly skilled at draining the power of the Warp from an area with an ablity she calls Null Zone. Her Null Zone allows her to drain the power of hostile psykers and deamons, and either use it as her own or dissipate it into the Warp. It is partially a result of this skill that she is considered to be one of the best Psyker hunters on Avernus, despite being only a Delta-level Psyker.
This is more Xavier's thing, though illusionist daemonolgists is probably the best combo.Another idea to add to the list is Assassins. Get a bunch of daemonologists/telepaths/diviners and, with Jane's assistance, have them specialise in being really powerful assassins. The war against Garkill shows how invaluable this kind of unit could be. Xavier's own experience with sabotage and (to a lesser extent) assassination would benefit here.
The rails might be beneficial but it's not worth the risk and there's always something else we could be doing.Still don't think we should poke em, but I do want to build the rails.
Sweet baby Jesus she is awesome.Wrong Psyker
Psyker vs psyker combat is Aria's thing. She can even beat Xavier if they just stick to powers.
The three disciplines I included all fill their own niches and have their own unique ways of carrying out assassinations. Daemonologists would be a good fit for one kind of assassination, but not all of them. Basically, the niches are this:This is more Xavier's thing, though illusionist daemonolgists is probably the best combo.