This isn't really a Durin question because I'm sure its answered somewhere, but I'm wondering if there's more up to date information on population than the datasheet information threadmark? Because that says last updated Turn 82 and so is wildly out of date.
So I'm confused about how trade with the Nynye works, are all these potion trades considered ongoing trades for an ongoing supply and so the 150 points we allocate represent things we're continuously trading them for potions they're continually supply us?
After examining Jacob Oakheart and Saint Lin Areatha told you that while the effects of their conditions are similar the causes are a bit different. She tells you that Jacob's soul is more then his body can contain, and that the best way of dealing with that is Royal level Alkahestry to enhance his body. Saint Lin on the other hand has a soul gifted with more power then it can withstand. The only ways to cure it from what she can tell is either gain the assistance of someone able to reinforce the strength of his soul, which most gods can not achieve, or to have someone able to conduct spiritual surgery remove the power from his soul, which again is mostly limited to gods.
Honestly figured that Jacob was going to reach Transcendant and become ageless long before aging a mere 20% faster mattered. This does make me wonder if the cure she recommended for Jacob could buy more time for Saint Lin though.
I expect Lulana will just straight up give Jacob the Royal Alkahestry given their relationship.
Daemon Hunt: Summoning: Three Times- Areatha the Ancient Wander has come up with a plan that may be able to stop the kidnapping of Chaos Psykers from Avernus, which has gathered a worrying amount of psykers over the years. This plan will require her participation and Inquisitor Klovis-Ultan would be the best choice to coordinate it with her. Well as long as you don't have to deal with that woman more then needed.
Time: 1 year (can be repeated)
Chance of Success: 70% (not modifiable, if failed all other daemon Hunt Actions also fail)
Cost: Free
Reward: Areatha participates in the Deamon Hunt
Complete
year two d100=9: Fail
year three d100=17: Fail
year four d100=69: Success
Areatha spent three years attempting to summon and trapThe Dark Whisper, the Lord of Change responsible for the psyker escapes. Her first few attempts were rather dismal failures, in large part due to her utter inexperience at summoning. However in the third year she was able to successfully force the Lord of Change of fully incarnate and bind it to the Materium, allowing Jane and Aria to kill it.
I find it kind of amusing that it took 3 tries to beat a 70% success rate. Also surprising that it wasn't just her refusing to do it the first two times.
Apprentice Potions of Sight for Life Guard (20)
I find myself wondering, did the Governor's Own get lumped in with Life Guard? Because they aren't listed as their own modifier for sales and we actually use them in combat a lot.
4 Beta levels caused some damage killing 102,000 PDF Troopers, 12,000 Helltroopers, 2,512 Psyker Hunters, 504 Veteran Psyker Hunters, 108 Elite Psyker hunters, 44 Master Psyker Hunters, 1,696 Witch Hunters, 288 Veteran Witch Hunters, 56 Elite Witch Hunters, 72 Witch Finders, 48 Psy-Hunters, 24 Master Psy-Hunters, 2 Grandmaster Psy-Hunters, 3 major Psy-Hunters and 1 major Master Psy-Hunter before they were taken out by your kill teams.
The low quality losses are quite low, but the high quality losses are pretty high compared to normal. I'm really not looking forward to the chaotic alphas that aren't being taken away by the daemon anymore, was surprising there wasn't one this turn since there wasn't one last turn and we've been averaging one a decade.
Double: Daemon Hunt: Final Blow: Three times- The plan to halt the daemon kidnapping your chaos psykers requires someone able to inflict true death on it. Fortunately Jane is somehow able to pull this off, and is eager to participate in the Hunt.
Time: 1 year (can be repeated)
Chance of Success: 00% (38% after bonuses)
Cost: Free
Reward: Jane participates in the Daemon Hunt
Complete
Year Two NA
Year Three: NA
Year four d100=23+20(traits)+18(combat)+20(double)+20(Null)=101: Bare Success
Jane wounded and misses next years actions
-200 Master Psyker Hunters,
-1 Psy-Hunter Primaris
-20 major Psyker Hunters,
-50 minor Psyker Hunters
-500,000 militiamen
Jane spent three years preparing herself for killing the Lord of Change that has been stealing her prey. When Areatha finally managed to summon it Jane and Aria led a group of their best to kill it, and succeeded after a fight out of legends. The Dark Whisper proved to be a mighty Lord of Change and was able to summon its host to protect it, resulting in a battle that devastated an entire district of Yphax it died a final death on Jane's blade. The Dark Whisper did not go out without a fight, and inflicted some major wounds of Jane that will take her out of action for a year, and add to her already impressive collection of scars.
Geeze that bare success. Though I don't understand how she only had a +18 from her combat? I wonder if killing another daemon of this power gives her a trait, or if the bare success makes her not get one?
For the last half decade Archmagos Biologis Maximal has been studying the Raptors of Elysium. He tells you that between his previous studies of Tyrant Lizards and his current studies that he will most likely be able to create a range of biological lasers, though they are significantly less effective then a mechanical laser of the same size. Archmagos Maximal does however mention that no one in possession of a biological laser should ever be exposed to the Tyranids, as it would be a disaster if they copied it.
I don't think it will ever be worth our while to make subpar lasers that would be tyranid treats.
High Grandmaster Ridcully recently gave you a report on the Forge-Empire of Callamus, the most powerful human remnant of Segmentum Tempestus. Callamus is a Forge World located to the south of Bakka, in the furthest reaches of the Segmentum. It was founded in M40, and since then has had a meteoric rise until it is spoken of in the same breath as Ryza. Unlike many Forge Worlds Callamus has always been highly active, with its powerful armies and fleets participating in battles across the galaxy, an act which earned them many allies both within the Mechanicus and without as well as one of the most powerful armies in the Adeptus Mechanicus. This led to it being the natural leader of its region after the fall of the Imperium, a region which also had several other Forge Worlds of lesser renown. The areas under the protection, and later control, of Callamus were quickly industrialised by the Tech-Priests, with every world turning into either a Resource World, an Industrial World or a Forge World. This allowed the Forge-Empire of Callamus to develop a powerful military which was used to expand the Forge-Empire. The Adeptus Mechanicus of Callamus is well on the radical end, treating its menials far better then most and encouraging innovation, though not without taking great care.
As things stand the Forge-Empire controls forty sectors, each of which is split between one of more Forge Worlds. These Forge Worlds owe allegiance to Callamus and pay tithes to it but are in many ways independent. The armies of Callamus resemble the traditional force of the Adeptus Mechanicus write large, though they do wield several new forms of technology developed by the Forge-Empire over the years. As well as the all pervasive Orks the Forge-Empire of Callamus must deal with the Ophelian Theocracy to its north, the largest and most powerful of the Golden Imperiums of the Abomination, the expansionist Maynarkh Dynasty of Necrons to the South and countless attacks by the Dark Mechanicus. So far they have been able to hold their own, and even occasionally gain ground but the Green Awakening has raised the pressure on the Forge-Empire of Callamus to a new level.
40 sectors is huge in this era when our own estimates are that lack of astropaths makes it difficult to govern more than a single sector, even accounting for the federal nature of this polity. I do wonder what sort of tech we could get from trade with them as they actually seem to be rapidly advancing their tech. Wish we could get them to replace our mechanicus entirely.
High Grandmaster Ridcully divined Waaagh Hedcrusha before the Emergency High Council Meeting. As expected he found a great deal of information on Waaagh Hedcrusha, which is another stage 2 Waaagh. He tells you that while the Waaagh is led by possibly the dumbest Warboss he has ever heard of and has few veterans it has a formidable fleet including a Gargantuan Hulk, a Huge Hulk, half a dozen Large Hulks and nine small hulks supported by almost a thousand capital ships and forty thousand escorts. On the ground the Orks number almost two hundred and thirty billion, including only fifteen billion Scarboyz, a third as many as Waaagh Gutcrumpa and an even smaller proportion of larger Orks. However they do have a full two thousand Gargents which could be an issue. The Waaagh as a wole has a far greater number of Meks then would be otherwise expected, which is probably what is responsible for the large number of warships. In better news Ridcully tells you that he will be able to set up several ambushes of the Orks as they approach the Imperial Trust and will be able to direct them to hit whichever world you want first, including Valinor if you are so inclined.
Well that's a bit terrifying of a fleet considering it's around double the strength of the last fleet. Though our heavy fleet didn't take very severe losses last time so it's manageable, but the high number of ships means wearing them down via harassment won't be all that feasible.
Getting them to hit Valinor might be nice, as they could be tied up fighting daemons on the ground basically forever.
Daemon Hunt: Null: Three Times-- The plan to halt the daemon kidnapping your chaos psykers would benefit from Aria being on hand to weaken it with a Null Zone.
Time: 1 year (can be repeated, Must be taken by Aria)
Chance of Success: 50% (99% after bonuses)
Cost: Free
Reward: +10 to Jane's roll for the Daemon Hunt
Complete
Year Two NA
Year Three: NA
year four d100=95+21(stats)+25(traits)=141: Critical Success
Aria spent three years joining the hunt for the The Dark Whisper, the Lord of Change that has been rescuing your rogue psykers. While the first two years turned out to be duds in the final year it was successful trapped, and Aria and her Null Zone proved to be essential in weakening it enough to kill it.
Hmm I wonder if she'll get a trait since she rolled a 95 on such a big thing.
@Durin
1. The psyker trial attempt numbers leave 285 unaccounted for. It also is identical to the previous turn's line, so I think it wasn't properly computed?
2. Would the cure for Jacob's condition buy time for Saint Lin? That was unclear to me since it sort of sounded like Saint Lin's was just too
severe for that method to cure, and so might be mitigated by it.
3. Are Jane or Aria going to get traits for killing The Dark Whisper?
4. Can orks actually conquer a daemon world?