Let's not pretend how one sided the relationship is between the Trust and the Blood Dragons. The Trust out beats them in everything but population and space marines and both of those are a matter of time. Technology, expertise, psykers, saints, generals, etc. the Trust has a economy the same size as the blood Dragons And the colonies are not even committing to the Trust.
While my view isn't quite as extreme/apocryphal as some, I agree with the general thrust of the idea that we shouldn't request more than we think we could really benefit from when they're dealing with their own problems.
I do think that we should effectively offer them a major favor worth of buildup/industrializing sometime soon, I just don't think we need to do so in obligation—as before, our trade credits for the tech exchange didn't need to balance. While getting it through the rest of the council would be easier if we were obligated to, I imagine the desire to build closer ties would be sufficient.
Adhoc vote count started by Thors_Alumni on May 2, 2018 at 4:15 PM, finished with 129 posts and 34 votes.
[X] Plan No Favor
-[X] Ask for Extraordinary (10 pts worth) of Fleet Support in dealing with the WAAAGH
-[X] Do not ask for Guard support dealing with the Waaagh
-[X] Do not ask for Astartes support dealing with the Waaagh
[X] Plan Owe a Favor
-[X] Ask for massive Fleet support dealing with the Waaagh - Have forty Astartes capital ships and a hundred and fifty cruisers and associated escorts deployed. This will provide your fleet with a decent number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks . 8
-[X] Ask for major Guard support dealing with the Waaagh - Have four billion Guard deployed to Svartalfheim, this will provide you with a massive number of skilled soldiers, though not as well equipped as your own armies. 4
-[X] Ask for major Astartes support dealing with the Waaagh - This will provide you with a chapter equivalent force of Blood Dragon's, greatly increasing the number of heroes and elites you have on hand. 8
[X] Plan Minimal Assistance
-[X] Ask for massive Fleet support dealing with the Waaagh - Have forty Astartes capital ships and a hundred and fifty cruisers and associated escorts deployed. This will provide your fleet with a decent number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks . 8
-[X] Ask for some Guard support dealing with the Waaagh - Have two billion Guard deployed to Svartalfheim, this will provide you with a significant number of skilled soldiers, though not as well equipped as your own armies. 2
-[X] Do not ask for Astartes support dealing with the Waaagh - Rely instead in your own elites
[X] Plan overwhelming fleet support
-[x] Ask for overwhelming Fleet support dealing with the Waaagh - Have eighty Astartes capital ships and three hundred cruisers and associated escorts deployed. This will provide your fleet with a large number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks. 16 -[x] Do not ask for Guard support dealing with the Waaagh - Rely instead in your own armies -[x] Ask for some Astartes support dealing with the Waaagh - This will provide you with half a chapter of Space Marines, and elite force that you be highly useful in dealing with the Ork Elites. 3
[X] Ask for massive Fleet support dealing with the Waaagh - Have forty Astartes capital ships and a hundred and fifty cruisers and associated escorts deployed. This will provide your fleet with a decent number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks . 8
[X] Ask for some Fleet support dealing with the Waaagh - Have a eight Astartes capital ships and fortycruisers and associated escorts deployed. This will provide you with an edge, but no more. 2
Adhoc vote count started by Thors_Alumni on May 2, 2018 at 4:16 PM, finished with 129 posts and 35 votes.
[X] Plan No Favor
-[X] Ask for Extraordinary (10 pts worth) of Fleet Support in dealing with the WAAAGH
-[X] Do not ask for Guard support dealing with the Waaagh
-[X] Do not ask for Astartes support dealing with the Waaagh
[X] Plan Owe a Favor
-[X] Ask for massive Fleet support dealing with the Waaagh - Have forty Astartes capital ships and a hundred and fifty cruisers and associated escorts deployed. This will provide your fleet with a decent number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks . 8
-[X] Ask for major Guard support dealing with the Waaagh - Have four billion Guard deployed to Svartalfheim, this will provide you with a massive number of skilled soldiers, though not as well equipped as your own armies. 4
-[X] Ask for major Astartes support dealing with the Waaagh - This will provide you with a chapter equivalent force of Blood Dragon's, greatly increasing the number of heroes and elites you have on hand. 8
[X] Plan Minimal Assistance
-[X] Ask for massive Fleet support dealing with the Waaagh - Have forty Astartes capital ships and a hundred and fifty cruisers and associated escorts deployed. This will provide your fleet with a decent number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks . 8
-[X] Ask for some Guard support dealing with the Waaagh - Have two billion Guard deployed to Svartalfheim, this will provide you with a significant number of skilled soldiers, though not as well equipped as your own armies. 2
-[X] Do not ask for Astartes support dealing with the Waaagh - Rely instead in your own elites
[X] Plan overwhelming fleet support
-[x] Ask for overwhelming Fleet support dealing with the Waaagh - Have eighty Astartes capital ships and three hundred cruisers and associated escorts deployed. This will provide your fleet with a large number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks. 16 -[x] Do not ask for Guard support dealing with the Waaagh - Rely instead in your own armies -[x] Ask for some Astartes support dealing with the Waaagh - This will provide you with half a chapter of Space Marines, and elite force that you be highly useful in dealing with the Ork Elites. 3
[X] Ask for massive Fleet support dealing with the Waaagh - Have forty Astartes capital ships and a hundred and fifty cruisers and associated escorts deployed. This will provide your fleet with a decent number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks . 8
[X] Ask for some Fleet support dealing with the Waaagh - Have a eight Astartes capital ships and fortycruisers and associated escorts deployed. This will provide you with an edge, but no more. 2
Adhoc vote count started by Thors_Alumni on May 5, 2018 at 5:22 AM, finished with 182 posts and 40 votes.
[X] Plan No Favor
-[X] Ask for Extraordinary (10 pts worth) of Fleet Support in dealing with the WAAAGH
-[X] Do not ask for Guard support dealing with the Waaagh
-[X] Do not ask for Astartes support dealing with the Waaagh
[X] Plan Owe a Favor
-[X] Ask for massive Fleet support dealing with the Waaagh - Have forty Astartes capital ships and a hundred and fifty cruisers and associated escorts deployed. This will provide your fleet with a decent number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks . 8
-[X] Ask for major Guard support dealing with the Waaagh - Have four billion Guard deployed to Svartalfheim, this will provide you with a massive number of skilled soldiers, though not as well equipped as your own armies. 4
-[X] Ask for major Astartes support dealing with the Waaagh - This will provide you with a chapter equivalent force of Blood Dragon's, greatly increasing the number of heroes and elites you have on hand. 8
[X] Plan Minimal Assistance
-[X] Ask for massive Fleet support dealing with the Waaagh - Have forty Astartes capital ships and a hundred and fifty cruisers and associated escorts deployed. This will provide your fleet with a decent number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks . 8
-[X] Ask for some Guard support dealing with the Waaagh - Have two billion Guard deployed to Svartalfheim, this will provide you with a significant number of skilled soldiers, though not as well equipped as your own armies. 2
-[X] Do not ask for Astartes support dealing with the Waaagh - Rely instead in your own elites
[X] Plan overwhelming fleet support
-[x] Ask for overwhelming Fleet support dealing with the Waaagh - Have eighty Astartes capital ships and three hundred cruisers and associated escorts deployed. This will provide your fleet with a large number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks. 16 -[x] Do not ask for Guard support dealing with the Waaagh - Rely instead in your own armies -[x] Ask for some Astartes support dealing with the Waaagh - This will provide you with half a chapter of Space Marines, and elite force that you be highly useful in dealing with the Ork Elites. 3
and saw that strictly speaking....im not being counted on the top list....
so I think I want to say this?
[X] Plan No Favor
-[X] Ask for Extraordinary (10 pts worth) of Fleet Support in dealing with the WAAAGH
-[X] Do not ask for Guard support dealing with the Waaagh
-[X] Do not ask for Astartes support dealing with the Waaagh
still want to say that we should ask for focus on bombardment/long range ships tho.
Adhoc vote count started by Nurgle on May 2, 2018 at 10:44 PM, finished with 134 posts and 39 votes.
[X] Plan No Favor
-[X] Ask for Extraordinary (10 pts worth) of Fleet Support in dealing with the WAAAGH
-[X] Do not ask for Guard support dealing with the Waaagh
-[X] Do not ask for Astartes support dealing with the Waaagh
[X] Plan Owe a Favor
-[X] Ask for massive Fleet support dealing with the Waaagh - Have forty Astartes capital ships and a hundred and fifty cruisers and associated escorts deployed. This will provide your fleet with a decent number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks . 8
-[X] Ask for major Guard support dealing with the Waaagh - Have four billion Guard deployed to Svartalfheim, this will provide you with a massive number of skilled soldiers, though not as well equipped as your own armies. 4
-[X] Ask for major Astartes support dealing with the Waaagh - This will provide you with a chapter equivalent force of Blood Dragon's, greatly increasing the number of heroes and elites you have on hand. 8
[X] Plan Minimal Assistance
-[X] Ask for massive Fleet support dealing with the Waaagh - Have forty Astartes capital ships and a hundred and fifty cruisers and associated escorts deployed. This will provide your fleet with a decent number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks . 8
-[X] Ask for some Guard support dealing with the Waaagh - Have two billion Guard deployed to Svartalfheim, this will provide you with a significant number of skilled soldiers, though not as well equipped as your own armies. 2
-[X] Do not ask for Astartes support dealing with the Waaagh - Rely instead in your own elites
[X] Plan overwhelming fleet support
-[x] Ask for overwhelming Fleet support dealing with the Waaagh - Have eighty Astartes capital ships and three hundred cruisers and associated escorts deployed. This will provide your fleet with a large number of powerful ships, many equipped with bombardment cannons which are highly effective against Hulks. 16 -[x] Do not ask for Guard support dealing with the Waaagh - Rely instead in your own armies -[x] Ask for some Astartes support dealing with the Waaagh - This will provide you with half a chapter of Space Marines, and elite force that you be highly useful in dealing with the Ork Elites. 3
1. first you can't get a commision to you are 21, next probably either a lieutenant or new captain, major if they are both brilliant and there has been a major war or military expansion to open up more room for promotion
2. it depends, look at your current marshals
A/N Not sure I'm happy with the picture, so I'm all for alternatives.
With the discovery of the Julankasia's survival vault, in the interests of presenting a proper explanation towards the Xenos species this presentation has been prepared.
Traits
Very Adaptable
Talented
Sedentary
Wasteful
The Julankasia were reptilian species, ranging from six to eight feet in height, with powerful builds and tough skin.
Their most noticeable trait is their sheer resilience, to the point that it almost defies the laws of conventional biology, leading to the likely idea that they were uplifted by a species for some unknown purpose. *
Their bodies were filled with redundant organs, nervous system, and multiple stores of water and nutrients located around their bodies and an impressive healing factor, able to restore whole limbs if given time and nutrients, even a measure of resistance to radiation likely obtained due to a self-inflicted nuclear apocalypse on their home world. Tying into their healing factor is their most unique feature. The Julankasia also could train their bodies for specific purposes. It is most similar to how humans can improve their physical strength through muscular regeneration. Through sustained exertion a Julankasia could easily improve their strength, reflexes, the inherent toughness of their skin and more with ease.
Regardless of this, their strength is considerable, with the average healthy Julankasia being able to physically overpower an average human on average, however it would require dedicated training to contest the strength of the Jotun or a relatively old Quartok and it is very unlikely that one would ever be able to arm wrestle a space marine. However, their records do say that their greatest heroes were capable of overpowering and strangling ork warbosses with their bare hands, which is not unknown to the Imperium. **
In many ways their physical power should have meant that they could overpower the much more trusting Ancients, however they did not for several reasons. The first is that the Julankasia are a very sedentary species. This does not mean that they were not willing to travel, they were simply unwilling to settle when they did. This meant that they were very slow to colonise additional worlds, despite their home world's devastation*** and thus humanity quickly started to grow around them. The second is that their species seemed to be surprisingly wasteful. This is not to say that they were impractical, but they were more than willing to add excessive ornamentation and decoration to their weapons, structures, armour and vehicles. While not inherently bad, it slowed down their growth considerably.
Finally, the Julankasia were a surprisingly friendly species. If one was willing to accept their tests they were happy to respect them, even form long lasting friendships like they did with the people of Muspelheim and Helheim. This was not universal however, as there was stated to be a lot of bad blood between them and the ancient Asgard and Vanir.
Addendum, minimal psychic presence has been detected within their genome, roughly in line with Inquisition averages for a species that had achieved warp travel for several thousand years.
Technology
This section is fundamentally linked with their species' culture to an extent.
The legacy vault does not contain significant stores of technology, mostly what is needed for their revival. However, there were four incredibly culturally significant pieces left within the vault, all of which are in some way related to warfare as well as training. Addendum, there are also a handful of relics.
The first is a plasma foil type weapon, sized and designed for the Julankasia and incredibly potent. This was reportedly developed with humans in exchange for some grand service replacing the older power weapons that they had previously used.
The second was a plasma pulse "carbine." **** The technology that went into this weapon is similar to that used by the Tau and seems to have been an expensive staple of their arsenal for several millennia shortly after their species reached the stars.
The third a suit of power armour that seems to occupy the space that old Imperial armours once occupied. Superior to basic power armour, not as potent as elite while also being more expensive. Despite this, the amount of armour that is present is impressive, as is the fact that it increases the strength of the Julankasia even more.
The final are stealth spheres, reverse engineered from human technology after the disappearance of the Men of Iron, the Julankasia utilised suits of elite recon armour to create these spheres which could hide their warriors much better than their previous stealth field generators.
This next section delves into who and the Julankasia were before to give insight into what they were and if resurrected how best to manipulate them to the Trust's benefit.
As noted the Julankasia were a very militaristic and warlike people, bound by a strict code that saw them become one of the more trusted xenos species in the local area. The code was created to ensure that they did not destroy themselves…again.
Their usual interactions with the rest of the galaxy was through being hired for various war like operations. This could be preventing or killing Ork waarghs, fighting in wars between polities, exploration missions and more*****. The resources gained from this would then be reinvested in their home world and clans.
The clans were made up of several associating blood lines of thousands to millions of individuals. They each tended to have their own specialisations and individual quirks, however each clan leader was allowed into their assembly who made decisions for their whole species. The one who proved themselves most worthy would be the head of the assembly and consequentially the leader of their whole race.
One of their most extreme features was their dedicated to meritocracy. One simply could not advance in their society without proving that they were worthy of the position through deed. Thus, while technically an oligarchy their hierarchies were very fluid, as any could challenge those above them and claim their positions. This could backfire considerably, as it was not unheard of for the best physical fighter to replace a leader who was a superior general, administrator ect.
Moving back into their dedication to warfare, the four pieces of technology seen above were reflections of that. Each piece of technology was connected to what they saw as fundamental aspects of warfare and trained a Julankasia in specific ways to take advantage of their unique regeneration system.
Achieving basic mastery of one of the items would result in receiving a master crafted version of that piece of technology. Each Julankasia was encouraged to either specialise and master this piece to its fullest, or to branch out and achieve another piece of technology. For example, one who gained full use of the sword would become faster and better at reading their opponents, the "carbine" superior eye sight, the armour stronger and even more resilient and the camouflage, better at stealth even without the device.
Currently there are only three in their history who have ever achieved complete mastery of all four items obtaining "balance" and reaching a level beyond that of the ordinary Julankasia. They are Jul'endara the Unifier, Ral'tabek the Slayer of the Scourge, and Thel'kalran the Avenger. Each of them was stated to have been an unstoppable force on the battle fields of the ancients, living armies that could hold entire fronts. ******
Utility to the Trust
The Inquisition's assessment of the Julankasia is that they would help to add additional elite forces to the Trust, while also ensuring loyalty to the Trust. However, it is not currently an effective use of Trust resources to resurrect them. In approximately fifty years possibly and on Avernus.
*According to both Dark Age scholars, a few Julankasia philosophers and our own personal assessment, this does make a very good degree of sense. It explains their rampant militarism, why their organs are so naturally bio optimised even considering their world's previous nature as a death world, why they have the tools to so easily take advantage of their unique nature ect.
**Usually this was a feat reserved for members of the adeptus astartes, however there are some records stating that heroes like Commissar Yarrick strangled orks with during the Armageddon wars. Of course, having a metal claw would make that a bit easier.
***This was apparently a self-inflicted nuclear Armageddon, due to tensions flaring between different factions and destruction following. Their world was plunged into nuclear winter, where before there was a desert death world. We have located the system in Cobalt, their world was purged by their enemies after their defeat, and any remains picked over long ago.
****The weapon is a carbine to beings of their size, its bigger than the Tau plasma rifle for a human.
*****Their code ensured that slavery and other immoral contracts were unacceptable, as they considered denying others the right to fight back unthinkable. This was a large part of their rivalry with the Kiaraksan's who were enthusiastic slavers. Other tasks were frequently to assist the researchers at Helheim, who often had beasts for them to capture/fight and weapons for them to test.
******In their beliefs achieving mastery of all four awakens something within a Julankasia known as Ilros. This is meant to be a state of complete physical and mental balance and can only be awakened through intense combat, but when achieved lasts for a life time. The reason that its actual existence is nearly unconfirmed was that their research led them to believe that achieving the required physical balance to have all four masteries at once was impossible.
Because we'd resurrecting them. They think it would be very easy to ensure their loyalty from day one through indoctrination ect. so long as we're not stupid.
Their general argument is that it would be much easier to use them as suicide units that are not human, but are also good soldiers. While also having enough technology to have more utility than the Quartok currently are.
Also we can't really spend more resources on the marines than we currently do
Because we'd resurrecting them. They think it would be very easy to ensure their loyalty from day one through indoctrination ect. so long as we're not stupid.
Their general argument is that it would be much easier to use them as suicide units that are not human, but are also good soldiers. While also having enough technology to have more utility than the Quartok currently are.
Also we can't really spend more resources on the marines than we currently do