- Location
- Lowton
S#%* he found out who he wants to murder hasn't he
Rids buckle up for targeted assaults
S#%* he found out who he wants to murder hasn't he
1. More I the unstable rift end@Durin
Some weapon design questions for eventual ideas
All these are leading to try and figure out whether FTL torpedos are a viable research direction.
1. What precisely causes the damage to ships trying to enter or exit warp without standing clear of the system's warp limit? Unstable warp rifts? Gravity fluctuations?
(depending on how it works the weapon might not be able to fire once the launch platform is within the warp limit)
2. I know that regular cheap systems can calculate short warp jumps based on the local conditions, if the jump was short enough could they calculate one precisely enough to intersect a ship sized volume of space In its path of travel?
(the distance would be short because it's trying to place it in a location within the same star system)
3. I'm under the impression that Nova cannon vortex munitions exist, and are capable of considerable splash damage. Am I right and do we have the design?
(this is just in case it's impossible to get direct hit accuracy out of a warp jump)
4. If a device set off a vortex munition within the warp would it still tear a rift in reality? Damaging whatever occupied that volume of realspace on the opposite side of the veil.
5. Or is this getting too close to teleporting munitions?
This is a further extension of my thoughts on how to make really powerful ships practical. I was thinking of settings that had FTL missiles, and considering how that would work in 40k. Thought of Orkish Gunz that bypass armor by firing through the warp. Remembered that warp drives and vortex munitions are really similar. And realized that it might be possible to brute force range similar to the Deus without using AI, or at least improve the range on the Deus.
They would probably require Mechanicus actions to make(or maybe even its own limited output factory), because this is taking Vortex weapons and making them even more complicated, but it'd be an amazing weapon against Necrons, conventional fleets, or giant super-ships. Useless against Tyranids though.
Edit: 6. If we figure out the Tachyon scanner from the Deus can we mount it on a orbital defence platform to give the orbital defences a range boost?
Could well be.Ahhhhh shit, it's retribution for the Isha thing isn't it?....
I'm not panicking, but that's no reason not to take precautionsFor all we know the cultists just rolled high this turn, guys. Don't panic over this just yet.
There is rolling high and then going form less than 300 a year to a 1000 a year. I think we will be attacked somewhat soon or demon incursion. We do have about even odds of either.For all we know the cultists just rolled high this turn, guys. Don't panic over this just yet.
Supersoldiers take timeGeneral Richards has continued in her efforts to expand the Avernite Helltroopers over the last half decade. Currently she still has the first few corps of new Helltroopers in training, though they have been joined by another hundred and fifty million men. General Richards tells you that the first three new Helltrooper Corps will be combat ready in a bit over a years time. You wonder sometimes at the sheer time it takes to train an Avernite soldier, with each Helltrooper having a dozen years of dedicated training, an amount of time that only the Stormtroopers of the Imperium could approach.
I really don't like that we were not warned in time of the moonhives reaching capacity. Like we are with psykers for example, as a matter of course.The population growth of Avernus has dropped even further to an average of 0.16% over the last half decade due to massive losses to the dragons of Tarascon and Magma Wyrms in Dis.
Just in case of what? It's on the moon! An enemy fleet suddenly teleporting there?Rosalinda has continued work on expanding the Forge-Hive of Mag Mell into a Huge Forge-Hive. While she has made a great deal of progress there is still much work to be done. Of particular note now is the time n which the hives defences are at their lowest ebb, requiring the deployment of a large force to the Hive just in case.
Very good! Hopefully she will be able to help with counter frequencies too. I think that she will be.Inquisitor Klovis-Ultan found that Areatha was more then willing to put her mind to helping your Psykers determine the frequencies that the Gods of Chaos operate on, and is wishing that she came up with the idea of figuring it out before. Given her talents this will be a major help.
Excellent. A bit confusing that eating the chaos psyker souls was not mentioned as a part of the deal though.Inquisitor Klovis-Ultan found that the Sirens of the Azure Bay were willing to provide assistance in hunting down Chaos Psykers in your cities in exchange for a range of easily affordable prices, including digging a few lakes for them and rights over a few islands you were not planning on using in the first place.
As expected.Inquisitor Klovis-Ultan found that while the Nynye were willing to help you deal with Chaos Psykers, they do not really have any forces better suited for doing it then you already have, or at least any such forces that they can spare.
Inquisitor Klovis-Ultan carefully contacted the Deep Sea Sirens who live near the edge of Duat with a trade proposal. Eventually they agreed to inscribe a large amount of your best soldiers weapons with runes in exchange for the secrets of Quartok technology.
Finally! Sirens willing to buy stuff that we have plenty of!Recently Inquisitor Klovis-Ultan had Lamia help him make contact with the Sirens of the Turquoise Sea to the south of the Everglades. He found that this group of Sirens is renowned for its mastery of Siren Song, and the number of tamed beats that it can field. The Turquoise Sea Sirens are far more nomadic then the other two queendoms that you have contact with, having only one permanent settlement while the rest of their population lives in mobile towns built onto some of their larger beasts, such as kraken. Unlike the other Sirens they are not particularly interested in technological knowledge or human souls, though they would be willing to trade tamed beasts for some advanced technological devices.
Eh, thats fine. Though I was more interested if she could point our people known to us that we do not realize could help out.When asked Areatha was not willing to point you towards any nearby species or people which would be effective against the Chaos Psykers you face. She claimed that it was due to non matching the criteria you provided, but Inquisitor Klovis-Ultan suspects that it was at least in part due to her thinking you needed to explore Avernus yourself rather then rely on her knowledge.
Mildly concerning. Could just be a random spike though, lets wait a turn and see.Over the last five years an average of one thousand cultists were found each year, the a significant spike over the last few years.
Again a very good turn. Interesting that the only losses were the blanks.1 Alpha-level and 1 Gamma-level caused damage over the last five years.
This will be very useful indeed. Looking forward to a chaos force getting their daemon ships shut down hardComplete
year five d100=59+66(stats and traits)+70(buildings)+10(other)+20(double down)=225: Greater Critical Success
Recently Archmagos Tranth has finished creating a design for a Grand Cruiser that makes use of the Psychic Cannon. The Gridarvol-Class Grand Cruiser has defences a match for a medium battleship and is as fast as a normal armoured cruiser, a good third again the speed of most grand cruisers. Firepower wise it is armed with twenty-five batteries of short ranged Macrocannons and five Thermal Lances, giving it the close range firepower of a Heavy Cruiser. Its Psychic Cannon is protected by several layers of additional shielding, ensuring that it will not be easily taken out by enemy fire, and may even survive the ships destruction in a repairable state. The Gridarvol is designed to be tough enough that it will take a significant investment for an enemy to kill it quickly, an investment that can go up very quickly if it has the right escorts. On the other hand it is fast enough to seek out powerful deamonships and Hiveships with a good degree of success, allowing it to bring its Psychic Cannon into play. Given the price of this design it would probably be best not to deploy them against foes that are not particularly vulnerable to its primary gun.
Well. Three very valuable further Biologis actions to choose from. I would say the first and last options, using the free Mechanicus slot.After a decades study Archmagos Biologis Maximal has finished his study of the Norn Queen, and what it can tell him about Hive Fleet Grábakr. He tells you that there are three main ways that he turn what he has discovered into useful weapons. First he can use the information that he has gained about the current biology of the Tyranids to better tune your sensors to detect them, and to tell apart particular species,. This will greatly increase the amount of information that your ground forces will be able to gather about their foes, and help detect hidden enemies. Next he can use it to create tailored poisons that can be deployed against the Tyranids, allowing you to inflict major damage before they adapt to then. Finally he can work with Archmagos Tranth to use the infoamtion that he has to design an Ordinatus to use against Hive Fleet Grábakr.
Close proximity only? Not as good as I had hoped, but with their focus on melee combat still very useful I think.For the last two years Archmagos Biologis Maximal has been studying the Disrupter Dolphin, which hunts the Multiplicity Carp in the Turquoise Sea to the south of the Everglades. He tells you that on initial examination the Disruper Dolphin seems to in some way Disrupt the Hive Mind of the Multiplicity Carp in close proximity.
Very interesting info. Not sure how useful to us though...Saint Lin finished his investigations of the Eldar Pantheon, the largest and most powerful group of gods in the galaxy that can be called sane. From what Lin can see while in many ways the Eldar Pantheon is like every other pantheon formed by the worship of a single race, there are several major differences due to their early history. The biggest difference is that the Eldar Gods have stronger ties to the Materium then most gods, allowing for them to more easily act within it. From what Saint Lin can tell this is a result of several different factors, which are their nature as created gods and their link to the Webway, which acts in some ways as a portal between the Warp and the Materium.
Saint Lin tells you that while the Eldar Pantheon has over a dozen active members, there are only two intact gods within it, Ynnead the Goddess of the Dead and Cegorach, the Laughing God. The other Eldar God were consumed by the Dark Prince during The Fall, and released after Ynnead's birth. These gods were shattered into shards in this time, said shards now being able to be awoken as Avatars by the Eldar. It may be possible for some of the Eldar Gods to be fully reborn out of their shards, such as Khaine, but others are irrecoverable.
Finally! Good to have that knowledge safely recorded.Saint Lin spent a good deal of two years in the Ultra-Secure Vault under Dis writing down the secrets and Warp lore that he has discovered over his life. Some of these secrets are those that even the greatest of Chaos' sorcerers are searching for, making the vault now a highly valuable target to that sort.
Aaah. A beautiful work of diplomacy, and in Warhammer.Saint Lin has spent the last three years in talks with both the High Priests of the Skinks and the Oldbloods of the Saurus. As well as attempting to allow the humans to act as a neutral party, allowed to trade with both sides of the conflict he has been working on trying to end the endless war between the two sides. In a feat of diplomacy that beggars imagination he was actually partially successful in his efforts to end the war, and was able to convince them to sign a ceasefire. While he doubts that the ceasefire will last for long without something truly unlikely happening for the moment, and probably the next few decades the war on the Southern Continent has ended. Additionally he has got the two sides to agree on allowing the humans to be considered neutral, and thus able to trade with both sides within limits.
High Grandmaster Ridcully spent a year looking into the wound that has kept the Ultramarines Primarch Roboute Gulliman's in stasis for the last fifteen millennia. He tells you that this wound has three parts, each of which will kill the Primarch if left untreated. First as easiest to deal with is the physical wound itself, a moral wound to his neck which will cause the Primarch to bleed out within ten minutes of being released from his stasis. Due to the toughness of his constitution this should be no great issue. Next is the deadly warp born poison that was on Fulgrim's blade. This poison has spread to throughout Roboute's body, and has overcome even his formidable resistance to poisons. Without a treatment for the poison that deals with both its biological and Warp aspects Roboute will either be killed by or crippled by the poison shortly after being released. Finally there is the curse of the Anathame which was inflicted on the Primarch. This is a powerful curse that has brought down Primarches before, and if left untreated will kill Roboute after weeks or even months of suffering. This is the hardest to cure aspect of the wound, and the part that Saint Lin hopes that he may be able to deal with.
Inquisitor Klovis-Ultan found Areatha far more willing to talk about the peoples of Avernus that could possibly help heal Guilliman. She told him that there are three groups that have both the means to be of help, and may be willing to provide said help. The first method, Nynye Alkahstry, you already know of. The second is to find out if there are any Sirens currently alive capable of using the True Rune of Healing, or any other True Runes that may be of help. Third is the Threnody Dragons, whose Words of Power are likely to be able to help deal with the Warp based aspect of the poison.
Vital information, this.Vlad tells you that while he does not know enough about the psychic traditions of the people or guardians of Avernus to know which could provide you with assistance he does know of several plants in the southern continent with incredibly powerful healing properties. However he tells you that locating one of the handful of places that said plants grow will be challenging, as will claiming the plants from the others seeking them.
Complete
year two roll d100=88+13(stats)+25(traits)+15(Roke Island)+20(double down)+10(Areatha)=171: Critical Success
-1 year to all Chaos Frequencies completion times
Three years ago High Grandmaster Ridcully finished his investigation into the Psychic Frequencies of Plague God. Unsurprisingly the core frequencies are related to Decay, with others relating to Death, Plague, Destruction, Perseverance and Rebirth. This indicates that as he suspected the frequencies that a god operates on correspond directly to the gods domains, for Primal Gods at least.
Complete
year two roll d100=1+29(stats)+15(traits)+15(Roke Island)+20(double down)+10(Areatha)=90: Critical Fail
re-roll? D2=2: Yes
year two re-roll d100=25+29(stats)+15(traits)+15(Roke Island)+20(double down)+15(Paragon Diviner)+10(Areatha)=129: Success
Three years ago Grandmaster Tamia finished her investigation into the Psychic Frequencies of the Abomination, though if it was not for a timely warning for Ridcully she may have ended in disaster. As she expected the core frequencies are related to Tyranny, with others relating to Obedience, Fanaticism, Tradition and Faith. This further supports the theory that a gods frequencies relate to their domains, a fact that should help with efforts to find the other gods particular psychic frequencies.
We have an alpha! And a good one! Friend to our grandson even!Recently Tamia spent a year overseeing the final training of the Alpha-level Telekinetic Jessie Cabaria, who your grandson Tomond has befriended. She tells you that while Jessie would have passed the trails without any additional training, a feat few of her power can claim, with Tamia's help she has graduated as an Elite Priamris Psyker.
Ouch. Hard fought. So anti-boarding and short ranged firepower could use a buff I think. And we will need those gravity sensors before divination stops working.The defence of Niven was hard fought but you managed to beat back the Tyranids without losing more then a quarter of your ships. The sensor network that you set up proved to be able to spot Tyranids at medium ranges, though they soon started to be hunted down by Tyranid escorts. This allowed you to track where the Tyranids were coming from, and meet them in relatively open battle. This was the first time that the Imperial Trust had clashed with a fleet that not only matched you one-on-one, but was even more top heavy then you. As expected the Tyranid Hiveships proved to be formidable foes, able to trade blows with your battleships at long range, duck out of sight if given the smallest opportunity and tear apart pretty much anything that they could get their claws on. The other real danger were the escorts with Boarding Maws, which proved to be worryingly good at closing with your ships using a combination of speed and stealth and could unleash a wave of bioforms able to overwhelm even a cruiser if allowed to.
You found that Diviners proved to be invaluable in getting past the Tyranids stealth, and large elite garrisons of troops helped counter some of their most deadly attacks, with Avernite ships faring far better then other ships due to their superior void troopers. Next you found that due to the relative lack of heavy armour on the Tyranid ships that weapons batteries proved to be far more effective then lances, and that your torpedoes were only worthwhile at short to medium ranges. As such your external torpedoes launchers proved to be if anything a liability, and you will suggest leaving them empty for the rest of this war.
On the ground several large forces of Tyranids managed to land, and caused a significant amount of damage before being put down. Due to the speed and agility that they are capable of you found only three methods to deal with them, either weight of fire from massed numbers, massed artillery that is willing to inflict collateral damage, and those few units able to actually keep up with them. Which is pretty much only the Imperial Trust's best elites. Fortified locations help for a period, but once the Tyranids reach them in any real numbers become a deathtraps as the Tyranids tear apart all that oppose them in the close quarters fights that they are best in. As such layered defences, possibly with self-destructs will be needed.
I'm sure no Sorcerer has gotten a good look at Rids yet so it's probably coincidence..
According to Durin if it remains high then it'll be concerning, if it's just a random spike then its just a random spike.There is rolling high and that going form less than 300 a year to a 1000 a year. I think we will be attacked somewhat soon or demon incursion. We do have about even odds of either.
Yes.Just in case of what? It's on the moon! An enemy fleet suddenly teleporting there?
They already know it all, or at least enough that it makes no difference....did we share it with Eldar? If not, could we sell it to them?
No, just Avernus.Edit: Wait, why did we not have Gravitic Array program for that system ready?
I doubt this. If we were doing duplicate research all this time, I would be very disappointed.They already know it all, or at least enough that it makes no difference.
I know that that's all we have right now, my question is why did we not make a new program? @Nurgle said that we had years before combat starts when I asked, is it just a mistake?
I meant we have years before combat starts in the Trust or on Avernus. If we had better sensors or a AI it would go faster but that reminds me of somethingI doubt this. If we were doing duplicate research all this time, I would be very disappointed.
Surely Lin found out a bunch of stuff that the Eldar were unaware of.
I know that that's all we have right now, my question is why did we not make a new program? @Nurgle said that we had years before combat starts when I asked, is it just a mistake?
We really should leverage the Gravity Array as much as we can, it is a powerful weapon. Or even a mining tool, it can lift continents! Slowly, but still!
The Sea and Tzeench, but otherwise they've got all the knowledge, just in a form that we'd have a hell of a time understanding and then adapting.I doubt this. If we were doing duplicate research all this time, I would be very disappointed.
Surely Lin found out a bunch of stuff that the Eldar were unaware of.
I know that that's all we have right now, my question is why did we not make a new program? @Nurgle said that we had years before combat starts when I asked, is it just a mistake?
We really should leverage the Gravity Array as much as we can, it is a powerful weapon. Or even a mining tool, it can lift continents! Slowly, but still!
Edit: Muspelheim would probably like that continent lifting capability a lot for when we aren't using the GArray in combat.
Yeah I think that is a mistake since we went from having a surplus of 17 thousand to a negative in one turn.Huh... Looks like our food production is in the negative again. Seems like a rapid drop given the low population growth of the last two turns.
Isn't it because we are sending food to the planet under siege?Yeah I think that is a mistake since we went from having a surplus of 17 thousand to a negative in one turn.
Huh yeah did not think about that.Isn't it because we are sending food to the planet under siege?
He doesn't have to. He's a player of the Quest, after all.
Good ideas! Curses might be viable and of some help, but sorcery will be both I am near certain.@Durin
1 can we do nature of curses?
1a. If we can how effective would it be to helping Guilliman?
1b. Would it be helpful in general?
2 can we do nature of sorcery?
2a. If we can could we do a anti frequencies for that?
Healing herbs are not antidote herbs. And the physical wound is a minor issue, relatively. Top of the line Alkahestrial healing potion should work there if mundane tech can't.So now that we have a lot more data in regards to healing Guilliman seems like we may definitely be able to actually have a good shot at healing him. First off in regards to the herbs we can have Ridcully divine those making it less of an issue to heal the toxins. Second we should probably get in contact with the Sirens to get access to True Healing runes since those would definitely help. Third we should have Lin look into the nature of curses to get a better idea to how to deal with this. Finally once everything is done we try to contact Vulkan to ask for his help for Lin to create an artifact to help heal Guilliman while offering some of our best people to help make up for a Primarchs absence.
Throw all this in and we may have a good shot at actually healing Guilliman.
I was thinking more:So now that we have a lot more data in regards to healing Guilliman seems like we may definitely be able to actually have a good shot at healing him. First off in regards to the herbs we can have Ridcully divine those making it less of an issue to heal the toxins. Second we should probably get in contact with the Sirens to get access to True Healing runes since those would definitely help. Third we should have Lin look into the nature of curses to get a better idea to how to deal with this. Finally once everything is done we try to contact Vulkan to ask for his help for Lin to create an artifact to help heal Guilliman while offering some of our best people to help make up for a Primarchs absence.
Throw all this in and we may have a good shot at actually healing Guilliman.