The Long Night Part Three: Bonfire at Dawn (45k)

[X][FRIEND] Rehcaet
[X][FRIEND] John Deva
[X][FRIEND] Murphy

[X] [ACQUAINTANCE] Kasumi
[X] [ACQUAINTANCE] Dozen Dawns initiative
[X] [ACQUAINTANCE] Frank
 
[X][ACQUAINTANCES] Vorgun Scragson
[X][ACQUAINTANCES] Lyrzo-Omega-0
[X][ACQUAINTANCES John Deva

[X][FRIENDS] A Phase Tiger
[X][FRIENDS] Calemirdes
[X][FRIENDS] Rehcaet
 
Industrial Tech

High Energy Ultradense Forge


The development and availability of high-powered reactors has coincided with increasingly unreasonable demands for UDA production. Historically ultradense alloys required a sufficiently high pressure environment (a relatively easy task) along with the (far more unreasonable) extremely long timeframes to produce. Presently, a solution to the long timeframe has been found. Specifically, by just throwing more energy at it.

Utilizing huge amounts of reactors at scale to achieve the energies required, these forges are substantially less cost-effective than previous versions, but have a far greater throughput. More importantly however, they can produce their ultradense alloys immediately on demand, as opposed to going through the unreasonable timeframes required by regular Ultradense Alloy production. Given the far greater infrastructure of the Conclave members, their increased cost is generally more than worthwhile.

Bulk Matter Transmitter

Historically, the First Worldship possessed utterly surpassing Teleportation technology that was unfortunately based on different laws of the warp and thus suicidal to use in the modern Warp. However, there was a group for which this frankly crippling limitation was not an issue: Inert matter. Specifically, bulk matter, where the exact composition of the material was not particularly important to its use. Thus was born a variation, termed the Bulk Matter Transporter.

Based on downgraded versions of the First Worldship's Teleportation Technology, Bulk Matter Transmitters are designed entirely for industrial usage. They involve linked teleporters where teleportation occurs specifically from one teleporter to another, and without a need to ensure that living beings survive the transition, large amounts of matter can be transported at once. As a result, significant amounts of logistics dedicated to their usual movement can be obviated.

Although their range and throughput is fantastic, these teleporters have issues teleporting even delicate machinery for essentially the same reason they have issues teleporting living beings. Still, they are a useful addition.

===

@Durin

AN: Some industrial techs. Not much, given the little time and how close we are reaching the end of the tech trees.
entiraly viable, you will see which make it when the conclav reaches tech
 
New questions and answers.
1) Given what we know of Ka, Aria's Ka wasn't fully developed then. Did she experience a 'decline' in power that would logically coincide with her normal growth?
1) yes

2) Actually, what 'Sa' powerlevel did Aria initially awaken at? Can we extrapolate to figure out what her Ka 'powerlevel' was at the time she awakened?
2) unknown
you lack records and until she got to a psykana facility they would have been rather inaccurate to beign with
she knows that she was classified as a Gamma when she first started training and had that degraded to Delta though
and that was several years after awakening

2) What are typical Imperial successor social views towards cannibalism these days, now that corpse-starch has been phased out for some time?
2) generally major social stigma

1) So around the same as in modern-day Western society, or less (as it's a stigma rather than taboo)?
1) a bit less

3) Are you still doing combat penalties/increased risk of death for female characters during pregnancies, or is that abstracted away by how turns are ten years now?
3) still doing but it's 10% as big

1) Does Khorne have the largest Himself bonus of all Chaos Gods?
1) yes

1) How common are spell and techniques that are basically 'this one person only'?
a) Or a variant of the above, specific tricks that someone can do when they are at skilled/expert and others can only duplicate at grandmaster/exemplar?
1) very
a) even more common
a lot of poeple figure out tricks that others cant duplicae exactly
or at least not at a similar skill level
magic is an art not a science

3) of the species we are in contact with, about what % went through a period of time where uranium based atomics where the most powerful and destructive wapons they had access to?
3) more then half

4) How are these guys doing? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
4) Yo'cranada and Celasa have died

5) for my naval weapon ideas, which would be better
A. Weapons use stats of one size class higher or equivalent upgrade (such as normal batteries using normal lance stats) for 2 power subcapital, 4 power capital, and 6 power for supercaps. This would be a consolidated entry where the different types of weapons would just be flavor text
B. An upgrade that costs power (either flat cost or by ship scale as in A) but unlocks a class of superior weapons? This would be a bit more in depth
5) B

6) Graviton Prow: brute "spinal" that uses Thermal Lance accuracy and modifiers.
6) not really viable

7) Star Trek style plasma "torpedoes". High power cost upgrade that removes combat endurance issues from torpedoes but disables special ammo. Naval Laciarn Plasma Mortar?
B) bonus ordinatus mounting this
7) sounds viable

8) Is the reason Tzeentch doesn't show up before Khorne because Khorne was so powerful from his birth boost that his anti-psychic aura blocks it?
8) maybe

9) When did Khorne become anti-psyker?
9) unknown

10) Is Repanse (our Alpha Psyknight) a paragon at this point?
10) no
far off it

11) Do ka spells cause the kind of echoes needed for cataclysm spells?
11) no

12) Why do we maintain a substantial standing stealth fleet currently?
12) beause its great vs prirates and raiders when combined with divination
as they dont see it coming so cant just run

13) Do we know/has Avernus told us how to make a Battlenet-Established area? (For the tripled bonus.)
13) no

14) Once we stop playing as Rotbart, will you no longer answer questions as if we had access to the Black Library?
14) for a while yes

1) Around how long is that expected to be?
1) single digit turns

2) Will you tell us when we have BL info access back?
2) yes

15) Are the lizardmen willing to let us use their anti-death training arenas for Jane against other heroes?
15) sometimes

1) According to my maths, providing basic Juvenat to every individual Trust person would cost the Trust a mere 2% of it's Thrones income and 5% of it's AM income. Is this about right? Cause even disregarding other benefits that's a huge potential popboom.
1) it's around right and is slowly being put into practice

1) Prior to absolutely everyone getting it like they are now, were Juvenat treatments 100% government controlled or could exceptionally wealthy individuals (be that through entrepreneurship or otherwise) purchase Juvenat treatments on the Imperial Trust's open market?
1) the rich could and did buy it on the open market
even outside worlds like Avernus and Muspelheim 1-2% always had access to Juve nat

1) The Psychic Order of Cavers makes 1% progress towards a Paragon Caver a year. How many Paragons do the Cavers as a whole produce per year?
1) less then 1
Ther is a good reason for th disparity

2) since chaos seems to be fighting itself into insignificance, would the eldar finally be willing to steal the Blackstone fortresses?
2) they are planning too

3) What was up with the Speranza?
3) never really decided

4) With his present skillset, how physically big would AO have to be to equal a Chaos God in a fight?
4) not viable

5) Did the PM bring back the Kobolds?
5) yes

6) are there any slots left for peoples who the Pm has brought back from extinction?
6) two

1) Did PM bring back the Xia, and if so did they mod them notably?
1) it has not

2) For an Animal species who are designed to challenge heroes, would something that is basically a knockoff of the Changeling work?
2) yes

3) Can a Beta+ Psyker theoretically ascend into being a warp entity without using any ascension paths?
3) no

1) Would Avernus have tried making Necrodermis Threnody Dragon to try and fix the aging issue, possibly using that C'Tan shard material? Similar idea as True Trolls, but can't shapeshift their body material.
1) no
way to hard

2) Actually, what kind of upgrades have Hoeth implemented for the Threnody Dragons?
2) cut down on the backlash

3) So.. I was just thinking, but how unadapted are the Void Dragon Ships to 'True Troll boarders'?
3) right now very
that will change quick;y once they are used

4) Diplomatically the Trolls have all merged back together and we should only conduct diplomacy with the Remnant/True Troll polity right?
4) pretty much

5) Tech concept, nano-repair/maintainer agents for ships? Designed to fix all the finicky delicate parts.
5) so improved version of the current self repair tech?
sounds viable

6a) How long does an average Avernite spend in education?
6b) How long does an average tech priest on the moons spend in education before becoming productive?
6) 10-20 years
b) prists around 25 years

1) Do you have a particular range for the Kobolts' native Spot Weak Point power? I presume at least standard rifle range/24", but I could be wrong. Or range is irrelevant due to Psy-Tech making it line of sight or long enough to not need mention in the tabletops abstraction
1) its range is a matter of skill
everyone can use it in melee
most trained users can use it at pistol or rifle range
only specilists use it much beyond that

2) For Kobolts in the Peoples Council forces, as far as vehicles go what would be their preference for base chassis (or equivalent) and armament? I presume direct fire artillery would be their preference
2) basicly Tank Destoyers

1) Is launching programming attacks on Chaos forces something of a wasted effort or something that occasionally yields dividends?
1) something that occasiony yeilds dividends

1) Are teh krorks interested in finishing off Mortarion's domain or is he not worth the ressources better spent in the Dragon war ?
1) they are putting in enough forces to put him under pressure, not enough to kill him

1) Which is a more complex form of existence, a soul or a daemon?
1) a soul

2) Did Jane get one of Tranth's newly developed psychic creators for Blinking and/or Phasing?
2) yes, phasing

1) has anything come from the crystals the Vespids used in their neutron weapons? Well, assuming they can be created via Transmutation.
1) not really
they are an alternative and easier way to make Nuetron weapons
but a less effective one

1) Should we conduct this vote as a category/task sort of deal? So voting like "[X] [FRIEND] So-and-so" and "[X] [ACQUAINTANCE] This other guy" instead of just "[X] Some random person", to reduce confusion, especially since some characters can go in either category?
1) yes

2) Aside from selecting Nurma's friends and acquaintances, what parts of character creation remains?
2) backstory

Technomancy Psythrones
Callamus has produced two variants of the Psythrone designed for use by Technomancers. The first is the Technomancy Psythrone, allowing a Technomancer to invert the normal function of a psythrone and utilize their powers upon themselves, allowing them to defend against that which is most dangerous to technomancer-operated warmachines: attacks upon the pilot themselves, especially their flesh. The second variant is the Techno Throne, which can be mounted within Hives and naval vessels, and greatly extends the range and effect of the powers of the operating Technomancer upon the bonded structure. While not as strong an enhancement as a traditional psythrone, one additional benefit is that the necessary skill and power needed for such pilots is reduced.
Notes: Provides reduced benefits compared to normal Psythrones (possibly half the bonus), but reduces skill and/or power requirements by up to two steps. Suggested:
2 steps for both Power and Skill for Dreadsuits and up to heavy vehicles
2 steps power and 1 step skill for non-walker super heavies
1 step power and 2 steps skill for super heavy walkers
1 step power and 1 step skill for Titans and larger.
Strange Matter Amplifiers
A modification of neutron weapons, strange matter amplifiers utilize a magnetic photon array to catalyze neutrons into far denser strange matter. This results in a marked increase in offensive power and a disruptive effect towards various forms of field emitters. There are a number of downsides for this upgrade. First, to maintain field integrity, the base laser cannot be used in the sweep mode nor can the beam be bent, though otherwise it maintains the extended range. Second is the power cost, which requires the use of fusion cores for man-portable weapons (single core for a pistol, a three core satchel pack similar to those used with Hellguns for rifle variant, and a backpack mounting at least half a dozen for a portable MPA cannon), while for heavier variants an atomantic or nova reactor is necessary.
Notes: EM and RM upgrade for ++ damage. Naval is relatively cheaper due to scale of the generators.
3) Any issues with the Techno Thrones or Strange Matter Amplifiers? ⁠omakes⁠
3) limit th psy thrones to one step max
Remove the naval bit for strange matter

4) A bunch of my votes are absent from the tally because I made a new vote later on but forgot that it nullifies previous votes: The Long Night Part Three: Bonfire at Dawn (45k)
1) Are these being added in or discarded?
1) some area already there
rest will be discarded

2) The naval strange matter lasers were meant to require the power hungry upgrade I asked about previously, but if that still doesn't change the current viability that is fine. Treating these as being between neutron and the canon Photon Thruster/Dark Matter lasers.
b) to confirm, this cuts out Naval Photon Thrusters as well for the moment?
2) for the moment yes

1) Did the First Worldship's currently non-working technology work when it was outside the galaxy? Or did it like experience it's technology slowly become nonfunctional over the aeons?
1) more rather suddenly stop working during th WiH

10) So in spurts, like one day a particular branch of tech frizzes out, and then a few years later another branch goes?
10) yep

'3) With Primal armies, lack of nearby non-minor threats, and possibly the Shining Citadel, is Trust considering lowering militia readiness? Down from our current Cadia grade every citizen is a militiaman (or woman, or outright soldier). With every world being a week or few from being reinforced by Trust armies in a way that can not be stopped the need for militia seems far lower now, and reducing militia training hours should raise Trust economy significantly to better support the Dragon War.
3) it is

1) In principle could 24-size cruiser spinal weapon or a 48+size BB spinal weapon be made? (and fit onto the ships)
1) maybe

1) is it possible to get more acquantaince slots, either now or in the future?
1) you can make more aqantances yes

2) Any issues with this new tranche? I lost steam on writing, so some are very short basic descriptions.
2) look viable

3) Given the popularity of the Promethean design, would it make sense for such a 24 size Cruiser Spinal Weapon to be basically designed to fit directly into a Promethean?
3) yes

4) Are proposed ship designs treated as proposals from Naval Design College that you (the admirality) then go through and discard what doesn't seem useful, or as proposals from said admirality that we need to error check ourselves with our limited understanding of naval combat (mostly limited to giant decisive battles often using now obsolete fleet doctrines and sometimes sheet mechanics)?
4) mix of both

5) I know it's been confirmed the dragon loads some nasty payloads into his torpedoes, how much of them does he use?
5) either not any or a whole lot
depending on fleet

6) How's everyone's ability to detect neutrinos in this setting? Considering a drive using them may boost stealth.
6) most of the higher tech races can do it
yourself included

7) Do Eldar solar sails work by harnessing Ka/Sa repelling somehow?
7) nah
they work by picking up conceptional solar winds
pure Sa

8) Since SoL is slower than IRL, does that mean the stars are actually closer together than IRL?
8) im pretty sure its the same

9) How does Dragonman escaping confinement work? Their FTL is slow and at least Rids should be able to divine them, so I don't see how they could have the time to build up any.
9) pretty much finding travel bugs in the shattered reality of theieir area
or hijacking bits of th webway

8) Can Eldar detect that?
8) yes but often not fast enough to stop an attack jcrusion

Neutron Hyperlance

A heavily upsized Neutron Superlance, the Neutron Hyperlance is an upsized cruiser spinal weapon designed to fit squarely into where the the Promethean class would mount it's venerable dual-linked Neutron Superlances. This greatly increased size and scale allows for substantially greater firepower, as components that would otherwise be duplicated across two weapons are instead used at scale in a single weapon. The designing of this weapon in this manner only made possible by Tranth's truly extensive notes on the mechanism of the Promethean and his exact reasoning for each design decision.

Plasma Shard Launcher

Designed in the other direction of the Neutron Hyperlance, the Plasma Shard Launcher follows the same upsized nature if in a different direction. Namely, it is designed to rapidly destroy screen elements of an opposing fleet as opposed to dealing massive damage to the heavier elements. It achieves this by arraying plasma generators to allow the creation of magnetized 'shards' of plasma bolts that can be very rapidly (multiple shots per hour, a rarity for most spinal weaponry) launched at screen elements (requiring rapid re-angling made practical only by use of the recently upsized Advanced Singularity Thrusters) to ideally destroy them within a few shots as the plasma shards quickly overpower void shields (the sheer hear ensuring void shield generaters are especially likely to collapse under the strain) and quickly disperse their heat across an entire hull at once (making even glancing shots truly lethal). This heat dispersion that makes them so lethal against screen elements does make them comparatively poor at piercing the armor of heavier ships, of course.

(size 24~30 Cruiser Spinal Weapons, one high pen and one low pen. Ideally size ~30 because it becomes a neat 27 after the Promethean's -10% SPW size trait)
1) Do these work?
1) looks viable

2a) If the Trust raised the health requirements to be a militia member to the level of the health requirements to join the PDF, what percent would that reduce the militia by?
2b) What about if they raised the health requirements of the militia to match those of the Guard?
2a) 20% maybe
2b) 30%ish

3) There's an unmarked tech omake: The Long Night Part Three: Bonfire at Dawn (45k)
How likely are these armors to be accepted? I'm considering writing some that are weaker and that I feel would be more reasonable, but I won't if these are actually likely to pass.
3) some might be accepted but most won't

5) Anything I could do to make it more likely to pass? I just quesstimated the values based on an old post of yours that gave a range of 0.2-0.5, those are all optional.
5) not really

4) what do the Slann think about how we keep finding things that the old ones did not know? Like the primal warp, machine spirits of world and etc
4) they view it as a sign how much things have changed

5) According to the Silent King, did he notice technology suddenly stop working or nonfunctional junk become workable machines during his travels?
5) yes

6) How many spiders does the average Avernite swallow in their sleep every year?
(Not counting Spiders Georg, who would totally muck up those calculations)
6) unknown

7) Status Check on the Space Sharks? Are they surfing space krakens into enemy fleets?
7) still acting as raiders in the area

1) Are Dragonman escapees colony ships or raid fleets? I dont see how the former could stay undetected long enough to build up significantly
1)both
and the colonies are more about forces force to be diverted to hunt them then anything else

1) Incidentally could you please confirm that expecting Ridcully to be able to spot all of them (Dragonmen escaping the blcokade) all the time is a fantasy we cannot possibly rely on?
1) yes
also being able to stop all the ones you spot before they reach their destination is also a fantasy

Grav-Pulse Weaponry
A fundamental redesign of common grav-weapons based on the venerable graviton ram, these weapons incorporate an adjustable grav-emitter system allowing for multiple firing modes. This allows most grav-guns to be able to swap to a repulsor mode for knocking away massed infantry and some can double as a gravitic tractor beam. Though the latter is less effective than such use made with Torsion cannons, it allows for clever maneuvers within combat.
Mystic Missiles
A simple, though expensive, conversion of psychic grenades into missile warheads. Situational in use, but in those niches they have proven to be extremely effective. While there are innumerable possibilities, there are three standout examples:
Warp Disruptor Heavy Missiles: Developed with insights from Queen Lulana, these missiles generate a field that destabilizes Sa in real space. This allows for long range counterspelling and banishment of summoned daemons for forces lacking in strong psychic defense. Due to the indiscriminate nature of these warheads, they are difficult to use in support of Psyker heavy forces.

Machine-Bane Missiles: Independently developed by both Iron Hands Librarians and the Technomancers of Callamus, these warheads replicate the Objuration Mechanicum power. Due to their inexperience with psytech these munitions are limited to standard warhead size, though a larger cluster munition is possible, albeit even more expensive.

Gate Missiles: Upon impact the warhead of these missiles generates a portal through the hull of a ship, creating a direct path to the nearest open space. While it is certainly viable to use this portal to vent important crew from enemy ships, it is most useful for boarding actions where the ability to create quick ingress without damaging the entry point is extremely useful. Especially in extraction situations. Limited to larger missile designs, equivalent to Imperial Hellstrike missiles.
1) My last tranche, unless something else comes to mind.
1) look viable

2) did Muspelheims have any close calls with someone in the impruam figuring out what they where during its history?
2) yes a couple
some they quitely removed
others the person was fooled
once they just got lucky with random, actualy random, warp accident

3) Does the Dragons default plinker flingers have a way to mount Extreme+ Range or does he need a superweapon for that? Doing a check if I need to edit a hypothetical superweapon of his to be more busted.
3) it does not

4) is it accurate to say Boulders have been impactful in major fleet engagements not because of what they did, but by limiting the enemies options because they made trying to rush our fleets way more dangerous?
4) that or forcing the enemy to move in a certain direction (directly away from them)

6) How come no one's scavenged Dominion tech from the Eye of Terror? Chaos owns the Eye and the Asuryani have always looted it for spirit stones
6) the Asuryani dd scavenge some
but it proved more destoyable then spiirt stones
and chaos destoyed most of it

7) Was the distant star that David Bovie returned to actually Solemnace?
7) yes

8) Has the galaxy run out of big macguffins that can change the setting forever and certainly won't be destroyed and lost forever immediately after they're found?
8) not yet

11) Can the Boulder be refit into Mirums?
11) yes

Station Class Armor
For centuries the primary constraint on mounting better armor on ships has been the sheer cost of the advanced materials required. The surface area to volume ratio of a larger ship is lower, which enabled more advanced materials to be used on larger ships cost effectively as in the mass of the armor was lower compared to the volume of the ship it protected. This same consideration was applied identically to stations.

However with the pressure of a collapsing economy Guillimon reapproached the naval paradigm from a cost effectiveness standpoint and recognized that stations are not under the same constraints. A station can afford to mount more mass of armor than any ship of similar size would because it doesn't need to worry about moving that armor. Hence the development of station armor. Applying modern production techniques to lower tech armor materials, one was found with a third the durability of the adamantium varieties normally used for modern starship armor for the same amount of mass, but which could be produced at a ninth the cost. At that price, stations can simply pile on several times as much armor as a starship their size would have.

Super Heavy Station Armour (1.5 ArE, PBB+ Station Only)
Very Heavy Station Armor (1 ArE, Station Only)
12) Would this be a reasonable armor upgrade option? I could tone it down in various ways if needed, like moving the ArE to 1.3 and 0.8 for instance or instead raising the size requirements. But I felt like it could be a good justification for upgrading station armor.
12) it would
 
Nova Canon Upgrades
Supernova Cannon

Designed by Callamus to keep the long favored by Adeptus Mechanicus spinal weapon competitive with new weapon technologies and more heavily armored enemies, the Supernova Cannon is a refinement of the venerable and therefore now long surpassed Dark Age of Technology Nova Cannon that makes use of extensive experience with the technology, troll derived advanced materials, limited aplication of slow technology, ultracapacitors, and the immense energy production of modern reactors to produce a versatile weapon capable of firing shells of variable mass, at variable speeds, and variable rate of fire as situation demands. Complementing this is a line of refined shells using modern technologies and production methods exploiting this capability, sadly costing them much backwards compatibility, such as the new general purpose plasma SuperNova shell which is too massive for the old Nova Cannons to launch.

MicroNova Shell

Designed as an answer to the possibility of facing deadly corvette swarms, these Supernova Cannon shells are among the lightest and most rapid firing, making them ineffective against most targets but utterly deadly against lightly armored corvettes that could otherwise devastate fleets equipped against much more common heavier armored targets.

ClusterNova Shell

This shell was designed to maximize the effect of on attack craft and torpedoes, taking inspiration from the flak cannon technology that fires shells full of guided submunitions. The guided part could not feasibly be copied here, but a shotgun like shell full of submunition warheads too weak to harm a voidship yet plenty powerful enough to ruin attack craft and torpedoes was quite well within the abilities of Callamus magi to design. It must be noted however that generally unless the enemy foolishly over concentrates their volleys this is not a cost efficient way to provide anti air fire, but it does come handy against massive volleys and to deny an area of space to enemy munitions, an ability that has more than once saved a heavily targeted ship from annihilation.

@Durin
 
Chapter One Non-Canon Omakes: New Imperial Trust Navy Proposal
Preliminary New Imperial Trust Navy Proposal

Edit: I failed to make this clear before, but this is to inform the thread of current progress not a serious proposal. We are still waiting for some technologies.

I have been writing an omake with an IC version of this, but it's been slow going so have this rough OOC version for now. This also helps me with designing, as writing things out for others like this often helps me realize new things when I am stuck. Which I am now.


Brutes/Generalists/Harassers Doctrine

Thanks to Antimatter Doped Drives, Advanced Antimatter Reactors, miniaturized Phased Plasma Projectors, Runes, and good old Tachyon as well as expecting to fight primarily the Dragonman in the future, Rangers are now obsolete and are being replaced with heavily armored, fast, and middle ranged ships like Gridravol-R.


For those interested here is the whole reasoning behind it.

If you give a ship an AM Drive which you should as it amounts to +5 Power unless the Speed is overkill compared to second best engines +2, you get S6.5 minimum Speed on a Heavy Armor Cruiser and S5.5 on PBB. So it really doesn't make any sense to go below S6 for even Brutes.
Lightly armored rangers would have about Speed 8 with these engines which is wasteful for their role, so there is basically no reason to not mount heavy armor.

Now, why middle ranged instead of long ranged?
Part of it is us having plentiful Tachyon that turns middle ranged weapons into almost long ranged ones while keeping their increased short and mid ranged damage.
When you have a fast enough to close in and durable enough to survive doing so ship, giving it the option to do just that with weapons effective in that role ruins the day of long ranged fleets that aren't fast enough to keep away, which with AM Doped Drives is most of them. The cost of this is worse performance at counter-harassment, but only when Tachyon is not present, and our expected primary opponent the Dragonman don't harass often to our knowledge. This is well worth the cost, even if our primary opponent was not VD we could supplement sub-PDR and thus without Tachyon Generalist fleets with some Rangers to compensate for the lowered counter-harass performance if need be.
Dragonman have way better long ranged weapons than us so we really don't want to fight at that range, and they can teleport like Necrons. So we want to close in very much, but cant rely on TL Brutes there entirely because there will most likely be much more closing in than short ranged fighting going on.


So our future modern fleets look like S6 Thermal Lance Brutes (literally can not go slower other than the Boulder) that specialize in close ranged work, S6 Generalists that do everything excellently, and S11 Harassers that go zoom zoom and make Eldar interested in borrowing some to suplement their forces.

To put it as simply as possible, have a table from my Navy Update Proposal:

New Gen WarpfleetTL Brutes (S6)Generalists (S6)Harass (S11)
PD ScreenGolem-PDGolem-PDHunter-A
ScreenGolem-TLGolem-GZephyr refit for S11
or Crosswind
CapitalBucklerPromethean-GPromethean-H
Cloud-A Carrier
or Storm Spinal Carrier
SupercapitalBoulderGridarvol-GGjallarhorn-IA
HypercapitalSurtrOracle (S10)
SuperdreadnoughtDeus II



Generalists (S6)

PD Screen: Golem-PD the AC Destroyer
-A ridiculous brick of an escort carrier with pocket battleship grade PD.
-Think modern Golem-D with a better name and a precious full sized hangar. Has absolutely minimal naval weapons, but has staggering 21 points worth of point defense, which is pocket battleship grade on an escort hull. Way less important now that our hulls are not made of tissue paper thanks to Runes (ACTORPS ignore Shields), but still good to have available to ruin the day of any AC/Torp focused fleet. Like Dragonman sometimes do.

Screen: Golem-G/Sindri/Magma the Screen Destroyer
-An even more ridiculous brick of an escort carrier (almost twice as durable as Golem) with 0.75x cruiser grade PPP and decent PD.
-This is as close to the perfect generalist screen escort as our technology and Tranth allows. It's, cheap, low crew, crazy durable, very high firepower for an escort, and potent carrier on top of that. I love this ship.
-Sindri was one of the brother dwarfs that forged Mjolnir and means slag.

Capital: Promethean-G the Armored Dakka Cruiser
-A now armored and all range Promethean that's close to reaching the mythical state of Enough Dakka.
-You know it, you love it, it's our ridiculously overgunned twinned spinal weapon cruiser class, now with (hopefully! Needs Tranth and no guarantees.) Heavy Armor, and CR Thermal Lances for secondary weapons to compensate for those spinals short ranged inaccuracy, making it wholly a Generalist rather than old Promethean-Rs pure Ranger from lacking durability and shorter range performance.
-Is capable of 5.76x NSL + Ex Torps alpha strike for one turn, which is patently ridiculous.

Supercapital: Gridarvol-G/Mjolnir/Vidarvol the Pocket Battleship
-The first Generalist, now with about three times the firepower and durability, a few hangars for maximum versatility, and thanks to advanced antimatter reactor 12 free Power yet to be spend.
-This ship is monstrous even before spending that utterly ridiculous 12 Power it has left over after taking all the best traits for a Durin custom trait or new high power draw weaponry that's coming up this Conclave. I have no idea how it will look afterwards, but am confident that it will be worth the legendary name of Mjolnir, and that it deserves a name of its own after many years of outshining Gridarvol on battlefields.
-Vidarvol was the staff of the father of the wielder of Gridarvol (say that three times fast).
-Could easily use ultimate stable plasma reactor for 3.5x the durability and +30% Hulk Chance (93!%), but surely that's not worth 12 Power.

Hypercapital: Surtr the Command Battleship (alternative name for PDR)
-Did you like Inferno the Tachyon PDR? And did you also like Twister the Heavy Accelerator PDR?
-Would you like having both in one ship?
-This is that ship. With 13 free Power on top.
-No less ridiculous than Gridarvol-G/Mjolnir with Heavy Accelerator and Tachyon Scanners on top, this just might be my best design to date. With this class Trust fleets will almost never be short on Tachyon or Heavy Accelerator support.
-Meant to be the perfect flagship/fleet support, that 13 Power would likely be best spend on a fleetwide buff if that's possible.

Superdreadnought: Deus II the Superdreadnought
-Now approximately 124 times more durable than the original Deus. Yes, you read that right. No, I am not kidding.
-Has 34x the Weapons of Surtr PDR. That's approximately between two and two and a half times as much per cost.
-Can barely scratch itself with its own hilarious effective 1180x SDR Neutron Lances. 1/6.5 of its own Shields worth in fact.
-The Godship. Would now eat Phalanx for breakfast.
-Naming the second the ship of the class (after Deus II of course) the Invincible might not be tempting fate. Possibly. Maybe.



TL Brutes (S6)

PD Screen: Golem-PD the AC Destroyer
-Shares with Generalists. Not that changing that sad 0.5x escort disintegrator for something shorter ranged, not that we have anything like that, would do anything notable.

Screen: Golem-TL the Thermal Frigate
-A Golem-G with little bit more PD and escort thermal lance instead of that cruiser phased plasma. A really nasty to ship to fight in short range, think escort sized Boulder thats also a carrier.

Capital: Buckler the Armored Cruiser
-A thermal lance cruiser with Very Heavy Armor that generally only Heavy Cruisers and up can have. Actually impressively durable if not on the level of Golem or Gridarvol-R, which is a relief and very nice change from Fissure being the worst class for its role in our entire arsenal.

Supercapital: Boulder the Bruteship Battleship
-The iconic brute class of our fleets ever since the New Model Navy, the good old ultradense brick studded with thermal lances rolling up everything in its path.
-Now at least five times more durable and twice as fast.
-Interestingly Trust is satisfied with the current number of Boulders and doesn't plan to build more of them anytime soon. This is also why there isn't a Brute hypercapital.



Harassers (S11)

PD Screen: The Hunter (-A) Corvette
-S12 AC hunter corvette, designed to provide enduring AA fire to harassment and raiding ops as well as contest Attack Craft Supremacy, where a hangar full of fighters would suffer attrition and require resupply unnecessarily. Besides cruisers have the best hangars, and cruisers are mostly too large to raid with.
-Previously a failed concept, now looking very viable with the AM Doped Drive.


Screen Option 1: Crosswind the X-Wing Raider
-Durin OKed X-Wing inspired Tranth design, mounts four escort neutron lances non-spinally. Because Tranth said so. Hilarious amount of firepower for an escort, and notably enduring firepower that doesn't require resupply or suffer attrition like bombers or torpedoes would.
-Extremely scary raider. Try catching something that can safely harass even Trust current generation raiders while having more firepower per cost than Hail the flying Nova Cannon.
-Could be fun to have a psy-throne Jedi X-Wing version.

Screen Option 2: Zephyr the Refitted Raider
-A far more boring and less effective option, but if the thread is not up to spending one year of Tranth time on Crosswind, refitting Zephyrs engines can provide something functional if way worse.


Capital: Promethean-H the Very Fast Dakka Cruiser
-It's Promethean-G, only lightly armored, without Ultracapacitors, and almost twice as fast.
-Can not perform its armored brothers ridiculous alpha strike, but sustained 3.84x NSL fire is still a hilarious amount.


Capital Carrier Option 1: Cloud-A the Carrier Cruiser
-You know Cloud, its been around ever since New Model Navy. Harass fast carrier cruiser, no change there just overall better.
-We are hoping that the Naval Design College manages to give it a 66% Hangars trait.

Capital Carrier Option 2: Storm the Spinal Carrier Cruiser
-A few less Hangars, but trades most of meh secondary weapons for one spinal weapon! Unless Cloud-A gets 66% Hangars this is the better option to take.


Supercapital: Gjallarhorn-IA the Ion Battlecruiser
-It's the good old Gjallarhorn II only replacing Ragnarok Cannon with an Ion Annihilator. A hit and run harassment specialist, it does lots of damage very fast and then runs away. Or possibly does lots of damage at just the right time to turn a small battle.
-Also gives harassment fleets an option for contesting enemy supercapital supremacy.
-Possibly useful as a flagship for harassment fleets.
-Unlikely for many to be build I don't think.


Hypercapital: Oracle the Fast Command Battleship (alternative name for PDR)
-It's Surtr, but has Speed 10 and half the free Power (6). Provides Tachyon harass fleets and replaces Twister as the fast sniper.
-Interestingly has Psychic Architecture: Speed (+1 Speed) which is really meh but invaluable in this case as there was literally no way to reach S10 otherwise and S9 would slow down S11 harassers a lot. This also costs it PA: Warship +10% durability and firepower or possibly something even better sadly.



Hopefully this was easy to understand and the 13 classes memorable. Stay tuned for a write up of fleet wide service extension refit update.
 
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[X][FRIEND] Rehcaet
[X][FRIEND] Kamnlatun
[X][FRIEND] Ariadne Corbett
[X][ACQUAINTANCE] Frank
[X][ACQUAINTANCE] Dozen Dawns initiative
[X][ACQUAINTANCE] Lyrzo-Omega-0
[X][ACQUAINTANCE] Randel
 
New Imperial Trust Navy Proposal

Um so I'm far from the best at the navy stuff to the point I tend to stay out of it, but I have a question in regards to the new doctrine proposal here. What precisely are the generalists for on a strategic level? If rangers aren't viable against VD fleets but brutes and harassers are, then what's the generalist doing? Why not just more brutes and harassers? Also where does the super long ranged navy sniping stuff we were doing to the slaugh fit in? Or does it? Were those rangers?
 
Um so I'm far from the best at the navy stuff to the point I tend to stay out of it, but I have a question in regards to the new doctrine proposal here. What precisely are the generalists for on a strategic level? If rangers aren't viable against VD fleets but brutes and harassers are, then what's the generalist doing? Why not just more brutes and harassers? Also where does the super long ranged navy sniping stuff we were doing to the slaugh fit in? Or does it? Were those rangers?
Generalists do everything but harassment basically, they are meant to be our primary fleet that the two others supplement.

They are good enough at Ranger-ing to replace them entire.

Brutes are better at Brute-ing which is valuable if niche so they are kept around.

Brutes are useful against Dragonman but suffer greatly from lack of range, as they can teleport out of the short range bracket where thermal lances shine.

Harassers are not viable against them, their weapons outrange ours. As in more effective at extreme range than ours, we can not win at that range and harassers specialize in it. We can lend them to Eldar to supplement their forces though.

The sniping stuff was done by Twisters with their Heavy Accelerator Cannons, which both Surtr and Oracle have. Twisters were harassers, Oracle is the direct succesor.
 
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Justy Tylor: A naval commander, as in the actual oceans of Avernus not space, known for his unconventional tactics and his "was that luck or did I have that planned all along" style. Nurma suspects he's actually one of Jane's agents, and the blue navy thing is only a cover identity, but even though she'd have the clearance to find out there has never been a reason to inquire. In the meantime he's one of the few people of around her own age who seems not intimidated by her accomplishments and authority and can provide a friendly ear to vent. Justy isn't a special snowflake with a weird alien background, but he is one of the most clever men Nurma knows (well outside of the true monsters of Avernus) who can also make her laugh, and that counts for a lot.
[X][FRIEND] Justy Tylor
Now who could this be? Maybe an Irresponsible Captain? Who who wears his red uniform and yellow neckscarf under a white trenchcoat with a smiley button on it and wearing cool shades? lol

But seriously Irresponsible Captain Tylor is one of my favorite anime of all time so having an expy of him as a friend sounds great! Dude just is either the laziest and irresponsible genius in the galaxy or the dumbest but luckiest bastard around. Honestly he would be funny to have as a PC or character in a more traditional 40k quest
 
Generalists do everything but harassment basically, they are meant to be our primary fleet that the two others supplement.

They are good enough at Ranger-ing to replace them entire.

Brutes are better at Brute-ing which is valuable if niche so they are kept around.

Brutes are useful against Dragonman but suffer greatly from lack of range, as they can teleport out of the short range bracket where thermal lances shine.

Harassers are not viable against them, their weapons outrange ours. As in more effective at extreme range than ours, we can not win at that range and harassers specialize in it. We can lend them to Eldar to supplement their forces though.

The sniping stuff was done by Twisters with their Heavy Accelerator Cannons, which both Surtr and Oracle have. Twisters were harassers, Oracle is the direct succesor.

... Ok then I don't understand why you want to keep harassers if they're not viable. It sounds like we should keep brutes for area denial and then wrap them around hyper fast shooters that exist to try to kill the VD ships before they can run up a second teleport.
 
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... Ok then I don't understand why you want to keep harassers if they're not viable. It sounds like we should keep brutes for area denial and then wrap them around hyper fast shooters that exist to try to kill the VD ships before they can run up a second teleport.
I'd point out that its reasonable to keep forces around besides just those good against the dragonmen---we are not even close to the front and our ships are not likely to be sent there as its expensive for the eldar to send ships through the webway in our area.

much more likely is that we get sent to deal with local problems in our area that otherwise would distract the eldar as they assist the krorks and necrons and keep them from being distracted from snowballing and fighting the VD.

That, and provide ground troops, eco boost the human policies closer to the front (via the primal way and/or webway which irrc can't send ships)
 
.... Ok then why change from our ranger/harass/brute composition at all? The big change seems to be swapping rangers for generalists, but I don't understand why we would do that.
 
New Imperial Trust Navy Proposal

I have been writing an omake with an IC version of this, but it's been slow going so have this rough OOC version for now. This also helps me with designing, as writing things out for others like this often helps me realize new things when I am stuck. Which I am now.


Brutes/Generalists/Harassers Doctrine

Thanks to Antimatter Doped Drives, Advanced Antimatter Reactors, miniaturized Phased Plasma Projectors, Runes, and good old Tachyon as well as expecting to fight primarily the Dragonman in the future, Rangers are now obsolete and are being replaced with heavily armored, fast, and middle ranged ships like Gridravol-R.


For those interested here is the whole reasoning behind it.

If you give a ship an AM Drive which you should as it amounts to +5 Power unless the Speed is overkill compared to second best engines +2, you get S6.5 minimum Speed on a Heavy Armor Cruiser and S5.5 on PBB. So it really doesn't make any sense to go below S6 for even Brutes.
Lightly armored rangers would have about Speed 8 with these engines which is wasteful for their role, so there is basically no reason to not mount heavy armor.

Now, why middle ranged instead of long ranged?
Part of it is us having plentiful Tachyon that turns middle ranged weapons into almost long ranged ones while keeping their increased short and mid ranged damage.
When you have a fast enough to close in and durable enough to survive doing so ship, giving it the option to do just that with weapons effective in that role ruins the day of long ranged fleets that aren't fast enough to keep away, which with AM Doped Drives is most of them. The cost of this is worse performance at counter-harassment, but only when Tachyon is not present, and our expected primary opponent the Dragonman don't harass often to our knowledge. This is well worth the cost, even if our primary opponent was not VD we could supplement sub-PDR and thus without Tachyon Generalist fleets with some Rangers to compensate for the lowered counter-harass performance if need be.
Dragonman have way better long ranged weapons than us so we really don't want to fight at that range, and they can teleport like Necrons. So we want to close in very much, but cant rely on TL Brutes there entirely because there will most likely be much more closing in than short ranged fighting going on.


So our future modern fleets look like S6 Thermal Lance Brutes (literally can not go slower other than the Boulder) that specialize in close ranged work, S6 Generalists that do everything excellently, and S11 Harassers that go zoom zoom and make Eldar interested in borrowing some to suplement their forces.

To put it as simply as possible, have a table from my Navy Update Proposal:

New Gen WarpfleetTL Brutes (S6)Generalists (S6)Harass (S11)
PD ScreenGolem-PDGolem-PDHunter-A
ScreenGolem-TLGolem-GZephyr refit for S11
or Crosswind
CapitalBucklerPromethean-GPromethean-H
Cloud-A Carrier
or Storm Spinal Carrier
SupercapitalBoulderGridarvol-GGjallarhorn-IA
HypercapitalSurtrOracle (S10)
SuperdreadnoughtDeus II



Generalists (S6)

PD Screen: Golem-PD the AC Destroyer
-A ridiculous brick of an escort carrier with pocket battleship grade PD.
-Think modern Golem-D with a better name and a precious full sized hangar. Has absolutely minimal naval weapons, but has staggering 21 points worth of point defense, which is pocket battleship grade on an escort hull. Way less important now that our hulls are not made of tissue paper thanks to Runes (ACTORPS ignore Shields), but still good to have available to ruin the day of any AC/Torp focused fleet. Like Dragonman sometimes do.

Screen: Golem-G/Sindri/Magma the Screen Destroyer
-An even more ridiculous brick of an escort carrier (almost twice as durable as Golem) with 0.75x cruiser grade PPP and decent PD.
-This is as close to the perfect generalist screen escort as our technology and Tranth allows. It's, cheap, low crew, crazy durable, very high firepower for an escort, and potent carrier on top of that. I love this ship.
-Sindri was one of the brother dwarfs that forged Mjolnir and means slag.

Capital: Promethean-G the Armored Dakka Cruiser
-A now armored and all range Promethean that's close to reaching the mythical state of Enough Dakka.
-You know it, you love it, it's our ridiculously overgunned twinned spinal weapon cruiser class, now with (hopefully! Needs Tranth and no guarantees.) Heavy Armor, and CR Thermal Lances for secondary weapons to compensate for those spinals short ranged inaccuracy, making it wholly a Generalist rather than old Promethean-Rs pure Ranger from lacking durability and shorter range performance.
-Is capable of 5.76x NSL + Ex Torps alpha strike for one turn, which is patently ridiculous.

Supercapital: Gridarvol-G/Mjolnir/Vidarvol the Pocket Battleship
-The first Generalist, now with about three times the firepower and durability, a few hangars for maximum versatility, and thanks to advanced antimatter reactor 12 free Power yet to be spend.
-This ship is monstrous even before spending that utterly ridiculous 12 Power it has left over after taking all the best traits for a Durin custom trait or new high power draw weaponry that's coming up this Conclave. I have no idea how it will look afterwards, but am confident that it will be worth the legendary name of Mjolnir, and that it deserves a name of its own after many years of outshining Gridarvol on battlefields.
-Vidarvol was the staff of the father of the wielder of Gridarvol (say that three times fast).
-Could easily use ultimate stable plasma reactor for 3.5x the durability and +30% Hulk Chance (93!%), but surely that's not worth 12 Power.

Hypercapital: Surtr the Command Battleship (alternative name for PDR)
-Did you like Inferno the Tachyon PDR? And did you also like Twister the Heavy Accelerator PDR?
-Would you like having both in one ship?
-This is that ship. With 13 free Power on top.
-No less ridiculous than Gridarvol-G/Mjolnir with Heavy Accelerator and Tachyon Scanners on top, this just might be my best design to date. With this class Trust fleets will almost never be short on Tachyon or Heavy Accelerator support.
-Meant to be the perfect flagship/fleet support, that 13 Power would likely be best spend on a fleetwide buff if that's possible.

Superdreadnought: Deus II the Superdreadnought
-Now approximately 124 times more durable than the original Deus. Yes, you read that right. No, I am not kidding.
-Has 34x the Weapons of Surtr PDR. That's approximately between two and two and a half times as much per cost.
-Can barely scratch itself with its own hilarious effective 1180x SDR Neutron Lances. 1/6.5 of its own Shields worth in fact.
-The Godship. Would now eat Phalanx for breakfast.
-Naming the second the ship of the class (after Deus II of course) the Invincible might not be tempting fate. Possibly. Maybe.



TL Brutes (S6)

PD Screen: Golem-PD the AC Destroyer
-Shares with Generalists. Not that changing that sad 0.5x escort disintegrator for something shorter ranged, not that we have anything like that, would do anything notable.

Screen: Golem-TL the Thermal Frigate
-A Golem-G with little bit more PD and escort thermal lance instead of that cruiser phased plasma. A really nasty to ship to fight in short range, think escort sized Boulder thats also a carrier.

Capital: Buckler the Armored Cruiser
-A thermal lance cruiser with Very Heavy Armor that generally only Heavy Cruisers and up can have. Actually impressively durable if not on the level of Golem or Gridarvol-R, which is a relief and very nice change from Fissure being the worst class for its role in our entire arsenal.

Supercapital: Boulder the Bruteship Battleship
-The iconic brute class of our fleets ever since the New Model Navy, the good old ultradense brick studded with thermal lances rolling up everything in its path.
-Now at least five times more durable and twice as fast.
-Interestingly Trust is satisfied with the current number of Boulders and doesn't plan to build more of them anytime soon. This is also why there isn't a Brute hypercapital.



Harassers (S11)

PD Screen: The Hunter (-A) Corvette
-S12 AC hunter corvette, designed to provide enduring AA fire to harassment and raiding ops as well as contest Attack Craft Supremacy, where a hangar full of fighters would suffer attrition and require resupply unnecessarily. Besides cruisers have the best hangars, and cruisers are mostly too large to raid with.
-Previously a failed concept, now looking very viable with the AM Doped Drive.


Screen Option 1: Crosswind the X-Wing Raider
-Durin OKed X-Wing inspired Tranth design, mounts four escort neutron lances non-spinally. Because Tranth said so. Hilarious amount of firepower for an escort, and notably enduring firepower that doesn't require resupply or suffer attrition like bombers or torpedoes would.
-Extremely scary raider. Try catching something that can safely harass even Trust current generation raiders while having more firepower per cost than Hail the flying Nova Cannon.
-Could be fun to have a psy-throne Jedi X-Wing version.

Screen Option 2: Zephyr the Refitted Raider
-A far more boring and less effective option, but if the thread is not up to spending one year of Tranth time on Crosswind, refitting Zephyrs engines can provide something functional if way worse.


Capital: Promethean-H the Very Fast Dakka Cruiser
-It's Promethean-G, only lightly armored, without Ultracapacitors, and almost twice as fast.
-Can not perform its armored brothers ridiculous alpha strike, but sustained 3.84x NSL fire is still a hilarious amount.


Capital Carrier Option 1: Cloud-A the Carrier Cruiser
-You know Cloud, its been around ever since New Model Navy. Harass fast carrier cruiser, no change there just overall better.
-We are hoping that the Naval Design College manages to give it a 66% Hangars trait.

Capital Carrier Option 2: Storm the Spinal Carrier Cruiser
-A few less Hangars, but trades most of meh secondary weapons for one spinal weapon! Unless Cloud-A gets 66% Hangars this is the better option to take.


Supercapital: Gjallarhorn-IA the Ion Battlecruiser
-It's the good old Gjallarhorn II only replacing Ragnarok Cannon with an Ion Annihilator. A hit and run harassment specialist, it does lots of damage very fast and then runs away. Or possibly does lots of damage at just the right time to turn a small battle.
-Also gives harassment fleets an option for contesting enemy supercapital supremacy.
-Possibly useful as a flagship for harassment fleets.
-Unlikely for many to be build I don't think.


Hypercapital: Oracle the Fast Command Battleship (alternative name for PDR)
-It's Surtr, but has Speed 10 and half the free Power (6). Provides Tachyon harass fleets and replaces Twister as the fast sniper.
-Interestingly has Psychic Architecture: Speed (+1 Speed) which is really meh but invaluable in this case as there was literally no way to reach S10 otherwise and S9 would slow down S11 harassers a lot. This also costs it PA: Warship +10% durability and firepower or possibly something even better sadly.



Hopefully this was easy to understand and the 13 classes memorable. Stay tuned for a write up of fleet wide service extension refit update.
I honestly was wondering if you would wait for the naval techs to come out before releasing something that could be basically need a complete rewrite first.

And sigh the continued insistence of the PD screen concept when we just got various technology that make them 1/3 as useful.

Sigh. I have to get onto serious fleet designing again.
 
Yeah, maybe wait to see what we're working with, and checking the pipeline for incoming revolutions before we revamp what is essentially both our combat and ship design doctrine?
 
For anybody interested in the quest, but not enough to join our Discord:

We're going to be invading about 3 more Demonworlds at a minimum. One of them is just an instellar stone throw away (160 light years, or 2 days travel). We're also interested in procuring the Demonworlds that are nearby the supply chain that we were building towards the Slaught.

This option is also a useful show of force in that direction. Extra incentive for them to fuck off.
 
Spirit from the Machines
Spirit from the Machines


In the time of the Imperium, every temple of the Adeptus Mechanicus was connected to Mars by a techno-psychic link called the Transmat Network. The priests of Callamus aimed not only to recreate it, but expand upon it. Millions of tech-priests began labouring under the direction of some of the empire's brightest luminaries to unite every forge world, outpost, ship, and more as a single machine entity, which would house a machine spirit of incredible power.

As they were linking their empire, they realised that the greater spirit they began to detect, though of the nature of their machines, was neither of their creation nor a machine spirit at all. It was a culture spirit, created not by Callamus' people but by its machines. All their empire's technology contributed to it, and as the tech-priests linked it all to the pan-psychic medium of the Transmat Network, they became able to detect it.

Once the Callamites finished their work, Fabricator-General Akadia Lethe interfaced with the Transmat Network and let her consciousness drift into a a vast sea of light. She perceived the culture spirit as a cosmic lattice of sacred algorithmic cycles and fractal code-exchanges, a datasphere given form by millions upon millions of techno-spiritual emanations. An archmagos could do little in such a place without risking ego-extinction, but Akadia was different. She merged her mind with the totality of the spirit, perceiving it and communing with it as no other tech-priest ever could, and still she retained her sense of self.

In time, Akadia learned much about the culture spirit and the culture that formed it, becoming the source of a steady stream of papers and treatises that ignited theological discussions across all Callamus. Her communions also led not so much to a revelation as a validation: this essence, grand as it was, was not beyond or above her. Her consciousness was a perfect diamond who shaped the fate of its empire, and just as she had ever won the respect of the spirit in the machine, she had come to sway the heart given form by all machines. After confirming her temporal and spiritual authority over the whole stratum of sacred machinery that makes up the Forge-Empire, she too now bears the title of Omnissiah, a living saint of the Cult Mechanicus.

As for the Forge-Empire itself, it's benefited much from the experiment. Though they made no interstellar machine spirit, their methods of astro-mechanically linking the Forge-Empire together did mundanely lead to greater efficiency in virtually every category, from industry to healthcare to research. Of course to the theocracy, even that pales in comparison to the religious awe sparked by discovering an entirely new aspect to their objects of worship: a machine culture, and a spirit risen from that culture. All Callamus believes that the Machine God is truly with them, for they live in an age of enlightenment.

And yet, another source of enlightenment lays within Callamus, close but as yet out of reach. Callamus is an empire of cyborgs, and through the culture spirit of Callamus' machines, Akadia seeks the culture spirit of Callamus' people. She has walked the path of understanding and can perceive the other spirit as certainly as she does her own flesh. However, the Adeptus Mechanicus comprehends machine spirits much more than it does mortal souls, and so far, she hasn't been able to commune with a spirit formed from such souls, even with the machine culture's aid. She hopes the next Conclave will give her the warplore she needs, then she could feel the whole heart of the Forge-Empire beat in the palm of her hand.

***
Archmagos Mechanicus Akadia Lethe II (original, update)
Bio-Relic: Narakaine Gland (higher duration slow motion, bio-lightning boost, agony) - This gland produces narakaine, a drug that supercharges the host's nervous system. It provides similar contraction of temporal perception as a Tech-Assassin's sandevistan for a longer duration, and boosts their bio-electric attacks, but at the cost of the host feeling like their nerves are on fire.
Paragon Diplomacy Trait: The Great and Many (ignores penalties from scale to diplomacy attempts) - Akadia is handily able to persuade others no matter their grandeur or how many they are. In her time, she's swayed the trillion-fold throngs of an interstellar empires, conclaves of proud heroes, and great spiritual entities.

Geneforged Pinnacle (near-primarch physical stats) - Akadia's body nearly equals the sophistication and physical might of a primarch's.
Omnissiah (Morale is no longer a problem) - Akadia Lethe is one of the holiest figures in the Mechanicus, a prophet who has ushered in a golden age for Callamus. As long as she lives, certain difficulties cannot find purchase in her empire.
 
.... Ok then why change from our ranger/harass/brute composition at all? The big change seems to be swapping rangers for generalists, but I don't understand why we would do that.
I'm not asserting that we should;

legit think we should keep it the same.

I highly doubt we will ever want to actually get rid of *any* of the fleets--not completely. change the proportions? sure, but none of them are going to 0% and so none will need to be gone.

Meanwhile, we don't have to have a "new new model" and compare it to the "old new" and someone gets confused and says "new old" when someone brings up a inevitable "new new new model"....

which would get dumb and I don't want it unless some *very* good arguments are brought up for a fleet comp that can't be decomposed in this way.

plus, who knows; maybe the new meeting will have some faction dropping some new tech that completely throws out the meta for us meaning the "outdated harassers" are suddenly the supreme again
...and even outside of that sometimes tranth drops a tech-bomb on us like his crit on the reactor tech.
 
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For anybody interested in the quest, but not enough to join our Discord:

We're going to be invading about 3 more Demonworlds at a minimum. One of them is just an instellar stone throw away (160 light years, or 2 days travel). We're also interested in procuring the Demonworlds that are nearby the supply chain that we were building towards the Slaught.

This option is also a useful show of force in that direction. Extra incentive for them to fuck off.
The reason for this by the way is because Valinor is just not enough trade throughput for our ridiculous AM income as the Trust.

We are basically conquering daemonworlds so we can build more galactic superhighways.
 
Friends
[X][FRIEND]Kamnlatun:
[X][FRIEND] Rehcaet
[X][FRIEND] John Deva

Acquaintances
[X] [ACQUAINTANCE] Vorgun Scragson:
[X] [ACQUAINTANCE] Lyrzo-Omega-0
[X] [ACQUAINTANCE] Kasumi
 
The reason for this by the way is because Valinor is just not enough trade throughput for our ridiculous AM income as the Trust.

We are basically conquering daemonworlds so we can build more galactic superhighways.

I mean if anybody deserves to have their parks bulldozed for building new roads and parking lots it's Chaos. We should add in some tacky strip malls while we're at it. Just to add insult to injury. Maybe a prometheum pipeline to complete the set?
 
hey, so uh; since Chaos is no longer (much) of a problem, this arguably is cause for a new holiday...

that said, mayhaps not good to bring too much attention to those events--don't want to give Chaos any reason to change the current state of things (99% of why their not a problem is cause of their own verison of "politics".)

edit: clarification, I'm not saying we can't invade a daemon world or three---just that we don't make it trans-galatic holiday or anything.
 
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Loosing a few planets is just a symptom of the times, not worth them getting up in a huff about. A new holiday among the sane? That's a bloody beacon for them. We should totes do it... After we deal with the VD.
 
honestly if we manage to get the galaxy under control, it deserves a entire freaking month---not like the various ones we have for this cause or another. I'm talking the one we got in winter in the western world that's....commercialized away the spirit of it and reduced it to a bottom line that...

uhh..

wait, hold on. maybe not like that one.
 
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