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