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

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By Whose Authority: Perfectly Understandable Reactions to Revelations. New
Perfectly Understandable Reactions to Revelations.

You've revealed more of your strength than you care to admit, yet the respect Munetsi has earned should be enough to stop the many Tzeentchians from mustering a real attempt at usurping your "shackles". Doubtless there will be attempts. Tzeentchians are ambitious to the point of insanity, and fools and cultists are renewable resources in any land ruled by Chaos.

Munetsi's ship, the Bo'tzivan, is a strange ship. Stealthy, with significant onboard manufacturing capabilities. It requires little in the way of crew, so long as Sherlock can maintain a connection, or several of Munetsi order the countless machines and dozens of crew. With a warp engine made by the First Worldship, and some minor additions, you can match the speed of Chaos, at an unreasonable expense.

Still, good and fast spycraft is not cheap.

Munetsi has earned a following of cultists, and even a young psyker who wish to ride her coattails to the top.

With the Ghost Legion doing background checks, the psyker probably isn't a spy, but they've managed to catch about four spies, individuals who are taking payments from someone else. They believe they've identified 3 spymasters, but there is still a fourth unknown.

Munetsi needs to make her own spy network. It's only natural for every single ninefold to manage their own spy network. The nice thing about having nine bodies is that you can do nine jobs at once.

There are countless configurations for how ninefolds manage themselves, just as there are roles and jobs for them to excel in. Spymaster, manager, researcher, sorcerer, diplomat, teacher, negotiator, ritualist, infiltrator, strike team leader. While Munetsi was fighting on Nurgstasch, she was mostly a strike team, leaving her ninth at the flagship, to be kept abreast of the larger situation, and to negotiate for assistance, and to boast of her accomplishments before her peers.

Something each ninefold learns in short order is that nine bodies is not even remotely enough.

There's one job that Munetsi needs to perform on a semi-regular basis that has you concerned. Namely, that of the "hostage".

In order for Tzeentchians to trust each other, they give each other "deposits", of a sort. Valuable books, loaned to another. Gold, or useful slaves. Betrayal and theft are common, of course. Just as much as fool's gold or shapeshifting assassins.

For ninefolds, little has changed in that regard. However, as they have multiple bodies, they can have others "host" them. Treated as visiting royalty by a fellow ninefold, they are in truth valuable collateral.

Countless are the stories of a ninefold leaving a body in the care of their host, only for the visitor to simply kill themselves under their care. Either to protect the soul from retribution, or to implicate their host in a crime. Or, that they were simply spying on their host.

Munetsi will, as part of her duties in this crime ridden hellhole, have to offer up part of her to a ninefold. Treated as royalty, but ultimately, every ninefold mind knows that they are semi-disposable.

Naturally, it's entirely likely that you'll have to hitch a ride with a borderlion at high speed, in order to perform an extraction. Fortunately, you've got a good working relationship with She Who Darts Swiftly, a speed specialist. Unfortunately, many of the areas the hostage will be in will be warded. You're going to need different ways of breaching wards, and rapidly. Demolition charges at key points work, and you've been practising on cutting through the Warp. There's also the old standby of just crashing through a ward with physical force, as they focus more on keeping the immaterium out more than the materium.

With enough respect, there's less odds that a ninefold will do something untowards to your charge. Still, you will need to practice constant vigilance to protect her, as the Tzeentchians are ever watchful for opportunities to work against their enemies. Thank you, Atum Dynasty.

This part of the operation will likely be easier than invading a demon world, but now? Munetsi is going to have to spread out, as she searches for valuable intel, and gets entangled in the affairs of the ninefolds. Countless dangers await her.

She will be making multiple retinues, working closely with the Shifters and the odd Ghost Legion Librarian. She's earned a reputation as a great Technomancer, and will be developing one as a shaper of life in short order. It turns out, with a little bit of human sacrifice, making someone into a psyker is easier than you thought. She insists that Alkehestery isn't human sacrifice, and you can't dismiss her arguments out of hand.

You're headed toward the Bava'ria's system, where the second of the Nine Jewels you'll be visiting is located. Home of multiple merchant empires, you're sure to get an interested buyer for the two Aspiring Nurglites Munetsi has sealed away.

Entering the system 47

Munetsi is able to enter into the system without much more than a small bribe. The tolls change by the day, with countless exceptions for traders and the like. Tzeentchians proudly state that Change is the only constant, yet it seems to have a competitor in corruption. Still, being a ninefold who's coming back from a Hopebringer Crusade is paying some dividends already.

Looking for VIPs 80

In between the countless conglomerates, allied duopolies, merchant caravans, and the countless enchanting and sorcerous guilds, there is a name that stands out, rising above their peers.

Tepel Abdur, the Magnificient.

That's not "Magnificent". They made up their own word to describe how great they are. Born to high nobility, they were always destined for greatness. Much like you, they are a sword mage. She inherited her mother's company, and rose to greatness on the backs of cultists who thought that investing in her would make them rich.

Still, she's made herself the center of all these merchant companies.

It's not easy to get concrete information on her. Nearly everyone agrees that she's well organized. She seems to spend most of her time on her capital world. Nearly every ninefold has at least one trinket manufactured by one of her partners. She specializes in magical equipment of all stripes.

The Bava'ria system is oddly superstitious, in regards to numerology.

Munetsi spreads out, doing minor trade deals, giving and receiving gifts (almost all of which are somewhat useful, but usually contain some means of spying on the user), socializing with her peers.

Finding a Host

As Munetsi is a xeno who practices a non-sorcerous tradition, she is not fully welcomed by the system. Still, she finds someone who is willing to host her, for a simple price of "collaboration". Namely, giving up some of her prized drone blueprints. She has many, and the Technomancer loves designing more, but still, it stings.

It's stressful, to be forced to trust someone untrustworthy. As you are a witch hunter, you can not be by her side. Still, you can have the Shifters set up in positions, and Munetsi can relay the building layout.

Looking for an unwitting ninefold
27, 39

Ninefolds like to spread themselves out, or otherwise concentrate themselves. Both strategies present difficulties in kidnapping them. In addition, body double is a common enough profession in the Nonarchies. Few have anyone who could pretend to be a clone to a Tzeentchian at the level of a ninefold, but there's enough body doubles and ambiguity that your field agents can never be certain.

Spying on the industry 90

Munetsi has identified this system as one that contains many personnel that should be eliminated. The conglomerates are richer than they appear. Special care should be made to destroy the industries.

Spying on the mages 60

The sorcerers seem to be getting ready for some kind of banishment ritual. You can't imagine the target, but they are the ones most peculiar about numerology.

Spying on the ninefolds 91

Munetsi is not the only Hopebringer of note in the system. One "Sekera the Brilliant" has just completed a vision quest, after being gifted the entire set of bodies. An ex Tjapan (probably not another Be'lakor sleeper agent), they displayed phenomenal psychic power before their conversion. They claim that they intend to reveal something important, but are keeping it under wraps.

Looking for good targets for the mind controlling nanomachines 21, 25

There are countless possible targets for the Mind Scarabs, yet not many that stand out. Munetsi intends to keep looking.

Trouble that is looking for the Ghost Legion/Shifters 43, 52

The Alpha Legion is also here. That's not surprising in the slightest. Here, an Alpha Legionnaire is simply a Tzeentchian who prefers spycraft over magic. By the standards of this land, they are not much more dangerous than the spy networks.

Still, the Ghost Legion had some cats paws change hands, but it's nothing too unexpected.

~

As Munetsi is scattered about this world, you can feel a terrible power make itself known.

11 rolls, each with a +30 bonus
49 = 79, 29=59, 11!, 44=74, 100!
27=57, 76=106!, 61=91, 48=78, 71=101!, 29=59

All rolls succeed over 50! Two natural criticals! Two rolls above 100.


"HARK, YOU DAMNED FOOLS! TAKE A LOOK AT THE DUST AND DESOLATION THAT YOUR GOD SURROUNDS YOU WITH! BROTHER BETRAYS BROTHER, AND SISTER SLAYS SISTER! NONE OF YOU CAN TRUST EACH OTHER. THIS IS THE TRUE WILL OF TZEENTCH! NOT THAT YOU RISE, BUT THAT EACH OF YOU FALL LOWER, SO THAT HE MAY TREAD UPON YOU."

This world becomes shrouded in black clouds. By your reckoning, an Honored by Malal is trying to press through the veil. Some damned fool has managed to successfully cast 11 rituals, to initiate an incursion of Malice.

"HE IS NOT SOME GREAT PLOTTER. HE IS SIMPLY THE WORST DECEIVER IN THE GALAXY, A PARASITE UPON THE SOUL OF THE UNIVERSE! YOU ARE SHACKLED BY AMBITION, SO THAT ONE MAY RISE ABOVE YOU. NOTHING HE HAS TO OFFER IS WORTH IT."

Tzeentch's gaze turns to this world. His viewpoint is far away from you, several dozen miles high. He does not specifically focus on you, so you think you are safe.

"I SEE YOU, AND I KNOW THAT I CANNOT FREE YOU FROM THESE SHACKLES. BUT I HAVE A GIFT, FOR EACH AND EVERY LAST ONE OF YOU. COME, MALAL! MALICE, HEAR ME! LET DEATH FLOW OVER THESE LANDS! DEATH BEFORE DAMNATION FOR US ALL!""

Insectoid demons of Malal pour from the ritual sites, and begin tearing open holes in the veil, most using the bodies of Sekara the Brilliant as a useful sacrifice.
 
11 rolls, each with a +30 bonus
49 = 79, 29=59, 11!, 44=74, 100!
27=57, 76=106!, 61=91, 48=78, 71=101!, 29=59

All rolls succeed over 50! Two natural criticals! Two rolls above 100.


"HARK, YOU DAMNED FOOLS! TAKE A LOOK AT THE DUST AND DESOLATION THAT YOUR GOD SURROUNDS YOU WITH! BROTHER BETRAYS BROTHER, AND SISTER SLAYS SISTER! NONE OF YOU CAN TRUST EACH OTHER. THIS IS THE TRUE WILL OF TZEENTCH! NOT THAT YOU RISE, BUT THAT EACH OF YOU FALL LOWER, SO THAT HE MAY TREAD UPON YOU."

This world becomes shrouded in black clouds. By your reckoning, an Honored by Malal is trying to press through the veil. Some damned fool has managed to successfully cast 11 rituals, to initiate an incursion of Malice.

"HE IS NOT SOME GREAT PLOTTER. HE IS SIMPLY THE WORST DECEIVER IN THE GALAXY, A PARASITE UPON THE SOUL OF THE UNIVERSE! YOU ARE SHACKLED BY AMBITION, SO THAT ONE MAY RISE ABOVE YOU. NOTHING HE HAS TO OFFER IS WORTH IT."

Tzeentch's gaze turns to this world. His viewpoint is far away from you, several dozen miles high. He does not specifically focus on you, so you think you are safe.

"I SEE YOU, AND I KNOW THAT I CANNOT FREE YOU FROM THESE SHACKLES. BUT I HAVE A GIFT, FOR EACH AND EVERY LAST ONE OF YOU. COME, MALAL! MALICE, HEAR ME! LET DEATH FLOW OVER THESE LANDS! DEATH BEFORE DAMNATION FOR US ALL!""

Insectoid demons of Malal pour from the ritual sites, and begin tearing open holes in the veil, most using the bodies of Sekara the Brilliant as a useful sacrifice.

huh, you know shine on your crazy Dimond, shine on. So if we can at all do it without massive irrevocable consequences, I think we should just run like hell. I think it would be to our advantage that everyone in the polity is very distracted by a new malite damon world. Also hey, during a mad scramble to evacuate is the perfect time to disappear people. If we can offer some ninefolds a ride off this rock we might be able to snatch a few in a situation so confusing no one would ever notice.

Man, it is oddly liberating to be working in an environment where we do not care about anyone or anything but our mission and our own people. The worlds burning to the ground and we can just use the fire to roast marshmallows once we get out of the way.
 
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Tzeentch will get this under control sooner or later, Malal is too outclassed to not eventually lose as always. But in the interim we can almost certainly dispense with the prior plan and snatch a ninefold or two trying to get out of dodge. Because there are only two possible reactions to this: Try to help contain it, or get the fuck away and let others be the ones to contain it.

And this is chaos, so the vast majority who *can* are going to try to get the hell out of dodge before it finishes exploding, then wait for the mess to calm before sweeping in to try to claim credit for Malal running out of power.
 
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I think now is actually an amazing time to go and capture a Nightfold. The Chaos of all the Tzeentchian plots and Malal acting will be utterly spectacular.

However, Munetsi shouldn't be the primary person doing the kidnapping. Rather, we should call over a pride of Borderlions to do snatch-and-grabs.
 
By Whose Authority: Not your circus, not your monkeys. New
Not your circus, not your monkeys.

History doesn't always repeat itself, but it sure does rhyme. When you were in Kobas, the Senate Detonated before you started offing Nurglites. Here, it seems to be the opposite.

How many Munetsis are safe?
56, 91, 59, 38, 66

Four Munetsis are out and about. Since she needs to spend about half her time sleeping, or at some sort of base, most of her is safe, all things considered.

She had one body socializing at one of the great buffets. The defenses are sturdy, as the master of that place wishes to show off to many nobles his wealth and power.

Two were with the mages and ritualists. Safe enough places.

Diplomacy with Host Nat 100

Her host, one "Magribal the Ellusive", begins open dialogue with his guest. Confessing that they were intending on extorting many secrets of Technomancy from her, he instead asks her to deal with some of his rivals. He shares a great deal of intel about them. They need to disappear. Truekilling them is not quite good enough for his purposes, as one of his rivals is a master at conversing with the dead. Munetsi bargains for a large amount of support in this operation, as she confesses that it is her plan to kidnap ninefolds for Keelser Soze, as he is bankrolling this spy operation.

The two laugh, and begin collaborating.

~

You are surprised to see Munetsi all ready to go, with a plan. All of her is far enough from the ritual sites, to the point that she declares that now is the time to go hunting, and that she already has some targets.

The roles of "guest" and "host" have reversed with Magribal the Ellusive. Now he is the model of a perfect guest, barely trying to pry into your secrets.

Munetsi argues that this is the perfect time for them to reveal just how many agents are on her payroll.

You now have three target ninefolds, spread out in ten locations.
5, 16, 18,
45, 45, 59,
73, 79, 85, 92, high means easy/safe

There is a Chaos Incursion happening, and rather than go out and fight it, you are going to be kidnapping people.

Munetsi gets to work, organising some strike forces. You check with the Godminder. Only two of the locations seem to be close to Tzeentch's vision, both nearby what passes for the administration district.

Malice knows how to force the visions of Tzeentchians to turn to sabotage and disaster. He knows how they are ever ambitious, and that with the right positioning and posture, they will fall all over themselves, trying to use his presence against their enemies.

With the Chronometer, you think you can pull this off, even without a large amount of soul damage.

~

The Shifters quickly make Chaos regret their open acceptance of shapeshifters, at the ritual grounds. They were the ones who passed off the Senate Detonation as a Malal demon self destructing. They are amazingly fast at preparing a second self destructing doll. A perfect distraction, once more.

Good memories.

Two Munetsi and her drones descend upon select ritual sites. They were caught off guard by the betrayal. Some rituals were disrupted. A Khornate demon was summoned, yet the bindings were disrupted.

They do not seem to care much about Malice. Or perhaps they do care, but hate the fact that Munetsi is attacking Tzeentchians over Malites. Regardless, you tick the Chronometer.

Time is in your hands, and you can perfectly predict the Khornate's actions, in ways that his Brass Collar do nothing to protect him from. You block the attack that would have slain Munetsi, and the other attempts to kidnap the last target.

It seems the target is one who expects betrayal constantly, and is ready to summon a demon to protect themselves. A Slaaneshi demon answers his call, and moves to intercept.

Munetsi's luck shines through, as a silken netting is enough to trap her, and she moves in to knock the summoner unconscious. She escapes retribution.

~

That set of operations dealt with, you order the next set at the docks and shipyards to commence.


The ninefolds aren't as expecting a complete betrayal as the one Munetsi is committing. Two shuttles are easily hacked midflight, and veer off course, into her waiting ambushes. Boarding crews quickly dispatch them and their retinues with minimal casualties.

A third shuttle manages to regain control, escaping the ambush point, but Munetsi is in pursuit with a fighter.

It's the summoner again. They recall the Slaaneshi demon from earlier, and engages in a dogfight. With the summoner distracted by buffing his demon, a second team is able to sneak aboard, and render them unconscious.

The last of the targets is in a shipyard, and they are ready. Knowing that they are in danger, they call upon the more dangerous powers that they know and are willing to deal with. The summoner attempts to resummon the Khornate from earlier, to bargain with it for protection.

As the Khornate emerges from the recall circle, he is REALLY FUCKING PISSED OFF THE TZEENTCHIANS ARE FIGHTING EACH OTHER INSTEAD OF MALICE. He considers the summoner a worthless coward, and attempts to kill them.

They have experience with summoned demons suddenly turning on them. As he employs his exit strategy, he does so right into the waiting arms of a Ghost Legion Astartes.

That went surprisingly well. You order Munetsi to seal another demon. The Chronometer will protect her.

As she attempts a one moth ambush on a Khornate demon on a rampage, she is not able to seal him. His rage and brass collar protect him.

Tick

You call off the attempt, sparing Munetsi. The Khornate runs into another summoner, who promptly binds him into his service. Oh well, not your problem.

~

Whatever Tzeentch found so important at the Conglomerate HQ either moved elsewhere, or stopped being important. You can still detect his vision in other places, but they shouldn't be a problem.

The Conglomerate is a well defended area, but it is open to ninefolds and their retinues. Munetsi with her drones and Shifters move towards the target site. You are with her, for this one.
Your operations have been one after the other. Even with the speed you moved at, you can only get away with this because of Malice on a rampage.

The Conglomerate HQ looks as though it is carved from a single, psychic crystal. Strange powers emanate through and throughout it. To what purpose, you cannot say.

Munetsi breaches the impromptu war room from above and below simultaneously Drones fly in, to absorb their immediate reaction fire and spells, and to identify her targets. She zeroes in on them, and many stun grenades are deployed, to sow confusion and fear.

One of them put up a fierce resistance, but Munetsi is simply the better fighter.

The Headquarters has its own training grounds, where one can test out equipment before they purchase it. One warrior stands in your way, and your target cowers in the locked in armory. He promises a great weapon for protection.

You stand before him, and show off the True Killing power in your blade. Still, they do not back down, thinking themselves able to best you.

Many are the warriors of Chaos who have stood before you. You tried to warn him. His new weapon is nothing before you. He should have focused on his posture rather than his equipment. As you end his soul with your second attack, the vault door stands before you.

Doubtless it has great wards protecting it. Which is why you were the one attacking this place. You identify the security frequency, and dive your sword in deep, willing it to slice through and destructively resonate.

The vault door is sliced through, and alarms sound throughout the facility, on top of the ones Munetsi caused.

Your target is cowering before you, promising that they can disable the security on many of these devices, to show you how to disable the trackers.

You cut him off with a telepathic strike.

~

All targets captured. Twenty two bodies, all in all. Few ninefolds have their full assortment of bodies. The lord of this place will no doubt be adding Munetsi to their shitlist. It's time to go.

Tzeentch's vision has been here for a worryingly long time, but he is distracted. He still has not focused on anyone in Operation Stardust.

You give the order for all agents to be pulled out.
The Ghost Legion is well practiced in exfiltration.
The Shifters learned from the Exodus event, and have prepared good escape plans.
Sensilia the Perfumed is chasing Munetsi down. The Slaaneshi Aspiring from earlier.

Either she is under oath to protect the summoner you have kidnapped, or they want revenge. Or Munetsi's silk. One of the three.

The Slaaneshi is loud and boastful, but easily distracted by the promise of silken clothes. As she gets close to Munetsi, she initiate's another sealing attempt, which goes almost perfectly.

You realize something. There's a worrying amount of Fate's influence here. On Munetsi in general. A lot of it can be explained, by her fighting Nurgle, and by Tzeentch's attention being in the area.

It seems that more than Tzeentch's taint is something to be concerned about. His influence over her fate is passive, and practically automatic with how he wastes his power.

The strands of Fate are nothing before the sands of Time. Tick

Munetsi needs to get better about falling into the trap of luck.

As all agents are accounted for, and the last Munetsi is recalled to the ship, it is high time you leave this system. Tzeentch's eyes are not leaving, and though they have not fallen upon you yet, with the ire of the lord, that can change in short order.


First 4 easy sites, dc 25
72, 72, 97, 8
Khornate demon summoned, failed bindings. Who does it hate more? High means Malice ,18
Does it attack Munetsi? 97 yes.

Munetsi 25 +20, 98
Khornate 84, rerolled to a 50, not enough
Munetsi kidnapping the last target 6, motherfucker

Munetsi vs demon 9 vs 56, , confirmed crit!
Munetsi kidnapping again 72 vs 40, success.

First 3 medium sites, dc 50
4, 89, 52, 49 2x success, dealing with the 49
Munetsi vs shuttle 91 vs 83

Dealing with the 4
Munetsi vs Summoner 90 vs 1, Demon unboard turns on summoner. 64 on their survival, and 77 on the capture.

Munetsi sealing the Khornate 60-20 vs 86
Jacob ticks with his Chronometer, calling off the action.

Last 3 hard sites, dc 75
Godminder check 6, Tzeentch starts viewing other locations.
43, 75, 82

Jacob attempts to intimidate the warrior guarding the 43
43 vs 67, nope.
Jameson vs warrior 49 vs 47, sorry mate, close ain't good enough against Jacob.

Escape! 74, 32, 66

Slaaneshi reappears
Munetsi vs S, 21 vs 19 lol
Sealing attempt 99 vs 57, tick
Lesser sacred crit overwritten

Munetsi respect
Kidnapped multiple ninefolds! 3x, +150
Fought Tzeentch over Malal -100, persistent
Sealed another Aspiring +15

Total respect, 500

Jameson interest, +20

Total interest 270
 
Hmmmmmm some stuff I'd like to clear up a bit:

1. What's the difference between a shaman, a technomancer, and a psyker who isn't either of those, under the recently defined human psyker traditions?
2. Can a technomancer or a shaman use the winds?
3. Can they use harmonics?
4. Can they use the olde disciplines we started with?
5. Can they use psy thrones?
6. What's the difference between a technomancer and using a psy throne?
7. Is a psy-night pilot automatically a technomancer or is that something else?
8. Do we use null rods?
9. Does anyone in the trust?
10. Does anyone remember how to make them?
11. Could we use them as spider traps?
12. What's holding us back on magic/psychic titans?
13. Do we need a different name for it after Big E's whole mess with the psy-titans?
14. Does Niflheim field blank knights that use ka-enhancement to achieve similar results as our psy-knights?
15. Do they field enhanced titans?
1) Shaman is someone who draws on the Primal Warp, technomancer is smeone who uses the Callamus created tradition focusing on machines
2) a technomancer can use the Wind of Metal, a Shaman cant use the winds
3) technomancers can, shaman cant
4) no
5) technomancer can, shaman cant
6) technomancer is a dicipline focused around interacting with machines, psy-throne is a device that makes a machine count as your body
7) most of the time its something else
8) not really
9) the Inquisition sometimes does
10) yes
11> no
12) not having put the time into it, also that poeple being able to be both Princeps and powerful neough psykers is rare
13) probebly
14), nah, their blanks tend to be infantry rather then knghts, not enough high end blanks. the trust has around 4k Chi, which is the equivilent of either Delta or Gamma. the trust has 6.6mil Delta and 1.2mil Gamma. and 11k alpha.
15) no
 
Dear Gods Necrons it's wonderful to see those Chaos Crits just erased.

The highlighted part worries me slightly.
Guess persistent means an enduring stain on our rep, that will color other's interaction with us, regardless of our respect number?
Munetsi crossed a line, even by the standards of those who make it their day job to cross lines.

If she had just kidnapped one, and then turned and fought Malal, she would have been okay.

But she didn't. She successfully went after 3, disrupted the defenders, and just fucking fled.

The leaders of the institutions are going to hold a grudge. This action the discord went whole hog for will have some influence in her interactions, going forward.

But she's not that much worse than the other Tzeentchians.
 
Ok so looking over what I can find about titan princeps from the old days, it looks like that's all pretty much in house for the mechanicus, unlike knight pilots which are generally more free range, so since I don't think we changed that aspect much, although our local collegia titanica is likely vast in comparison given how many we're constantly churning out, princeps are probably still trained from the mechanicus. Iirc they generally want their psykers to become technomancers.

This probably solves the issue of psykers piloting titans in the immediate future, since many titans already have support crew i imagine technomancers will be able to do their thing from those roles even if they're not the actual princeps. The established increase in psyker awakenings will ensure this, and with primarily technomancers as our psyker tradition involved we don't per say need a psy-throne or similar in the titan.

So the first step to gussying up our titans is probably more psy-creators and designing titans to take advantage of said psy creators. Then some runes, and potentially psy-architecture.
 
But okay isn't this just Munetsi being utterly and absolutely ambitious with 0 moral compass whatsoever?
Sure. But when a train is barreling down the tracks. You dont shank the guy next to you because you have time. You either get off the rails, or you all work together to stop the train.

Munetsi activtly made the train go faster.
 
some people push other's to get off the train faster or just sit in luxary while things go down. others take a break to stab someone for no reason.

Munetsi put extra coal in the engine....not alot oc....but people still saw it
 
By Whose Authority: Rumors, gifts, and a journey. New
Rumors, gifts, and a journey.

Munetsi has crossed a line, in a land of people who make it their dayjob to cross lines. She outright attacked other Tzeentchians, instead of Malice. Perhaps she could have gotten away with one ninefold, but not more than two. While many Tzeentchians are cowards, Munetsi has shown herself to be a warrior of Hope.

You were not able to get proper sleeper agents in place, and given the time Tzeentch spent watching the world, you can be certain that one of his candidates is there.

Still, rumors fly around, and the Ghost Legion was able to leave some spy satellites around.

Rolls ??, ??, ??

You're not sure what to make of these reports.

There was a banishment ritual being prepared, so it seems that someone had a bit of forewarning that Malal was trying something against them. However, you're not sure who the caster was.

In the confusion of war, it seems that Tepel Abdur has gotten married. Twice. Once with her former rival, Stetisin the Conjurer of Wealth, and another, with a Slaaneshi Honored, of all things. Together, they cast a ritual of Hope Springs Eternal.

Stetisin is a ritualist of no small renown. In hindsight, you can see him as a potential candidate, even alongside Tepel Abdur.

There are always wild stories of fate and coincidences whenever anything interesting happens in the Nonarchies. However, they seemed to have reached a fever pitch in recent times.

However, you cannot afford to go back to investigate. Munetsi has made herself a fair bit infamous. She now has a bounty on her head, about double that of her fellow lawbreakers, those Tzeentchians who had similar thoughts of outright attacking her fellows.

You, for one, cannot believe she got away with this.

Keelser Soze is going to be less than pleased to hear that he now has to assassinate two possible candidates, just to deal with one possible Tzeentch. However, the Child of Hate is ecstatic that she can begin live trials, especially so soon.

With Munetsi delivering ninefolds to parties unknown, it is fully justified that she either buys something powerful, or is otherwise rewarded by her patron.

-[] A Chrono-Displacer
A device that your mother made infamous. Far from the only user, however. The Munetsi who has this equipped can teleport around at great speed. A perfect getaway device, for whoever holds it. (Great for the hostage role, in particular. Munetsi is sure to find other uses, passing it around. ).

-[] Recall Amulets.
Recall is one of the more potent abilities of a ninefold. Rapidly bringing in more of themselves as reinforcements, or simply to escape from a bad situation. Almost every ninefold learns this power in the months after their second body draws breath. It is a very well studied power, and these Amulets upgrade it, even enough to get through mid grade wards. (Bonus to all Munetsi survival rolls)

-[] Miscellaneous Drukhari tech
Vect sells his wares far and wide, to whoever has the slaves to pay for them. He cares little who his buyers are, or so he says. Still, it is not suspicious that Munetsi would seek it out, or be given it. Comes with a fake Drukhari slave collar. (mild bonus to Technomancy actions, less interest in Jameson, and 1 other bonus that the thread can suggest)

~

You got away with three kidnappings, while basically being next to the vision of Tzeentch. Still, it's best to put some distance between you and Baza'ria.

-[] Casatoria, the Pirate's realm
Most likely, this is where the minor raiders who target the Trust come from.

-[] Szizkinba
a Dark Mechanicus realm. Much like the King of Knights, the master of this realm is more focused on the Great Game. There are countless prizes to be found, here. All of them tainted, of course. Do not worry about Sherlock. He is quite confident he can avoid detection, as he has algorithms forgotten by all except the Black Library.

-[] Charla'bola
A realm that Tzeentch and Slaanesh have been fighting over for centuries. The Slaaneshi lord of this place is not willing to give it up for anything, despite it changing hands semi-regularly
 
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-[] Recall Amulets.
-[] Casatoria, the Pirate's realm

A Munetsi dying is incredibly annoying and must be minimized. Looking at what Tzeentch has been doing with our magic lore is good stuff.
 
-[] Casatoria, the Pirate's realm
-[] Recall Amulets.

I'm going to keep voting for things that make muntsi less likely to die. As for going to the pirate relm, you know what would not be that suspicious to happen to a pirate crew? lost with all or almost all hands. Brave and cunning muntis managing to lead her ship to safty, shame that so many other nine folds perished in that bording ambush.
 
-[] Casatoria, the Pirate's realm
-[] Recall Amulets.

I'm going to keep voting for things that make muntsi less likely to die. As for going to the pirate relm, you know what would not be that suspicious to happen to a pirate crew? lost with all or almost all hands. Brave and cunning muntis managing to lead her ship to safty, shame that so many other nine folds perished in that bording ambush.
Ninefolds aren't as common as you're thinking. There's a max of 3k 9fold blessed on the most developed worlds. It's a blessing that can only doled out by Aspiring at a great price for that demon. Ninefolds do not make up a major portion of even the officers of the raids launched at the Trust.
 
Ninefolds aren't as common as you're thinking. There's a max of 3k 9fold blessed on the most developed worlds. It's a blessing that can only doled out by Aspiring at a great price for that demon. Ninefolds do not make up a major portion of even the officers of the raids launched at the Trust.

hmm, shame. still might be able to pick off one or two that way.
 
Turn Five Flashpoints New
Turn Five Flashpoints
According to the Unified Command Centre and High Grandmaster Ridcully's divinations, there are four primary battlefronts where the deployment of Avernus' forces could significantly influence the outcome.

The Raid on Cicuris Secondary
First is a Raid on Cicuris Secondary, a training world where the Death Guards Aspirets are prepared for induction into the legion. This will be an assault using Primal transportation on an Astartes Fortress-Monastery, so your forces will be limited in size. They will have to deal with both a formidable garrison and heavy fortifications so both siege and anti Astartes formations will be required.

Victory here will kill a large number of future Death Guard before they can be fully inducted and become dangerous threats, and damage the legion's ability to train new Death Guard.
Defeat here will be a missed opportunity.

Minimum Forces: 1+ Helguard Macro Artillery Division, 10 Helguard+ Infantry, 50 Helltrooper+ Corps
Other functional forces: up to 100 Corps total + any Primal Corps
Encouraged Forces: Psykers, Titans,
Discouraged Forces: Stealth or Harassment Forces, PDF, Landing Corps, Jomsjaeger

The War for Sub-Sector Aruum
Next is the conflict in Sub-Sector Aruum, where a Realm of Death Hive World and a Tau Sept World are fighting over control of the Sub-Sector. This conflict will be fought beside the technologically advanced, highly mobile Tau Cadres against the far more numerous plague guard and their sorcerous support. As such bringing your own psykers is essential.

Control over the sub-sector will give the victorious side a perfect position to solidify control over the sector as a whole.

Minimum Forces: 500+ Corps, 100+ Psyker Choirs
Other functional forces: up to 2000 Corps
Encouraged Forces: Psykers, Helflame Corps
Discouraged Forces: None

The Battle of Reaper's Rift
Third is the Battle of Reaper's Rift, where Mortarion himself is leading the entire 3rd Plague Company, a seventh of the Death Guard, against Fort Cosford, a Krork world on the fringes of his territory. This assault is commanded by a Daemon Primarch, one of the most formidable warriors and generals in the galaxy. Therefore, victory would demand both a massive investment of forces at precisely the right moment—timing that Ridcully has provided—and a hefty dose of luck. Alternatively, a smaller but still considerable force could be deployed to reinforce the defences and extend the time that the Reaper spends at Fort Cosford instead of intervening in other battles.

To win this battle, you must utilise everything at your disposal and hope it's sufficient. Securing victory here will severely weaken the Death Guard's most intact Plague Company, significantly diminishing their offensive capabilities and delivering a major blow to their Primarch—one that could affect the level of support their dark god provides to the Realm of Death
To slow down the assault, you should deploy a substantial force of relatively expendable units, as the losses of a holding force are likely to be catastrophic. However, every day they can buy is another day in which the Death Guard's most intact offensive formation, top combatant, and greatest general is not intervening on any of the other fronts.

[] Reaper's Rift: Win
Minimum Forces: 4000 Corps, 3 Generals
Other functional forces: any,
Encouraged Forces: Everything
Discouraged Forces: Nothing

[] Reaper's Rift: Slow
Minimum Forces: 500 Corps, 1 General
Other functional forces: any, up to 2,000 Corps total
Encouraged Forces: PDF, Urban Corps,
Discouraged Forces: Landing Corps, Stealth Corps, Titans

Attacking Sub-Sector Necroho
Finally, Sub-Sector Necroho is a key industrial hub located near the current borders of the Realm of Death. It is currently only lightly garrisoned. An Avernite expeditionary force assaulting the sector could inflict massive damage and, hopefully, destroy its industries.
This campaign will require planetary assaults, field battles vs notable forces, hunting down key targets, and besieging fortified locations. As such, almost every possible formation will have its role, and at least some of each category should be deployed.

Victory here will destroy a key industrial node near the frontier of the Realm of Death, notably impacting its logistical capabilities on the frontline.
Minimum Forces: 1000 Corps, 1 General
Other functional forces: any, up to 2000 Corps
Encouraged Forces: Landing Corps
Discouraged Forces: Nothing

Avernite Military Forces
Current StrengthRecovery RateCurrent strength
Jeager Strength2%98.7%
Helguard Strength2%97.9%
Helltrooper Strength4%97.6%
PDF Strength8%91.2%
Lord- General Rakes
General Hajek
General Herman
General Strumpf
General Ozolinsh
General Ericsson
Battle Psykers 84 Corps
Primaris Execution Forces103
Psy-knight Corps39
Battle Psyker Corps46
Psyker Choir3,959
Cataclysm Casters1,438
Heljeagers64 Corps
Lifeguard Corps1.9
Jomsjaeger Corps9.4
Riksjaeger Corps15.1
Tranth Patten Titan Battlegroups19.4
Callamus Titan Battlegroups18.4
Sky Dragon Corps0.03
Helguard123 Corps
Helguard Urban Corps29
Helguard Aggressor Corps51
Helguard Infiltrator Corps12
Helguard Stealth Air Corps6
Helguard Crusher Corps12
Helguard Beastmaster Division6
Helguard Hellflame Corps6
Helguard Macro Artillary Division2
Helltrooper815 Corps
Helltrooper Heavy Agressor Corps267
Helltrooper Light Agressor Corps267
Helltrooper Landing Corps76
Helltrooper Boarding Corps38
Helltrooper Air Superiority Corps38
Primal Agressor Corps115
Skitrii Corps13
PDF3,907 Corps
PDF Urban Corps2,248
PDF Rapid Reaction Corps141
PDF Ground Patrol Corps141
PDF Aerial Patrol Corp141
PDF Armoured Corps141
Knight Corps0.7
Tech Guard Corps1,096
 
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