Fair point, but to play devil's advocate - aren't all Navigators' "heirs" to their respective Houses, even if they are not directly in line to succeed rulership over their House, in the sense they are still inheriting their House's Noble status and Navigator lineage?
And remember, we are reading a note which is trying to play up the Navigator bean featus as being as valuable as possible to as powerful and scary a House as the Kesslar House can portray themselves out to be for intimidation purposes, so they have every incentive to play the "heir" angle as deliberately ambiguous as possible to be probably too important to loot, but not certain to be important enough to reliably ransome.
Now, that's not to say that a viable Navigator featus wasn't considered important - I just think that they were seeking to create more viable Navigators in general rather than any specific Navigator in particular. Its just that with the very low success rate of sucessfully conciving viable Navigators meant that even with all these assistive reproductive efforts they were probably closer to breaking even or very marginally increasing in numbers instead of any exponential population explosion.
On a related but seperate note, we should also be cautious before releasing the featus from stasis and attempting to incubate them - if the House was at all confident the (pre-?)baby could develop and be born successfully either with minimal oversight/intervention or such available aboard their transport, they would have almost certainly taken them out of stasis with them.
The fact our little Navigator-to-be was left behind suggests:
- They somehow didn't have the equipment to incubate the featus during transport - which seems exceptionally unlikely considering everything else they managed to take or destroy on their way out - one would think even without an artifical womb they would have the technology and know-how to implant the featus into an organic womb, whether of a female servant, a female Navigator (if the surrogate mother being a Navigator is important to the process or for cultural reasons), or even within a specially designed servitor.
And as far as I'm aware there's no innate issue with multiple Navigators Warp traveling on the same ship (at least with one as pilot and the others as passengers, but potentially also if they were trained and able to work together), although I could buy that they didn't want to risk of such extensive Warp exposure (or perhaps viewing) so early on, even from within the safety of the Gellar field (yes, the piloting Navigator(s) are not in the Gellar ford, but presumably they wouldn't expose an unborn Navigator and what or whoever they are growing within to the deep end so immediately if they could help it), but that runs into the issue that surely they had the resources to keep a ship behind for a few months or even a few years to let the Navigator grow old enough they felt safe to transport them and/or use the station's facilities to correct whatever error were preventing the child from being successfully born? The thoroughness of their cleaning effort of the Nest's secrets and assets (apart from it's defences) suggest it was not a blind panic where everyone who could decide to leave immediately without considering for the local situation and their interests within.
- Therefore, it seems most likely to me that there was some seriously significant developmental problem(s) (either occurring or foreseeable), which threatened either the viability of the Navigator mutation or of the featus' survival, which Kesslar House didn't have the knowledge and/or capability to fix/resolve within their avaliable timeframe, but was not egregious enough for them to "write off" the featus entirely, and thus Kesslar made significant expenditures to keep the featus alive through leaving behind what is effectively archaeotech (what is to them irreplaceable technology) with the stasis chamber in holes they could eventually return and figure out the problem.
- While it is theoretically possible that the "Heirs" reference is much more literal and we found a genuine Heir Apparent, I don't think that is the case as to my understanding Navigator Heirs are typically the oldest, most powerful and experienced members of the Great Families (the biggest and most important Navigator Houses), which Navigators become through (further) mutation and experience over time, instead of something they are born into. And even if this was the case, having a Heir (something most Navigator Houses can only dream of) could be so important to the House's future prospects if they couldn't move the Hier from the system they would have moved their House to the Denva system to keep control over such an asset.
This is all say that whenever we decide to try and take the Navigator out of stasis, beyond common sense prerequisite research (although with limited Warp understanding Navigator genetic modelling and biochemical simulations will probably only take us so far) we should dedicate at least an action and probably both Anexa (for biology) and Cia (for psychics) to oversee it so we can make sure everything develops as intended (and ideally correct what deleterious genetic defects we can without affecting the Navigator genes) with the stasis pod as a back up to pause development if something goes wrong while we figure out how to fix it.
Even still, it's s whole lot of work for a porverbial one-trick-pony.
Navigators are just people that also happen to be Navigators nothing more nothing less.
Unless we will make a problem of it.
Regarding getting our own Navigator, it seems like having one makes travel much faster and safer, especially at long distances. This pony's "one trick" may as well be "letting us travel to other sectors".
Give the Mechanicus abacus blueprints and watch the ensuing fireworks
Alright putting my foot down on all this bullshit because while some of it is funny, it is misinformation and it will get us damaged at best down the line.
NAVIGATORS DON'T WORK THAT WAY IN 40K.
First of all the Navigator fetus we have in our possession is obviously intended to be a
Navis Scion which is the most genetically "clean" member of a Navigator House used as Diplomats/Spies to connect their house to the rest of the Imperium they are interacting with.
Secondly Navigator Houses don't work like historical or present day noble houses. What makes or breaks the Navigator Houses is the ability to produce children with their Third Eye still active. If a House starts to produce more and more
Typhlotic children and fails to produce proper Navigators then they become shunned by the rest of the Navis Nobilite becoming Beggar/Shrouded Houses. The only other way for a Navigator House to become a Shrouded House is to be on the losing side of a political infight where the
Paternova picked a side.
As such technically Navigator Houses don't have Heirs in the common meaning of that word. They only have relatives, allies, servants and enemies. So that message we picked up? It is trying to intimidate any non-House Klyssar Imperial from touching the fetus while also letting any non-Klyssar Navigator that stumbles onto it that this child is genetically valid leading to it being gestated.
Thirdly if the Inquisition had discovered that Scrapcode Generator in the Nest they would have executed/punished any non-Navigator servants while rounding up every Navigator and sending them off to be more closely monitored. That is the standard operating procedure for Puritan Inquisitors. That is how important the Navigators are to the Imperium.
Fourthly Navigators are not in fact one trick ponies. The Navigator's Warp Eye has the following abilities:
- Warp Navigation which is both the ability to impose their will on the surrounding Warp for fucking light years and the ability to fuse to a machine's/construct's Machine Spirits and raising a Gellar Field like donning a cloak after that in order to facilitate travel.
- Divination which is something each Navigator develops on their own as a supplementary skill to be able to better Navigate the Warp sometimes done with the help of at least some of the following: Warp Antennas, Warp Sextants, Witch Augurs and Runecasters.
- Lidless Stare which is the first ability that Navigators develop when their Third Eye opens and is basically a death beam of Warp energy fired out of their Third Eye which fractured the body and evaporates the mind.
- Paralyzing Gaze which is a modulated version of the Lidless Stare which paralyzes living being and melts Daemons out of the Materium.
- Dreadful Gaze which is even weaker than the Paralyzing Gaze and causes terror/dread in mortals to the point of either fleeing or suffering a mental breakdown. Does fuck all to anything from the Immaterium.
- Corrupting Gaze which is the Navigator holding their Warp Eye open in just the wrong way to cause corruption and mutations. Always causes madness in the Navigator themselves and horrific spiritual damage to whoever is caught in the beam. So long as they are mortal, creatures of the Immaterium can posses Navigators during this and immortals of a more physical bend can just plain shrug it off.
- Penitent Gaze which is actually stronger than the Corrupting Gaze in power but just causes radiation burns.
- The Red Tide which is the Navigator overclocking their Warp Eye and causing damage to their body and soul in exchange for literally evaporating parts of the Materium from their gaze. Usually used not in combat, but for wall/obstacle removal.
Other abilities of the Navigators that are not bound to the Warp Eye, so some Typhlotic's may have them as well, are:
- Cloud in the Warp which is the ability to hide their, and if well trained their nearby allies', signature in the Warp obfuscating their presence to any type of psychic inquiry including Divination. Still completely visible in the Materium.
- Short combat time level of precognition which enables them to dodge a lot of trouble in combat. Needs training as what they see are possible futures, not their incoming Fate.
- Timeslide which is the ability to change the present from one set of circumstances to another less perilous to them and/or their allies. This is them changing the present by enforcing a different conclusion to the past and is really perilous since it is dependent on changing reality itself to conform to a different possible causal configuration. Works similarly to how the Warp Abacus does in this quest.
- The decreased need for sleep as they get older. Still have to sleep at some point, but can stay awake for days before having to go to sleep.
- Contortionism which is something that Vita would not know about as it is a beneficial mutation that some Navigators have picked up in the last 10-20k years.
- Natural weapons in the form of fangs and claws which some elder Navigators develop.
-
Heir Apparents also get gills that enable them to breathe first in water, then in toxic environments and then in the vacuum of space itself.
Fifthly the Renegade Houses we are more likely to run into out in this sector also come with
Navigator Abominations at their "service". Which would net us some interesting genetic research if we can bag one.
So everything the posts I quoted at the start of this post? Is wrong on some level. If you're going to argue about Navigators at least argue about the facts or something relevant to the quest mechanics like whether Warp Sextants are a specialized form of Void Abaci we can unlock on that research tree by birthing our Navigator bean.