Looks like I misremembered our ship as not having that capability. Whoops.We have boarding capacity, two kinds including a teleporter, it doesn't do anything until we can lower their void shields and they are not going to stand around while we pound those down.
Somewhat, but not without cause. We haven't developed this:Looks like I misremembered our ship as not having that capability. Whoops.
And I am not sure whether the Spark's assault shuttles work as boarding shuttles, given that. But we definitely have a teleportarium.-[] Boarding Capabilities (100 RP) Apparently it's common for ships in this day and age to board each other and for the crew to fight hand-to-hand. Instead of, you know, chucking enormous missiles at each other. Insane. Well, it might be a nice capability to have in case you want to capture ships intact. (Unlocks boarding torpedoes, drop pods, and boarding craft for hangers, may combine with stealth research to unlock stealth borders)
It goes hard. Made me even a bit teary-eyed for a brief moment. But it also might mean the beginnings of something bigger later on with the Mechanicus, if we decide to pursue it.It would have been unthinkable for most of them to accept an abominable intelligence just a few years ago. But that's not what you are, Anexa explains. You are the true wonder created by the ancients, a true artificial intelligence, one uncorrupted by the archenemy.
The Eldar were the second-best option on the encounter table before the Space Marines arrived, so I doubt they're Dark Eldar.Shouldn't assume. There are extras Neablis chose, and one could be the Dark Eldar option.
The solution is blindingly obvious. Standardize it. Instead of a sold and uninterrupted dome, figure out how to build a standardized shape you can tessellate across the surface. Then you can figure out manufacturing of that shape and assemble it into whatever shields you need.
Quorath's grumbling certainly ceases as he watches Anexa in the cybernetics lab. She's in her element there, operating a dozen pieces of surgical equipment at once to rapidly and cleanly install experimental new implants, even while chatting with you about the next iterations. The dichotomy is strong between her and the mechanics tech-priests. They're draped in red robes, stooped under the weight of black metal while she's a young-seeming woman with clear skin and augments that could be mistaken for jewelry - and a pet snake around her shoulders.
Researched Industrial Organic-Machine Control, 91+20 = 111 Critical Success!
Allows OMC implants to control industrial capacity. Anexa has gained the cybernetics specialty. +500 CP capacity from the tech-priests.
Unlocked new technology - Large-Scale organic-machine Control (100 RP)
Unlocked new technology - Human Simulation Implants (150 RP) Requires advanced neural implants
Unlocked new technology - Large-Scale organic-machine Control (100 RP)
Unlocked bonus technology - Complex Psytech Implants (250 RP) locked behind Requires either Basic Psychic Suppression Devices or Basic Psychic Amplification Devices
Research discounted - Improved Organic-Machine control cost reduced by 50 RP
Research discounted - Void Organic-Machine control cost reduced by 100 RP
Research discounted - Remote Organic-Machine control cost reduced by 50 RP
I'd actually really suggest that (whenever we do grab this tech) we should leave some RP on the wayside to really guarantee that we grab this design, a self repairing psy-shield is a massive game-changer (as you said) and we really cannot afford missing out on it because of a bad roll, or worse, a Nat 1 (combining hacking and jamming tech was permanently locked away from us because of it)
-[] Machine Spirit Emotional Hacking (150 RP) If you can toy with a machine spirits' emotions, then you'll probably be better at hacking them. (Improves success rate of hacking of Imperial tech, decrease failure penalties. Will synergize with other hacking technology. May unlock better jamming and hacking technology.) Rolled Nat 1 - Failed. Technology lost.
Finally, you use your knowledge of hacking to install backdoors in enclaves across the planet. Mostly these are aimed to give you control of the information and its flow between the enclave, allowing you to make unblockable transmissions to every member of the mechanicus, or block other people from making their own transmissions. After all, when fighting in the shadows, information is the currency of victory.
Maybe I should write that one down. It sounds good.
Then you think about it for a second and decide against it. You'd prefer never to tell anybody you said that. It's embarrasing! Besides, it's not like you have perfect control, you need better hacking abilities for that.
Which is something you've been working on. In parallel to your tour of the mechanicus enclaves you're working with Anexa to try and integrate your jamming capabilities with your hacking approach to make it faster, and ideally to be able to hack more complex machine spirits. You'd hoped that the research would have been complete before you started your tour of the enclaves, but now you're hoping it'll be ready for your meeting with Thalya.
You're increasingly thinking it won't be.
The problem isn't just that this research is making you see the machine spirits as alive. And that what you're doing is manipulating and gaslighting them in increasingly cruel ways to make them more manipulable. Or that Anexa is coming to the same conclusion, and you can tell she's not enjoying yourself.
That might be tolerable. Afterall, the machine spirits you're most interested in targeting are effectively trained attack dogs. You can pity them, but you need to put them down. No.
The problem is that it's just not working. You would have thought that the two approaches would synergize, but they just don't. No matter how you abuse the poor machine spirits, you can't get them to trust you more by emotionally hacking them. You've managed to tune it so that they don't immediately become hostile, but they'll start regarding you warily. Then any efforts to make them friendly inevitably results in them turning hostile.
The same is also true the other direction - if you "hack" a machine spirit to make it regard you as friendly, then "jam" it with emotional manipulation it'll inevitably turn hostile but with the added sting of betrayal that makes it even more vicious.
One day, a few days before you're due to head to the Denva enclave, Anexa sends you a message that's outside of the normal technical babble of you discussing your past data and future experiments.
> This isn't working. And - I don't want to torture them anymore. It's not doing anything except causing pain. When I thought we would develop something out of this I thought it was worth it, but now I'm just getting used to hearing them scream. And I don't like that [Resigned]
You take a moment to consider. You have one more idea - one more way to push ahead. But you can't help but feel that this is a turning point in your relationship with Anexa. She doesn't want to continue this research and you won't make her, but if you push forward after she's decided that it's not worth continuing, does that mean she'll lose trust in you? Specifically in your research ethics?
Maybe. And that's a high price to pay for somebody you hope will be your companion into the indefinite future.
> Ok. Let's be done. Archive the notes in case we run across something new that we might be able to compare this to, but I think we're done. [Agreement]
> Thank you, Vita. [Relief]
> I'm sorry. I know this was hard. I just thought it was worth it. [Apologetic]
> So did I. But it wasn't, and it's time to stop. I'm going to go work on my augments. [Dejected]
ResearchedMachine Spirit Emotional Hacking - rolled 1, critical autofail.
A critical failure means that the emotional manipulation to enhance hacking is impossible, it turns out.
Additionally, Anexa doesn't level at all this turn.
Unlocked new research option - Improved Machine-spirit Jamming (400 RP)
Pretty sure we broke the defenses when we took it.Doesn't Aerithon have automated defences that we deactived when we took control. I know we handed it over to Denva but maybe we could tell the engineers on the Station how to operate those/turn them back on. If they are here to raid that could at least delay them till we arrive.
Maybe we should send an alert to the station to evacuate due to incoming stealthed eldar ship?
I do think we should burn towards the station - we can't get there first but maybe we could try and get into a position where the eldar have to get through us to leave?
If that's possible, and they see us move to do that, it might cause them to choose against commiting to an attack and instead veer off
Denva doesn't have space combat capability, I think.I do not think they can outrun an eldar ship, they might panic and do something rash if they think it's dark eldar even if we can talk them down and that would be tragic.
All of these rules apply better to the Imperium than the Eldar, by a wide margin. Not only have Eldar regularly worked together with other factions, a lot of the Craftworlds are honestly pretty reasonable, Biel-Tan excepted. They just have to work with a galaxy spanning superpower religiously devoted to genociding their entire race. The reason why they're willing to sacrifice so many others for one or two of their race is because the Imperium would absolutely throw away untold numbers of their own soldiers to kill one or two Eldar if they had the chance.Alright here are some of the Maxim's of dealing with Eldar
1. The best Eldar is a dead one because they're not longer planning to kill untold numbers of other species in exchange for maybe preventing 1 or 2 from dying
2. Eldar deals are worth nothing until you receive they're end of any bargain because they're planning on you being dead before they pay up.
3. Eldar are the worst hypocrites in the galaxy for they will unironically declare they're the best hope for the galaxy yes the urge to punch them in the face means you're same.
There's a chance they'll mostly integrate/fall into the dustbin of history. Probably better than even? But giving them the ship would mean you had a loyal faction of technologists still here when you return, yeah.
All of these rules apply better to the Imperium than the Eldar, by a wide margin. Not only have Eldar regularly worked together with other factions, a lot of the Craftworlds are honestly pretty reasonable, Biel-Tan excepted. They just have to work with a galaxy spanning superpower religiously devoted to genociding their entire race. The reason why they're willing to sacrifice so many others for one or two of their race is because the Imperium would absolutely throw away untold numbers of their own soldiers to kill one or two Eldar if they had the chance.
There are no reasonable factions in WH40K no matter where you look.Craftworlders are not reasonable I'm not kidding the whole reason the Imperium doesn't trust Eldar is because whenever they appear on a Imperial world they do all sorts of stupid shit such as causing local military forces to be distracted with random shit and unprepared when they get hit by an ork waragh In the name of stopping something rather than tell someone and then even when they do play fair and get the objective done they betray the other party.