Well, at the very least the highest of the rolls (if not the results) went to Anexa. But yes, being really grateful for our bonuses right now. (Also, the SV diceroller might be cursed.)
 
Yeah, we got expected result in everything but general diplo, which is just Suboptimal, I think we'll be fine.

Good god though, I'm so glad that we stacked the deck in our favor and are playing to our strengths though, god have mercy on us if we picked a route that required more violence given these rolls.
I wonder if bad enough rolls would get us killed this early or if we have a level of plot armour. Dying to a bad roll this early seems like it'd frustrate QM and... participant(?) both.
 
Turn 5 vote closed
Writing underway.
Scheduled vote count started by Neablis on Nov 22, 2024 at 5:01 AM, finished with 54 posts and 19 votes.

  • [X] Plan: Mysteries of the Machine
    -[X] [Free] Poke around some more in the databases, looking for anything in particular.
    --[X] In preparations for meeting Anexa in the flesh and metal, its the time for some more unpleasant reading. Specifically, a deeper look into the Mechanicus belief system and its core tenets, especially about the AI. Relating to this topic, you are also getting some signs hinting a connection between the terms "the Archenemy" and "Hereteks" when cross-referencing the information in databases for the government and the Mechanicus, though they don't seem to be always the same?
    -[X] Diplomacy (Mentorship for Anexa): Pick up Anexa with your new shuttle designed to mimic a Mechanicus design, and take her to to your new base. You want to reveal your true nature to her, but the almost guaranteed shock from your mere existence as a robo-satan in the Mechanicus belief system is problematic. So you will give her a challenge meant to ease her into the truth. First, tell her straight out that there is more to you than it seems on the surface. Then, let her slowly peel away the deception you've woven from half-truths and misunderstandings, beginning from what you told to the Mechanicus, then the ACI. If needed, give her hints. But mostly just let her observe your technology and actions deeper and deeper. Tell to her to not make hasty jugdements, but to go through the steps of scientific inquiry you are teaching her. Also engage with her in talks about philosophy and religion when it comes to her belief system and worldview, going deeper and deeper as the time goes on.
    -[X] Construction x2 (450 GBP = 200 GBP + 250 GBP (new Manufactories)) (underground construction at the ship, normal construction at the new base)
    --[X] 1st construction slot (200 BP):
    ---[X] Ground-to-orbit shuttle (20 BP, 5 CP) (personal low-volume terrestial transport for now; Mechanicus design)
    ---[X] Tunnel (20 BP per mile x 4)
    ---[X] Manufactory (100 BP, 50 CP) 1st
    --[X] 2nd construction slot (250 BP):
    ---[X] Small automated medical facility (50 BP, 50 CP)
    ---[X] Captive Holding cells, underground (75 BP, 10 CP)
    ---[X] Trade goods (25 BP) (Stored: 35 -> 60)
    ---[X] Manufactory (100 BP, 50 CP) 2nd
    -[X] Research (200 RP)
    --[X] Psychic shielding: (150/300 RP) -> (300/300)
    --[X] Design new blueprints (50 RP):
    ---[X] 25 RP - Anti-Orbital Defenses (100 BP, 5 CP)
    ---[X] 25 RP - Anti-Air Defenses (25 BP, 5 CP)
    -[X] [Free action] Yes (Location: 4 miles from your ship via tunnel) (requires 25 BP every turn to 'rent' a large and currently unused area for your use, as well as getting you government-provided guards to keep the curious out and distract the Mechanicus.)
    --[X] Pay rent (Trade goods, stored: 60 -> 35)
    [X] Plan: Mysteries of the Machine No Jail
    -[X] [Free] Poke around some more in the databases, looking for anything in particular.
    --[X] In preparations for meeting Anexa in the flesh and metal, its the time for some more unpleasant reading. Specifically, a deeper look into the Mechanicus belief system and its core tenets, especially about the AI. Relating to this topic, you are also getting some signs hinting a connection between the terms "the Archenemy" and "Hereteks" when cross-referencing the information in databases for the government and the Mechanicus, though they don't seem to be always the same?
    -[X] Diplomacy (Mentorship for Anexa): Pick up Anexa with your new shuttle designed to mimic a Mechanicus design, and take her to to your new base. You want to reveal your true nature to her, but the almost guaranteed shock from your mere existence as a robo-satan in the Mechanicus belief system is problematic. So you will give her a challenge meant to ease her into the truth. First, tell her straight out that there is more to you than it seems on the surface. Then, let her slowly peel away the deception you've woven from half-truths and misunderstandings, beginning from what you told to the Mechanicus, then the ACI. If needed, give her hints. But mostly just let her observe your technology and actions deeper and deeper. Tell to her to not make hasty jugdements, but to go through the steps of scientific inquiry you are teaching her. Also engage with her in talks about philosophy and religion when it comes to her belief system and worldview, going deeper and deeper as the time goes on.
    -[X] Construction (200 GBP x2 +100 BP Bonus) (underground construction at the ship, normal construction at the new base)
    --[X] Ground-to-orbit shuttle (20 BP, 5 CP) (personal low-volume terrestial transport for now; Mechanicus design)
    --[X] Tunnel (20 BP per mile x 4)
    --[X] Manufactory x3 (300 BP, 50 CP)
    --[X] Basic Technological Research Lab (50 BP, 50 CP)
    --[X] Small automated medical facility (50 BP, 50 CP)
    -[X] Research (200 RP)
    --[X] Psychic shielding: (150/300 RP) -> (300/300)
    --[X] Design new blueprints (50 RP):
    ---[X] 25 RP - Anti-Orbital Defenses (100 BP, 5 CP)
    ---[X] 25 RP - Anti-Air Defenses (25 BP, 5 CP)
    -[X] [Free action] Yes (Location: 4 miles from your ship via tunnel) (requires 25 BP every turn to 'rent' a large and currently unused area for your use, as well as getting you government-provided guards to keep the curious out and distract the Mechanicus.)
    --[X] Pay rent (Trade goods, stored: 35-> 10)
    [X]Plan: Setting up for the bean
    -[X] Diplomacy: Pick up Anexa
    --[X] Alright, you can admit you may have gotten a little intense with Magos Orynn but now you are officially Anexa's Master. She's several hundred miles away but a quick shuttle built and she'll be by your side at your new facility! That you still need built. Regardless, Anexa need will quite a bit of TLC after everything she's gone through but you can't go too quickly so it's best to set up some lesson plans for her and may haps get rid of that pain modifier (you're still tempted to shove that thing up Orynn's ass if he still has one). Hopefully with some time, she'll come out of her shell more and you can set her upon some research projects. While you're at it, you could poke her brain for what it's like for acolytes like her. Sure you hacked into the Mechanicus' system and have a lot of info on their daily life but you don't' what it's like from the average person's perspective.
    -[X] Construction X3 (600BP)
    --[X] Tunnel 10 miles (400BP)
    --[X] Ground-to-orbit shuttle (20 BP, 5 CP)
    --[X] Manufactory (100 BP, 50 CP)
    --[X] Basic Biology Research Lab (50 BP, 50 CP)
    --[X] Trade goods (30BP) 35BP -> 65BP trade goods
    --[X] Yes [10 miles away from your ship] 65BP -> 40BP
    [x] Plan: Outscaling is the best defence
 
Turn 6
[X] Plan: Mysteries of the Machine
-[X] [Free] Poke around some more in the databases, looking for anything in particular.
--[X] In preparations for meeting Anexa in the flesh and metal, its the time for some more unpleasant reading. Specifically, a deeper look into the Mechanicus belief system and its core tenets, especially about the AI. Relating to this topic, you are also getting some signs hinting a connection between the terms "the Archenemy" and "Hereteks" when cross-referencing the information in databases for the government and the Mechanicus, though they don't seem to be always the same?
-[X] Diplomacy (Mentorship for Anexa): Pick up Anexa with your new shuttle designed to mimic a Mechanicus design, and take her to to your new base. You want to reveal your true nature to her, but the almost guaranteed shock from your mere existence as a robo-satan in the Mechanicus belief system is problematic. So you will give her a challenge meant to ease her into the truth. First, tell her straight out that there is more to you than it seems on the surface. Then, let her slowly peel away the deception you've woven from half-truths and misunderstandings, beginning from what you told to the Mechanicus, then the ACI. If needed, give her hints. But mostly just let her observe your technology and actions deeper and deeper. Tell to her to not make hasty jugdements, but to go through the steps of scientific inquiry you are teaching her. Also engage with her in talks about philosophy and religion when it comes to her belief system and worldview, going deeper and deeper as the time goes on.
-[X] Construction x2 (450 GBP = 200 GBP + 250 GBP (new Manufactories)) (underground construction at the ship, normal construction at the new base)
--[X] 1st construction slot (200 BP):
---[X] Ground-to-orbit shuttle (20 BP, 5 CP) (personal low-volume terrestial transport for now; Mechanicus design)
---[X] Tunnel (20 BP per mile x 4)
---[X] Manufactory (100 BP, 50 CP) 1st
--[X] 2nd construction slot (250 BP):
---[X] Small automated medical facility (50 BP, 50 CP)
---[X] Captive Holding cells, underground (75 BP, 10 CP)
---[X] Trade goods (25 BP) (Stored: 35 -> 60)
---[X] Manufactory (100 BP, 50 CP) 2nd
-[X] Research (200 RP)
--[X] Psychic shielding: (150/300 RP) -> (300/300)
--[X] Design new blueprints (50 RP):
---[X] 25 RP - Anti-Orbital Defenses (100 BP, 5 CP)
---[X] 25 RP - Anti-Air Defenses (25 BP, 5 CP)
-[X] [Free action] Yes (Location: 4 miles from your ship via tunnel) (requires 25 BP every turn to 'rent' a large and currently unused area for your use, as well as getting you government-provided guards to keep the curious out and distract the Mechanicus.)
--[X] Pay rent (Trade goods, stored: 60 -> 35)

Well, after those events you certainly have your work cut out for you. There's some flies in the ointment, but generally it's all looking good! You just need to keep all of the balls you've got going in the air!

It's certainly a lot less peaceful around here than it was even a few years ago. People are relying on me to do things, and not doing them would lead to consequences. I'm no longer just a mind in a hole free to think.

You don't regret your choices. Being a mind in a hole gave you freedom, but it was also boring. You started talking to people so you wouldn't go insane, and now it's led you to the here and now, where there are time-sensitive decisions to make that will significantly impact people you care about.

First thing's first, you send a message request to Anexa, marked urgent. It doesn't take her long to respond, though it's not a full video-transmission.

>Anexa. We must speak. I have just made your life more complicated. [Apologetic]

>What is happening? I am locked out of my living-cell, and the machine-spirit is saying I require authorization from my master, but Orynn is not replying to my messages. Is this your doing? [Distressed]

> Yes, Anexa. I am Magos Vita, and I will be taking over as your master. [Apologetic]

> Then - those puzzles truly were a test, and I passed them? [Pride]

> They were, and you did. You have promise, and I would see it grow under my tutelage, instead of the neglect of Orynn. [Supressed anger]

> Thank you, lady Magos! [Confused Gratification]

> For now, the important thing is making sure you are safe and provided for. I am not ready to host you at the moment, so you shall need to stay at the Denva enclave for a time. I will ensure you are given new lodgings, and are exempt from trivial work. In a year or so I will come and collect you. [Buisnesslike]

> Yes, Lady Magos. Which Enclave is your home? [Curious]

> None of them. It is a secret base that I do not want discovered anybody, even the other mechanicus factions. I will be in touch later after I make arrangements for you. [Distracted]

> I understand, Lady Magos. Thank you for the lessons you have given me so far. I am pleased to be your apprentice. [Genuine excitement]

> Please, call me Vita. If anybody, and I mean anybody, treats you badly then report it to me. [Fond]

>Yes, Lady Vita. [Respect]

> I shall contact you again soon. [Amused dismissal]

With that you disconnect and reach out to somebody you weren't expecting to talk to for a long time, if ever. Thalya Alpha-tricent is the organizational head of the Denva enclave, the largest and most powerful of the mechanicus enclaves. She's not the undisputed leader of even the Denva enclave, but she's probably the most influential member of the mechanicus on the planet. Joy.

Your files on her aren't complete - but you do know she is a Magos Dominus and responsible for a significant amount of the military forces the mechanicus can command on Denva Secundus. Beyond that you know she's been on Denva about two hundred years, but her files from before that are redacted under the seal of something called the Imperial Inquisition.

Of course there's a fuckin' Inquisition. And I'm sure I'll just love reading about it later.

Regardless, she's the one you're going to need to talk to in order to set up Anexa's lodgings, and to schedule your trip to come pick her up. You reach out to the appropriate address, already sure you're going to regret this conversation.

General Adeptus Mechanicus Diplomacy - rolled 20 + 10 = 30. Poor success. Incurs costs & draws attention.

The message that greets you is nearly devoid of emotion, but it still carries side-channels of disgust, annoyance and superiority that do a great job conveying a sense of elevated disdain.

> Magos Vita. I appreciate your long-delayed contact. I was not aware of your presence on this planet. It seems you have gone to great lengths to ensure that path. I will require an explanation of your purpose on Denva and the capabilities you can contribute to the Mechanicus. [Demanding]

> Respectfully Magos Thalya, I must decline. I am operating an independent project from independent resources and will continue to do so. [Unbending refusal]

> This planet and its people are no longer part of the Imperium of Mankind. Your project is no longer the priority [Logic]

> You do not know my project. I disagree. [Confidence]

> Then I require/demand your Magos designation before speaking with you any further. [Not bluffing]

> I am a Magos Explorator, and my mission is to explore secrets of Denva Secundus. [Proud]

> I was not aware of lost ruins on Denva Secundus. Where? [Mild confusion]

> I will not reveal my research location. [Unbending Refusal]

> Needless pride that will lead to ruin. You are of the Explorator Ilk who touch the edge of Heresy. What is it you require, beyond the theft of one of our most promising apprentices? [Scorn]

> I am not ready to retrieve Acolyte Anexa now, and will not be for at least a year. I require that she be housed in the Denva enclave until I am able to retrieve her. She will also be exempted from interaction with Magos Orynn. [Straightforward]

> Magos Orynn manages the duty rosters for all apprentices in the Enclave. Would you exempt her from all routine duties? [Summering annoyance]

> If that is necessary, I would. [Firm]

> Unacceptable, unless you provide material contribution to the enclave in payment for her drain on resources [Holding the upper hand]

She sends over a file listing the things that they would accept in return for your requests. You scan through it and nearly balk. That's outrageous. Though you can't yet manufacture machine spirits you can still meet their demands by supplying refined raw materials and components. But the mechanicus they're charging you more to house one girl for a year than the Aevon government is charging for you to rent a substantial parcel of land and provide guards for five.

Paying the Denva enclave to house Anexa costs 30 BP of trade goods.

You let your irritation bleed over into the message, but it's not like you have a lot of choice. They've got you over a barrel, and it seems like Thalya will make you support the local Mechanicus in one way or another.

> Very well. I shall bring the requested materials in a year when I arrive to acquire Acolyte Anexa [Pissed]

> We shall speak at that time. Consider the importance of your mission in light of the current circumstances. [Gratified]

What a plasma-scorned bitch.

Regardless, once that's done you have work to do. It's time for you to start building in earnest. That will be a lot easier now that you don't have to keep everything permanently hidden. You're taking the deal that Aevon provided of course - it's just too good of an opportunity to accelerate everything, and they'll probably feel more secure if they know where you're operating out of.

Everybody always feels more secure when they can point a weapon at somebody if they want to. Including me!

Of course, you're not exactly going to build your new complex directly overhead of your ship and the rest of your assets. That would be silly! You spend a little bit of time analyzing the local area looking for the right site, and choose a spot a little downstream and on the other side of the river from your directional transmission tower and your existing egress route. You don't want them to be able to track every move you make.

Then you start building the tunnel towards your chosen build site. If it's going to be your primary manufacturing center you want good transit options to your current manufacturing capabilities, both to ease initial construction and also to improve later efficiencies.

Then you start building the more difficult components to an orbit-capable shuttle. You'll need it to pick up Anexa later.

You take a moment to take stock. Mecahanicus, solved for now. Manufacturing, underway. Do you have time to get into the psychic shielding? You're getting there, you can tell. You just need to put in another solid effort and you think you'll crack it.

Wait, shoot, I've got to actually tell the ACI what I'm planning.

You turn your attention back to that organization. You've been hearing what they're doing through all of the communicators that you gave them - though that's not a capability you specifically built into them, it's more that you just know how to listen in. It's just not been something you've been paying particular attention to, beyond confirming that they're using them for fairly straightforward coordination around dealing with some of the leads you dropped on them and other fairly boring counterespionage work.

There's not a single mention of you, which leads you to believe that they're not using the communicators to coordinate their response to you. Makes sense. W seems pretty competent, and she's built the organization in her own image.

"Hello? I'm ready to take the deal." Your voice crackles out of the other end of the transmitter you use to communicate with the ACI, though you could speak out of any and all of them if you wanted to.

A moment later a familiar voice replies. "Hold a moment Ma'am. W will be with you shortly."

It's the same guy! I bet they just plonked him in an office with the communicator and his sole job is waiting for me to make contact. Poor dude. I should chat with him a bit more, see how big of a stick he's got shoved where the sun don't shine.

"Thanks. Hey, what's your name? You're the same one I've spoken to a few times before, right?"

"W will be with you shortly, Ma'am." The voice is level and even, if a bit amused.

Ok, somewhat larger stick. Maybe I should make it a project to get through to him. Wait, no. I've got too many other things to do! I've got an apprentice coming soon, for the constellation's sakes.

He wasn't exaggerating, and it's not long before W's voice comes through the line. "Glad to hear you're accepting our deal. Where and when, and what else do you need?"

You give her the coordinates and tell her all you need is a road built out to the site and guards set on it. She seems a bit doubtful that you don't want them to establish an empty building in place, but after a bit of prodding decides it's not her problem. If you're capable of making a building appear from nowhere she'll let you do it.

Her next comment is a bit amused. "When can we expect the shipment we agreed upon. Half now, half in five years?"

"I can do it all now," you reply. "Finish the road and then it'll be there the next morning. Do you have the list of specific conditions that need treatment?"

"I do, or rather my man here does."

You think back through. Is that everything? You think so. "Let me have them. Then we're done here?"

"I believe we are. Nice doing business with you, V."

"Likewise, W."

You take down the list of conditions that the government of Aevon has decided it's worth spending your limited capability manufacturing, then get to work on that too.

The next year is spent in a blur of construction and preparation. First there's the tunnel, then there's the exact medicines Aevon asks for to toss in with the cogitators and communicators you already made. Then there's the shuttle and the manufactory.

The road is a bare-bones dirt affair, and the guardpost is several miles away. It's good enough. You almost wish they were closer to see their confusion when a large building appears overnight, constructed from compressed earth and slap-together modular sections by your bots. But that would mean they might be close enough to hear the machinery inside being assembled, so it's probably for the best.

You check in on Anexa, and continue giving her educational material. You want to start deprogramming her, but that seems risky while she's still in the middle of a mechanicus enclave. At least her progress accelerates dramatically now that she's not spending most of her time on dreary work, though it does seems like she's becoming somewhat isolated.

Not much I can do about that. And I'm not sure the other mechanicus folks are really who she should be talking to.

You keep up contact with your other "students," and a few of them continue to advance. More drop out, and at least a few of your logic-puzzles is found and deleted by somebody. You're not sure who found them - but if you want to keep recruiting tech-priests you might need to put more effort into that front. As it is you've got another five acolytes that you can speak to, but none seem as promising or progressive as Anexa.

Your main focus remains on your building. You lose yourself in the organization of components, organizing the flows of materials for maximum flexibility and throughput, building new manufacturing lines as capable of building bots or shuttles or communicators or new manufacturing capabilities. You hope you'll be doing a lot of building new manufacturing capabilities soon, and you know that you'll be building out this complex quite a bit more.

Though there's probably a decent chance it gets nukes in the near-ish future.

It's satisfying work, and you're done before you know it. Rent is paid and the area is yours, at least so long as you keep the government happy. The shuttle is complete, and so is the manufactory. You've added on a small hanger and minimal living area for Anexa to stay in. The manufactory is only half the size of what you've still got hidden underground, but it was far easier to build and presages future expansion.

There's one more matter to take a look at before you meet Thalya in the flesh and metal, and that's to get to know the mechanicus a little bit more. You brace yourself before diving back into your looted archive. You don't know what you're going to learn, but you know it's going to be nasty.

You've got a couple foci. First is just more about the general mechanicus faith, which has eight mysteries and eight warnings. The mysteries strike you as mostly drivel. Some of it has some wisdom, but it's the kind of wisdom that's only present to give the whole edifice an air of mystery. The warnings n the other hand are interesting.

It seems like they also deny any non-human invention, and worship the "knowledge of the ancients" beyond question. Wait a second, doesn't that mean you? No, you'd qualify as "soulless" to them. Fun. Once you would have dismissed that as a pretty ridiculous assertion, but since then you've learned that people have psychic powers that are somehow connected to their souls.

Are you soulless? You're legitimately not sure. Usually you think of that word meaning somebody has no personality and you've got plenty of that, thank you very much. But you're not sure if you've got a soul in the way the Adeptus Mechanicus defines it. Maybe that's the purpose of the machine spirit nets - to give machines "souls." It's a clever hack, you suppose. Everything has to have a soul - just give them some fun little devices to mimic a soul!

You don't pay much attention to the trinity of the mechanicus. Theology isn't of much interest to you, especially when you're pretty sure the third component of their trinity is basically just electricity? Or maybe it's basic sapience, like that granted by their "machine spirit" neural nodes.

But then there's the mention of heresy. What does mechanicus heresy look like? You spend some time reading the archived and can't help but laugh. Heretek. That's just an objevtively hilarious pun. Heretical technology! Therefore Heretek. Though there's mention of the archenemy again. The documents talk about even the smallest tech-heresy leading towards corruption and service to the archenemy. That's another mention of corruption, with it sounding almost involuntary. You think there's more locked in encrypted files, but they're things you don't have access to, and it would take some effort to go after them.

New research option - Mechanicus files on the Archenemy.

There's also the "Quest for knowledge," which seems inimical to the rest of the religion until you take the worship of ancient technology into account. They just seem to think that everything worth discovering has already been discovered, and it's waiting out there to be found. Thus, explorators. It's a handy cover for what you are at least? You'd like to meet a real explorator at some point. If there's any tech-priest you could get along with, it would be one of them.

And Anexa. But she'd not a tech-priest. Not yet, and probably not ever. If you manage to snatch her away from the mechanicus you're not likely to give her the proper rites to make her a tech-preist.

Who's kidding. You're nervous. It's time for you to go pick up your new apprentice, and deal with your good friend Thalya Alpha-tricent. You've spent the last month with your production running full-tilt to produce the low-weight and high-value supplies that you can make and she'll accept. It's more than Anexa's mass in valuable cogitators, rare alloys and more.

Your tech-priest avatar wathces grumpily as some of your robots load the goods onto the shuttle. You're being cheated, and you know it. Somehow the fact that they'd do their best to destroy you if they knew even a fraction of the truth makes it worse, not better.

You're decently proud of the shuttle, at least. At core it's still the same shuttle from your archives, the extremely dependable and somewhat blocky colonization-standard orbital cargo-hauler that was the backbone of so many of humanity's efforts to expand among the stars. But you've replaced the shiny anti-corrosion trim with a darkened version and rubbed it off in a few places, as well as strapped several new components onto it that don't really do anything other than make it look like it could have once been a shuttle of imperial make, though heavily modified over many years.

It still looks too clean. I literally covered it with dirt and it still looks too clean.

With a grimace you order a few of the infantry bots to take some sweeping shots and the shuttle, scoring the armor. A blast with a flamethrower gives it a convincing scorch mark on the front that suggests the ship's been used extensively.

Then you sigh and send your tech-priest avatar aboard, heading straight to the cockpit. Two dozen of your humanized medium-infantry board behind you, their weaponry focused on antiarmor. Having some combat capability might be important to prevent them from trying anything, though you're not under any illusions that two dozen medium infantry bots can protect you against the combat forces of an entire enclave of the mechanicus.

No, that weight is once again going to be carried by the explosive charges inside your avatar and each and every one of your combat bots, as well as a much larger charge inside the shuttle. All of them are on deadman switches, since you want to take zero chances. The same logic applies as the meeting you did with the ACI - if they try to capture your avatar and it blows up then they're not very likely to keep looking for you.

But then I'll need another way to get Anexa out. I'm not leaving her among that pile of paranoid, binary-spewing scrapheaps.

You've also worked over the code of your humanized infantry bots, since you don't want them to think that you've got human support. You want them to think these are combat-servitors, and that means that instead of moving like humans your robots need to move like robots piloting human chassies. Which is just ridiculous. You just wrote programs to make robots that were built to be human pretend to be robots. Idiocy.

Then it's time. Everything is loaded, and another bot settles into the copilot seat. Gotta make sure they don't think the ship is abandoned.

You spin up the shuttle's engines and guide it out of your hanger, then use the VTOL capacity to go straight up. It's an overcast night, and while the gate guards might report the shuttle, no orbital surveillance or platform within five miles is going to see you. You get into the cloud cover and head a few hundred miles towards the mountains before breaking for orbit.

> Anexa, I'm on my way. Get ready to go. [Anticipatory]

> Yes, Magos Vita! [Excited]

The thing about orbital surveillance satellites is that they're mostly good at looking at things on the planet. If you head out in a wide polar orbit to your target you'll both get there pretty quickly and no basic satllite will be able to track you. Though you're expecting the mechanicus to have something fancier, which is why you only broke through the clouds over an unremarkable stretch of clouds.

Paranoia! You have it and so do I. Let's find out who wins. Hint, it's me, because I'm initiating every encounter.

You register your approach with the Denva Enclave and don't receive clearance to land. You're forced to circle for a bit, but that's fine. You've got enough fuel to make the trip there and back several times if needed, but you wonder if this is just a stunt or an attempt to make you waste fuel. You're just about to send a direct message to Thalya when the clearance comes through, and you drop into the landing pad.

There's a welcoming committee waiting for you, and your avatar examines them from the safety of the cockpit. It looks like Thalya came in person, and she looks like something closer to a mechanical spider than a person. You're honestly not sure how she fits down smaller corridors, but maybe she just avoids them. There's at least a few heavy weapons on mechadendrites, and from the energy signatures there could be more underneath her robes.

She's flanked by about thirty combat-cyborgs that you're pretty sure are Skitarii. You didn't think there were many of them on the planet, but if there were any they'd be here, and be under the command of Dominus Thalya.

Half of your combat bots file out of the shuttle and take up position opposite Thalya's force, and then you exit the ship and stand across from her. You're significantly smaller than she is, and need to look up at her. Her presence in the noospheres is similarly massive. But she's got kind of... wavy edges in that realm, like she's spread her mind over too much machine in contrast to your diamond-hard surfaces that show exactly what you want them to.

You expected it to be unnerving to anybody who can sense the noosphere, and it does seem to be occasioning some shifting from the Skitarii.

Her binaric is flat when she addresses you. ++Have you brought the agreed-upon price.++

Your response is tinged with annoyance. ++ I have. Do you have my apprentice?++ Behind you, your remaining combat bots start to carry the crates out, arranging them on the side of the hanger. You send Anexa a quick message.

> I'm here, in shuttle hanger zeta-sixer. Can you come here? I want to be gone. [Forcefully calm]

> Yes, Magos Vita. [Hurried]

With a gesture a half-dozen skitarii move to your crates and pry them open, examining the contents inside. What you see apparently pass muster, and Thalya bleats an affirmative burst of binaric. ++She is approaching. But first, would you come inside the enclave and speak of your mission. I am loathe to allow an elder of our cult waste time on useless errands.++

You simply stare at her, somewhat unsure how to continue. ++Negative. I will collect my apprentice and depart, back to my useless archaeology.++ You drop that hint intentionally.

A waving mechadndrite stills. ++Archaeology. Is it Xenos? This is a military matter. A Necron presence here would change much. I command you to speak truth of the matter.++

You've seen a little bit of information on the necrons before, but not much. But regardless, the ancient technology you're excavating is very much human in origin. You decide to give her a bone, and a promise all in one. ++No. Ancient human expansion, colonization era. I pray to the omnissiah for a STC fragment.++

Her attention intensifies, and the plasma weapon on one of her mechadendrites gives a plaintive whine. ++An STC fragment. That would explain much. Your estimate of success.++

Blast it, what's taking that girl so long?

> Anexa? [Questioning]

> I'm being stopped by the skitarii. Should I try to force my way through? [Dread]

> No. I'm speaking with Thalya. After we're done you can come through. [Frustrated]

You don't move an inch. ++Unable to know. Ship presence is certain, but STC is unknown I continue my dig, but it will likely take another century to complete my search.++

Her response is a frustrated bleat. ++Unacceptable. Progress must be faster. I will mobilize the forces of the mechanicus to accelerate this search, and we will share credit.++

It may have been a mistake to mention this. Whoops.

++Refusal. The task is sensitive, and I will complete it alone.++ You try to project that this is something you won't bend on. You would rather die than give up your "discovery."

You can see her think through her options, and it's almost like watching a tactical computer work. A few sensors flick over your combat robots as well as your shuttle. She could win the fight but it's not certain that she'd survive, and somewhat unlikely you'd survive.

Eventually she seems to come to a decision. ++You will update me on your progress every decade. This is not optional.++

The noosphere communicates that she's really quite serious about this, and you really don't seem to have a choice here, and it's not like agreeing costs you much. What's she going to do, track you down through your trail of fake breadcrumbs that you specifically made to point seven hundred miles away from your real position? Or this shuttle flight?

She's probably going to try extremely hard to track me. I'm going to need to be incredibly cautious leaving.

++Acceptable. May I have my apprentice?++ Your annoyance flickers through the noosphere.

Finally she aquieses, and the door behind her opens. You see Anexa in the flesh and metal for the first time. She's somewhat tall and gangly, and looks better than she has in some time. Her dark hair has grown back in, her robe is clean and her cybernetics are polished. It looks like she's picked up a mechadendrite in the last year as well, which must have been a hell of a project. That's a lot of parts to machine.

She carefully manuevers through the unmoving skitarrii, and you direct her to board the shuttle. Then you look around the hanger one more time.

Thalya seems to misinterpret your scan. ++Fuel for your shuttle is not included in our agreement. I will entertain proposals for what value you can provide in return for a refueling agreement.++

A flash of anger spikes through you and you allow it to spill into the noosphere, where it encounters a sense of victory and glee from her. She feels like she's just maneuvered an opponent into a trap.

++Come inside, and let us speak of your skills and history. If you will not reveal...++

You cut her off. ++No. I shall depart now.++ Your avatar boards the shuttle, shortly followed by all of your combat bots. Anexa sits in the copilot seat and watches as your hands flicker over controls to begin takeoff preparations.

You can see Thalya out of the cockpit, and anger spills off her as she stares at your shuttle. You give her a jaunty wave with your servo-claw, then your ship takes off. You go straight orbital, going in a long arc far away from the planet and hopefully out of range of any sensor satellites. Your course should land you on a completely unpowered landing in the mountains of Aevon, about seven hundred miles from your main base.

You turn towards Anexa. "I am glad we are gone. Thalya is a foe of mine."

She simply nods. "That does seem to be the case, Magos Vita."

You wave a gloved hand at her. "Just Vita, now that we are alone. We will not see other tech-priests for some time, and I will not stand on formality."

"Understood. Can we speak on the next lesson? I want to understand the shaping of plasma with magnetic fields."

"Certainly..." You trail off. Your avatar just detected a signal pulse. It was faint, but distinct. And not generated by you. And you're in a far orbit right now. The only thing out here is you and maybe some debris. You check the shuttle's sensor records and it takes some filtering but you find the pulse there too. But on a completely different heading.

Next you query your bots in the hold. They all have comms suites, and while it's weaker than your avatar it's not by much, and most of them picked it up to. With the multidate of points you're able to triangulate the ping. It came from the bottom hull of your shuttle.

Oh, that cast-iron bitch. She planted a tracking device on me.

Well, there's no good solution to this and a couple of bad ones. You hold up a hand for silence from Anexa. "Thalya put a tracking device on us. Give me a moment to take care of it."

You order one of your combat bots into the airlock, pump it down and then jettison them. Then the shuttle rotates to expose the site with the tracker. You know the general area and it still takes a little while to find the little thing. It seems to have some kind of camouflage coating, which is annoying.

Still, the combat bot you jettisoned has a hotshot lasgun, and that more than sufficient to blast the tracker off the hull. You won't be able to get the bot back, not without adjusting your course enough that you wouldn't come down anywhere near where you meant to. You do rotate the shuttle to ensure there aren't any more. You don't find any, and you know the frequency they transmit on now. If another one of those trackers shows up you'll be pretty quick to find it.

Then you dive back into the conversation with Anexa. She's shyer than you expected, though you expect that's probably because she just left her home for the last few decades, likely never to return. But as you talk technical details she seems to emerge from her shell, just as you knew she would.

"... Oh! It's a complementation effect, where you rely on the subgenerated electric field to induce the secondary magnetic field to achieve the full effect!"

You nod approvingly. "Yes, precisely." You keep chattering away as you guide the shuttle down though an unpowered descent, only pulling out of the headlong plummet when you hit the cloud layer that's still present from when you left earlier in the night. It's getting close to dawn, but you should still have enough time to get back to your base.

You wonder briefly if it's worth ditching the shuttle in the river and trying to recover it later just to add another piece of difficulty to tracking you down, but decide against it. Most of that is for Anexa's sake. She's had a rough evening already, you don't need to make that any more difficult.

She doesn't seem to appreciate the approach you do take, which is to fall out of the clouds like a rock, airbreaking as much as you can and only igniting the VTOL thrusters at the last moment. The shuttle still lands pretty hard, and you make a note to do some maintenance on the landing gear as you guide it into the hanger and out of the open.

Anexa gingerly releases her firm grip on her armrests, then looks over to you. "Where did you learn to fly?" Then she blinks and seems to remember herself, ducking her head. "Vita."

You grin over at her. "I taught myself."

She mutters something under her breath as she gets up, though you catch it. "Of course she did."

"Do you want me to teach you?" You offer. She freezes, starts to shake her head and then seems to consider it for a moment longer. She reaches out to caress the bulkhead. "Yes."

"Good. I won't be making many shuttle flights soon, but when we can then I'll teach you." You lead the way into the hanger, and she follows, looking around curiously.

"Where are we? I thought your base was in the mountains?"

You shake your head. "That's a decoy. This isn't my true base either, but rather my more public base. It's going to be expanding quickly. Let me show you to your housing, then I'll leave you to get settled. After that we can discuss your education schedule. I have quite a bit to attend to."

You march your avatar off to a hidden storage closet and deactivate it. You don't have any other use for it, and if the Aevon government sees a tech-priest wandering around you're going to have an awkward conversation. But you also don't want to make it seem like you're around Anexa all day every day. Not only will that wear the poor girl out, but it'll make it seem like you don't have anything better to do.

Though you kind of do. You've got a ton more to do. You want to expand this manufactory setup, build out a medical lab, and... build some underground holding cells in case Anexa doesn't take the news about your true identity well. You're not planning on telling her, you just want to be prepared in case something unfortunate happens.

You also want to finally figure out your psychic shielding. The more you've investigated it the more you think that you were psychically attacked while you were on that space hulk, and it was damaged. You'd really like to fix that before you go out into the broader galaxy and find new horrors that can attack you psychically. Assuming they aren't just waiting in the monestaries for you! But first things first, you should talk to Anexa and get the construction underway.

Your avatar knocks politely, then enters Anexa's quarters. They're pretty nice, if you do say so yourself. She's ready and waiting for her first in-person lesson, but it's not going to be what she expected.

Anexa teaching/interaction - rolled 30+10=40. Basic success.

You pace for a moment, considering how to communicate what you want to get across. She's getting fidgety, but doesn't want to interrupt you.

After a moment you pause, then look at her. "I am not a normal tech-priest."

She snorts slightly, then covers her mouth and fake nose with a hand. "You are not."

You shake your head. "It's more than that. I am fundamentally different from other tech-priests, in substantive and important ways. There is more to me than what there seems to be."

Anexa regards you with some amount of confusion, not sure how to respond to that.

You cock your head at her. "This is my first lesson. My first true lesson. The best truths are the ones you discover yourselves. Knowing technical details is one thing, but knowing how to discover them is something else. For that you must experiment. You must make guesses, then check their accuracy. You must try and disprove yourself, for only that way will you arrive at the deepest truth."

She's still a bit confused, but you can tell from a flicker in her eyes that she's starting to understand.

"This is called the scientific method, and it is a generalized method to find truth from unclear data. It is the most powerful tool humanity has ever found, and mastering its use is the path to true power."

Those words seem to ignite the fire inside of her. "Like what? What can I use it on?"

"The first secret," you say with a smirk, "is me. I will not tell you my secrets, but I challenge you to find them."

That seems to draw her up short.

You reiterate. "I challenge you to find out my secret. I ask that you not judge hastily, but speak to me about things as you find them. I will give you hints as needed."

You wait until she nods tentatively, then continue. "There is another kind of lesson you have not received enough of. It's known as philosophy, and is the study of thought itself. We shall begin with trying to define justice.

Even as you talk to Anexa, the holding cells take shape underground. Again you hope not to need them, but better safe than sorry.

You build out the second manufactory and the medical lab, and show Anexa through their science, helping her remove the pain modulator that Orynn installed. She remarks on how different the technology involved is from what the enclaves use, and you wave off the observation.

With that done you finally have the bandwidth to get into other topics. Once more you delay looking at the psychic shielding for a more pressing issue. There's a good chance this facility gets attacked in the coming years, and you need to defend it. You can build armies to defend against the ground, but no army can protect against a weapon of mass destruction, or ships overhead.

You have the technology to build anti-air & anti-orbital weapons, you just don't have the designs. But it doesn't take you long to whip some suitable blueprints up. For anti-orbital defense you design a single large lance dug into a reinforced bunker, designed to shoot up through the atmosphere. It's not protected from the ground, but its size and ability to shoot faster than most space-based lances will help contest the orbitals if that's something you need.

For air defense you take the same idea and scale it down. The most important thing is the tracking, since things like ballistic missiles or aircraft are small and fast targets. You end up with a tri-barreled set of rapid-recharge lascanons coupled to an advanced targeting computer. You would need at least ten of them and some early warning to be confident in handling a set of nukes, and you'd probably need 50 to be able to stand off the entire mechanicus arsenal, but even a few will provide a nice safety net, though if you want them to be at all concealed you'll need to dig them into camouflage or underground, which will both hide them and make them more resilient to damage.

New blueprint available - Anti-Orbital Defenses (100 BP, 5 CP)
New blueprint available - Anti-Air Defenses (25 BP, 5 CP)

Finally, finally you turn your attention to the psychic shielding. At first it reminded you of a kind of active faraday cage, a shell of circuits running through your hull and constantly draining power. But the more you poked at it the more you felt sure there was something else going on.

It was draining power to do nothing, but not producing any excess heat. There seemed to be energy vanishing into nowhere. That was one clue, but not the only one. What was that power doing? You had no idea, and no good leads aside from "Projecting some kind of invisible shell, idiot."

But the key insight that brought it all together was the machine spirits, and the neural nets that you're pretty sure comprise them. If you think of the machine spirits as capable of thinking similar thoughts, then your psionic shield is a similar construct. It is almost the simplest possible thought circuit, and it's busy thinking a single thought as hard and often as possible, and somehow doing that drains energy away into the warp.

How that happens has something to do with emotion, but it's confusing. How can a simple shell-circut thing have emotion? You're not sure! You're also not sure how it accesses the warp in ways you can't. Maybe in the same way psykers can?

There's a lot of details there you don't fully understand. You get the math behind opening portals to the warp, and the insanity of warp travel. But this is something different. This is the way that thinking beings interface with the warp, though you think it only works for your shielding because it's thinking one very specific thought. This method woudln't work if that thought was more complicated

It takes you a while to understand what your shell is "thinking." Eventually, you figure it out. It's thinking, repeatedly and as hard as it can. "No." It's denying any and all questions as hard as it can. And because you exist within that denial, that means that any questions that get asked through the warp, it denies for you.

That's... actually fairly disturbing actually. You're almost tempted to turn it off and see what questions get asked of you. You'll say no of course, but you want to know. But that's part of the danger, isn't it? And maybe it's not even a question you know how to properly say no to. Only a unthinking net that only does one thing, and that's answer no, is properly safe.

The other reason you don't do that is because your shielding is damaged. It's only operating at about 85% capacity, and you're pretty darn sure that the extra was caused by something attacking it, and it successfully denying them. Likely while you were on the space hulk and felt those weird resonances. You don't think it's happened again since you crashed on this planet, which is a bit of a relief.

Psychic shielding research completed - rolled 21+20=41. Success.
Warp shielding capacity gauge unlocked!
Warp shielding repairs unlocked!
New non-combat ship equipment unlocked - Psychic Shielding
New research unlocked - 500 RP Improved Psychic shielding
New research unlocked - 500 RP Miniaturized psychic shielding

Well. It might be a good idea to fix that. And maybe figure out a stronger version before you build your big new ship. It would be nice to be secure that an out-of-context problem doesn't show up and eat your lunch out of nowhere.

With that finally ticked off your list, you turn your attention back to Anexa. You've been giving her a steady stream of lessons, technical, moral and epistemological. She's continued to soak up the technical content like a sponge, but hasn't really engaged as much as you'd hoped with the rest. You want to deprogram her from the religion of the mechanicus, but you can't out and say that. And it's slow going, with her resistant to any attempt to show her the illogic of their beliefs.

One day she turns to you with a realization of shock and horror. "You don't believe in the omnissiah."

You sigh, and fold your arms, unsure how to respond.

What do you say?

Current capabilities:

Command Points 1080/12,500
Ground Build Capacity: 300
Void Build Capacity: 0
Research Capacity: 200
Psychic Shielding: 85/100 (repair for 10 BP/point)

Available ships:
1x Ground-to-orbit shuttle (5 CP)

Available ground forces:
1000 Light infantry bots (200 CP)
2000 Light infantry bots, humanized (400 CP)
999 Medium Infantry Bots, humanized (200 CP)

Misc assets:
5 BP of trade goods that Aevon will accept as rent.
Avatars:
Adult human woman, indeterminate age.
Female tech priest with some augmentations.

Current Installations:
Underground Directional-Control Radio Tower (5 CP)
2x Underground Manufactories (2x50 CP)
2x Manufactories (2x50 CP)
Crashed Ship (10 CP)
Small automated medical facility (50 CP)
Underground Captive Holding cells, 0/500 occupants (10 CP)

In progress construction:
None

In progress research:
None

Actions (choose 4 of the below, can choose the same action multiple times):


[] [Free] Poke around some more in the databases, looking for anything in particular.
I'm not going to write out every aspect of Vita going through the databases she yoinked. If you want to ask if something in particular is present because it's important, do so here. Please keep it to one or two items per turn.

[] Orders: Command existing units in a given theater of operations.

[] Diplomacy: Talk to people. (Write-in goal & method)
Thalya is expecting a report next turn, not this one. But Anexa is here now, and she's not quite on-board with everything yet. The more technical education you do with her the higher 'level' she'll be when you finally do bring her into your crew. But letting her to sit is probably going to lead to her discovering your secret in uncontrolled circumstances. She's a smart cookie.

[] Construction: Gain build points equal to your build capacity, write in what combination of blueprints you spend them on.
Don't forget that you can repair your psychic shielding for 10 BP/point. It hasn't lost any integrity in thousands of years, but...
Installations
Installation default is to be built in full view. Basic stealth (building under cover, sensor-absorbing materials) can be applied with 2x BP cost. Ground-based installations can be built entirely underground for 3x BP cost.

Basic Biology Research Lab (50 BP, 50 CP) Will allow you to process basic biological samples, such as flora & fauna. Or captives.

Basic Technological Research Lab (50 BP, 50 CP) Will allow you to process basic technological samples, to understand their electronics, materials, etc.

Captive Holding cells (25 BP, 10 CP) will allow you to hold 500 captives and keep them fed and watered while you interrogate/indoctrinate/talk to them.

Small automated medical facility (50 BP, 50 CP) 50 treatment rooms with autodocs capable of dealing with moderate injuries.

Directional-control Radio tower (25 BP, 5 CP) improves signal reception quality and allows you to send your own signals across the planet, as well as giving you the capability to bounce them off the atmosphere to disguise their origin.

Observatory (100 BP, 25 CP) Built on a nearby mountain. Will unlock research projects to map the current system.

Manufactory (100 BP, 50 CP) More manufacturing capacity and the raw material harvesting to use it. +50 ground-based build capacity.

Rocket Launch facility (50 BP, 10 CP) Uses chemical rockets to convert up to 500 ground build capacity to half that amount of void build capacity. The opposite of stealthy.

Spaceport (100 BP, 25 CP) Allows you to use shuttles to convert ground build capacity to Void build capacity with no loss, or as a base to host and rearm fighters. Can host 10 fighters or 10 shuttles, each capable of converting 50 ground BP to void BP, built separately. Stealthier than rockets, but not invisible.

Magnetic Catapult launch system (1000 BP, 50 CP) Allows you to convert up to 500 ground build capacity to void build capacity with no loss. Stealthier than you'd think.

Anti-Orbital Defenses (100 BP, 5 CP) A single large lance dug into a reinforced bunker. Will prevent hostile forces from claiming the orbits uncontested, but can be neutralized by orbital bombardment or ground invasion.

Anti-Air Defenses (25 BP, 5 CP) A trio of rapid-recharge lascannons backed up by advanced targeting software in a reinforced emplacement with an upwards-facing arc. Will attempt to destroy ballistic missiles, aircraft or shuttles as they approach. Can miss or be saturated by large amounts of incoming fire or miss and fail to destroy their targets.
Void Installations
These are built in space. They require 'void BP' which is associated with lift capacity. This is a detail we'll abandon eventually, but for now your lift capacity is limited.

Orbital Manufactory (500 void BP, 50 CP) Orbital manufacturing capability, built above a world. Includes material harvesting & transport. Gives +50 void build capacity.

Deep Space Manufactory (1500 void BP, 50 CP) Manufacturing capacity built near asteroid clusters. Gives +100 void build capacity. Automatic basic stealth. Requires you to do a system survey.

Small Shipyard (1000 void BP, 50 CP) All of the necessary facilities to manufacture 4 destroyers or 2 frigates per turn.

Medium Shipyard (5000 void BP, 100 CP) All of the necessary facilities to manufacture 16 destroyers or 8 frigates or 2 light cruisers per turn.

Basic Defense Satellite (300 void BP, 10 CP). Light Defensive platform, 200x200 meters. Light shield, Light armor, 1 light lance battery.
Ships
Ground-to-orbit shuttle (20 BP, 5 CP) Each shuttle converts up to 50 ground build capacity to void build capacity. Requires a spaceport for efficient transfer of materials.

Ground-to-orbit Fighter (20 BP, 5 CP) These fighters have twin-linked lascannons to attack ground and orbital targets, and can carry a couple of small bombs. Requires a spaceport for rapid launch and rearming.

Requires destroyer-capable shipyard. Tiny system monitor (950 void BP, 50 CP) Destroyer, 1500x300 meters. 7 gravities of acceleration. Medium armor, Light Shields. 2 Light Macrocannon batteries, 1 light lance battery. High-maneuverability thrusters.

Requires frigate-capable shipyard. Small system monitor (2525 void BP, 100 CP) Frigate, 2200x600 meters. 5 gravities of acceleration. Heavy armor, Heavy Shields. 4x Medium Macrocannons, 1x Medium Lances, 2x Point Defense.
1000 bp base. 1000 bp
Units
Avatar (10 BP, 0 CP) 1 human-appearing robot.

Light infantry bots (25 BP, 200 CP). 1000 human-sized bipedal robots with light arms and armor, mostly intended to fight lightly-armored enemies. Expensive CP cost due to need for close control. Can be humanized for +15 BP to appear humanoid unless bodies are investigated, with a slight malus to strength and armor.

Medium Infantry Bots (50 BP, 200 CP) 1000 human-sized bipedal robots with medium armor and light anti-tank weaponry. Expensive CP cost due to need for close control. Can be humanized for +15 BP to appear humanoid unless bodies are investigated, with a slight malus to strength and armor.

Light tanks (100 BP, 50 CP) 100 light battle tanks, primarily armed with anti-personnel weapons.

Medium tanks (200 BP, 50 CP) 100 medium battle tanks with battle cannons to fight enemy armor.

Basic Artillery (300 BP, 50 CP) 50 basic artillery units, capable of shelling battlefields with indirect fire. Includes internal ammunition fabrication.
Export Goods
Light Infantry Weapons (5 BP) Enough light weapons to outfit 1000 humans. Mostly intended for anti-personnel use. Lasguns, a few stubbers, some grenade launchers and supplies of frag grenades.

Light Infantry Armor (5 BP) Enough light armor to outfit 1000 humans. Roughly equivalent to Imperial guard Flak armor, though with better communication abilities.

Medium Infantry Weapons (10 BP) Enough medium weapons to outfit 1000 humans. A mix of anti-armor and anti-personnel use with greater specialization. Hotshot las-gun equivalents, some lascannons, some autocannons, some flamers, some sniper rifles, a supply of krak grenades.

Medium Infantry Armor (10 BP) Enough medium armor to outfit 1000 humans. Roughly equivalent to Imperial carapace armor.

Heavy Infantry Weapons (20 BP) Enough heavy weapons to outfit 1000 humans. Primarily focused on anti-armor, will work well on power-armored foes. Plasma guns, meltaguns, heavy flamers, melta bombs, missile launchers.

Basic Melee Infantry weapons (10 BP) Why?... alright, fine. 1000 chainswords suitable for humans.

Light crewed tanks (100 BP) 100 light battle tanks, primarily armed with anti-personnel weapons. Need crew. Roughly equivalent to the Imperial Chimera.

Medium crewed tanks (200 BP) 100 medium battle tanks with battle cannons to fight enemy armor. Roughly equivalent to the Leman Russ.

Basic Crewed artillery (300 BP) 50 basic artillery units, capable of shelling battlefields with indirect fire. Includes internal ammunition fabrication.

Trade goods (Any cost you wish to spend) A mix of medical supplies, civilian equipment, vehicles and appliances tailored to your trade partner's needs. 5 is a small amount of goods, 10 is decent, 20 is a fair number, 50 starts being quite a lot.

Manned Manufactory (100 BP) More manufacturing capacity and the raw material harvesting to use it. +50 ground-based build capacity, to be spent as the people running it desire.

[] Research: Gain research points equal to your research capacity, to be spent designing new blueprints or researching projects. Write in what you spend them on.
Reminder that you can split a research action between blueprint design & research. Not to say you should do either, just a reminder.
The ways to get new research options are to:
  1. Do research. That'll unlock more research.
  2. Build appropriate installations & potentially acquire samples to research in them (samples could be anything from 'a human' to 'a Norn queen' in rarity).
  3. Ask for them. Often I'll tell you what you need to do to unlock specific research options,
-[] Efficient Weapon Distribution (100 RP) Ok, there must be more efficient ways to lay weapons out on these ships! (Weapon costs count as 0.9x for ship capacity packing.)

-[] Heavy Cruisers (300 RP) How to make a bigger ship? Let's figure that out. Surely it's not much more complicated than just multiplying all of the dimensons by two! (unlocks heavy cruisers)

-[] Can I have a new ship please? (200 RP) Triggers a sub-turn to design yourself a new ship. It can be any size, up to one class larger than what you currently have available (This is Vita's unique mechanic, and will let you design the first iteration of your ship)

-[] Mechanicus files on the Archenemy (100 RP) You've seen refences here and there to the "Archenemy" and the "Corruption" that it causes. It seems like a more specific and terrible danger than just a generalized lure of going against cult doctrine, but... what? It's almost like they're treating it as a infohazard that needs to be locked behind higher access.

-[] Bombers (100 RP) Can... can you just stick bigger missiles on fighters? (unlocks bombers)

-[] Small-craft Stealth (100 RP) How do I keep these ships better hidden? Hmm - radar absorption, better chassis design to deflect signals? Hiding or dispersing the drive plume? All good ideas. (Unlocks the ability to design versions of fighters, bombers, boarding craft and shuttles with basic passive stealth. Unlocks advanced passive stealth, basic active stealth and research to apply stealth to both smaller combat bots and larger ships)

-[] Shuttle automation (150 RP) Surely I don't have to fly these stupid things myself. (Reduce the CP cost of shuttles by 50%)

-[] Superheavy Armor (200 RP) Let's just stick starship armor on them and call it a day. (Unlocks superheavy tanks and is half of the puzzle for space-marine-quality power armor)

-[] Basic power armor (100 RP) Putting heavy armor on a person doesn't work well because... well. It's heavy. If you can give it some robotic actuation then they don't need to carry all of it. (Unlocks humanoid heavy armor, as well as being a prereq for superheavy-humanoid armor, i.e. for space marine-quality, once you research superheavy armor.)

-[] Avatar self-customization (200 RP) Your previous avatar was capable of changing its appearance at your whim, changing the hair, eye and skim color rapidly. Hair length and body size changes took a bit longer but were also possible. Is this worth figuring out? It might just be you being vain. (Unlocks some disguise-style cybernetics... once you get good cybernetics and can do things like skin/eye replacements).

-[] Combat Bot Humanization, Redux (50 RP) Your first try at making humanoid-looking combat bots worked, but you had to make some annoying compromises. You have some ideas on how to fix it, you just need to implement them.

-[] Walkers (300 RP) Tanks are... kind of boring? Mechs are cooler. (unlock armiger knights, starts the knights/titans research tree)

-[] Really good Robotics: (1200 RP) You know it's possible to make robots that are really strong. You've seen the specs floating around. You just don't quite know how to do it, though you've got some ideas on the matter... it would take quite a bit of simulation and a lot of trial and error to bring them into reality (Unlocks improvements to avatars, power armor, cybernetics, combat bots, improved manufactories). Acquire samples of advanced robots to reduce this cost.

-[] Intelligence Coding (500 RP) You don't really understand how your own code and hardware works. Maybe putting some effort into understanding that would pay dividends. It's never been something too interesting, but hey, maybe you should give it a shot. (Helps you understand your own code. Prerequisite to building new AIs, starts command point tree and automation tree)

-[] Improved Psychic shielding: (500 RP) Your "no" shielding seems to have worked to protect you from attack so far. But the design is really just a first-generation version. You could develop the second generation, make it capable of more complex and powerful thoughts? (Gives you the ability to build improved psychic shielding, and further upgrades down the path to make it even stronger, half of the research towards using this as some kind of attack against warp beings).

-[] Miniaturized psychic shielding: (300 RP) Right now you can build and repair psychic shielding that's roughly ship-sized. Maybe aiming for building-sized next? (Lets you build smaller and less expensive versions of the psychic shielding. Unlocks further research to "nest" the shielding, as well as build person-sized versions).

- [] The Basics of Psytech (200 RP) You have that pile of samples from Prospero. You were supposed to see if anybody was interested in them, but you doubt the people who gave them to you will care much what you do with them anymore. Maybe poke around and figure out what's what. (Beginner psytech learnings. Unlocks research projects to build individual pieces of psytech)

-[] The workings of a Void Abacus (200 RP) You have a void abacus. It's pretty complicated, but you also have the manual, and you've always been good at physics. (You're better at using your void abacus, and unlocks the technology to figure out how to manufacture them, half of unlocking research for better warp understanding).

-[] A Study of Physics (150 RP) You have a good understanding of physics, and access to a huge network of academic papers from several different eras on physics theory. But being able to query it and understand it are different things. It's actually kind of interesting, you have to admit. (First steps towards more exotic weapon types like nova cannons, graviton weapons, vortex bombs, fusion beamers, as well as some new potential manufacturing techniques).

-[] Cybernetics (200 RP) Interfacing robotics with organics is an old art, and one you haven't dabbled in at all. You've got some medical literature on nerve-interfacing chips that will help, but you're going to need (consenting) test subjects and appropriate equipment to get started. (Allows you to build and install basic limb replacements. Nothing combat-capable. Unlocks research for more combat-capable cybernetics, brain implants and organ replacements)

Locked behind samples/installations:
-[] System survey (50 RP) What else is there in the system? You're not even sure what planet you're on. (unlocks a system map). Locked behind an observatory.
-[] Biology is kinda wet (100 RP) Unlocks basic biology research. (The first step towards research projects related to juvenat, as well as human/xeno genetics, improved medical care, interrogaton drugs etc.) Locked behind Basic Biology Research Lab.
-[] What's up with this tech? (100 RP, requires samples of imperial technology from locals) You know some of how it works, but you need to get your hands on it to properly replicate it. What's up? (unlocks machine spirits/servitor construction, as well as half of the prereq for hacking imperial technology). Requires Basic Technological Research Lab

Designable Blueprints:

100 RP - Heavy Infantry Bots (100 BP, 200 CP) 1000 human-sized bipedal robots with heavy armor, roughly equivalent to the Sisters of Battle, and heavy armaments such as plasma guns, meltaguns, heavy flamers, melta bombs, missile launchers.

50 RP - Heavy tanks (500 BP, 50 CP) 100 heavy battle tanks with heavy battle cannons to fight effectively against heavy enemy armor.

25 RP - Anti-armor Bunker (50 BP, 10 CP) A bunker with a heavy melta cannon, able to take out most armor in a single shot.

15 RP - Anti-personnel Bunker (20 BP, 5 CP) A bunker with a set of high-fire-rate weapons designed to take down humanoid-sized attackers wearing medium or lighter armor.

50 RP - Ballistic missile (50 BP, 10 CP) A long-range ballistic missile. By default it carries a high-yield explosive head capable of destroying approximately a city block. Can be intercepted by orbital defenses.

50 RP - Nuclear warhead (25 BP, 1 CP) A nuclear warhead that can be deployed by ballistic missile or other means to destroy a city-sized target unless it's heavily dug-in.

25 RP - Spy satellite (10 void BP, 5 CP) A small spy satellite that lets you do your own surveillance on the planet below. Under your complete control and with better sensors and communication hardening than any of the local satellites.

Ground Blueprint Design:

To design ground installations & non-combat units, post them and I'll add them here if they're valid, along with RP cost to design them. This includes bunkers, anti-orbital defenses, ground units, etc. You'll unlock more things with more technology.
Some things are impossible without the correct research - for example, heavy tanks will require you to research heavy armor first. Other things will be very cheap if you already have most of the design - for example if you research a better weapon it will be relatively cheap to just swap that out on the tanks.

Void Blueprint design:

To design void blueprints, follow these steps:
  1. Choose a starting hull from the list of available void chassis below
  2. Choose the number of Build Points to be spent on the base hull. This corresponds to overall size of the ship - a destroyer with 200 bp will be 1200x200 meters, while a 500 bp base destroyer will be 1600x400 meters. This will set the "hp" of the design as well as determine the total cost of weapons and combat equipment you can fit into the ship.
  3. Pick the speed, shields and armor of the design. Shields are recharging temp HP, while armor is damage reduction. Speed is self-explanatory. These do not count towards weapon cramming.
  4. Pick noncombat equipment to go onto the ship. These do not count towards weapon cramming.
  5. Choose weapons and combat equipment to add to the ship. As a rule of thumb, your budget for these things is the base BP spent on size before you start to get into cramming. You can cram more stuff in, but there will be penalties to maneuvering, maintenance, etc. As an example, if you build a destroyer with a base hull cost of 400, then you have a budget of 400 to spend on weapons/equipment before penalties start kicking in. See the below example for an explanation:
  6. Spend the number of RP attached to the chassis.

Here are two examples of me designing the two blueprints you have available:

(Basic Defense Satellite) Light defense Platform. Base 100 Bp (200x200 meters). No engines, Light shields for 50 bp, light armor for 50 bp. 1x light lance battery for 100 bp. Total is 100+50+50+100 = 300. Weapons+equipment is 100, within the base BP of 100, so no cramming penalty.

(Basic System Monitor) Destroyer chassis. Base BP 350 (1500x300 meters) Engines: 7 gravities for 100 BP. Light Shields for 50 BP. Medium armor for 100 BP. 2x Light Macrocannon batteries for 200 bp, 1x Light Lance battery for 100 bp, High maneuverability thrusters for (1/10 base, round up to nearest 50 =) 50 bp. Total is 350+100+50+100+200+100+50 = 950. Weapons + equipment is 350, within the base BP of 350, so no cramming penalty.

Available Void Chassis:

Light defense Platform, 25 RP, 10 CP, (100-400 BP, 200x200-500x500 meters.) Engines: (none) for (0). Shields: (none/light/medium) for (0/50/100) Armor: (none/light/medium) for (0/50/100)

Destroyer, 50 RP, 50 CP. (200-500 BP, 1200x200-1600x400 meters) Engines: (6/7/8 gravities) for (50/100/150 BP). Shields: (none/light/medium) for (0/50/100) Armor: (none/light/medium) for (0/50/100)

Frigate, 100 RP, 100 CP. (500-1000 BP, 1600x400-2200x600 meters) Engines: (5/6/7 gravities) for (75/150/225 BP). Shields: (none/light/medium/heavy) for (0/75/150/225) Armor: (none/light/medium/heavy) for (0/75/150/225)

Light Cruiser, 150 RP, 200 CP. (1000-2000 BP, 3500x400-4400x800 meters) Engines: (3/4/5 gravities) for (100/200/300 BP). Shields: (none/light/medium) for (0/100/200) Armor: (none/light/medium) for (0/100/200)

Available Non-combat Equipment:

Living Space (1/5 of the base cost of the hull, rounded up to the nearest 50) This ship is built to be run and operated by humans. It will require a crew but will not cost CP to command.

Warp Drive (1/10 of the base cost of the hull, rounded up to nearest 50) This ship can jump to the warp. Navigation systems sold separately.

Psychic Shielding (1/5 of the base cost of the hull, rounded up to nearest 50) This ship has a neural network integrated throughout the whole thing, that thinks "no" as hard as possible, answering the question for any warp-corruption for any beings or objects within the hull.

Troop compartment (25 BP) Can carry 10,000 soldiers or 500 medium tanks across the stars.

Medical bay (25 BP) Can treat 1000 moderately injured people at once.

Manufactory (Any cost up to base cost of hull, counts as combat equipment for cramming purposes) Generates void BP equivalent to 1/10 of its cost.

Repair Bay (Any cost up to base cost of hull, counts as combat equipment for cramming purposes). Repairs damage across friendly ships equal to its cost in repairs.

Available Weapons:

Prow Ram 50 bp. This ship is built to run into things, and hurt them more than it gets hurt.

Light Macrocannons 100 bp. Medium range, projectile weapons built for sustained barrage.
Medium Macrocannons 200 bp. Medium range, projectile weapons built for sustained barrage.
Heavy Macrocannons 400 bp. Medium range, projectile weapons built for sustained barrage.

Light Lances 100 BP. Long range, hitscan burst weapons. Not excellent at sustained fire.
Medium Lances 200 BP. Long range, hitscan burst weapons. Not excellent at sustained fire.
Heavy Lances 400 BP. Long range, hitscan burst weapons. Not excellent at sustained fire.

Light Missiles 50 BP short range, limited ammo, vulnerable to enemy point defense but very good burst damage. Limited ammo. Decent anti-fighter/bomber weapon.
Medium Missiles 100 BP short range, limited ammo, vulnerable to enemy point defense but very good burst damage. Limited ammo. Decent anti-fighter/bomber weapon.
Heavy Missiles 200 BP short range, limited ammo, vulnerable to enemy point defense but very good burst damage. Limited ammo. Decent anti-fighter/bomber weapon.

Light Plasma Cannon 250 BP, Medium range, high-fire rate with incredible damage potential. Extremely effective against shields.
Medium Plasma Cannon 500 BP, Medium range, high-fire rate with incredible damage potential. Extremely effective against shields, less effective against armor.

Light Melta cannon 200 BP, Very short range, medium-fire rate but with incredible damage potential. Extremely effective against shields.
Medium Melta cannon 400 BP, Very short range, medium-fire rate but with incredible damage potential. Extremely effective against shields.

Fighters 100 BP, 50 CP. Parasite craft with short-ranged guns and some missile capability.

Point Defense 50 BP. A series of turrets on the hull to shoot down enemy fighters, missiles and torpedoes.

Small Torpedoes 150 BP. A payload of straight-flying armored torpedoes, sized to give destroyers a bad day, hurt frigates and prick cruisers.
Medium Torpedoes 300 BP. A payload of straight-flying armored torpedoes, sized to wreck frigates, hurt cruisers and make grand cruisers know they've been touched.

Light Teleportarium 100 bp. Can teleport a small number of organics or robots onto enemy ships from close range. Enemy shields must be down.
Medium Teleportarium 200 bp. Can teleport a medium number of organics or robots onto enemy ships from medium-close. Enemy shields must be down.
Heavy Teleportarium 400 bp. Can teleport a large number of organics or robots onto enemy ships from long range. Enemy shields must be down.

Available Combat Equipment:

Low-emission Systems (1/10 of the base cost of the hull, rounded up to the nearest 50) This ship has been tuned to reduce overall emissions, making it stealthier. Not stealthy. Stealthier.

High-maneuverability thrusters (1/10 of the base cost of the hull, rounded up to the nearest 50) This ship is more maneuverable, able to flip, spin and dodge more quickly. This lets it maneuver well through dense asteroid clusters and dodge/ram more effectively in combat.

Plasma payloads (choose missile warheads or Macro cannon warheads) (1/20 of the base cost of the hull, rounded up to the nearest 50) This ship can load and fire plasma-warhead ammunition, which has a flat damage increase.

Melta payloads (choose missile warheads, Macrocannon warheads or torpedoes) (1/20 of the base cost of the hull, rounded up to the nearest 50) This ship can load and fire melta-warhead ammunition, which is especially effective against enemy armor and hulls.

Tuned Shields Double shield cost on ship. These shields recharge significantly faster, but when taken down all the way take slightly longer to reboot.

Alloyed Armor Double armor cost on ship. Armor is much tougher but is harder to repair.

Light Boarding preparations (1/20 of the base cost of the hull, rounded up to the nearest 50) Bulkheads are reinforced, extra hatches seal all decks and turrets guard key chokepoints, making boarding annoying.
Medium Boarding preparations (1/10 of the base cost of the hull, rounded up to the nearest 50) The ship layout is designed to funnel borders into kill-zones in front of armored bunkers, and any borders will take heavy casualties.
Heavy Boarding preparations (1/5 of the base cost of the hull, rounded up to the nearest 50) This ship as essentially a flying dungeon, filled with escherian mazes, hidden turrets, crushing-hallways and other deathtraps.

The dice really are not playing along, though your bonuses have saved you from anything really terrible happening. The penalty for the "poor success" when dealing with the mechanicus is that they charged you 30 BP of tax, and now their miltiary leader has her eye on you. But hey, you got Anexa out.

Telling Thalya that you're looking for an STC on Denva Secundus was a small mistake since now she's really on the lookout for you, but really it was a very small leap from an explorator working on a planet for hundreds of years to there being something like that present. If anything now she's less worried that you're busy doing heretekal things now. How you deal with her is up to you, but if you expect to continue dealing with the mechanicus as Magos Vita then you'll probably want to do a diplomatic action
next turn to check in with her, or else she'll put an "apprehend on sight" order on you and do her best to delete your access.

You didn't manage to magically convert Anexa in one turn and thereby unlock the crew mechanic, and you're not guaranteed to do it next turn either. But it will happen if you keep trying and use good write-ins to help convince her that the omnissiah is dumb and AIs are cool, actually.


24 hour Moratorium, 18 hours of voting.
 
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Good going so far,just keep feeding these fuckers BP and keep on constructing and researching then we'll be trawling the stars in no time
I say,I say
 
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I was expecting Anexa wouldn't be "converted" in one turn, still it's shame to see it. Well, I'm sure thread will cook some nice write-ins for it. Thanks for the chapter Neablis.
 
Welp that is two diplomacy actions again next turn, one for Vita and one for Thalya.

@Neablis how hard would be be for us to design a stealthy assassin drone, something small that we could get past Thalya's sensors and say poison her with something that looks like a common industrial chemical poisoning or other common cause of tech priest death? Also if we did kill her how confident is Vita she could wipe out all data on her contact with the reclusive Magus Vita from the network?
 
Telling Thalya that you're looking for an STC on Denva Secundus was a small mistake since now she's really on the lookout for you, but really it was a very small leap from an explorator working on a planet for hundreds of years to there being something like that present. If anything now she's less worried that you're busy doing heretekal things now. How you deal with her is up to you, but if you expect to continue dealing with the mechanicus as Magos Vita then you'll probably want to do a diplomatic action next turn to check in with her, or else she'll put an "apprehend on sight" order on you and do her best to delete your access.

So, since she expects a check-in every turn, that's going to be troubling. A whole 25% of our actions taxed away.

> I am a Magos Explorator, and my mission is to explore secrets of Denva Primus. [Proud]

> I was not aware of lost ruins on Denva Secundus. Where? [Mild confusion]
Minor error, or are we really looking for an STC on the next planet over?

I think Thalya has just given us a key here.

> This planet and its people are no longer part of the Imperium of Mankind. Your project is no longer the priority [Logic]

According to the Mechanicus Doctrine, the God Empreror is a physical manifestation of the Omnissiah.
That they decide to no longer be part of the Imperium must be sacrilege of the highest order, unless you just stop teaching that element of doctrine, which I assume they did.

So, I say we bust out the parable of Jepegious, Saint of Lossy Transmission.

Anexa believes in the Omnissiah, but the Omnissiah was told to her by her master. Her master believes in them because they were told by their master, and so forth.
But we can prove that the faith has been altered by the matter temporal. Doctrines are passed done not as divine writ of God, but by the concerns and fears and privileges of the people above them.
The Omnissiah venerates the ancients that came before, but it also declares technology of xeno origin to be worthless. But we are an Exploration AI. I am certain we have files, properly datastamped to that time of the ancients, that include observations of xeno technology. Show her those, and ask her to reconcile the two. (Just remember to like, scrub out your own name on the files).

What does belief in the Omnissiah mean, when it's clear that so much of the faith is the creation of lesser men.
But beyond that, all the faith is, is the creation of lesser men and women, a tool to mold the Mechanicus in their, not God's image.
 
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The Omnissiah venerates the ancients that came before, but it also declares technology of xeno origin to be worthless. But we are an Exploration AI. I am certain we have files, properly datastamped to that time of the ancients, that include observations of xeno technology. Show her those, and ask her to reconcile the two. (Just remember to like, scrub out your own name on the files).

That's an interesting angle. Finding Mechanicus records demonstrating the ongoing decline in technological ability might make her question as well.
 
Murder, the solution is murder.

We need to design and execute a plan to kill her.
That'll just draw more attention.

Though I suppose this could be a way to gain access to samples? Salvage some broken down scrap from inside the hold, sell that for gear? Sell a brand new tank, and claim it came from a status shielded warehouse.
Of course, the more value we demonstrated, the harder she'll try to look for us.

Oh, that cast-iron bitch. She planted a tracking device on me.

Well, there's no good solution to this and a couple of bad ones. You hold up a hand for silence from Anexa. "Thalya put a tracking device on us. Give me a moment to take care of it."

You order one of your combat bots into the airlock, pump it down and then jettison them. Then the shuttle rotates to expose the site with the tracker. You know the general area and it still takes a little while to find the little thing. It seems to have some kind of camouflage coating, which is annoying.

Still, the combat bot you jettisoned has a hotshot lasgun, and that more than sufficient to blast the tracker off the hull. You won't be able to get the bot back, not without adjusting your course enough that you wouldn't come down anywhere near where you meant to. You do rotate the shuttle to ensure there aren't any more. You don't find any, and you know the frequency they transmit on now. If another one of those trackers shows up you'll be pretty quick to find it.

For example, this only worked because she was kinda simple with her tracker, and had it broadcasting continuously, assuming we wouldn't pick up on it.

A tracker which instead waited for a prolonged amount of time, only to then send all it's info in a burst would have betrayed our location much closer to base. (At the risk that it only activates after it's already in a shielded area).

(Also, we might have to check on Anexa, and see if she doesn't have any trackers in her. I'm suspicious of the new Mechadendrite. Bit weird that she got the parts for that while being blackballed. ).
 
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I will once again say that I love the Mechanicus interactions in this quest. Some of the better ones I've seen. So much petty bullshit and powerplays. The descriptions about the noosphere and the presence different characters have in it are also interesting. But it also makes me think that we might want to research some improved masking techniques in the future. Making Vita's noospheric presence slightly more "sloppy" would make her less intimidating, but in turn could further work towards obfuscating the fact that she is an AI. Could be properly paranoid once we leave the planet.

Also, Neablis: the way you've made the logic of the psychic shielding work is pretty interesting. Similarities with the Machine Spirits, huh? An interesting spin for them. Speaking of which, we should probably at the very least fix the shielding to full strength before we go poking around even what is likely an extremely sanitized, sterilized, radiation-blasted-to-purity database that the local Mechanicus Enclaves have on the Warp, the Chaos and their corruptive effects on technology.

Yet these warnings are probably good thing to read about before we dive deeper into Warp-research. The Void Abacus research itself seems to be just replicating the design, but the later path unlocked by it and the psychic shielding research we just completed? Probably territory we don't want to wander in blind.
-[] The workings of a Void Abacus (200 RP) You have a void abacus. It's pretty complicated, but you also have the manual, and you've always been good at physics. (You're better at using your void abacus, and unlocks the technology to figure out how to manufacture them, half of unlocking research for better warp understanding).
...Hmmm. I wonder if getting samples about Imperial/AdMech technology for research, and so (among other things) a deeper insight into the Machine Spirits would give us discounts to the psychic shielding minituarization and improvement projects we just unlocked?
I was expecting Anexa wouldn't be "converted" in one turn, still it's shame to see it. Well, I'm sure thread will cook some nice write-ins for it. Thanks for the chapter Neablis.
*Puts on his cheff-hat.*
 
That'll just draw more attention.

Though I suppose this could be a way to gain access to samples? Salvage some broken down scrap from inside the hold, sell that for gear?

Not if we are good it isn't. The perfect murder happens all the time, it's the ones no one realize was murder. Like I said she came down with a case of self-inflicted industrial poisoning or she botched a bionic installation and gave herself a lobotomy oops...

Our technology base may as well be magic as far as the Cult Mechanicus is concerned, we just need to build a good enough method of assassination. Alternatively we use all those funky brain implants tech priests put in themselves to mind control her. We might not be able to make scrap code, but we can make really good conventional viruses.

Remember we might not be Robo-Satan in character, but we are a pretty good match for one in ability. :V
 
Not if we are good it isn't. The perfect murder happens all the time, it's the ones no one realize was murder. Like I said she came down with a case of self-inflicted industrial poisoning or she botched a bionic installation and gave herself a lobotomy oops...

Our technology base may as well be magic as far as the Cult Mechanicus is concerned, we just need to build a good enough method of assassination. Alternatively we use all those funky brain implants tech priests put in themselves to mind control her. We might not be able to make scrap code, but we can make really good conventional viruses.

Remember we might not be Robo-Satan in character, but we are a pretty good match for one in ability. :V
Eh, assuming we can effortlessly kill the high ranking Mechanicus without being noticed smacks of Hubris.

We haven't even researched the pre-reqs for hacking imperial tech at this moment.
 
If we plan to be on the planet long term we could also wait until she naturally dies. How old is she?
 
i would like for use to build both our hidden and our public bases to be similar to castle brians from battletech.
this is because one of the features of castle brians is that they hide their openings under terrain features and they can pop up and reveal themselves when they need to be used.
 
So biologis was never an option.



Some notes on our answer:
-Faith and fact are close to opposites
-We do not know if the omnissiah exists. Our character genuinly doesnt.
-Finding out should be on the agenda at some much later point
-if we want to lie further, we could point out that the local mechanicus is disconnected. -Selling a story about how the specific cult she grew up in is a fantaic splinter of a more reasonable main cult that searchs for the answer of the ommissiahs existence could be possible

Or not. Im really insecure oin this quest. Probably gonna lurk.
 
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