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I'd argue we can get away without Improved Stealth, which would free up one of the Research actions.
I'd missed what Emotional Hacking would do for us, so we could do that and Stealth Missiles (and Bot Humanisation Redux depending on if Emotional Hacking is 100 or 150 RP). That would allow for two Construction actions, which would be plenty for pretty much everything we'd want.

Going without improved stealth is pretty risky, IMO. Less so now that we have so many ins, but still riding things a little close. As for building everything with two construction actions, not really? If we want that medium void shield, it'll need to be underground, and run us 3000 BP, where as two construction actions only gives us 5300. That leaves us 2300 to build everything else in, which we could blow through very quickly. Underground anti orbital lances will run us 300 apiece, for example. We could skip those and rely entirely on fighters and a missile alpha strike to protect the shield from excessive assault? But that's pretty risky, even more so without improved stealth. :/

if anything, I'd want to skip the missiles and assault shuttles and do:

1 Diplomacy/Subversion
1 research:
Improved Passive Stealth: 100 RP
Improved Stealth Fighters: 75 RP
Machine-spirit Jammer: 25 RP
2 Construction (5300):
1 Underground Void Shield (3000)
5 Underground Anti-Orbital Lances (1500)
1 Underground Jammer (300)
Lots of Improved Stealth Fighters (500)

Then maybe get the missiles and assault shuttles next turn, if things hold up that long...
 
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This sentence is unfinished.
Fixed.

There's blueprints information in the research tab, while the tech research is completely missing
I think the new research tab was accidentally copied from the blueprint tab?

Also, did we get the results of that free action about the Mechanicus sects?


Damn that 100 is juicy. Victan came out swinging.
Fixed - and the mechanicus free action is buried in the part where Vita and Victan do prepwork for the eductation task.

@Neablis I've got some questions/suggestions about the Machine Spirit Jammers Combat Equipment for Ships. While I understand that they need a price increase for each level of the component (Light, Medium and Heavy). I'm not sure about the costs. From what I can see, on a max size destroyer hull having Heavy grade Jammers costs 1/5 of 500BP = 100 BP. While the same grade of component costs 1/5 of 2000BP = 400BP on a max size light cruiser hull. Both of the modules do the exact same thing but have vastly different costs. This doesn't make any sense for a what is essentially a bunch of programs, computer banks to run them on and access to in system communication systems, the component would take up the same amount of space and have the same power requirements in each hull type. I feel that it would make more sense for this sort of component type to work by making the cost for each grade of component static but have it only capable of targeting a certain amount of ships at a time per component added to the ship.

eg: (Numbers are just there to show what I mean, no actual calculations were done)
[] Light/Medium/Heavy Machine Spirit Jammers 50/100/150 BP per component
Light:
- Enough to cause significant degradation in an enemy ship's sensors, maneuvering and targeting.
- Can target x ships at a time.
Medium:
- Same as light jammers, plus will also effect total thrust, weapons firing rate.
- Can target y ships at a time.
Heavy:
- Same effect as medium, but may also effect friend-foe designation and reactor stability.
- Can target z ships at a time.
I've added the line "Primarily effective against ships of the same weight class" to the design page. So destroyers will be able to hit frigates, but maybe at a level down or something like that. I don't want to get too descriptive about things because I'd be making up numbers. Nothing is a silver bullet, but the more you spend on something the more effect it'll have.

Edit: Can we get some clarification about Tuned Shields and Alloyed Armor, do they count towards the cramming limit or do they just increase the amount we have to pay to build the ship?
Ah, that is confusing. Added the following clarification:
does count towards cramming (not the total cost, just the extra cost for tuned shields, so if shields costs 100 bp, then tuned shields cost 100 bp and 100 bp is counted against cramming).
So only the extra cost for the tuned shields and alloyed armor count towards cramming.

Figuring out the details of how I'd like to pursue those goals can wait for the evening - for now, I'd just like to ask @Neablis about what Vita now knows about Aevon's plans now that Victan is helping coordinate - their hoped for diplomatic fait accompli, and if/how they intend to contribute to ballistic missile defense in particular. If we can lean on them at all for ground launched missiles, that could free up BP for coup materiel.
You know a good amount about what they're planning, and the coordination is definitely easier. They're still building up their domestic industry and countering the mechanicus influence - they're at the place of doing a fair amount of the maintenance that they originally needed the mechanicus for, but it'll take them another 3-4 turns before they can set up for relevant amounts of space launches.

Honestly Victan's assessment is that their effort is probably best spent on distraction and counterintelligence, given the amount of difficulty they'd have actually building even one missile that you can churn out by the hundreds.
 
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I think we should embrace the explorator persona. They have a whole "quest of knowledge" thing going on anyways. Who is going to call us on us if we have ginourmous ship? The galaxy is crazy right now with death of the emperor. Might as well lean into it. Bring only limited crew into the know.
 
I'm still curious about the local Xenos species, though learning more about them will have to necessitate dealing with the Mechanicus and getting out into space. But maybe we could serve to broker some sort of uneasy truce... if that's not already basically brokered by the fact that the other species clearly hasn't started building ships to counter-invade.
They were hiding in caves and kept at generally bronze-age tech just 150 years ago, so them making it to space in that time would be damned impressive.

That is to say, maybe they're working on it.
 
They were hiding in caves and kept at generally bronze-age tech just 150 years ago, so them making it to space in that time would be damned impressive.

That is to say, maybe they're working on it.
The Tau got to near imperium level tech in about 6,000 years from inventing fire, which is already incredibly bullshit, these folks managing it in a century would be ridiculous lol. Though I suppose if someone decided to perform a dedicated uplift it would be potentially possible in only a few generations.
 
On the jammers, @Neablis? I'm a bit unclear how they work outside of ships? Are they just cogitator clusters that send the signals through existing networks, noosphere, etc., or does building them also include making transmitters to send a jamming signal? I'm asking this, because I'm wondering if we would need to send them in shipping containers (or something similar) to the physical locations we want to protect. Like the capital of Aevon. Or can we just build them under our base as usual, and then send the signal anywhere on the planet, even to the kill-sats on orbit or ICBMs in flight?
 
Hmm. Things are going well enough... I'm not satisfied with basic stealth though, I want to go for improved stealth and get improved stealth missiles, fighters, and assault shuttles. If we go for the jammers too, I think we can get all that in two research actions?
Don't let "perfect" get in the way of "good enough", and right now Basic stealth is good enough since it will keep them stealthed until they get close enough or the enemy is actively scanning, and since we have the initiative we get to attack when we please. I think we should go for Emotional Hacking, Basic Stealth Assault Shuttles, and maybe something else If Emotional Hacking is 100 RP instead of 150 RP. We don't need too much more tech other than perhaps Heavy Infantry, and the sooner we make our subversion of the Enclaves final the sooner we can have our Acolytes start helping us Research stuff and we can freely build in the open.

Edit:

The Tau got to near imperium level tech in about 6,000 years from inventing fire, which is already incredibly bullshit, these folks managing it in a century would be ridiculous lol. Though I suppose if someone decided to perform a dedicated uplift it would be potentially possible in only a few generations.
TBF, the Tau do have shorter lifespans than humans but make up for it being highly adaptable and innovative. I doubt that the Xenos next door would be on that same level.
 
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Don't let "perfect" get in the way of "good enough", and right now Basic stealth is good enough since it will keep them stealthed until they get close enough or the enemy is actively scanning, and since we have the initiative we get to attack when we please. I think we should go for Emotional Hacking, Basic Stealth Assault Shuttles, and maybe something else If Emotional Hacking is 100 RP instead of 150 RP. We don't need too much more tech other than perhaps Heavy Infantry, and the sooner we make our subversion of the Enclaves final the sooner we can have our Acolytes start helping us Research stuff and we can freely build in the open.

Is it though? We only have enough launch capacity for like, 20 stealth fighters/shuttles. That means we're not going to get a perfect ambush on everything we want to hit with them, even if we manage to alpha strike all of the killsats. And for alpha striking the killsats, we need to spend at least 2 turns putting missiles into the sky, which means they'll get at least a couple chances to discover them - and with basic stealth and the sheer number we'd be putting up, that's not a small risk. I think improve stealth is necessary to have a safe buffer.
 
@Neablis If you missed my question earlier, does Machine Spirit Emotional Hacking cost 100 RP, or 150 RP? It's listed differently in the critical success results and the research project listing.
 
Tanks show up pretty well on scanners, and it would be nice to change that. You might also be able to make your bots hide better. (Unlocks new design options for tanks and ground forces that are less obvious. Unlocks further research towards better ground force stealth. Will by synergistic with other stealth research.)


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)

These are in the research panel without any option.
 
Going without improved stealth is pretty risky, IMO. Less so now that we have so many ins, but still riding things a little close. As for building everything with two construction actions, not really? If we want that medium void shield, it'll need to be underground, and run us 3000 BP, where as two construction actions only gives us 5300. That leaves us 2300 to build everything else in, which we could blow through very quickly. Underground anti orbital lances will run us 300 apiece, for example. We could skip those and rely entirely on fighters and a missile alpha strike to protect the shield from excessive assault? But that's pretty risky, even more so without improved stealth. :/
Redundancy between options means we don't need to invest tons into one option.
We know 25 fighters is enough to shield against the mechanicus' nuke supply worldwide, so for 725 BP we could get one more underground spaceport and get 17 more fighters to do that. Us having a Void shield and anti-air defences means we don't need the full 25 because our own base is pretty well defended, so we can split some off to take out some satellites alongside whatever missiles we put up there, plus however many anti-orbital guns we get.

Hell, we could just go for the full 30 fighters at that point, they're pretty cheap.
Is it though? We only have enough launch capacity for like, 20 stealth fighters/shuttles. That means we're not going to get a perfect ambush on everything we want to hit with them, even if we manage to alpha strike all of the killsats. And for alpha striking the killsats, we need to spend at least 2 turns putting missiles into the sky, which means they'll get at least a couple chances to discover them - and with basic stealth and the sheer number we'd be putting up, that's not a small risk. I think improve stealth is necessary to have a safe buffer.
Technically we can do it in 1, by spending 3 actions and using 2 to build another launch loop.

Haven't ran the math on it, but it should fit;
Downside : 3000 BP spent on another loop.
We don't need another loop. We can put 500 BP worth of stuff into space per construction action per launch loop, so we could put 1000 BP worth up there this turn if we split it over two actions.
 
The loop can launch 500 BP worth per action, not per turn. So we could launch 200 missiles in two actions or build and launch 100 (500 BP) and build three underground spaceports (900 BP) with a full complement of stealth fighters (750 BP). We also have enough BP over to build twelve more fighters. For 50 total.
That's 25 to intercept ICBMs and 25 to shoot down any surviving satellites.
 
It may seem like Victan's bonus isn't that great, but remember that the levels scale up to 30. With him you're already incapable of failing an infiltration action (absent a natural 1).
Looking at this statement - this incredible statement - and pondering the Nyvaros enclave leader being, well.
That particular tech-priest is Quorath Velis, and he's the most junior of the enclave leaders, leading the smallest enclave. He's not yet a Magos and is upset about that fact, and using the Cogitare Exploraratum to get ahead. But he also is rather firmly in Victan's clutches, and there are a half-dozen pieces of information you could leak to see him buried, as well as a few favors he's promised that are nearly unlimited in scope.
That.

@Neablis , how much of the killsat infrastructure does Velis control? How thoroughly could he make it... unnoticed by those checking them that we're hacking and seizing control those he does control over, and how aware would he have to be that we've taken them over for favors we call in to have that effect? Or any of the rest of the infrastructure of his enclave, for that matter.

How much top-down pressure to induct the rest of the Nyarvis enclave into the Cogitare Exploraratum could he exert without risking notice by the other enclaves?

My thonk is, if we dedicate a subversion action just to this, how much can we accelerate our takeover by using him? To go from 10% to 100%* of at least his third of the planet's red robed folk, so we can use that beachhead to move more aggressively on the rest - and key to this turn, if that would let us fully pwn a significant portion of the killsats in orbit to cut down on the void BP needed to finish our umbrella.

To everyone else - I'm mostly setting aside questions of how we incentivize him to do any of that until this evening, because "how would you like to be the global leader of the mechanicus" is legitimately a carrot we could dangle (with or without making good later, lmao) and we have a wiiiide spectrum of incentives and existing leverage we can use short of that carrot to achieve whatever degree of cooperation we need from him.

It's a question of what's possible and what's reliable without risking snatching defeat from the jaws of victory, since whether or not we can afford the bribes at this point is basically "yes".

*not counting purges
 
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@Neablis
So, I've been wondering, what would it take to give our crew some of the bonus we have? Like, can we give Anexa access to our reality simulations? Can we give her one of her own? Can we give Victan some version of our diplomatic suite? What would it take to do that? Would that actually do anything?

Basically, can we give our crew gear to further improve their abilities.
 
Is it though? We only have enough launch capacity for like, 20 stealth fighters/shuttles. That means we're not going to get a perfect ambush on everything we want to hit with them, even if we manage to alpha strike all of the killsats.
That's why we can just simply build more Spaceports. And I am 70% sure we don't even need Spaceports just to launch them, since as written it says we need them for Fighters if we want them to be rapidly re-armed and launched so we could feasibly just make a couple more Underground Spaceports and then a fuckton of Fighters with the expectation that most of them are just gonna have one shot at taking on any Killsats or cruise missiles before they're they fucntionally won't be effective, but when talking about nukes and killsats I'm not sure even those going to a spaceport would be able to rearm in time.

Anyways, we can still do a good number of missiles as an alpha strike and also do our best to jam them so they're disabled for as long as possible while also getting our acolytes to disable as many launch systems as they can. Then afterwards, or even concurrently, we'll need to plan on sending in hundreds of our bots to each Enclave to help our Acolytes asset control.

With it said that each fighter could take on 1-3 Killsats, we'd need around 50 to have very good odds at taking them all down and another 20 for the Enclaves missiles which should be about 1750 points worth.
 
How much top-down pressure to induct the rest of the Nyarvis enclave into the Cogitare Exploraratum could he exert without risking notice by the other enclaves?

My thonk is, if we dedicate a subversion action just to this, how much can we accelerate our takeover by using him? To go from 10% to 100%* of at least his third of the planet's red robed folk, so we can use that beachhead to move more aggressively on the rest - and key to this turn, if that would let us fully pwn a significant portion of the killsats in orbit to cut down on the void BP needed to finish our umbrella.

To everyone else - I'm mostly setting aside questions of how we incentivize him to do any of that until this evening, because "how would you like to be the global leader of the mechanicus" is legitimately a carrot we could dangle (with or without making good later, lmao) and we have a wiiiide spectrum of incentives and existing leverage we can use short of that carrot to achieve whatever degree of cooperation we need from him.

It's a question of what's possible and what's reliable without risking snatching defeat from the jaws of victory, since whether or not we can afford the bribes at this point is basically "yes".

*not counting purges

It's not a third in Nyarvis, it's less than a fifth (he is called out as having the smallest enclave). I think we presently have more people in the conspiracy (10%) then he has subordinates in total.
 
Technically we can do it in 1, by spending 3 actions and using 2 to build another launch loop.

Huh, I forgot we could use multiple actions. Well, with that we could do it in 1 turn, if we use 2 or three actions. Still leaves us in a very uncomfortable spot, but it's at least theoretically possible...
 
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I've got limited time at the moment, so let's get through this quickly. Probably only online again in ~6 hours. Please ping me again if I missed anything, I haven't had time to properly go through the thread today.

On the jammers, @Neablis? I'm a bit unclear how they work outside of ships? Are they just cogitator clusters that send the signals through existing networks, noosphere, etc., or does building them also include making transmitters to send a jamming signal? I'm asking this, because I'm wondering if we would need to send them in shipping containers (or something similar) to the physical locations we want to protect. Like the capital of Aevon. Or can we just build them under our base as usual, and then send the signal anywhere on the planet, even to the kill-sats on orbit or ICBMs in flight?
It's cogitators + transmission networks. We're abstracting away the details, but they can generally be built at your base and used across the planet, though they'll be less effective against shielded networks, and less effective against targets beyond local orbit (it would be hard for your base to hack things on the station, though not impossible). The better the connection, the better it works.

@Neablis If you missed my question earlier, does Machine Spirit Emotional Hacking cost 100 RP, or 150 RP? It's listed differently in the critical success results and the research project listing.
Ah, thanks for the callout. 150 RP cost. You only would have unlocked it on a good or higher success, and it would have been 300 RP without the crit.

Also, fixed the issue with the basic spaceship/ground forces stealth showing up multiple times. Bookkeeping, bookkeeping.

@Neablis , how much of the killsat infrastructure does Velis control? How thoroughly could he make it... unnoticed by those checking them that we're hacking and seizing control those he does control over, and how aware would he have to be that we've taken them over for favors we call in to have that effect? Or any of the rest of the infrastructure of his enclave, for that matter.

How much top-down pressure to induct the rest of the Nyarvis enclave into the Cogitare Exploraratum could he exert without risking notice by the other enclaves?
Not much? He definitely knows about it and probably has some command codes that would help you out in hacking them, but his access can definitely be overridden by basically every Magos.

He could probably be pretty effective in inducting the rest of that enclave, though again it's the smallest one around. Remember that the Cogitare Exploraratum is driven by self-interest, and while most members of the mechanius are interested, some of them aren't going to want to take part for personal and religious reasons.

@Neablis
So, I've been wondering, what would it take to give our crew some of the bonus we have? Like, can we give Anexa access to our reality simulations? Can we give her one of her own? Can we give Victan some version of our diplomatic suite? What would it take to do that? Would that actually do anything?
Not really. Those are modules that are built for an AI, though adapting that for use by Anexa would narratively be something that boosts her from level 19-20 or something. The factors of 10 are big milestones, and will come with significant changes in your crew's capabilities.

What you actually want for that is things like cybernetics, augments, genemods etc that will boost them up to superhuman levels. They're technically narrative enhancements, but with real effects. The mechanicus crit was better than it would have otherwise been because you had neural implants and therefore Victan could talk to the mechanicus on their level. They'll also have effects on any "adventures," where your crew goes off to investigate a ruin or engage in diplomacy. I want to keep roll bonuses fairly minimal, but if Victan is space-marine level augmented then he's going to survive an assassination attempt on any non-failure roll, where if he's base human he might need a good success depending on who's doing the assassination.

Edit:
It's not a third in Nyarvis, it's less than a fifth (he is called out as having the smallest enclave). I think we presently have more people in the conspiracy (10%) then he has subordinates in total.
Yeah, this is accurate. There's like 8 enclaves in total and he runs the smallest one, and not everybody in his enclave is really under his direct authority, though they do listen when he says things. So he probably commands about 5% of the mechanius, a quarter of which are already in the Cogitare Exploraratum.

Edit2: If you research emotional hacking this turn, it will enhance subversion efforts and actions this turn.
 
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Everything's Coming Up Thalya - [Canon]
Everything's Coming Up Thalya

Entombed like a spider in her lair, Thalya allowed herself a flicker of emotion, of satisfaction as the latest news came in. Prytath and Estrana had been quiet in the latest meetings, unusually subdued for the otherwise so braggart enclave leaders. Harvest season was rapidly approaching in their enclaves, a time in which farmers would pay any price to repair their machinery, and yet the usual demands for acolytes and material of the two enclaves were absent.

As matter of fact, a disgruntled acolyte had told her Prytath was sending out it's own acolytes to other enclaves, for lack of anything for them to do, offering wealths in labor for a pittance of material. It seemed her rivals had caught the same strand of incompetence that had floored the
Aevon enclave, and that dullard Silvenis.

Of course, that wouldn't be a trouble much longer. With Aevon out of the running, and Prytath and Estrana faltering, the only enclave showing proper improvement was that of Nyvaros, and they were barely an outpost. Acolyte Velis showed promise yes, in a centuries time, and his insights were welcomed on the council, but he could not speak with the rank of Master.

Which meant, very simply, that there was no one else besides her to take leadership.
The Denva enclave was the largest and most prosperous one around; seemingly the only place capable of controlling the locals technical development. When this crisis broke; and it would break; of that she was certain; there would be only one figure to turn to for leadership.
She wouldn't even need to seek nomination. Magos Orynn, that ever reliable, if completely unimaginative workhorse of a man, had been led to that conclusion years ago. All the pieces were in place. All she needed was to watch them fall.

So for now, she had time to gloat, to smile, and to prepare and deal with the little things.
For example, Magos Vita was due for another visit soon, and she wanted to make sure it was one in person. She had this grand idea for another tracer, a little incident in the hanger, some radionuclides released. The expenditure of menials was unfortunate, but the traces would last for years, and the probes should be able to follow the trail back from whenever she landed. She was wondering how Vita would slip out of the net? Ditch the shuttle? Pay one of the other enclaves to clean it? Insist it get cleaned in Denva? That would be fun. A distraction, for sure, but Denva handled itself well, and Vita was such a fun enigma to solve.

Her noospheric engram for example. With most tech priests, it was a heterogenous almagation, the impact of the mind moderated by a hundred machine spirits in various levels of alignment. It provided a potent defense, a veritable morass of attack surfaces that would entrap and ensnare any attacker, keeping them confused, off balance, fighting banal machine spirits while the Magos herself lurked within her net. But Vita had done none of that. Her noospheric presence was singular, every machine spirit in and around her calmed into absolute, and total obedience. It was an impressive display of skill. It was an impressive display of foolishness. She remembered when she had first done that, how her master had chided her. He had cast her leg all to her knee, leaving her to hobble with the unmoving joint until she'd finally proven herself worth of the augment to replace the withered limb. But that was the lesson. Demanding total obedience requires total perfect rigidity of the mind. Not a single thought out of place, no doubt, no change.

With a rigid mind like that, you locked yourself down as much as you improved your defenses. No stranger could talk to your augments, but no other augment would talk to it as well. Every part replaced was a part forever set in stone, a puzzle piece that had to be made to exacting specification. With Vita as rigid as she was, it was no suprise for her to look exactly the same 10 years on as she had the years before, or even the centuries before. The Magos was almost certainly unable to accept any new modifications. Not unless she broke down her own defense; and she was far too rigid for that. But perhaps a bit of rigidity in the mind of an Explorator wasn't a bad thing. Better a solid mind than one lost to Heretek.

In any case, that rigidity, that pure will, that was her key to putting Vita firmly behind her. The Magos was an able planner, and not prone to flights of fancy, as other tech priests went. She'd been preparing her recruitment campaign for decades, snatched Anexa right out of Orynn's grasp, but in doing so she had revealed her own weaknesses. The Magos, it seemed, could not help to see her plans disrupted. When Orynn interrupted the clandestine training she was putting Anexa through, she all but stormed into the enclave, pulling her away well before she had the time. Thalya had secured a pretty price for it at the time, but she'd long since concluded she'd underpaid.

Once the Magos had a recruit, it seemed, she'd stop at very little. And wouldn't you know, one of her Skiitarii officers was having errant thoughts recently. Combat dreams were throwing up eronous results, dreams of assassinations and executions showing a measurable delay if the target was one Magos Vita, despite the two having never met. A curious anomaly, and while Thalya couldn't quite phantom what made this skiitarii special, it also meant the trap was baited. Next meeting, she would insist on greater security for the dig site. She would, personally propose the officer in question. A gift without demand for compensation, because the woman was headed to the scrapheap anyway. Dropping accuracy, delayed reaction speed, so many results to be manufactured with a little manipulation.

And, if Thalya had the Magos figured out, then Vita would once again come to the rescue. Faced with seeing her recruiting prospect lost or gained, she would not be able to let go, and would step right into the trap.
And if she didn't, well, that was important knowledge gained, well worth the price of admission.
 
Acolyte Velis showed promise yes, in a centuries time, and his insights were welcomed on the council, but he could not speak with the rank of Master.
This is outrageous, it's unfair!
She was wondering how Vita would slip out of the net? Ditch the shuttle? Pay one of the other enclaves to clean it? Insist it get cleaned in Denva? That would be fun. A distraction, for sure, but Denva handled itself well, and Vita was such a fun enigma to solve.
*Cuts off the contamination with a welding torch*
"Consider this your payment."
*Leaves only the cut off scrap.*
In any case, that rigidity, that pure will, that was her key to putting Vita firmly behind her. The Magos was an able planner, and not prone to flights of fancy, as other tech priests went. She'd been preparing her recruitment campaign for decades, snatched Anexa right out of Orynn's grasp, but in doing so she had revealed her own weaknesses. The Magos, it seemed, could not help to see her plans disrupted. When Orynn interrupted the clandestine training she was putting Anexa through, she all but stormed into the enclave, pulling her away well before she had the time. Thalya had secured a pretty price for it at the time, but she'd long since concluded she'd underpaid.

Once the Magos had a recruit, it seemed, she'd stop at very little. And wouldn't you know, one of her Skiitarii officers was having errant thoughts recently. Combat dreams were throwing up eronous results, dreams of assassinations and executions showing a measurable delay if the target was one Magos Vita, despite the two having never met. A curious anomaly, and while Thalya couldn't quite phantom what made this skiitarii special, it also meant the trap was baited. Next meeting, she would insist on greater security for the dig site. She would, personally propose the officer in question. A gift without demand for compensation, because the woman was headed to the scrapheap anyway. Dropping accuracy, delayed reaction speed, so many results to be manufactured with a little manipulation.

And, if Thalya had the Magos figured out, then Vita would once again come to the rescue. Faced with seeing her recruiting prospect lost or gained, she would not be able to let go, and would step right into the trap.
And if she didn't, well, that was important knowledge gained, well worth the price of admission.
If this is canon, we should play into that assumption. A threat "under control" is one you don't devote more time to.
Though we'd need to find out about this somehow.
It also doesn't really explain to me why it's so unsettling.
 
The idea is that the contamination would be all over the shuttle.

You can't exactly scrape away the entire outer hull, engines, any other exposed part, and so on...
You could take off the paint. Should get rid of most of it.
But fair.
That said, lathering it so generously seems hard to fake.
Could probably demand compensation.
 
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25 RP - Machine-spirit Jammer (100 BP, 10 CP) A bank of cogitators capable of jamming a large number of small machine spirits (weapons, doors), several medium machine spirits (vehicles) or one large machine spirit (small ship). Effect is temporary and resistance will build up.

-[] 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.)
@Neablis If we complete both of these and build a jammer this turn, and roll well enough on Emotional Hacking that we unlock better jamming technology, would that better tech apply to the jammer we build?
 
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