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Old 11-07-2012, 11:02 AM   Top  -  End  -  #331
Parra
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Default Re: The Culture explores 40K II: Now With 100% more Fanfiction

The Mind could (with permission ofc) even take full and direct control over the ground forces Battle Suits and orchestrate the combat itself. Which would be the most effective outcome.

Of course the Culture being the Culture, odds are the people who are part of the ground forces WANT to be there to do it themselves.
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Old 11-07-2012, 12:26 PM   Top  -  End  -  #332
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part 6.5 Orks - Finale (for the orks this time)
Spoiler

I just thought of something. If the Culture has the orks under control on this planet, couldn't they use the orks to fashion Warp-based equipment for analysis?

Like... a warp scanner that can detect psychic phenomena (which the Culture really REALLY want). Or basic tools that interact with the warp in some basic fashion and open up true analysis of its properties and rules.

Admittedly, I find this attractive mostly because the thought of the Culture using the orks as a source of technology is hilarious.
Even more ironically, only the Culture would even be able to conceive of the notion in 40k. Get technology from the orks??? =S

But, seriously, the orks stand as something the Culture might or might not have objections using.
Also, the IoM can't be made into slave labour without moral problems, the Eldar don't talk about it, the Necrons hate it and don't really understand it either... Chaos is out of the question. So they really have no one else to talk to.

Enough interaction with the orks might have the Culture thinking of diverting them to the Eye of Terror.

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Old 11-07-2012, 12:37 PM   Top  -  End  -  #333
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Orks can't just build anything, though. It's an instinctive behavior rather than a learned/educated one...like Jokaero, they can't be used to make items on demand. They'll build what they want, and it'll be something related to violence; weapons, armor, vehicles...a 'Weird Stuff Detectah' is boring and non-Orky, a Mek wouldn't be able to design one even if he wanted to.

Their ability to create functional technology is powerful, but limited - and more importantly, they won't work for non-Orcs. When an Ork Mek builds something that shouldn't function but does, it'll revert to its non-functional state if it's being used by someone other than an Ork. So you might need to retcon that bit, or at least have the testing being done by an Ork captive.
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The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
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Old 11-07-2012, 12:47 PM   Top  -  End  -  #334
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Okay, let's take a basic Shoota.

Most often, a Shoota is just an unreliable rifle or shotgun, where the Ork's psychic field simply puts telekinetic barriers in particular places, or helps the propulsion ignite in the correct way, or whatever, so that it is reliable. The Culture could simulate this by putting Effector fields in the appropriate areas to simulate the innate capacity of Orks to make their gear more reliable and able to work more often (at least in a statistically significant way; their gear still is unreliable).

However sometimes Shootas work entirely without being able to work at all, just because the Ork expects them to work. Like they will fire without ammunition, or it isn't actually a gun, it just looks like one. It's likely that there is a mix of this sort of thing going on at any given time... and the more Orks in an area (and especially the more psychic gestalt power an Ork has to draw from), the more likely gear is to be in the latter category. So the Mad Doc and Mekboy stuff is more likely to use aspects of 'they expect it to work entirely, so it does', while the basic technology is more often 'they just make it reliable'. In fact, a given bit of technology might have a bit from column a, a bit from column b.


As far as getting Mekboys and Mad Docs to make custom gear... that's very, very hit and miss. Both of these types are definitely mad scientist types, and, mostly... these things would require Orks to run them, or any people reverse-engineering them would have to be very, very aware of how the ork psychic gestalt expectations thing works, and even then they would only be able to make more reliable versions of things that DON'T rely on the Ork gestalt for their primary function, and only for reliability...


Also note? The Imperium has warp scanning devices and devices that let you see into the warp. They just tend to drive you mad!

Ones that don't need Psykers or Navigators to work (Imperium devices, I mean) include:

Psy-Trackers (Aetherscopes)
Psyocculum
Prognosticator

Here are the descriptions of Imperial tech that does this from the RPG's...

Spoiler

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Old 11-07-2012, 12:54 PM   Top  -  End  -  #335
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So you might need to retcon that bit, or at least have the testing being done by an Ork captive.
Edited to say that the testing was done by orks on designated targets. The Culture still won't touch warp things after all so the motivation is there.


And darn, I really should have come across those scanner stuff. I was looking for them. =(
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Old 11-07-2012, 12:56 PM   Top  -  End  -  #336
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And darn, I really should have come across those scanner stuff. I was looking for them. =(
They were hard to find... only one of those was in the 3rd Edition Codex Witch Hunters; I think the others were just in the RPG's themselves, often in splatbooks...

Here, let me get you something...

http://www.mediafire.com/?824ubcddplwcr44

That's a fan compilation of MOST of the gear from the various RPG's, often with short summaries of what they do. You will generally have to go to the primary sources to see exactly what something does, of course...

Good luck!

But, in general, if you can think of 'a device to do x', there is generally at least ONE device that does that somewhere in the Imperium. That's what all their best tech is; one-off wonders from the ancients, or mad scientists, or for their best troops or for Inquisitors, or heretek stuff hidden in vaults. They don't have a baseline, but they have lots of variety of weird things in low numbers... they just don't have WIDE access to that stuff, and those things aren't often where the Imperium most needs them.

Also, the RPGs are often of dubious canonicity...

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Old 11-07-2012, 01:07 PM   Top  -  End  -  #337
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Well, what I'm looking for is a set of warp-real combination things that are useful in probing the basic rules of the warp itself.

Sort of like a pair of tweezers, a clock and a ruler is like in the real world. Seriously, those are like, the most useful things you'll ever find a laboratory.

Of course, I am not thinking about a warp-tweezer or a warp-powered clock here. Just an analogy for "manipulator", "recorder" and "standard measure".

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Old 11-07-2012, 01:17 PM   Top  -  End  -  #338
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Those three things would be very useful for probing the warp, yea. They don't affect or modify it, though...

I think there is are some drugs that interact with the warp...

Spook

Spoiler


Torpor
Spoiler


Geist

Spoiler


Rez (mostly a Chaos drug, not an Imperial drug; can be found in Imperial space though)
Spoiler

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Old 11-07-2012, 01:19 PM   Top  -  End  -  #339
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Well, what I'm looking for is a set of warp-real combination things that are useful in probing the basic rules of the warp itself.

Sort of like a pair of tweezers, a clock and a ruler is like in the real world. Seriously, those are like, the most useful things you'll ever find a laboratory.

Of course, I am not thinking about a warp-tweezer or a warp-powered clock here. Just an analogy for "manipulator", "recorder" and "standard measure".
Yeah, that sort of stuff just doesn't exist in-canon, because no one can stand exposure to the warp long enough to devise it without going crazy - and even if they did, the instruments would require regular warp exposure themselves to be of any use, which would quickly warp () their tolerances and accuracy outside of usability. The only effective canon way to study the warp, even with its inherent rules (which are fanon to begin with), is through psykers.
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The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
Spoiler

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Old 11-07-2012, 01:21 PM   Top  -  End  -  #340
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There are things that manipulate or interact with the warp. Various warp drives, teleportariums of various sorts, d-cannons and similar devices, and vortex torpedoes, etc. etc. etc.
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Old 11-07-2012, 01:26 PM   Top  -  End  -  #341
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There are things that manipulate or interact with the warp. Various warp drives, teleportariums of various sorts, d-cannons and similar devices, and vortex torpedoes, etc. etc. etc.
There's a lot of ways to interact with or manipulate the warp, yeah, but nothing that functions as a way to measure it.
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The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
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Old 11-07-2012, 01:26 PM   Top  -  End  -  #342
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There are things that manipulate or interact with the warp. Various warp drives, teleportariums of various sorts, d-cannons and similar devices, and vortex torpedoes, etc. etc. etc.
They don't manipulate the warp so much as they do the materium, ripping apart physical space to allow immaterium through in a directed, rather than controlled, manner.

Even the Talisman's of Vaul (Blackstone Fortresses) are limited to that.
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Old 11-07-2012, 01:30 PM   Top  -  End  -  #343
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There are things that manipulate or interact with the warp. Various warp drives, teleportariums of various sorts, d-cannons and similar devices, and vortex torpedoes, etc. etc. etc.
(responding to the previous posts as well)
I'm not actually looking for a psyker. Psykers exist.

Although the availability of a drug that can induce warp powers in people provokes very interesting questions if the drug isn't a warp thing.


And yes, the warp drives and teleportariums and vortex cannons, etc. All of these warp things will have to be made by psykers if they had no method of manipulating the warp outside of psykers and very limited applied things.
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Old 11-07-2012, 01:33 PM   Top  -  End  -  #344
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There is the likelihood that all of those things I mentioned? Have organic components... after all, mostly just eldar and humans make those sorts of things, so it makes sense that they have organic parts.


Here's a fanon physics of the warp thing, that I have no idea if this conflicts with canon or not:

http://www.philipsibbering.com/wh40k...-physcis.shtml

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Old 11-07-2012, 01:50 PM   Top  -  End  -  #345
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Sorcery is a viable way of studying the Warp. That's how most of the Chaos researchers do it -- integrating Sorcery into their tech or whatever. They also summon demonhosts and such to question them. Also remember that the Warp is bound and reactive to thought and urges. Whether this is the cause of Daemons look like traditional daemons and hellish things, and contracts being meaningful, and true names being meaningful, and the iconography of thought being meaningful is unknown... ie, whether the Warp was always like that, or is only like that because people expect it to be like that is unknown.


Also, if you wanted a ruler, I would suggest that psychoactive plastics like the Eldar or the Emperor made are probably more reliable than the organic stuff that is presumably used in various human warp tech...


So I would surmise that it kinda goes back to needing psykers / bonesingers, to make the ruler and tweezer which is more reliable than the organic parts of non-Eldar warp tech, which will let you determine the rules of the Warp without doing Sorcery or questioning a Daemon or whatever.


Also, Jokaero seem to make tech that by its shape interacts with the Warp. So that's a place to look. IE, their ships are shaped a certain way to draw off power from the warp to move their ships without any power source. If anyone has a warp ruler or warp tweezers, it's Jokaero.

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Old 11-07-2012, 01:58 PM   Top  -  End  -  #346
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http://wh40k.lexicanum.com/wiki/Jokaero

Of course the Jokaero might just be using Culture style Gridfire. Or it could be Warp based. Iunno... Maybe its implying that the galactic energy isnt warp?? Some sort of Stringtech or space folding or something...

Maybe they're powered by plot! Or Rule of Cool. :P

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Old 11-07-2012, 02:05 PM   Top  -  End  -  #347
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Quote:

Of course, I am not thinking about a warp-tweezer or a warp-powered clock here. Just an analogy for "manipulator", "recorder" and "standard measure".
Psi-scanners exist, although they're pretty rare.
Not quite what you're looking for, since it is mainly a warp powered sensor array. It works to detect unusual warp activity in its vicinity.
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Old 11-07-2012, 02:07 PM   Top  -  End  -  #348
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Psi-scanners exist, although they're pretty rare.
Not quite what you're looking for, since it is mainly a warp powered sensor array. It works to detect unusual warp activity in its vicinity.
Anything different than the three I mentioned?

Also, there are Witch-Augurs, which let a navigator make checks to predict when and where a starship will emerge from the Warp. Warp Antenna help with a particular type of warp detection. Combine one of those with a Prognosticator... especially if the person wearing the prognosticator is in a Warp Sextant at the time (think Dune style Navigator tank).

Witch Augurs, Warp Antenna, and Warp Sextants are Archeotech. Witch Augurs and Warp Antennas are external, a Warp Sextant is internal.

Having all of those, with a guy wearing Prognosticator in the Warp Sextant tank... and you have a quite insane, very high quality, Navigator-in-a-Box.

Also note: Some of the fastest Imperial ships, the ones who use MOST of the warp-based Archeotech, with the fastest Warp Drives... are Grey Knights ships found near Titan. So if there is one ship that has all of this archeotech, it would probably be a design they scanned at Titan.

And Grey Knights and Ordo Malleus probably have access to the widest variety of Psy-Scanning tech out there...

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Old 11-07-2012, 02:15 PM   Top  -  End  -  #349
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Anything different than the three I mentioned?
No, I just missed your post.
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Old 11-07-2012, 10:44 PM   Top  -  End  -  #350
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part 6.5 Orks - Finale (for the orks this time)
Spoiler

I just thought of something. If the Culture has the orks under control on this planet, couldn't they use the orks to fashion Warp-based equipment for analysis?

Like... a warp scanner that can detect psychic phenomena (which the Culture really REALLY want). Or basic tools that interact with the warp in some basic fashion and open up true analysis of its properties and rules.

Admittedly, I find this attractive mostly because the thought of the Culture using the orks as a source of technology is hilarious.
Even more ironically, only the Culture would even be able to conceive of the notion in 40k. Get technology from the orks??? =S

But, seriously, the orks stand as something the Culture might or might not have objections using.
Also, the IoM can't be made into slave labour without moral problems, the Eldar don't talk about it, the Necrons hate it and don't really understand it either... Chaos is out of the question. So they really have no one else to talk to.

Enough interaction with the orks might have the Culture thinking of diverting them to the Eye of Terror.
No Orks couldn't build a scanner.

Waaghs have been launched into the Eye before. One of them got stuck in an eternal planet on a daemonworld. They're having a great time.


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There is the likelihood that all of those things I mentioned? Have organic components... after all, mostly just eldar and humans make those sorts of things, so it makes sense that they have organic parts.
I doubt it. I mean they don't use organic parts for literally anything else. Warp Drives don't have organic parts either.
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Old 11-07-2012, 11:02 PM   Top  -  End  -  #351
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I thought it is a plausible explanation that absolutely all Imperial tech uses organic parts in the circuitry wherever possible?

Part of the Imperial culture with technology and such?

One of my sources is absolutely convinced that all imperial circuitry and such (yes even in lasguns) has an organic component...
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Old 11-07-2012, 11:07 PM   Top  -  End  -  #352
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I thought it is a plausible explanation that absolutely all Imperial tech uses organic parts in the circuitry wherever possible?

Part of the Imperial culture with technology and such?

One of my sources is absolutely convinced that all imperial circuitry and such (yes even in lasguns) has an organic component...
I've never heard that, ever. They use a lot of servitors, but organic components in technology? That's completely new.
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The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
Spoiler
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Old 11-07-2012, 11:08 PM   Top  -  End  -  #353
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On the other hand, I have this nagging feeling that that particular source is Capital-C Crazy...

He does know a lot about some of the things he knows about, though!


I think it is the idea that they use servitor parts in everything? Which is defensible? And that they don't like making circuitry that isn't organic, due to that restriction based on making nothing that truly thinks that isn't a person, due to issues with Abominable Intelligence in their history...


Now, this interpretation might not be true, but it is certainly defensible, and several people have made this interpretation of 40k (lasguns are made of people!!!)...

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Old 11-08-2012, 02:35 AM   Top  -  End  -  #354
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They use a lot of servitors, but organic components in technology? That's completely new.
Definitely exists. There is an aqualung thing which is basically a pair of gills to be strapped over the mouth. A psyker gun that has a vat of living psyker brains which are goaded into shooting things. Rare but not unknown.
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Old 11-08-2012, 10:17 AM   Top  -  End  -  #355
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part 6.5 Eldar
Spoiler

Eldar don't seem to do very much. =(
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Old 11-08-2012, 12:04 PM   Top  -  End  -  #356
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part 6.5 Eldar
Spoiler

Eldar don't seem to do very much. =(
Well they take their time when they can and you have the Culture rushing. If this story took place on a longer timescale they'd do more.

You can have some parts about the rangers and the Culture ambassadors.

Note about the rangers is that they aren't on a path so they tend to be much less controlled and much more emotional then normal Eldar because they aren't trying to restrict their emotions.
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Old 11-08-2012, 01:18 PM   Top  -  End  -  #357
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A few topics to mention:

*You would have to gene sequence and do extrapolations and such of the entire Orkoid ecosystem, not just 'Orks', to get an accurate picture of what is going on in their society, and why, and how.

*Has The Culture _asked_ for information on Necrontyr language from the Necrons? Or are they still speaking in Eldar?? That might be an issue!

*The Terminator (as in the movie) style marker overlay thing, for complete battlespace awareness... is probably used in the Imperium. The Mechanicum fights like that (Skitarii especially, and the Knights and Titans, oh GOD yes!), and I would presume that certain Astartes fight like that, especially the Iron Hands and the Deathwatch. Maybe the Raven Guard, too. Any group that has sufficient neural enhancements to make use of the extra data, mostly!

*And Eldar do more than you think, but it just isn't... observable. They are big behind the scenes; they probably have a bunch of conspiracies going on that The Culture can't notice yet!

*So when is The Culture going to Get A Clue that showing reverence and awe and interest in the Eldar, reinforcing their idea of their own superiority and flattering them, and asking for things as if placing value on their stuff, likely to get them places? They probably have enough information to make a societal model that helps with this topic...

*ALSO, offering to return Eldar Artefacts that they find on various worlds to the Craftworld will get them soooo muuuuch goodwill. Eldar REALLY want their lost stuff returned! Have The Eldar even mentioned this? If not, they should!

*I had an idae with the RT subplot. I'm thinking tha one of the more eccentric/xenotech-loving Explorator Techpriests on the RT ship will get the bright idea to gain an advantage in advancing his career over his peers by putting in a request for the theory of operation and detailed explanations of some bit of tech on the ship that he is interested in, for the next trade from The Culture. Of course, he would do this with some amount of secrecy, and he would want it in a form specifically designed to work very well with his neural augmetics and enhancements (ie, easily parsed for data inload to his internal, cogitators, neural circuitry, machine interface ports, remembrancer implants, etc. etc.). He might then come up with some new prayer based on this understanding of the piece of tech. After all, just because someone in the Mechanicum knows exactly how and why something works doesn't mean that he will lose faith. In fact, knowing how it works and how it is dangerous might encourage him to stay the path, as the ritual and mystery mediates human interaction with technology, lowers dangerous curiosity and the associated chance of Chaos corruption, and reinforces the power of the Machine Cult. Regardless, he might brag to a few Radical close confidants, who then put in requests of their own. Eventually, the cat would get out of the bag, and there would probably be a schism amongst the Techpriests in the Rogue Trader ship, which would be verrryyy interesting.
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Old 11-09-2012, 04:23 AM   Top  -  End  -  #358
jseah
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Default Re: The Culture explores 40K II: Now With 100% more Fanfiction

part 7
Spoiler

A major disagreement over classifying orks. The Culture's decentralized post-singularity is both an advantage and a disadvantage.
Disagreements over political actions can lead to a split (it's very much like the Idiran war in that respect). Nevertheless, the Culture as a whole are very adaptable and can change entire political stances in a blink of an eye.

RE kowtowing to Eldar:
I'm waiting for the exchange program to be over for that to happen. At this point, the only Eldar contact they have are two Exodite worlds (which they aren't talking to and one of which is in a warp-weak area they're avoiding)

This is going to be a long 3 weeks.
Parts:
- Chaos Encounter outside new Warpstorm
- Gunboat Diplomacy and Peacemaker at Tau first contact (1 week only)
--- Technically, they also meet the Ultramarines as that's a world under their jurisdiction they just whacked a hive fleet off
- Eldar exchange program, Eldar in Culture and vice versa
- Talking to the Ordo Xenos(2 weeks)
- Golden Goose and its RT
- White Devil, Curiousity Saved the Cat and the Necrons
- Large Sticks Speak Softly takes over an ork warband
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Old 11-09-2012, 11:56 AM   Top  -  End  -  #359
Gavinfoxx
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Default Re: The Culture explores 40K II: Now With 100% more Fanfiction

I believe several chapters of Astartes have been known to not be as Xenophobic as IoM standard; many have allied with Xenos at a tactical level to fight Tyranids, Chaos, or Orks. I think the Ultramarines are one such chapter, though I am not sure (the Fire Warrior game has often been derided as departing from Canon by some). It's conceivable that some chapters of the Astartes could be like, 'stay away from our charges and this area of space and there won't be a problem. Go kill this thing and bring proof to get on our good side.'


Also, regarding Ordo Xenos, I assume they will make several simultaneous transmissions to individual Inquisitors? They are likely to get extremely varied responses depending on the disposition of the Inquisitor in question; they are a diverse group! Certain types of Radicals would absolutely love The Culture; many Puritans would be aghast and call for a Crusade. Expect multiple conspiracies forming or seeking to gain power with one angle or another.

Last edited by Gavinfoxx : 11-09-2012 at 12:45 PM.
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Old 11-09-2012, 12:21 PM   Top  -  End  -  #360
Selrahc
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Default Re: The Culture explores 40K II: Now With 100% more Fanfiction

I don't think Ork tech is encoded into their genetics. I think all that's encoded into their genetics is the Waaaagh instinct. And then that Warplinked gestalt consciousness is what makes Orks come up with technology innovations.

Quote:
Analysis of tyranid biology has lead to some advances in genetic manipulation. The tyranids' use of controlled hypermutation allows them to adapt amazingly quickly in response to adverse situations, while full use of this technique is not possible for single organisms, strategies used by the Tyranids can be applied. Application of these principles should increase our organic citizens' resistance in general (minor) and increase the range of possible body profiles.
Plausible, but remember that the Culture does already do this kind of stuff. Culture citizens already adapt automatically to environmental conditions in a series of ways from stark to minor.

I'd buy that they could take some minor improvements from Tyranid genome codes though.
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