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9/18/25 Update

  Due to the growing size of the Story Notes and for easy review, you'll find a copy of this batch of updates below.

  - Brian

  Herald of the Stars Table of Contents updates:

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  / (Distant Sun previously visited 159 years prior, est. 751.M41. Second visit with Quaani and Thorfinn, est 810.M41.)

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  Aldrich Isengrund page updates:

  Alliances, Contracts, and Trade Deals

  Stellar Fleet Bytes (c0175)

  The Stellar Fleet Bytes currency is a temporary script, available for five years. It is a Ration Credit used to ensure efficient distribution of resources throughout all of the populations controlled by Aldrich. Each Byte represents a simple unit of energy, the kilowatt-hour, making it easy to understand exactly what everything is worth, from the labor of machines to every breath of air taken. Anyone can look at any process and know what the value next to it actually means. It is beneficial for facilitating internal and external exchanges. The main reason it is a temporary currency boils down to stability, security, control, and consistency. Bytes are not a traditional currency, as even a small amount of inflation or deflation is undesirable. The currency deletion is a method of controlling inflation. In practice, because of the monopoly on power production, deleting bytes turns out to be mostly unnecessary. Bytes expire when people pay for the power that they use, allowing a near-perfect control of the currency in circulation. The primary goal is for people to spend their money and invest in their own education and implants.

  If one knows that their money is going to become worthless, they will spend all of it and invest it into tangible goods that maintain and build their wealth. The policy has the added benefit of circulating the economy as fast as possible, preventing stagnation. Even now, the internal economy is still small, so if people don't spend their money, the temporary nature of the currency prevents wealth stagnation from occurring rapidly. Leaders making arbitrary changes is an undesirable outcome for all, especially as no one likes it when their governing body interferes with their livelihood. A small mistake by foolish leaders and the people's efforts and savings could become worthless overnight.

  While one could waste their bytes on luxury food, sex, and entertainment, and many do actually do so, the only way to build personal wealth in an area with limited space and private industry is to invest in oneself, personal security, or research. These are areas the Stellar Fleet prioritises as they improve the productivity, high-tech production capacity, and the security of the Stellar Fleet over time. Rather than making a bunch of regulations that few would want to follow, which would erode authority over time, we have a much higher percentage of Magi than most Mechanicus enclaves and worlds. From the historical data that we have, only Mars may be superior.

  A shared currency ties people together. They can't spend their money anywhere else. While this had little relevance in the beginning, as our holdings and the fleet grow, this has become more and more important. It doesn't stop people from converting money into goods, but that's something I actually want. Like with the Stellar Requisition Credits we introduced for big purchases, it gets our currency into the Koronus Expanse, and then others have to spend our currency with us. Bytes do not change in value, regardless of distance, time, or location. In a galaxy where uncaring gods control these variables, bytes are a massive stabilising influence.

  That most Imperial currencies use precious metals, or fiat currencies backed by the Tithe, like Throne Gelts, is archaic and ridiculous. The only one that makes any sense to me is the exchange of favours among the nobility, but that's no good for buying one's daily bread.

  Essentially, it's really a hydrogen standard. Using metallic hydrogen pellets, or atomic metals as coins, would be pretty silly, and using energy as a universal currency is convenient within any system. Saying that it is easier to transport between stellar systems, though, is foolish. If one must go through the Warp to transport something, it is equally challenging, no matter its container or its state of matter.

  "Calling a ration credit a byte is hilarious, especially when your account balance is stored digitally." - Aldrich Insengeund (c0176)

  Stellar Fleet Requisition Credit (c0150)

  The Stellar Fleet Requisition Credit, "SR" or "SRC" for short, is an official External Currency that does not expire as authorised by the Custodes of the Emperor.

  One SRC is equal to one Sword-Class Frigate, one of the most common and standardised vessels in the Imperium. While it does include my high build quality, it does not include the many rare extras, like Castalan Shields, or Federation-grade Jovian-Class engines, just the standard imperial designs. As such, any Sword-Frigate or other vessels I create are always going to be more expensive because neither the Space Marines nor I consider 'average' an acceptable option.

  Only the party who earned the SRC can cash it in, though the client can tell us to give the goods to a different party if they wish. An SRC is not divisible into smaller units than one when completing a trade, but the party can exchange any excess for bytes. The SRC byte value fluctuates depending on the current cost for the Stellar Fleet to build a Sword-Class Frigate. One can't exchange bytes for an SRC either, so if they don't immediately spend them, the buyer would be on a five-year time limit.

  Blessings and Castigations page updates:

  A system of excellence recorded, judged, and administered by the primary Machine-Spirit, a neutral arbitrator, on each vessel within the fleet. The goal of the program is to reduce the soft power of officers and ensure upward social mobility without it being reliant on promotions, which are often dependent on combat losses, fleet expansion, and ennui (a feeling of weariness and dissatisfaction usually resulting from boredom).

  Stolen novel; please report.

  The Machine-Spirit on each vessel will evaluate the work of each person over a period of twenty-five years of labour, then a one-year to ten-year sabbatical (temporary retirement), before returning to work for another twenty-five years. So long as a person consistently turns up to work on time and meets reasonable expectations for their labour, the Machine-Spirits will bless them with a long life. Poor behaviour will result in Castigations, the withholding of life extensions, until a person has offset their mistakes.

  The long sabbatical is there so that Fleet personnel can focus on their careers, knowing that when they finish their stint, they will have a long period of time afterwards when they can raise children with proper attention, go back to education, work on their private research, or anything else they care to do, with their youth partially restored. We should get between nine and twelve rejuvenation cycles from each person with our current treatments.

  Over time, this will create multi-generational family units who can share the raising of children to adulthood, as it's likely that at least one member will always be on sabbatical. It will also create close-knit support groups and large families, which should ensure, in the majority of cases, that there's at least one member of each family that even the most socially stunted can tolerate and learn from. The system of Blessings and Castigations would, in theory, reduce the instances that create netpatisum and abuse.

  I also propose that, as part of the twenty-five-year cycle, junior officers would be moved to a new post after five, fifteen-month cycles, senior officers after ten, and command officers after twenty cycles. That's almost six and a half years, twelve and a half years, or twenty-five years of service, respectively. Fleet officers, like captains, would have a max of three complete twenty-five-year cycles, that's seventy-eight to one hundred and five years at the same post. Such service limits should reduce the suppression of low ranks or other forms of stagnation, like ennui or poor motivation from excessive job security.

  This new program would require the lifespan of bytes to increase to ten years to match the length of time personnel might not be earning money. Optionally, rather than doubling the lifespan of bytes, currently 5 years, reissue bytes after a deduction in value.

  The program would also extend the practical lifespan of all personnel to at least four hundred years, drastically slowing the loss of knowledge and skills. Dying earlier of old age is a method of a self-correcting solution in cases of people who won't make the effort to continue to improve their lives, but are still not criminal about it.

  The only current viable path for rejuvenation is a careful mix of gene therapies, drug regimes, and implants. It is also possible to transfer old brains into new clones, but such surgery has a significant risk, which you'd only do if all other methods have been exhausted. An entirely cybernetic body would be a safer option. After four hundred years, the point at which our available treatments would start to fail, all surviving crew should have completed their conversion to such a body if they desire to do so. Such a cybernetic body would include the specialist life support implants to maintain such ancient flesh far past the initial four hundred years.

  Would the Blessings require a dedicated garden ship or hive city? Having the necessary facilities on a Macro-Ferry would also allow for a form of tourism and become a serious revenue stream if properly managed. As for our own use, I suggest a life extension pension scheme that personnel can pay into as a set percentage of their wage, regardless of income. Subtract disciplinary fines from these pension funds first, before income or other sources. Once established, health tourism and mass production should assist in minimising any shortfalls that would impact the operational capabilities from funneling too many bytes into this project.

  Characters and Groups page updates:

  Dawn Garnet - An invisible blink dog. "There is a sharp crack of displaced air and a cyber mastiff, almost invisible even to me, teleports right next to Brigid." (c0134)

  Envoy Lynu (Por'Ui Dy'aketh Lynu) - Lynu is the Tau representative on Marwolv. (c0037) --- Surrender of 300 Tau to Aldrich on Distant Sun. (c0065) --- Negotiations with Aldrich for protection by the Stellar Fleet. (c0082 - c0084) --- Envoy Lynu killed in Eldar terrorist attack at Festival for the Victorious Dead (c0127 - c0129)

  Herald Titles: Acolyte, War Smith, and Warforged - Titles come with privileges within the Heralds and are a mark of respect. There are two advantages for the Stellar Fleet and Corps using this system. The first is that it provides a way for Heralds to advance outside of their rank, allowing for career progression, even when not suffering casualty losses. The second is that all this personal gear and cyborg bodies require maintenance. Maintenance that the Stellar Fleet would subsidise so long as they remain at their posts (in service), providing a subtle incentive to stay in a challenging role and be grateful for it. Even if they do leave, they get to keep the titles, armour, and bodies. No matter where they go, everyone will know what they have earned, and the depths of their dedication to the Machine God and the Stellar Fleet (or Corps).

  - Basic Heralds begin as 18-year-old conscripts with minor enhancements required to serve for two years. They get to keep their basic upgrades regardless of whether they move on or stay.

  - Heralds who choose to commit to another eight years of service become Acolyte Heralds. They would receive a Machine Baptism, should they wish it, converting them into Skitarii, cybernetic warriors. These bionics are mass-produced and standardized for the Acolyte Heralds by the Stellar Fleet and Corps.

  - Heralds who have proven themselves able to forge all of the standard wargear used by both the basic Heralds and Acolyte Heralds become War Smith Heralds. Rather than the standard void armour, War Smiths are allowed the privilege to build and maintain their own power armour, as well as use it whenever they like, even where it wouldn't usually fit into standard company loadouts.

  - Acolyte Heralds and War Smith Heralds who have survived at least three different wars will automatically become titled veterans, the Warforged Heralds. The Warforged are permitted to customise their cyborg body from their Machine Blessing (see Baptisum).

  War Smiths and Warforged may also accept rotation for three to six months of the year when not at war. Rotation into industrial and civilian roles would help boost production and serve as an opportunity for them to break any monotony they might be feeling. They would be allowed to keep in touch with the rest of the Fleet (or Corps) and their families before returning to active duty with a fresh perspective.

  Implementation of this proposal has not started fully, though plans for doing as much as possible are taking shape. (c0142 - c0143)

  - The Iron Foundation "cult" is founded on the principles taught by Aldrich Isengrund.

  Odharn - Sergeant Odharn, an Adeptus Astartes, was rescued by Aldrich after Distant Sun's collision with a space hulk. (c0018) --- Killed by the Eldar. (c0024) --- Aldrich uses E-SIM Resurrection Serums on Sergeant Odharn and four other Astartes: Kylian, Darrah, Nuada, and Eoghan. "It was a great trial and privilege to channel the Emperor's blessings. You honour the Emperor and the Barghest chapter with your return. Together we will guard Humanity in His name." (c0111, c0124) --- Odharn advances to Tech-Marine status. (c0140)

  Owen Broin - "As for the vestments, I just filled out the right forms, and they became available to pick up in the auto-temple. As for being a chaplain, there was an open position; I applied for it and was immediately assigned the role by Distant Sun's machine-spirit (Aruna)." --- Owen becomes the first Stellar Fleet Chaplain (initially as a Tech-Adapt, and eventually a Tech-Priest) for the Imperial Cult. --- Per Aldrich, "Chaplins are expected to learn Imperial history and Imperial Cult doctrine, and also earn a basic medical certification, followed by learning psychology. Confessions and how to deal with them are for the mental health of the crew. The same standards will apply to all chaplains. The fleet will have a lot of chaplains as the void is not for the faint of heart, and everyone will need all the support they can get." (c0060) --- Owen has given up his role as leader of the Imperial Cult in the Stellar fleet to become the Head of Spiritual and Mental Health. Owen's role includes propaganda and grants him soft control over both Imperial and Mechanicus Cults: he is responsible for where the Fleet funding for community projects goes. Owen does not control where the cults spend their donations, though. For example, he controls the distribution of amenities in communal areas, what inspirational posters get placed on the trains, and media requirements on the noosphere. While this frees up Eire and Brigid from such details, Owen's main role is to moderate fanaticism and prevent or redirect the formation and fervour of new cults, especially my own 'Iron Foundation'. (c0125)

  Róisín Paorach - Róisín was previously Enginseer Prime for Distant Sun, our light cruiser and the primary vessel providing supporting fire for your forces. Róisín is now Cybersmith Paorach and Head of Technological Acquisition and Adaptation. Machine God forbid Aldrich name it Research and Development! (c0125) --- Aldrich's Primary Apprentice and Iron Foundation Leader is Cybersmith Ròsìn Paorach.

  Servitors of the Stellar Fleet -

  VERSION 1 SERVITORS: Dressed in mesh suits and fixed into powered exo-frames, these flesh robots are indistinguishable from a human until you try to talk to them. Rather than welding tools to bone, the exo-frames hold their equipment, allowing for varied loadouts and adjustable capabilities in under a minute, rather than spending days in surgery. In addition to their basic snug frames, these servitors possess the Imperial equivalent of a mechanical heart, repair mechanisms, and the black skeleton. Between their internal and external support, these servitors should run with minimal maintenance for decades, rather than rot within years. The servitors also have a mind impulse unit and a minimal savant implant. Unlike most servitors, these servants improve their performance and can share solutions via the central database. So long as their brains remain flesh, it doesn't count as machine learning. Nor do these servitors network directly with each other, nor coordinate without permission. (c0027) --- Many of these servitors were possessed by demons and turned on Aldrich upon the rogue planet Mote. (c0029)

  VERSION 2 SERVITORS: Aldrich's servitors have come a long way in the twenty-odd years he's been developing them, and there is little point in having a tech-adept perform menial labour. Aldrich refuses to enslave people or use drudges, the lowest class of the mechanicus, as perpetuating misery is not only morally questionable, but it also introduces disruptive elements and inspires substandard work. Yes, the servitors are more expensive than low-level labour. Still, they do a good job when properly supervised, minimise injuries for more highly trained personnel, and don't damage vital machinery after one too many beatings. (c0061) These servitors have some resistance to hacking and possession.

  VERSION 3 SERVITORS: While the Servitors still look mostly human on the outside, with grey skin and obvious panel markings, they're much closer to Skitarii, Mechanicus cyborg troops, in their construction, and even more resilient to hacking and possession than before, as you'd have to take them apart to do so, then replace most of the parts without the integrated safety components. At that point, you might as well build a new Servitor. Stellar Fleet Servitors are multi-purpose, not monotask like a Kataphron. They are built more for labour than battle, but that doesn't stop them from using a gun or fighting through more fire than a normal Herald could hope to achieve without an expensive, full cyborg conversion. (c0116)

  VERSION 4 SERVITORS: The (even more improved) Servitor is two metres tall and androgynous. Strapped to each servitor's back is a light servo-harness with two mechadendrites. They wear an undersuit, a faded red shirt, and pale yellow dungarees that cover most of their bodies. Their exposed hands and face glow a reassuring blue and white with their active warding electroos. Every servitor's face is an almost featureless porcelain-white mask with only a slight hint of a mouth, nose, and eyes. 'Servitor' is embroidered on their dungarees and the back of their shirt. A Stellar Fleet crest is on a patch sewn above their left breast. (c0191)

  Kataphrons: Punishment of the severely violent may result in the transformation into a Kataphron. However, executions are the most common penalty for violent criminals, rather than being forcibly changed in Kataphron's. Most often, conversions are most likely to occur when Kataphrons are likely to be found in battle, or stasis pods are available, so they don't sit around creating and spreading any further misery when unnecessary. Kataphrons also receive heavy warding like all of the Stellar Fleet and Corps. (c0120)

  Thorfinn Ursus - A Marwolv citizen, introduced as the Fourth Captain of the Marwolv Skyguard. (c0033) --- Fleet Marshal and in charge of internal security. While this is a derivative of an Arbites rank, there are no Arbites aboard Stellar Fleet vessels, as they are civilian enforcers, and the Stellar Fleet is a private military. The civilians within them are subject to most of the same regulations and undergo the same compulsory safety and regulation courses as fleet members. (c0105) --- Thorfinn retires from Fleet Command to become a Remembrancer and create documentaries for Stellar Fleet. To let everyone know the differences and similarities between our fleet and the rest of the galaxy. Thorfinn has some legitimate concerns about other worlds and wants to patch any breaches before they can threaten the Stellar Fleet's shared cultural identity. Through documentaries, Thorfinn wants to start the debates between what is good, what is bad, and what is merely different as soon as he can. Marwolv was isolated from the Imperium for millennia. When you turned up and flipped our world upside down, it was a massive shock, one that's going to take at least another couple of generations to work through. (c0129)

  Verlin Tigernach, Barghest Force Commander - Verlin leads the Barghest Space Marines from Red Knoll, a Mark III Vanguard Class Light Strike Cruiser. The Red Knoll houses a single mixed company of Barghest Space Marines, their support marines, auxiliary forces, and all their vehicles. They include one hundred fifty marines and eight hundred fifty humans, some of whom are partially modified and won't survive additional geneseed implants. The staff also consists of the chapter serfs and the Space Marines' attached Lex Mechanics. (c0146)

  Ya'Va Vsum, Overseer - Ya'Va Vsum means Undying Light, the most pretentious Tau name in the fleet. The Overseer is a stocky, blue-skinned xeno with deep wrinkles around his eyes and upon his hands. Except for shaving two long bunches of black hair sprouting from the same spot on the centre rear of his skull, his head is hairless. Clips fashioned from all six platinum group metals hold the bunches together. The Tau have found a way to double the number of chromosomes in the Human genome. The original set acts as normal, and the second as an extended library of useful mutations, compiled from the mess of genetic engineering hidden inside the mutants, the huge selection of genetic data I took from the Federation Station, and the 'origin' sample: my own DNA. The notes mention that the Tau and their Human supervisors took inspiration from the myths of the Golden Men, from the Dark Age of Technology, who supposedly stored all the knowledge of humanity in their DNA. While this extended library only contains genetic data, it is still an exceptional achievement. Using the extended chromosome library and some highly specialised drugs and custom virus treatments, one can swap out the mutations that they are currently using. Without these treatments, mutation and evolution are almost impossible. This change also purges anything that does not conform to the engineered data, keeping the DNA free from undesired mutation. After the initial conversion, the library is inheritable and, with the addition of the warding electoos everyone in my fleet uses, should massively increase the cost of the Ruinous Powers of Chaos to induce mutations, or blessings as they call them, in my fleet. It will also reduce the chance of messed-up genetics should I take on crew from other ethnicities when they mix their DNA with the highly tuned heritage of Marwolv. Any mutation children from a mixed ethnicity might have that don't match the template of the parent, with the additional "library" chromosomes, would just get added to the library and remain inactive. (c0130)

  E-SIM page updates:

  Bionic Conversion (number of kills varies) --- Bionic Conversion would replace eyes, lungs, and all other squishy bits with smaller, more resilient, and efficient machines, and it would optimise the internal layout of the body. Bionic Conversion would be the first step in acquiring Weave Shielding. (c0115) --- By the time it is complete, Aldrich's entire body, apart from his brain, will consist of myriad mechanical devices that mimic and exceed the human body many times over, likely putting him on par with a Custodes, or maybe even a Primarch. It is hard to compare, as I've never seen either type of transhuman. (c0116)

  Defensive Structures (number of kills varies) --- This is a suite of support vessels and fortifications I can repeatedly buy into, improving E-SIM's security within the Warp. A hundred thousand kills would let me build data structures up to light cruisers in size. Not yet obtained. (c0115)

  Environmental Suit STC (100,000 kills) --- An External Equipment option: A STC for an environmental suit. It's a light power armour superior to the MOA Void Armour and Solar Auxilia Pattern Void Armour designs. It is equivalent to Imperial designs, like the Sisters of Battle Power Armour, or the one used by Space Marine Scouts. The environmental suit is the only power armour STC E-SIM has. Its focus is on life support and comes with a large range of stimulants, healing, and self-repair. Aldrich has been trying to integrate these technologies into the MOA Void Armour, using a mix of technologies from the Solar Auxilia Void Armour and designs altered from implants. Even if not mass-produced, it will boost Aldrich's research. Aldrich is also unsure if it will be better or more useful than the Dragon-Scale Pattern Power Armour already used by SF Super Heavy Infantry, as combat is not its primary purpose. Not yet obtained. (c0115)

  Multiplicity (100,000 kills) --- Multiplicity would allow Aldrich to keep a single synced clone of himself in the Warp that would replace his main body if he faces destruction. It would give Aldrich a constant presence in the Warp, letting him work on more things at once and double the output of his Research Module. Multiplicity requires Aldrich to not only master its specific module, but also complete his understanding of Warp Tap and Life Support, the two 'free' modules that he started with, as he would have to pay for them so that he can build his clone. The other downside is that because it effectively splits his soul in two, it doubles the cost of all subsequent upgrades as he needs to expand two souls to withstand the burden of two sets of arcano-tech implants. The ritual that I would undergo is the main cost, and if I lose a body, I don't get the investment back and have to save up again before I can make a new one. This option may be best after buying Defensive Structures as well. Not yet obtained. (c0115)

  Fleet Information page updates:

  Stars, Planets, and Stations page updates:

  Archeron System - Stellar Fleet will meet Quaani's Stellar Fleet Pathfinder Task Group one year after departing the Kinbriar System. (c0133) --- Acheron is a brown dwarf, a star that never properly ignited. The system is equally barren, with three small planets the size of Mercury and a mixed field of asteroids and comets twelve AU from the dwarf star. By the time we complete the Macro-Ferry, there will probably be no orbiting bodies but our own. (c0146)

  Kinbriar System - "The Necrons are the Kinbriar Dynasty. The Kinbriar are a small Dynasty, but compared to the Stellar Fleet, they are a significant threat. The Yme-Loc Craftworld, to which the Eldar fleet belongs, attacked with overwhelming numbers. They are renowned weaponsmiths, yet still took a horrific beating." per Warlock Ylien (c0110) --- Gate found: "A Necron Dolmen Gate. These are rare Necron structures that hack into the Eldar Webway, letting Necrons hijack Eldar FTL routes. While the Webway does attempt to cut off intrusions, it is not always able to do so. When vessels are available and a gate's location is known, Craftworlds will attempt to destroy them. It seems they were partially successful, though at great cost." per Warlock Ylien (c0110) --- Location and arrival date per the machine spirit Sadako: "++Iron Crane is at the Rimward edge of the Cinerus Maleficum region within the Koronus Expanse. The date is between seven nine zero and eight two eight of the forty-first millennium. This vessel has regressed approximately two hundred and fifty years.++" (c0111) --- "Second, set a course for the fifth world. We'll call it Kinbriar V for now." - Aldrich (c0111) --- Aims at Kinbriar V: The destruction of all Necron facilities, while the Stellar Fleet will offer a ceasefire with the Eldar. (c0111) --- Kinbriar V is destroyed by Aldrich's lightspeed impacting Fireship. The Emperor claims a C'tan from the Tesseract Vault. (c0123, c0135)

  Lickspittle Mining Station - An Imperial mining station, almost lost to time, drifting from its orbit. Their mining barges have not been willing to risk their hulls or time to correct the drift, lest they fall behind on their quotas. Managed by Factor Vingh Belomor, assistant to Enginseer Prime, Anterhovo Taybax, the primary Mechanicus authority on RO-R0KST4R-TPK, or as the locals call it, 'Lickspittle'. The station is a hollowed-out asteroid two kilometres long and three hundred metres wide with an odd bulge at one end. Between its odd shape and the crudely stapled metal structures on its surface, the mining station looks like an old boot. (c0138 - c0139)

  STC Library page updates:

  Leman Russ E Tank - It now has two, one-point-two megawatt electric motors and the same maximum on and off-road speed as a Chimera: seventy and fifty-five kilometres per hour. One motor can drive the tank at half speed. The Leman Russ E can travel up to a thousand kilometres on its batteries and carries enough fuel to recharge them once using its linear generator. There are also two twenty-kilowatt atomic stirling engines to power the life support and electronics. Technically, they could charge the tank to full, but it would take weeks. The new linear generator only has to create electricity. As such, it only turns on when it's needed and can run at its most efficient RPM. It is eighty-five percent efficient. The Leman Russ E only needs three crew. We modified some sleeping pods and installed them at the rear. From the pods, the crew can control the tank via their MIUs. Not only are the pods armoured, but they can also be ejected horizontally or vertically. There is no parachute, as it's not good to hang in the air when under fire, but rather inflatable bags, so the pods bounce and roll on impact. Trivialising these forces, while unpleasant, is done with bags, void armour, and enhanced skeletons of the crew.

  Two specialised automata scurry around the tank and can patch fuel lines or fix jammed gun breaches. They have no power sources of their own and can only function within the tank, so they're more advanced than would generally be permitted and are actually the most expensive part of the whole tank. They're still far from being abominable intelligences, though. The additional hellfire guns in the corners are primarily munition swatters. Automated guns that can pick out missiles, shells, mines, thrown grenades, or any other large munition, including heavy bolter and pulse rifle rounds. Adding five tonnes of armour allows the tank to be equally armoured in the front as it is on the sides and rear. Increasing the average thickness from one hundred and fifty millimetres to two hundred millimetres. A dozer blade can increase the front armour of the tank even further, if required, and is usually standard equipment for most missions. To make room for the batteries, we had to move the fuel tanks to the sides of the vehicle to act as additional armor. Mixing into most promethium blends is an additive provided by the Eldar. When subject to a heavy impact, like a stubber round, it makes the fuel harden, turning it into a non-Newtonian liquid, nor will the fuel ignite without injecting a specific counter agent alongside the fuel into the linear generator. As an additional bonus, the counter agent contains high amounts of oxygen, so tank crews will no longer have to decide between breathing or moving their vehicles in no or low oxygen environments, like Kinbriar. Carefully bound within these stable liquids are large amounts of pure oxygen. We're calling blends with this additive, Promethium NN. It is particularly effective at preventing armour spalling, often caused by heavy bolter fire, missiles, or mines. Spalling is one of the most common killers of crew, despite the original Russ's protections against such damage by anti-tank weaponry. Designs to defeat anti-tank weaponry usually include one complete set of composite armour, including reactive armour and spalling traps. It then fragments or explodes once it penetrates an open space, like the crew compartment, or for the new Leman Russ E, the individualised fuel tanks. Thanks to the NN additive and self-sealing fuel tanks, rounds exploding in our fuel tanks are a minor issue, letting our armour catch many more rounds than our enemies should expect. (c0134)

  Phase-Iron --- Phase-Iron, an anti-psyker metal. It is suitable for hulls, armour, prison cells, and restraints. It will work particularly well for Warpsbane hulls and circuitry for Warding Electroos for non-psykers. The primary ingredients are blackstone, plasteel, and gold. Aldrich will not be able to handle it directly, as it will burn him like acid. As all your implants are constantly channelling Warp energy, this metal could kill Aldrich and other Navagators quite easily. Added to the sacred blood mix, or to cogitators, any Servitor or Machine-Spirit that becomes corrupted would spontaneously combust, or at least be rendered non-functional. (c0135)

  Tau Technologies converted to Imperial Standards:

  - Exo-Wombs with Engram Technology - An advanced version of the Vitae-Womb, a method of genetic reproduction. Each heavily warded Exo-Womb produces a 16-year-old human with initial training in only two years. (c0130) --- The exo-womb individuals will have the skills and knowledge, but not the experience, especially in social interaction and cooperation. They won't be clones like Kriegers would be, though. They'll be popping out fully formed, at a physical age of sixteen, and be given light duties for a couple of years, then they'll go to the Heralds at eighteen, like everyone else, for two years before becoming career soldiers, civilians, or going into further education to become Tech-Adepts, a course that would take them to twenty-five or so. Only Tech-Adepts are eligible to be proper Stellar Fleet void ship crew. That wasn't the case in the beginning, but by now everyone has had time to learn. If a Tech-Adept remains in education after passing their Tech-Adept qualifications, they should make it to Tech-Priest by thirty, though that would still be pretty low on the totem pole, like a Lex Mechanic or Enginseer. A talented and hard-working individual might make it to Magos between eighty and a hundred years old. If they wanted a life outside their career, it would probably take twice that. Once a person has done their two-year service, they have an opportunity to request a career change once every twelve months. Three of every fifteen months in the Stellar Fleet includes mandatory vocational training that can either be a refresher, working towards a promotion, or changing careers. (Aethelred comments c0130)

  - Gravity Hook - Allows for fewer Navigators by connecting void ships during Warp travel. (c0130)

  - ZFR Horizon Accelerator Engine - An ingenious design, this powerful new mechanism allows Tau starships to attain near-light speed with very significant fuel and reaction mass savings during interstellar travel. These engines will allow a Stellar Fleet Macro-Ferry Platform to conduct profitable and fast trade between star systems without entering the Warp. For example, the Tau ZFR Engines will reduce a 21-year trip between star systems to just 1 year. (c0130)

  Miscalaneous updates:

  Source Chapter: “(c9999)”

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  Thank you,

  Brian

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