Into that Vast and Unrelenting Darkness (40K Xeno Civilization Quest)

While full nuke plan might not be quite viable anymors, I think we should still do a weapon/defense focused plan with sprinkling of Vulcan Mechanicus and Alkadrachi gene repair action in order to be prepared for the spiders.
 
The Imperium might have an idea that someone is helping out the sector's Eldar but they don't have a huge amount of resources to throw around looking for us and they're suffering regular attacks by the Eldar, whereas the Krillfleet can come gunning for us at full strength.


The Imperium has over an million worlds with trillions of soldiers to spend and thousands of supersoldier chapters and also giant mechas, if they learn about this heretical xeno that does magic, has traitor humans, has AIs and devils they gonna come at us with religious zealous hatred.

Still, it is a good thing I put many curses and rites in my Anti-Imperium plan and Chell put Cursite Cannon in her Nuke plan since the Krillfleet are vunerable to mystic attacks.




That we should do as fast as we can as the more we wait the harder it is to trick Imperials into thinking Nova Mechanica came from the destroyed Forge World not from xenos.
 
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The Imperium has over an million worlds with trillions of soldiers to spend and thousands of supersoldier chapters and also giant mechas, if they learn about this heretical xeno that does magic, has traitor humans, has AIs and devils they gonna come at us with religious zealous hatred.
Yes but they can't really use all that against us, they're horribly inefficient and the local sector seems to be drained by having to fight Chaos all the time.

Sure they really won't like us but it's not like they have a lot of resources to throw at us: all their Space Marine Chapters and Titan Legions are typically occupied elsewhere.
 
Yeah, the imperium while scary isn't an immediate problem. Usually, the imperium attacks factions because they are small, they can't ignore, or religious shenanigans.
For example, they didn't care about the tau until they took human worlds from the Imperium, most of the major factions are things the Imperium can't ignore, and the sabbat crusade happened because a little girl saw visions from the emperor saying to take (or in the imperium's words retake) the sabbat worlds.

And what about the other forces? The Toothgrim Kabal are trying to sabotage our efforts with the H'k, there is a chaos-aligned pirate port of Tortuga nearby, and after Spidercide, we have no clue whereabouts or the current state of the krill fleet.

Now I'm not downplaying the threat of the imperium if an inquisitor with a vendetta against us or an aforementioned religious situation has an imperial crusade knocking on our door, we will fold like wet paper. Still, as long as we, Yr Albain or the Winterspite do anything to gain imperial attention, we won't have to worry too much about imperials.
 
Posting my Anti-Imperium plan again because as it turned out I neglected the cost so I had to cut some projects.
(Also for the record ideally the plan is after Nuke and Ship plans)

[] Plan: Sic Semper Tyrannis

- [] Fleet:

--[]
---[] Volcanus 9 Charitable Organizations: A valid way of influencing societal mores: charity. The Directorate would ship the spies enough resources to begin establishing various organizations intended to use the guise of being faithful servants of the Emperor to both improve conditions in the lower and middle hives as well as subtly propagandize them into being more potentially accepting of progressive doctrines. 0/35, Volcanus 9 Spy Ring gains Middle Hive Charities, increasing Directorate influence as well as providing a front for further operations by Nova Testament Agitators. To use the guise of charity to outwit your foes is distasteful.

--[]
---[] Volcanus 9 Nova Mechanicus: A proposed way by which the Directorate might increase their presence on Volcanus 9: creating a few enclaves of Nova Adepts presenting themselves as newly immigrated members of the Mechanicus. With the likely destruction of a nearby forgeworld, it would present the perfect excuse for why they would wish to immigrate somewhere as "important" and "safe" as Volcanus 9. 0/35, Volcanus 9 Spy Rings gain Nova Mechanicus Enclaves, allowing increased observation of Mechanicus affairs and allowing for further operations by Nova Mechanicus operators, increasing Intel.

--[]
---[] Volcanus 9 Trading Company: The bureaucracy utilized by the Imperium was, frankly, insane. However, by successfully planting members of the Functionary Cult into its structure, it could be manipulated to finance Directorate spy ring operations as well as perform economic sabotage and manipulation by creating a fraudulent trading company. And, best of all, it would provide a perfect opportunity to learn about Volcanus 9's trade partners. 0/35, gain V9 Trading Company, a front that will be used to commit fraud by the Functionary as well as collect Intel. The Adeptus Administratum is an abomination that needs to be destroyed immediately.

--[]
---[] Moby Monstro Observation: Biologically, Void Whales were fascinating: the Directorate had barely scratched the surface in terms of understanding them. Doing so would likely take centuries of study. Endeavor or Trailblazer only. Generate 1D5+1 CUL or ACD and progress toward earning a BioData (0/20)



-[] EXP



–[] Tachyonic Gate: This would, the Gravitonic Owl informed the Directorate, both make warp travel somewhat more reliable chronologically and, more importantly, would allow the Gravitonic Owl to accelerate the Spheres digestive processes. 0/50, increases EXP, Warp Jumps to and from systems close to the home system become somewhat more reliable.



–[] Deep Space Monitors: One day, the Destroyers would return. It was a fear many, many of you held. To that end, some of you wanted to expand the deep space monitoring project in order to ensure that they would not take you by surprise. 0/2, repeatable, costs 1 Network. Each completion gives more robust deep space scanning.

–[] Orbital Defense Arrays: It might not save you, but it would buy time: an array of satellites armed with fusion cannons located in geosynchronous orbit with various of strategic importance. The Net currently covered most population centers, but it could be widened and existing arrays reinforced. 0/10, costs 1 Nuclear Material, construct Orbital Defense Satellites. Repeatable.

–[] Flames of Naklis: The Eye provided a great deal of power, but it wasn't enough but for brief excursions, limiting how the vessel can be used. A theoretical way to help correct this issue: installing the ship with a greater pyro-shrine tended to by their Worldsingers that could be used to help kindle the vessels heart awake. 0/25, Eye of Isha gains Flames of Naklis component. Yr Albain learns to manufacture additional Flames of Naklis. Cost 1 BioData.

–[] Trovian Coral Farmers: As more agriculture came to Trove, one proposal by enterprising Hobbgrots was to create a series of underwater farms for growing coral, kelp, and plankton. These would help increase not only Directorate food stores, but also provide vegetarian alternatives. 0/25, Trove gains Coral Farms.


–[] Erichthean PharmaFactory: With increasing medical demands for high quality medicine, it had been proposed that the Directorate should create a pharmaceuticals mega-factory on Erichtheo capable of using the novel compounds sourced in Erichthean flora and fauna to manufacture extremely high quality medical supplies. 0/15, gain Erichthean PharmaFactory granting ACD and improving medical care.

-[] CUL


–[] Medal of Accomplishment: In the aftermath of the Victory at Yr Albain, the medals that had been awarded had shown a strange property, especially those given to Hobbgrots. They seem to have become some sort of...Mojo Talismans, of a sort: whoever wore them would be luckier, stronger, faster, more creative, and would even find themselves possessed of stronger mental, spiritual, and moral fortitude. If this effect could be studied, it could prove a potent way to improve the fleet's officers. 0/25, gain Medals of Accomplishments, improving the performance of officers and veterans the longer they serve and providing the same benefit to those who inherit the medals.

–[] Ultra-Sonic Instruments: Brass instruments were great for getting loud. By incorporating trace amounts of biometal and advanced resonator technology, they could get louder, becoming more cacophanous than ever to the point they could be, potentially, weaponized: death. by. tuba. 0/25, One Man Bands gain Ultra-Sonic Instruments, increasing CUL.

–[] PizzaMek: Pizza. A dish inspired by the humans: a sort of flatbread topped with crushed savory plant sauce, cheese, and various toppings. It had become alarmingly popular with Hobbgrots, who had begun organizing to create an organization dedicated to creating and delivering these seemingly mundane pies. Specifically, using modified Super Battlebots. 0/25, gain PizzaMek society, increasing CUL and helping design the culinary warbots of tomorrow.


–[] The Server Labyrinth of the Mechanicum: A location underneath the jungles of the continent of Vra'tek, this complex seemed to be a vast cogitator bank filled with mechanicum corpses and sigils that align roughly with known chaos iconography. The Nova Mechanicum wanted to perform an expedition to exorcise and salvage the facility to construct an additional temple. 0/25, sponsor Vra'tek Server Labyrinth Archaeological Dig, gaining +1 NET

–[] The Archaeosaurs of Cetaceous Valley: The Academy had, in collaboration with Wonderpark, located a valley extremely high in rare fossils. They wished to sponsor an ongoing archeological expedition to help dig up the remains of these creatures for study. 0/25, sponsor Cetaceous Valley Archeological Dig, gaining +1 BioData


–[] Jr. Genetics Playsets: A product of wonderpark, engineer your own simple genetic modifications to plants and insects! Change the color your pet pyrefly glows! Produce GigaFlowers! Become a Jr Geneneer today! 2/20, increases ACD.


–[] Winterspite Battlezone Lodging: Well, it helped buy credit towards repurchasing the client contract at least: Banefrost wanted to expand Battlezone with lodging and amenities designed to cater to his Kabal. Warded sleeping and leisure areas, gladiatorial (or at least as one could come under Directorate law) arenas, game shows… 5/25, Winterspite gains Battlezone Lodging.



–[] Shell of the Storm Kraken!: The Storm-Krakens shell ill suited it: a patchwork thing of rust-metal. Perhaps the Directorate might give it a new shell, one forged from gleaming biometal, containing a small monastery complete with shrine and reactor to provide it the offerings it would require, capable of allowing the Meeklakian Weather Vita to wander the system… 11/25, Storm Kraken gains new shell and will begin patrolling the system. Increased affinity with Directorate ships. Cost 1 Living Metal.

–[] Power Paint: There was no reason paint JUST had to be paint. With a little kemistry, paint could also be fire suppression foam, paint could be fire fuel, paint could be glue, paint could be rubber insulation…0/25, Grot Graffiti Artists begin producing and using paint with various chemical properties in their 'art', increasing CUL.


–[] Squog Splicing: Stizlak's idea: what if Hobbgrottic Park developed the means to create even more Squog varieties by inkorporating bits of different squogs together? These kustom squogs could be used for security, minions, petz, pack animalz… 0/25, Hobbgrotic Park begins producing spliced Squogs, increasing EXP. Cost 1 BioData.




-[] FTH

–[] Seawarp Mutations: Imperials apparently had a cultural taboo against mutation of all stripes: using the mutagenic abilities of the Vita of Life the Curse of Darktide could be modified to double as a psychological weapon by inflicting various minor mutations, largely based on sea-life on those afflicted, as well as enhancing any conjured organisms. For some reason, the Abyssal Monks were especially enthused for this idea. 0/20, upgrade Darktide with the power of Life.


–[] Many Biting Fish: The Living College believed that they could also assist: their lessons with the Eldar had greatly improved their fine control over their psychic abilities and ability to navigate the warp as well as subspace. The darktide spells could be modified to alert them and accelerate their travel through the warp, allowing them and other Pelagic Diets that have sufficiently advanced to fling large amounts of small and medium sized carnivorous fish and sealife into enemy vessels. 0/20, upgrade Darktide with the power of Schools.


–[] Nova Mechanica Vitruvian Engine: The flesh was weak. Human biology was a giant mass of flaws, drawbacks, and maladaptations. The only perfection it could achieve, that of the machine. The Nova Mechanica wanted to create a paleotech autosurgery suite designed to perfect this process, using advanced nanotechnology and cybernetics to augment its priesthood seamlessly, painlessly, and without mistake. 0/25, Nova Mechanica begins utilizing Vitruvian Augmetics, increasing ACD. Cost 1 ART.


–[] Alchemical Archaeotech Awakening: The Nova Adepts were very interested in the alchemical properties of Mountain Blood: correctly utilized, it increased the activity of machine spirits considerably. They wished to study this property and develop a series of alchemical procedures that could be used to fully animate sufficiently venerable pieces of archaeotech. 0/30, Nova Mechanicus gain Archaeotech Awakening Potion, a formulae that greatly invigorates ancient machine spirits, increasing EXP. Increases reputation with all Mechanicus and Dark Mechanicus factions by 2. Cost 1 Warp.


–[] Archaeotech Shrine Automata: The Old Mechanicum once had great and mighty legions of automata they fought besides, and before then the golden age of mankind had utilized even more advanced robotics. What could be replicated by the Nova Mechanicus was but a mere shadow. However, there existed many examples of this technology that, once repaired through various means, could serve as incredibly powerful defenders. 0/25, Nova Mechanicus produce Archaeotech Shrine Automata, defensive infrastructure for major shrines in the Directorate. Cost 1 ART.


–[] Hand of The Emperor: A regional symbol used by the Ecclesiarchy of the sector, likely a remnant of an older religion. Consisting of a hand containing an eye, these sigils serve much the same purpose as wards, except instead of blocking through latticed lifeforce, the Hand instead abjurs malign powers by invoking the beneficence of God. The Ecclesiarchy's mystek abilities are advanced enough they can power these off mere faith alone: those of the Nova Testament lack the ability to reproduce this technique, so to use these sigils they will need to find a different way to power them. 0/25, can reproduce Hamsas, sacred sigils that raise FTH.


–[] Karmic Siphon Curse: A proposed idea by the same minds that had helped develop the Darktide Spells: using HexTek to create a curse that siphoned fortune from renown enemies of the Directorate in order to help sabotage them. 0/20, gain Karmic Siphon Curse, designed to target single entities.




–[] Black Pyramids: Of course, more offensive applications existed. When combined with WarpTek technology, Weaponized Cursite Cores, and HexTek generators, these pyramids could instead be transformed into weapons: ones capable of wracking enemies with terrible curses. 0/35, TekPyramids are upgraded with CurseTek, increasing Warp and FTH.



–[] Rite of Natures Wrath: The Destroyers hadn't just targeted Tekket. They had also gone after the indigenous lifeforms of the planet, exterminating several species that had been of incredible importance to the ecosystem. If they invaded again, there needed to be a means to help nature fight back. And so the Druids had proposed a ritual designed to rouse the wrath of the nature guardians and focus it on those deemed enemies of nature, enabling the wilderness itself to go to war against invaders. 0/20, gain Rite of Natures Wrath, increasing the aggression of local nature against those hostile to it.


–[] Temple to the Fool: The eldest son of the Toy Maker, the Fool had an extremely specific domain: the Fool was, to put it simply, the god of stupidity and slapstick. His stories and myths had a recurring motif: the Fool would be doing something or another before being accosted by some villain or monster seeking to cause the Fool harm, only for the Fools stupidity to cause their foe to injure themselves, typically without the Fool ever noticing. With the Toy Maker receiving additional clergy, many faithfuls of the Fool wished to establish their own temple. Specifically to serve as a university of sorts for aspiring fools. 0/25, establishes Temple to the Fool Actual Clown College, a Holy Site Complete Travesty that increases CUL by two trains future disgraces to their ancestors in the art of getting hit by pies and yet somehow making the pie thrower look like the idiot.


–[] Rites to the Lanternkeeper: And yet more and more the Galaxy looked like a place full of great terror. Yet when faced with darkness, what else could one do but merely prepare, and light a candle to keep that vast and unrelenting darkness at bay and the flames of hope alive. 0/35, develops Lesser Lanternkeeper Rites, increasing defense against hopelessness even more. Can be reduced to 0/20 by spending 1 Warp.


–[] Barrow Guard: AutoZombies were, frankly, deeply unsettling. But they presented a unique opportunity for the dead of the Directorate to continue to serve: Marjak was willing to share the secrets of the technique to manufacturing them in exchange for biodata that could be used to refine the process, which would allow some volunteers to convert their corpses into Mausoleum Guards. 0/20, TekMausoleums will slowly generate Barrow Guards from volunteer corpses to defend Directorate worlds. Raises Forbidden Archive influence.




–[] Logic Virus Code-Weaponization: Alternatively, with some modification, they could also create a version of the Logic-Virus that's loyal to the Directorate, and use them as a sort of digital attack dog, essentially allowing Directorate Occulteks to deploy sentient malware to enable them to hijack enemy machines. 0/25, Occculteks develop HiJak Executable, allowing them to temporarilty hijack and subvert enemy machinery and computers.


–[] Seeds of the World Tree: Each were contained with vast sums of arcane power: through certain rituals, these fruits could be planted on other worlds to help germinate them with the power of the world tree, flooding their wilds with celestial energies. 0/25, Yggsdrastil begins producing Sacred Baobob Seeds, increasing CUL. Cost 1 Warp.




-[] ACD


–[] Lumium Bird "Biology": The Lumium Birds physiology was a mystery. Comprised entirely of crystal, the creatures were physiologically impossible, and yet it still mimicked basic biological functions. It ate, slept, produced waste products, and was even capable of laying more eggs. The Academy wanted to do a dedicated study of the creature in order to puzzle out how it works. 0/25, learn how the Lumium Bird works, generating Biodata.

ArborSerum: Another proposal was making wisespread the practice of using MegaFlora Serum to accelerate Arbor Guardian Growth, increasing the total lifeforce flowing throughout the Totem-Net, and even developing specialized blends specifically for use in trees and other already-large flora. 0/25, develop ArborSerum, increasing CUL and Warp.


–[] State Secrets of the Khimer Psyocracy: The Khimer were willing to divulge several secrets to the Directorate in exchange for agreeing to an official defensive pact. This information would include the means that they destroyed the Great Devourer and its army, the details surrounding death-gems and their manufacture, and even the full extent of the Khimers hidden assets. 0/25, gain Khimer State Secrets Dossier, increasing Intel.




–[] Nàdair Spáslong: While the exodites had the Wings and subspace both, there were a variety of situations where having even small void-capable craft would be useful. Should they and the Directorate collaborate, they should be able to research means to create small semi-biological ships. 0/25, Yr Albain Worldsingers develop means to grow small WyldVessels. Cost 1 BioData.


–[] Vault of Scrolls: The Testament in conjunction with the Unionists wanted to erect a great palace of knowledge, a vast vault where scholars, poets, and philosophers of the Directorate could store their wisdom, equipped with a fleet of priest-curators to help manage, maintain, and aid others in using it. 0/25, Testament gains Vault of Scrolls, an academic institution consisting of a massive humanities library, increasing CUL and ACD.


–[] Auton Anti-Warp Alloys: The hull recovered from the Forbidden Archives warp colonization program had fairly strong anti-warp and even anti-chaotic properties. Koptu believed that learning how to synthesize more would prove invaluable for warp-proofing the AutoVessels. 0/25, Autonites gain Antiwarp Hull upgrades, increasing Auton rep by 3 and AutoVessel influence.

Again suggestions are welcomed.
 
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If we want to be ready for the spiders, what we should do is strengthen our curses as much as possible. They were what allowed us to escape as well as we did last time, everything else was almost useless. Shields helped a bit, but nukes did very little.
 
If we want to be ready for the spiders, what we should do is strengthen our curses as much as possible. They were what allowed us to escape as well as we did last time, everything else was almost useless. Shields helped a bit, but nukes did very little.
Our nukes are explicitly underpowered, though. Like, we havw been sitting on furtber upgrades to them forever.
 
Our nukes are explicitly underpowered, though. Like, we havw been sitting on furtber upgrades to them forever.
I'm not opposed to nuke upgrades, they'll come in handy for sure (against the Imperium for example). But I don't get the insistence to upgrade them for the spiders specifically, when there's a way more obvious and proven direction to take in curses.
 
I'm not opposed to nuke upgrades, they'll come in handy for sure (against the Imperium for example). But I don't get the insistence to upgrade them for the spiders specifically, when there's a way more obvious and proven direction to take in curses.
The NukeTek upgrades aren't for the spiders specifically; they're for a general upgrade to every part of our military (both ground forces and ships). RHIES has a follow-up ship plan that gets a lot of mystek upgrades and other ship upgrades that would more directly help with the spiders.
 
Yeah I've been wanting the NukeTek upgrades for the longest time and then the ship one… but I would like to see a plan with NekroTek in the future since we have a lot of projects involving those.
 
Also what do the directorate think of phospherx weaponry? In the future fate showing thing some Rebels on that tropical planet use it against some Imperials would we consider it a war crime
 
We should get miniature nuke tech for dealing with pesky Space Marines
Imagine this every single one of our Troopers has something capable of killing a Space Marine and damaging a tank in a single shot
Also what do the directorate think of phospherx weaponry? In the future fate showing thing some Rebels on that tropical planet use it against some Imperials would we consider it a war crime
For the future, if you want to say something else and it's only been a few minutes since you posted and no one else has posted, it's generally recommended to edit whatever else you want to say into your first post, as opposed to double or triple posting.

And yes, miniature nuke tek would be useful for the infantry, if we can ever fit it into the plan.
 
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Plan focused on the gods we have yet to set up temples to that would likely have an equal interest in festivals
[] Plan: Party's This Way -->
- [] Fleet:
- [] TBD
-[] EXP 173/173
-- [] Sandscorn Skyhook 0/25 -->25/25
-- [] Monoliths 0/20 -->20/20 +FTH -warp
-- [] Sandscorn Magneto-Shield 0/25 -->25/25
-- [] OOG-87's MicroSingularity 8/25 -->25/25 +ACD
-- [] Sacred Groves 0/20 -->20/20 +1 Warp +FTH
-- [] Spra'ang Minerological Survey 0/10 -->10/10 +EXP +NK
-- [] TeraArt Gallery 0/100 --> 16/100
-- [] Orbital Solar Relays 0/25 --> 25/25 +EXP +NK
-- [] MothaShip Volcanic Algae Terraforming Torpedos 0/15 -->15/15
-[] CUL 148/148
-- [] Eldritch Rebirth 0/20 --> 20/20 +Khimer rep and influence +FTH
-- [] BATTLEZONE COMBAT BEER 0/25 -->25/25 +EXP
-- [] The Conduit Folios 3/20 -->20/20 +FTH
-- [] Candlelit Roads 0/35 --> 35/35 +CUL
-- [] PizzaMek 0/25 -->25/25 +CUL
-- [] Mystek Apiaries 0/15 --> 15/15 +CUL
-- [] Sandscorn Water Park 13/25 --> 24/25
-[] FTH 158/158
-- [] Temple to the Fool 0/25 --> 25/25 +CUL
-- [] Nuclear Ritual Engines: 0/15 -->15/15 -2 NK
-- [] Blessings of the Swarm 0/5 -->5/5
-- [] Blargian Drunkard Rock 0/25 -->25/25
-- [] Meditative Wines 0/25 -->25/25 +ACD
-- [] Gremlin.EXE 0/20 --> 11/20
-- [] Temple to the Gourmand 0/25 -->25/25 +CUL
-- [] Calling Dance 0/25 --> 2/25
-- [] Lunar Dairies 0/25 --> 25/25 +CUL
-[] ACD 125/125
-- [] Vendotron BlokBot 0/25-->25/25 +CUL
-- [] Antientropic Fields 0/10 -->10/10 +EXP +CUL
-- [] BlokBot Optimization Principle 0/25 -->25/25
-- [] Solar Trough Restoration 0/25 -->25/25 +NK +EXP
-- [] Ekto Detektor 0/25-->25/25 +ACD +Warp
-- [] Conduit Chamber of Consecration 5/20 -->19/20
-- [] Mega-Art Charging Stations 4/25 -->5/25
- [] Resources
-- [] Artifacts: 1
--[] Biodata: 2
-- [] Intel: 0
-- [] Living Metal: 0
-- [] Network: 5
--[] Nuclear Material: 0 --> 1
-- [] Warp: 3 --> 4
Lanternkeeper and his Wife someone please double check my math on the special resources
[] Plan: In Blackest Night
- [] Fleet:
- [] TBD
-[] EXP 173/173
-- [] Sandscorn Skyhook 0/25 -->25/25
-- [] MegaMiner Hubs 0/20 --> 20/20 +LM +NK +EXP
-- [] Electrocyclical Power Bay 0/25-->25/25
-- [] Sacred Groves 0/20 -->20/20 +Warp +FTH
-- [] Construct Dreamer Class Ship 0/40-->40/40 -NT
--- [] North
-- [] Orbital Solar Relays 0/25 --> 25/25 +EXP +NK
-- [] MothaShip Volcanic Algae Terraforming Torpedos 0/15 -->15/15
-- [] MegaMachines of the Volatile Lands! 0/50 -->3/50
-[] CUL 148/148
-- [] Eldritch Rebirth 0/20 --> 20/20 +Khimer rep and influence +FTH
-- [] SolaShroomz 0/25 -->25/25 +EXP +NK
-- [] Meeklakian Deep Bunkers 0/20-->20/20 -Warp -NK -NT -LM -ART
-- [] Candlelit Roads 0/35 --> 35/35 +CUL
-- [] Mystek Apiaries 0/15 --> 15/15 +CUL
-- [] The Secret Histories 0/20 -->20/20 +ART +ACD
-- [] Sandscorn Water Park 13/25 -->25/25 +EXP
-- [] Heavenly Crescendo 0/95 -->1/95

-[] FTH 160/158
-- [] Temple to the Star Maiden 0/50 -->50/50 +CUL
-- [] Rites to the Lanternkeeper 0/35 -->35/35 +Lesser Rites
-- [] Black Ghost Lantern Candle 0/50 -->50/50 +FTH
-- [] The Scholars Candle 0/25 --> 25/25 +ACD
-[] ACD 125/125
-- [] Stasis Platform 0/40 -->40/40 -ART
-- [] Antientropic Fields 0/10 -->10/10 +EXP +CUL
-- [] BlokBot Optimization Principle 0/25 -->25/25 +EXP
-- [] Solar Trough Restoration 0/25 -->25/25 +NK +EXP
-- [] Ekto Detektor 0/25-->25/25 +ACD +Warp
- [] Resources
-- [] Artifacts: 1--> 0
--[] Biodata: 2
-- [] Intel: 0
-- [] Living Metal: 0
-- [] Network: 5 --> 3
--[] Nuclear Material: 0 -->2
-- [] Warp: 3 -->4
And now, one for pure resource gathering, because that has been a pain to balance, definitely gonna need someone to doublecheck my math here
[] Plan: In Blackest Night
- [] Fleet:
- [] TBD
-[] EXP 173/173
-- [] Sandscorn Skyhook 0/25 -->25/25
-- [] MegaMiner Hubs 0/20 --> 20/20 +LM +NK +EXP
-- [] Comm-District 0/25 -->25/25 +NT +ACD
-- [] Sacred Groves 0/20 -->20/20 +Warp +FTH
-- [] Geode Canyon Heavy Mining Operations 0/25 -->25/25 +EXP +NK
-- [] Yaccae Generatoriums 0/25 -->25/25 +NK +EXP
-- [] Orbital Solar Relays 0/25 --> 25/25 +EXP +NK
-- [] Expanded Lunar Forges 0/30 --> 8/30
-[] CUL 148/148
-- [] Eldritch Rebirth 0/20 --> 20/20 +Khimer rep and influence +FTH
-- [] SolaShroomz 0/25 -->25/25 +EXP +NK
-- [] The Archaeosaurs of Cetaceous Valley 0/25 -->25/25 +BIO
-- [] The Tomb of the Old NekroTeks 0/25 -->25/25 +ART
-- [] Tartustus Parole Board 0/65 --> 21/65
-- [] The Secret Histories 0/20 -->20/20 +ART +ACD
-- [] Sandscorn Water Park 13/25 -->25/25 +EXP

-[] FTH 158/158
-- [] The Road-Docks 0/15 -->15/15
-- [] ConsecraTek Ateliers 0/25 --> 25/25 +ART +CUL
-- [] An Unquenchable Thirst 0/10 --> 10/10 +LM
-- [] Voice of Mother 0/15 --> 15/15 +ART
-- [] Brain of the Assembly 0/25 -->25/25 +5NK +FTH -ART
-- [] Godtek Emulator I: //GATE 0/25 -->25/25 +5NT +ACD -ART
-- [] Thunder Rods 0/15 -->15/15 +EXP +NK
-- [] Sacred Dragon Magatama 0/35 -->28/35

-[] ACD 125/125
-- [] WyldRanger Zoological Research Rovers 6/15 --> 15/15
-- [] Paleotech Reproduction 0/25 -->25/25 +EXP +ART
-- [] Mega-Art Charging Stations 4/25 -->25/25 +CUL +WRP
-- [] Morphogenic Countermeasures 0/200 -->20/200

-- [] Solar Trough Restoration 0/25 -->25/25 +NK +EXP
-- [] Ekto Detektor 0/25-->25/25 +ACD +Warp
- [] Resources
-- [] Artifacts: 1--> 4
--[] Biodata: 2 --> 3
-- [] Intel: 0
-- [] Living Metal: 0 --> 2
-- [] Network: 5 --> 11
--[] Nuclear Material: 0 --> 12
-- [] Warp: 3 --> 6

Roadguide focus, hopefully to be taken after significant investment into the Lanterrnkeeper to hopefully unlock very bright Faith Ships to scare away the Phasmids
[] Plan: Have Road Will Travel
- [] Fleet:
- [] TBD
-[] EXP 150/173
-- [] Sandscorn Skyhook 0/25 -->25/25
-- [] Great Grave of Spra'ang 0/10 -->10/10 +FTH
-- [] Sandscorn Magneto-Shield 0/25 -->25/25
-- [] VoidRail Shrine Train 0/25 --> 25/25 +FTH +EXP
-- [] Void Rail Shrine Network 0/50 --> 50/50 +EXP
-- [] Void-Train Orbital Transit Network 0/15 --> 15/15 +EXP

-[] CUL 110/148
-- [] Grand Flotilla 0/50 --> 50/50 +++CUL
-- [] Intergalaktik Bookmobile Kompartment 0/25 -->25/25
-- [] Candlelit Roads 0/35 --> 35/35 +CUL
-[] FTH 125/158
-- [] The Ferrymans Brigade 0/25 --> 25/25 +CUL
-- [] Rites of the Roadmaster 0/35 --> 20/20 +FTH +CUL -WRP
-- [] The Road-Docks 0/15 --> 15/15 Faith Ships
-- [] Temple to the Pathfinder 0/25 --> 25/25 +FTH
-- [] Temple to the Trainmaster 0/25 -->25/25 No Dawn of the Dead for us
-- [] Greater Holy Talismans 0/15 -->15/15 +FTH -WRP

-[] ACD 64/125
-- [] Rite of Repair 0/20 --> 20/20 +EXP
-- [] Antientropic Fields 0/10 -->10/10 +EXP +CUL
-- [] WyldRanger Zoological Research Rovers 6/15 --> 15/15
-- [] Ekto Detektor 0/25-->25/25 +ACD +Warp
- [] Resources
-- [] Artifacts: 1
--[] Biodata: 2
-- [] Intel: 0
-- [] Living Metal: 0
-- [] Network: 5
--[] Nuclear Material: 0
-- [] Warp: 3 -->2
One for all the unrealized gods we have floating around
[] Plan: Wake up, Wake Up, Time to Wake Up
- [] Fleet:
- [] TBD
-[] EXP 115/173
-- [] Sandscorn Skyhook 0/25 -->25/25
-- [] Union Wayside Caravanserai 0/25 --> 25/25 +EXP
-- [] Sandscorn Magneto-Shield 0/25 -->25/25
-- [] Monoliths 0/20 --> 20/20 -WRP +FTH
-- [] MegaMiner Hubs 0/20 --> 20/20 +LM +NK +EXP
-- []

-[] CUL 99/148
-- [] Shell of the Storm Kraken! 11/25 -->25/25 -LM +Space Kaiju
-- [] The Conduit Folios 0/20 --> 20/20 +FTH
-- [] Heavenly Crescendo 0/95 --> 30/95

-- [] Candlelit Roads 0/35 --> 35/35 +CUL
-[] FTH 155/158
-- [] Rites of the Hunter 0/20--> 20/20 -WRP
-- [] The Road-Docks 0/15 --> 15/15 Faith Ships
-- [] Prismatic Beacon of the Polar Tower 0/75 --> 50/75
-- [] The Fifth Season 0/45 --> 45/45 +FTH
-- [] Celestial Engines 0/25 --> 25/25 +FTH -WRP

-[] ACD 75/125
-- [] Ekto Detektor 0/25 --> 25/25 +ACD +WRP
-- [] Brain of Menza 0/25 -->25/25 +FTH
-- [] Solar Trough Restoration 0/25 -->25/25 +NK +EXP
- [] Resources
-- [] Artifacts: 1
--[] Biodata: 2
-- [] Intel: 0
-- [] Living Metal: 0
-- [] Network: 5
--[] Nuclear Material: 0 -->2
-- [] Warp: 3 -->1
This one's just for fun really
[] Plan: rootootootoorootorututuru
- [] Fleet:
- [] TBD
-[] EXP 135/173
-- [] Sandscorn Skyhook 0/25 -->25/25
-- [] Sandscorn Magneto-Shield 0/25 -->25/25
-- [] Mongus Storm-Kite 0/10 -->10/10 +EXP
-- [] Arcolocube Resonance Broadcast Spires 0/25 -->25/25 +FTH
-- [] Nuclear Resonance Engines 0/50 --> 50/50 -WRP +2NK +EXP
-- [] Sacred Groves 0/20 -->20/20 +FTH +WRP

-[] CUL 148/148
-- [] Candlelit Roads 0/35 -->35/35 +CUL
-- [] Mystek Apiaries 0/15 --> 15/15 +CUL
-- [] Sleepwalk Brew 5/15 -->15/15 +ACD +CUL +FTH

-- [] BATTLEZONE COMBAT BEER 0/25 -->18/25
-- [] Mojotronic Resonances 0/20 -->20/20 +CUL
-- [] The Soundtrack 0/25 --> 25/25 +CUL
-- [] Theatriengine Stage 0/25 -->25/25 +CUL +FTH

-[] FTH 150/158
-- [] Temple to the Fool 0/25 --> 25/25 +CUL
-- [] Temple to the Jester 0/25 --> 25/25 +FTH
-- [] Blargian Drunkard Rock 0/25-->25/25 +CUL
-- [] Meditative Wines 0/25 -->25/25 +ACD
-- [] Mojograss 0/25 --> 25/25 +EXP
-- [] Da Potions of Mojo Yoyo 0/25 --> 25/25 -WRP +EXP

-[] ACD 120/125
-- [] Antientropic Fields 0/10 --> 10/10 +EXP +CUL
-- [] Vendotron BlokBot 0/25 -->25/25 +CUL
-- [] BlokBot Optimization Principle 0/25 -->25/25 +EXP
-- [] Cosmic Netscape 0/35 --> 35/35 -NT
-- [] Ekto Detektor 0/25 --> 25/25 +WRP +ACD

- [] Resources
-- [] Artifacts: 1
--[] Biodata: 2
-- [] Intel: 0
-- [] Living Metal: 0
-- [] Network: 5 -->4
--[] Nuclear Material: 0 -->2
-- [] Warp: 3
More funzies
[] Plan: Dashing through the Snow
- [] Fleet:
- [] TBD
-[] EXP 140/173
-- [] Sandscorn Skyhook 0/25 -->25/25
-- [] Void-Train Orbital Transit Network 0/15 -->15/15 +EXP
-- [] Xiu-Nu Line 100/100 +EXP
-[] CUL 148/148
-- [] Heavenly Crescendo 0/95 --> 68/95
-- [] Festival of the Dead 0/10-->10/10+FTH
-- [] OfrenDex 0/15 -->15/15 +FTH

-- [] Candlelit Roads 0/35 -->35/35 +CUL
-- [] Tacchis Holo-Tag 0/20 --> 20/20 +CUL

-[] FTH 158/158
-- [] Temple to the Fool 0/25 --> 25/25 +CUL
-- [] Temple to the Pathfinder 0/25 --> 25/25 +FTH
-- [] Toymakers 'Elpers 0/25 -->25/25 -ART +CUL
-- [] Jingling Magic Toymaker Caps 0/35 -->35/35 +CUL
-- [] The Road-Docks 0/15 --> 15/15
-- [] Prismatic Beacon of the Polar Tower 0/75 --> 13/75
-- [] Rites of the Toymaker 0/20 -->20/20 +FTH +CUL

-[] ACD 95/125
-- [] Antientropic Fields 0/10 --> 10/10 +EXP +CUL
-- [] Paleotech Reproduction 0/25 --> 25/25 +ART +EXP
-- [] MegaGrot Mutagen 0/20 -->20/20 +CUL
-- [] Vault of Scrolls 0/25-->25/25 +CUL +ACD
-- [] Sandscorn Devourer Eco-Hybridization 0/15 -->15/15 -BIO

- [] Resources
-- [] Artifacts: 1
--[] Biodata: 2 -->1
-- [] Intel: 0
-- [] Living Metal: 0
-- [] Network: 5
--[] Nuclear Material: 0
-- [] Warp: 3
This one is about beefing up our data infrastructure and hopefully establishing a full on digital world, well, even more than we already have, also hoping it might create a bootleg Webway, but I'm not banking anything on it
[] Plan: Calculated Realities
- [] Fleet:
- [] TBD
-[] EXP 135/173
-- [] Sandscorn Skyhook 0/25 -->25/25
-- [] Sandscorn Magneto-Shield 0/25 -->25/25
-- [] Meeklak Mega-Salvage 0/10 -->10/10 +ART
-- [] Meeklak Q-Bit Factories 0/25 -->25/25 +NT +ACD
-- [] MegaMiner Hubs 0/20 -->20/20 +LM +NK +EXP
-- [] Flamedance Muses 0/10 -->10/10 -NK +CUL
-- [] Metalsong Muses 0/10 -->10/10 -LM +CUL
-- [] Prismlight Muses 0/10 -->10/10 -NK +CUL

-[] CUL 137/148
-- [] The Conduit Folios 3/20 -->20/20 +FTH
-- [] The Secret Histories 0/20 -->20/20 +ART +ACD
-- [] Theatriengine Stage 0/25 -->25/25 +CUL +FTH

-- [] DigiPark 0/25 -->25/25 -NT
-- [] Virus Buster Corp Research Labs 0/25 -->25/25 +ACD
-- [] The Tomb of the Old NekroTeks 0/25 --> 25/25 +ART

-[] FTH 125/158
-- [] HexTek Routers0/25-->25/25 -WRP +NT +ACD
-- [] Brain of the Assembly0/25-->25/25 -ART +5NK +FTH
-- [] Godtek Emulator I: //GATE 0/25-->25/25 -ART +5NT +ACD
-- [] Netroplex Servers 0/25-->25/25 -NT +CUL
-- [] Arcanic Cyberforge 0/25 -->25/25 -NT

-[] ACD 110/125
-- [] Data-Altars 0/25 -->25/25 +NT +ACD
-- [] Cosmic Netscape 0/35 -->35/35 -NT +ACD
-- [] Protective Algorithms 0/50 -->50/50 +ACD
- [] Resources
-- [] Artifacts: 1 -->2
--[] Biodata: 2
-- [] Intel: 0
-- [] Living Metal: 0
-- [] Network: 5 --> 9
--[] Nuclear Material: 0 --> 4
-- [] Warp: 3 -->2

Something for The Drowning Death and the Ocean Vita
[] Plan: Water Water Everywhere but Nowhere to Drown
- [] Fleet:
- [] TBD
-[] EXP 180/173
-- [] Sandscorn Skyhook 0/25 -->25/25
-- [] Sandscorn Magneto-Shield 0/25 -->25/25
-- [] Great Grave of Spra'ang 0/10 -->10/10 +FTH
-- [] Void-Train Orbital Transit Network 0/15-->15/15 +EXP
-- [] Meeklak Mega-Salvage 0/10 -->10/10 +ART
-- [] Erichthean Great Orchestrion 0/10 -->10/10 +FTH
-- [] Erichthean Shrine-City 0/25 -->25/25 +FTH
-- [] Mongus Storm-Kite 0/10 -->10/10 +EXP
-- [] Void Rail Shrine Network 0/50 -->50/50 +EXP

-[] CUL 102/148
-- [] Sandscorn Water Park 13/25 -->25/25 +EXP
-- [] Song of the Sea 0/20-->20/20 +EXP
-- [] The Soundtrack 0/25-->25/25 +CUL

-- [] Song of the North 0/20 -->20/20 +FTH
-- []The Tomb of the Old NekroTeks 0/25 -->25/25 +ART

-[] FTH 145/158
-- [] Temple to the Drowning Death 0/25 -->25/25 +FTH
-- [] Aqua-Arks 0/25 --> 25/25 +EXP
-- [] HydroCores 0/25-->25/25 -ART +CUL
-- [] Mass Aqua Deployment 0/20 -->20/20 +FTH
-- [] Coral Gate 0/25-->25/25 -BIO +CUL
-- [] Storm-Cores 0/25 -->25/25 +FTH

-[] ACD 95/125
-- [] Heart of Erichtheo 0/35-->35/35 -ART
-- [] Erichthean Marine Institute 0/25-->25/25 +BIO +ACD
-- [] Cosmic Netscape 0/35-->35/35 -NT
- [] Resources
-- [] Artifacts: 1
--[] Biodata: 2
-- [] Intel: 0
-- [] Living Metal: 0
-- [] Network: 5 -->4
--[] Nuclear Material: 0
-- [] Warp: 3
Tried to do a doggo focus, but there wasn't enough for a full plan based around that, so here's a Wyld hybrid plan
[] Plan: The Brood
- [] Fleet:
- [] TBD
-[] EXP 145/173
-- [] Sandscorn Skyhook 0/25 -->25/25
-- [] Sandscorn Magneto-Shield 0/25 -->25/25
-- [] Voidfarmer Reactors 0/20 -->20/20 -NK +2LM
-- [] Nuclear Resonance Engines 0/50 -->50/50 +2NK -WRP +EXP
-- [] Auton Eco-Domes 0/25 -->25/25 +WRP (-AF Inf?)
-[] CUL 89/148
-- [] Squog Splicing 0/20 -->20/20 +EXP
-- [] WyldSong Emitters 0/30 -->30/30 -ART +CUL
-- [] Wyld-Muses 0/25-->25/25 +CUL

-- [] Shell of the Storm Kraken! 11/25-->25/25 -LM +Space Kaiju
-[] FTH 155/158
-- [] Temple to the Mother of Beasts 0/25-->25/25 +Wyld Safety
-- [] Kennel of the First Hound 0/25-->25/25 +CUL +Good Bois become Gooder
-- [] Temple to the Night Bramble 0/25-->25/25 +Wyld Security
-- [] Hunting Beasts 0/25 -->25/25
-- [] Templedog Augments 0/25 -->25/25 +FTH
-- [] Great Wyld Vita of Teklia 0/30 -->30/30 -WRP +CUL

-[] ACD 110/125
-- [] MegaGrot Mutagen 0/20 -->20/20 +CUL
-- [] Titan Beast Formulae of Mojo Irwin 0/25-->25/25 +CUL
-- [] M-Boost Formula 5/25 -->25/25 +EXP
-- [] Charged Serum 0/25 --> 25/25
-- [] MegaMutagen Serum 0/20 -->20/20

- [] Resources
-- [] Artifacts: 1
--[] Biodata: 2
-- [] Intel: 0
-- [] Living Metal: 0 -->1
-- [] Network: 5
--[] Nuclear Material: 0 -->1
-- [] Warp: 3 -->2

I want FTL trains, I want to ram them into daemons, preferably Slaaneshi ones and I think there's at least paths to two or three different ways of doing that in this one
[] Plan: Chugga Chugga
- [] Fleet:
- [] TBD
-[] EXP 173/173
-- [] Intersystem Titan Rail
--- [] Three Brothers 0/2000--> 73/1000

-- [] Great Grave of Spra'ang 0/10 -->10/10 +FTH
-- [] VoidRail Shrine Train 0/25 --> 25/25 +FTH +EXP
-- [] Void Rail Shrine Network 0/50 --> 50/50 +EXP
-- [] Void-Train Orbital Transit Network 0/15 --> 15/15 +EXP

-[] CUL 120/148
-- [] Sandscorn Shroombogs 0/25-->25/25
-- [] Orbital Pioneer Shrine Ship 0/25-->25/25 +FTH
-- [] Kolor Theory 0/25-->25/25 +CUL
-- [] Power Paint 0/25 -->25/25 +CUL
-- [] Ghost Song Resonance 0/20-->20/20 +CUL
-- [] SolaShroomz 0/25-->25/25 +NK +EXP

-[] FTH 165/158
-- [] The Ferrymans Brigade 0/25 --> 25/25 +CUL
-- [] Rite of Gravitic Nimbleness 0/15-->15/15
-- [] The Road-Docks 0/15 --> 15/15 Faith Ships
-- [] Rite of Electric Force 0/20-->20/20 +EXP
-- [] Temple to the Trainmaster 0/25 -->25/25 No Dawn of the Dead for us
-- [] Orchestrion AutoTuner Matrix 0/15-->15/15 +CUL
-- [] DarkHeart Machina Platforms 0/25-->25/25
-- [] Heartsong Harmonizer 0/25-->25/25 +CUL

-[] ACD 125/125
-- [] Atomic Engines 0/25-->25/25 -NK +EXP
-- [] Psi-Map Reader 0/50-->50/50 +EXP
-- [] Warproad Navigator 0/50-->50/50 +EXP
- [] Resources
-- [] Artifacts: 1
--[] Biodata: 2
-- [] Intel: 0
-- [] Living Metal: 0
-- [] Network: 5
--[] Nuclear Material: 0
-- [] Warp: 3
 
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Also what do the directorate think of phospherx weaponry?
Other than the fact that they would find it war-crimy they won't even need Phospherx once we get the Black Pyramids, who needs perpetual fire when you can suck the lifeforce of the enemies on mass?(Which I still have it included in my Anti-Imperium plan even after adjustments).

Not to mention burning living beings is just wasteful but with Black Pyramids we can extract their life force as a bonus.
 
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Adhoc vote count started by ReaperofInterest on Apr 29, 2024 at 10:47 AM, finished with 55 posts and 12 votes.

  • [X] Plan: We Can Get You Ijin's Explanation
    -[X] OMAC
    --[X] Tell OMAC how we're working with Ijin to liberate the AutoPlanet, and offer to put them into contact with them.
    -[X] CAMBON
    --[X] The Bore-Holes
    --[X] Server Complex 01
    -[X] Offer Maxis a Deal
    -[X] Secondary Positron Complex Iodex
    --[X] GI Gadget and the Gadgeteers
    --[X] Agent 99
    --[X] Teknik Zappblasta
    [X] Plan: We Can Get You Ijin's Autograph
    -[X] OMAC
    --[X] Tell OMAC how we're working with Ijin, and offer to put them into contact with them.
    -[X] CAMBON
    --[X] The Bore-Holes
    --[X] Server Complex 01
    -[X] Offer Maxis a Deal
    -[X] Secondary Positron Complex Iodex
    --[X] GI Gadget and the Gadgeteers
    --[X] Agent 99
    --[X] Teknik Zappblasta


Ait locked
 
Well in case this fails... was there any other Auton figures we might have missed minus the auto vessels and the blacksite?
 
Well in case this fails... was there any other Auton figures we might have missed minus the auto vessels and the blacksite?
Not to my knowledge, maybe the Ark, but we don't really know any important names from there or have any way to get in contact with them. There's also that Cybersphere doctor guy we got the name of from the autobrain, but odds are a dead egghead won't hold much sway over OMAC, unless there was some missed indication that they were actually total besties somewhere
 
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Other than the fact that they would find it war-crimy they won't even need Phospherx once we get the Black Pyramids, who needs perpetual fire when you can suck the lifeforce of the enemies on mass?(Which I still have it included in my Anti-Imperium plan even after adjustments).

Not to mention burning living beings is just wasteful but with Black Pyramids we can extract their life force as a bonus.
True but it's still fun to have varied weaponry
 
Tried to make a plan to get every member of the Toy Maker pantheon at once; some were harder than others to find synergy projects for (best I could find for the Dreamer of Wishes was HexTek Fortune Cookies), but they'll have have a pretty good start towards realization with this.
[] Plan: Toy Maker Pantheon
-[] Expansion Projects (170/173)
--[] MegaMausoleum (0/25 --> 25/25)
--[] Sandscorn Industrial Hubs (0/25 --> 25/25)
--[] Trovian Coral Farmers (0/25 --> 25/25)
--[] Naklis Powertool Factory (0/15 --> 15/15)
--[] Ferrocrystal Manufacturing Complex (0/10 --> 10/10)
--[] Kelp-Farms (0/10 --> 10/10)
--[] Great Grave of Spra'ang (0/10 --> 10/10)
--[] MegaMachines of the Volatile Lands! (0/50 --> 50/50) +1 Living Metal, +1 Nuclear
-[] Culture Projects (150/148)
--[] Kolor Theory (0/25 --> 25/25)
--[] Power Paint (0/25 --> 25/25)
--[] Ogre Masks (0/50 --> 50/50)
--[] HexTek Fortune Cookies (0/25 --> 25/25) -1 Warp
--[] BATTLEZONE COMBAT BEER (0/25 --> 25/25)
-[] Faith Projects (150/158)
--[] Temple to the Fool (0/25 --> 25/25)
--[] Temple to the Jester (0/25 --> 25/25)
--[] Temple to the Mad Tinker (0/25 --> 25/25)
--[] Temple to the Drowning Death (0/25 --> 25/25)
--[] Well of the Dreamer of Wishes (0/25 --> 25/25)
--[] Blargian Drunkard Rock (0/25 --> 25/25)
-[] Academy Projects (105/125)
--[] Vendotron BlokBot (0/25 --> 25/25)
--[] Ekto Detektor (0/25 --> 25/25) +1 Warp
--[] Antientropic Fields (0/10 --> 10/10)
--[] Erichthean Marine Institute (0/25 --> 25/25) +1 Biodata
--[] Trove Electrocoral Power (0/25 --> 25/25)
-[] Resource Management
--[] Artifacts: 2
--[] Biodata: 3 --> 4
--[] Intel: 0
--[] Living Metal: 0 --> 1
--[] Network: 6
--[] Nuclear Material: 0 --> 1
--[] Warp: 7 --> 6
 
For those who hate Koptu, I just found out there is a project designed to make the live our enemies miserable by stealing their luck.😈



Karmic Siphon Curse: A proposed idea by the same minds that had helped develop the Darktide Spells: using HexTek to create a curse that siphoned fortune from renown enemies of the Directorate in order to help sabotage them. 0/20, gain Karmic Siphon Curse, designed to target single entities.
 
Karmic Siphon Curse: A proposed idea by the same minds that had helped develop the Darktide Spells: using HexTek to create a curse that siphoned fortune from renown enemies of the Directorate in order to help sabotage them. 0/20, gain Karmic Siphon Curse, designed to target single entities.
Oh yeah, that is DEFINITELY going on the next turn's to-do list. Even if it's too late to use it on Koptu right now, there's always the chance further improvements could be made. Plus, we might run into him again in the future.
 
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