What should your focus for the rest of the Quest be?


  • Total voters
    195
Voting is open
Vote closed New
Scheduled vote count started by HeroCooky on Oct 9, 2024 at 2:19 PM, finished with 49 posts and 17 votes.

  • [X] Plan: The fuck is that and asking Starchild if we missed something
    -[X] [Free] Consecrate In Sacred Sand (Twin Flower - Quintara Diablo. If already consecrated then Volion's Fall - Great Volion)
    -[X] [Free] Psykana: Activate Hippity Hoppity, it's finally time to find out where our ancestors left their property, Activate Glint of Genius with 40 Choirs and put the rest of the choirs on scouting duty again
    -[X] [Psykana] Budding Warp Rift Studies (3/3)
    -[X] [Faith] An Unborn Guide Sought Out (Write-In): Oh, Starchild, did we miss any major-ish issue of corruption left after the Storm in our local area? And if yes, where and what is it?
    -[X] Research:
    --[X] Rejuvenat Experimentation (0/1)
    --[X] Noosphere Unity (1/2) [Banked research]
    [X] Plan: This is Not a Rift-Friendly Federation
    -[X] [Free] Consecrate In Sacred Sand (Twin Flower - Quintara Diablo)
    -[X] [Free] Psykana: Activate Hippity Hoppity, it's finally time to find out where our ancestors left their property. Leave 10 choirs free, put the rest back on scouts.
    -[X] [Psykana] Budding Warp Rift Studies (3/3)
    -[X] [Faith] An Unborn Guide Sought Out (Write-In): Oh, Starchild, did we miss any major-ish issue of corruption left after the Storm in our local area? And if yes, where and what is it?
    -[X] [Psykana] Sing a Symphony:
    --[X] Symphony of Innovation and rediscovery (tech focused) A Glint of Genius - "Through inspiration, desire" – The spark of invention that drives the entire journey. Diverting Power - "Let Harm not come to us." - why we want better technology, to protect us from a hostile and uncertain galaxy. Hippity Hoppity - "Where is my Star Child-damned inheritance!" – Once we had all of this knowledge. It's been lost and we want it back, dammit! The Devouring Mechadendrite - "Industry must expand to meet ever-increasing demands" – A focus on the work needed to turn ideas into reality. Hiss of the Steam Valves - "The music born by industry sighing freely." – Our final goal, a harmonious society of freedom and abundance, made possible by technology.
 
200.M43 - The Staves Strike The Ground. New
The staves strike the ground.

Pure minds of devotion pray, their souls fully given to the duty and the damned.

The staves strike the ground.

Thuribles swirl their blessed incense into the air.

The staves strike the ground.

Chants fill one's mind as the blessed hymns uplift one's soul.

The staves strike the ground.

Five-times-Five priests beseech the Light of Salvation for aid in these times, to uncover what dangers had nestled themselves beneath their watchful eyes.

The staves strike the ground

Gilded marble cracks.

The staves strike the ground...and make no sound.

Breaths are taken in unison, by the command of a greater will, and the smoke from the incense swirls and dances in the air currents, entering noses and guiding eyes.

A rite is shown, desperation to give damned souls one last way out itself corrupted. Tendrils from beneath slithering into letters and prayers. It would never work as intended, damning all souls willingly undertaking the Penitentia to The Noise That Demands Attention.

But the foundations are not yet rotten.

Two paths snake through time...one of cleansing, and another of washing.

To Cleanse the Rite, make it anew without the words and sigils, the chants and hymns, the knowledge and satisfaction of its function.

Or to Wash it all away, consign the books and velum, the scrolls and notes to the fire and the flame. To let it be forgotten and bring to Ruin none.

[] Cleanse The Penitentia Rite
(This costs 1 [One] Action, but will ensure we can use the Penitentia Rite in a century's time.)
[] Wash Away The Penitentia Rite
(There is no use throwing good souls after bad results.)


But as the vision draws to its end, there is another vision. Merely a swirling rift in space...and thundering drums and the cheer of a crowd drawing near through it.



You Have 3 [Three] Actions. You Have 2 [Two] Emergency Actions. Two Emergency Turns Remain. Currently Active ISC: [New Dawn R&D]. Current Symphony: [None]. Current Warp Tremors: [Still].
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).
The Devouring Mechadendrite - 0x Choirs.
A Glint of Genius - 40x Choirs.
Heartbeat of Industry - 0x Choirs
Unto Works Generational - 0x Choirs
See No Evil, Speak No Evil, Hear No Evil, Do No Evil - 0x Choirs
Hippity Hoppity - 100x Choirs
Warp Tremor Levels: [Warp Storm] - [High] - [Medium] - [Restive] - [Calm] - [Still]
None - Allow The Warp To Calm
A Cry For The Future - Gain 0.25 Actions for every Total Action spent. Actions gained this way are rounded up. +1 Warp Tremors per Turn.

[] [Free] Consecrate In Sacred Sand (Write-In World)
Works of generations started today.
(Gain: A Consecrated World.)

[] [General] Develop The Federations'...
-[] Food Production XI (0/1)
-[] Civilian Infrastructure XVI (0/1)
-[] Heavy Industry VIII (0/1)
-[] Void Industry XII (0/1)
-[] Medical Services VI (1/2)
-[] Military Industry VI (1/2)

(Gain: A boost in production focusing on the chosen option.)

[] [General] Colonize (Planet/s)
It is time to bring four more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Four colonized Worlds.
Habitable Worlds: Ivuh - Ubraka (Planetary Mangroves), Llolanov - Kriegar (Temperate Forests and Mild Arctic), Yeogawa - Gheistheim (Flowering Abdundance)
Hostile Worlds (-1 Void Industry): Olutia - Grace of the Labors (Dry Tundra), Magisch - Hexe (Arctic and Island)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Terraform (Planet) - (Auto-Terraformation - 250.M43)
Thanks to the aid of the Irrita (against payment), we will be able to donate life to planets that do not yet have any of their own.
(Gain: Three Terraformed and Colonized Planets.)
Currently Terraforming:
Qulach's Forge - (Target Biosphere: Savannah and Flood Plains) - (Maximum Population: 9 Billion) - (Terraformation Time: ~340 Years) - (Finished: 260.M43)
Voxx Primus - (Target Biosphere: Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~570 Years) - (Finished: 490.M43)

Not Yet Being Terraformed:
Amut - (Target Biosphere: Volcanic Basalt Lichen) - (Maximum Population: 10 Billion) - (Terraformation Time: ~80 Years)
Litra - (Target Biosphere: Ice Bog) - (Maximum Population: 15 Billion) - (Terraformation Time: ~160 Years)
Scil - (Target Biosphere: Petrified Woods and New Growth Forests) - (Maximum Population: 35 Billion) - (Terraformation Time: ~230 Years)
X-14/RHO - (Target Biosphere: Dry Caves) - (Maximum Population: 9 Billion) - (Terraformation Time: ~190 Years)
Bob - (Target Biosphere: Badlands) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Alabaster - (Target Biosphere: Early Life and High Oxygen) - (Maximum Population: 23 Billion) - (Terraformation Time: ~80 Years)
Horums - (Target Biosphere: Craggy Desert and Metal Fields) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Bakonu - (Target Biosphere: Bioluminescent Tundra) - (Maximum Population: 3 Billion) - (Terraformation Time: ~110 Years)
Hylcyon - (Target Biosphere: Windy Sulfur Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~80 Years)
Thule Prime - (Target Biosphere: Archipelago and Oceanic) - (Maximum Population: 7 Billion) - (Terraformation Time: ~140 Years)
Vlllul- (Target Biosphere: Rocky Temperate) - (Maximum Population: 9 Billion) - (Terraformation Time: ~250 Years)

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[] Rejuvenat Experimentation II (0/3)
(Gain: Improve Rejuvenat Access from 1.2% to 1.6%.)
-[] Warcasket Prototypes (0/2)
(Gain: Warcaskets, the primitive version of a Dreadnought.)
-[] Primitive Gravity-Weaponization Theory
(Gain: Primitive Grav-Weapons.)
-[] Green Ship Gun? (0/2)
(Gain: A GS-gun derivative. Probably short-ranged.)
-[] Green Ship Other Gun? (0/2)
(Gain: A GS-gun derivative. Looks to be long-ranged?)
-[] Scout Automata (0/1)
(Gain: Scout Automata are added to your military.)
-[] Line Automata (0/1)
(Gain: Line Automata are added to your military.)
-[] Heavy Automata (0/1)
(Gain: Heavy Automata are added to your military.)
-[] Super-Heavy Automata (0/1)
(Gain: Super-Heavy Automata are added to your military.)
-[] Void Automata (0/1)
(Gain: Void Automata are added to your navy.)
-[] Civilian Automata (0/1)
(Gain: Civilian Automata begin production.)
-[] Autonomous Automata !!!WARNING!!! (0/1)
(WARNING: Automata grow more capable of Independent Action.)
-[] Reverse Engineer the Knights (2/4)
(Gain: You can now build Knights Paladin, Errant, and Gallant.)
-[] Novel Infantry-Grade Weapons and Armor Development II (0.5)
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development (0.5)
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development II (0/1)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development II (0/1)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization - [1 DP Equipment] (1/3)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (1/2)
(Gain: 1 Frigate every Turn.)
-[] Atevrian Sightlense (0/2)
The Atevrian Sightlense is a specially prepared Lance weapon whose lenses have been carved with Sigils and Holy Geometry. At the moment of fire, the weapon's waste energy curves and channels into the Warp from its apparatus, drastically enhancing its fire rate.
(Gain: Atevrian Sightlense - 5 DP Weapon. Requires a Choir to operate.)
-[] Shimmershroud (0/2)
The Shimmershroud is a massive dispersion engine capable of twisting the position of the vessel it is installed upon within the Materium, reducing the damage the same takes by virtue of simply not existing where hostile munitions pass through.
(Gain: Shimmershroud - 11 DP Equipment. Requires a Choir to operate.)
-[] Ears of Bnuy (1/2)
The Ears of Bnuy are an homage to the First Hymnal, an extension to a ship mounted atop its bridge section, channeling emissions into its targeting systems to increase the hit rate against elusive targets.
(Gain: Ears of Bnuy - 8 DP Equipment.)
-[] Twisted Vinelloy (0/2)
This Psytech is a living organism spread over a ship's hull, specifically grown and tuned by an onboard Choir to rapidly self-repair any damage inflicted by the enemy.
(Gain: Twisted Vinelloy - 15 DP Equipment. Requires a Choir to operate.)
-[] Improved Psyker Staves (0/5)
The ability to create psychic focii is no longer a mere beginner's art within the Glimmering Federation, and with knowledge and familiarity comes the ability to strive further than yesterday. With The Sun Melody having become a measuring stick upon which one can see progress, it is estimated that further refinement will be capable of reducing the damages incurred into "mere" full-body third-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Improved Psychic Hoods (0/5)
Thanks to the work done in figuring out how to psychically tune and shape cloth and metals to weave together into one whole, a "Psychic Hood" for the layperson, the Celestial Choir is eager to not only begin large-scale dissemination of knowledge and practice but also delve deeper into their understanding of how they function and can be improved.
(Gain: Improved Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.20 Research per Action Spent.
Academic Publishing Institutes - +0.15 Research per Action Spent.
Noosphere Unity - +0.05 Research per Action Spent.
[Song] - A Glint of Genius - +0.40 Research per Action Spent.
The Horizon Program - (Lords of Eternity and Shipwright's Grove) - +0.20 Research per Action Spent.
The Psycademia 'Wings of our Crucible' - Allows Psytech to be researched under [General].
(0.75 Research Banked)

[] [General] Ministry of Subversion, Infiltration, and Interstellar Communication
A new age of peace dawns on the Glimmering Federation, and with it rises the required needs of its various branches and plans to come to fruition, from subverting hostile polities to maintaining friendly relations with good neighbors. Thanks to an expansion in resources, the Ministry of SIIC can now focus on multiple things simultaneously.
[] [AUTOMATIC] System Subversion (Choose Two)
With the allocated funds, a slow subversion of a singular system can be undertaken. However, these efforts can be focused and accelerated with dedicated attention.
(Gain: Allows you to slowly convert two [2] random systems simultaneously to the Glimmering Federation without Action cost.)
The Talon - Qo
Suspected Subversion Time: ~110 Years
Modifiers: Extreme Anti-Subversion Tactics +~250 Years, Focused Infiltration -~100 Years

Oq Jubilia - Oq
Suspected Subversion Time: ~110 Years
Modifiers: Extreme Anti-Subversion Tactics +~250 Years, Focused Infiltration -~100 Years
[] Formal Exchange Of Diplomatic Contacts With The Clans Who Live Here
Hello? This is the Glimmering Federation. Please Respond.
(Gain: Chosen polity opens communications with you on a semi-regular basis.)

[] ISC Access - (Lords of Eternity/Watchtower Confederacy/Shipwright's Grove)
The Federation's ISCs are eager to spread their markets and customer bases beyond the Glimmering Federation, willing to brave the (relatively safe and profitable) unknown.
(Gain: Disables one random ISC per Turn and significantly improves relations with the Lords of Eternity/Watchtower Confederacy/Shipwright's Grove.)

[] [AUTOMATIC] Improve Relations (Choose Two)
Though tedious work, improving relations over time with steady hands instead of bold declarations and treaties will enable more of the latter to be wrought without any complications.
(Targets: Mashan Temple Authority, Van Zandt Free Duchy, Watchtower Confederacy, Shipwright's Grove, Black Ash Clan, Black Cat Company, Lords of Eternity.
Gain: Slowly improved relations.)
Van Zandt Free Duchy
Current Relations: Awkward Silence
Trend: Steady
Modifiers: Warp Storm Warning

Shipwright's Grove
Current Relations: Eternally Bound
Trend: Steady
Modifiers: Warp Storm Warning

[] [Military] Create Grand Army (Write-in Name) for (Sub-Sector) or Knight Order (Write-in Name)
Grand Armies are composed of 2 SAGs per Sub-Sector System, which are composed of 4 Units each. Though each SAG will have its own Battle Standard and Motto, only those existing will be recorded in detail. A Grand Army requires you to specify each SAG as either Light, Medium, or Heavy, with the further moniker of Infantry/Mechanized/Tanks/Augmetic Legions Formations attached. All other specializations will be taken care of within the Grand Army itself. A Knight Order contains 20 War-Packs, one War-Pack consisting of One Questoris per Four Armigers, of variable Patterns.
(Gain: One Grand Army or Knight Order.)

[] [Military] Sector Battle Group Construction And Repair
-[] 2x Nomadic Fleets [Automatic] (0.6/1)
-[] Hydralisk and Necrolisk (0/1)
-[] Gryphon and Gorgon (0/1)
-[] Wyvern and Cyclops (0/1)
-[] 2x Long Range Anti-Duchy Specialist Fleets (0/1)

A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 (Heavy) Frigates, 4 Destroyers/Corvettes, and 3 Guide Ships. A Nomadic Fleet consists of 1 Battlecolony, 2 Heavy Cruisers, 4 Light Cruisers, 14 Frigates, and 2 Guide Ships. A LRAD consists of 4 Pegasus-Class Command Cruisers, 13 Hydrus-Class Rad Cruisers, 6 Scutum-Class Shield Frigates, 5 Sagitarrius Lance Frigates, 2 Lupus Destroyers, and 3 Guide Ships.
(Information: All Action Costs must be paid to receive the ships.
Gain: Filled out SBG/Nomadic Fleets.)

[] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP), Temple Ship (25 DP)] - [25 DP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)

[] [Military] The Ancient's Bone-Mender Temple - (Write-In Military Forces)
Hippity Hoppity has revealed to us a site where technology, rites, knowledge, or culture of the Ancients yet remain...if not how intact. It is far away from our borders, and thus the fleet sent there to uncover the truth must be guarded.
(Gain: One plundered Bone-Mender Temple)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 40x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Proof of Our New Path Battlecolony, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 6x Words of the Writ-Class Frigate, 2x Crux-Tertium Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 1x Endeavour Light Cruiser, 5x Scorpio-Secondus Light Cruiser, 8x Crux-Tertium Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Werewolf (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 2x Falchion-class Frigate, 6x Sagitarrius-Tertium Lance Frigate, 1x Viper-Class Missile Destroyer, 1x Cobra Destroyer, 2x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Minotaur (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 8x Crux-Tertium Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Leviathan (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 8x Crux-Tertium Class Heavy Frigate, 4x Aries-Tertium Class Corvette)
-[] Sector Battle Group Basilisk (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 4x Words of the Writ-Class Frigate, 4x Crux-Tertium Class Heavy Frigate, 4x Aries-Tertium Class Corvette)
-[] Nomadic Fleet 'Once-Forgotten-Joy' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Thrum-Of-The-Journey' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Illuminators-Of-The-Road-Not-Traveled' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Bastion-Of-Pathways' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Trade-Guardians' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Winged-Deliverance' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Dust-Upon-The-Winds' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Hot-Sands-Under-Swift-Legs' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Banished-Sorrows-In-Dark-Times' (21/21 Ship Capacity)

(1x Proof of Our New Path-Class Battlecolony, 2x Bastion of the Chronicle-Class Heavy Cruiser, 4x Quill of the Stars-Class Light Cruiser, 14x Ink of the Writ-Class Frigate)
-[] LRAD Alpha (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] LRAD Beta (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] LRAD Gamma (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] LRAD Delta (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] LRAD Epsilon (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] Task Fleet 'Peacekeeper' (95/80 Ship Capacity) - [3x Aries-T Auto-Construction]
(8x Andromeda-Secundus Pathfinder Ship, 24x Aries-Tertium Corvette, 62x Lupus-Secundus Torpedo Destroyer, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Task Fleet Beta (20/20)
(2x Andromeda-Secundus Pathfinder Ship, 14x Sagitarrius-Tertium, 6x Libra-Quartus Light Carrier)
-[] Task Fleet Gamma (20/20)
(2x Andromeda-Secundus Pathfinder Ship, 14x Sagitarrius-Tertium, 6x Libra-Quartus Light Carrier)
-[] Temple Ship/s
(1x The Pantagruel)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha
(42x Pyxis-Secundus Advanced Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
-[] Evacuation Fleet (30/30 Ship Capacity)
(4x Rustbucket-Class Conveyance Ship, 20x Auriga-Class Emergency Response Freighter, 5x Canis-Major Class Bulk Transport Liner, 10x Canis-Minor Class Bulk Transport Hauler)
-[] Lamenters Chapter Fleet (30/30)
(3x Andromeda-Secundus Pathfinder Ship, 3x Loyalty's Bloom-Class Scout Destroyer, 5x Risen Dirge-Class Boarding Ship (0/2 Companies), 4x Lantern Bearer Mk.2-Class Commandeering Ship (0/6 Companies), 6x Resurgence Mk.2-Class Torpedo Hunter (0/3 Companies), 5x Bloody Sunrise-Class Light Cruiser (0/8 Companies), 5x Bloody Sunset-Class Light Cruiser (0/8 Companies), 2x Thunderous Wings-Class Heavy Cruiser (0/8 Companies), 1x Eternal Promise-Class Temple Ship (0/8 Companies))
There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~20 Systems from Claimed Systems. Scouting Efficiency: N/A (70% Three+ Systems, 45% Eight+ Systems, 25% Fifteen+ Systems.)
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Six Melodies (0.6/1 - Auto Complete) - [Choose Melody]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 20
Uncovered: Revenant and Prophecy II.
Secret: Slumber, and Silence III.
Star Child: Compassion II, Mercy III, Health II, Innovation II, Justice II, Wisdom II, Death II, Ruthlessness III, Brutality II, and Love.
Kil'drabi: Paths II, The Void III, Community II, and Family II.
Irrita: Growth II, Plants, Harmony, and Hunger.
Gain: Six Melodies newly Conducted.)

[] [Psykana] Sing two Songs (Choose at least Three below.) - (0.2/1 - Auto Complete) - [N/A]
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Uncovered: Technology III and Prophecy I.
Secret: Perception III, Silence II, and Grounding III.
Star Child: Protection III, Fire III, The Sun V, Humanity III, Creativity III, Song III, The Home III, Logic III, Unity III, Progress III, Compassion I, Hope III, Health I, Death I, Justice I, Wisdom I, Innovation I, Machinery III, Ruthlessness II, Brutality I, Mercy II, and The Star.
Kil'drabi: Void II, Struggle III, Paths I, Community I, and Family I.
Irrita: Growth I.
Gain: Two Songs.)

[] [Psykana] Sing a Symphony (Choose Five Songs)
Words beyond meaning, songs beyond uttering, a hum of power that is the Warp reveling in its own power unleashed. A Symphony crafted from labor centuries long, and one that shall burn itself into history eternal, both mortal and Immaterial.
(Gain: A Symphony)

[] [Psykana] Warp Observatory (0/3)
Though our Symphonies are powerful, they extract a cost by turning the Warp tumultuous. Enough so that the enigmatic Eldar threatened war if we did not cease casting our Cry For The Future into the same for the benefit of our people. With skill and patience, the Celestial Choir has figured out how to observe the tremors in the Warp that result from singing a Symphony, hoping to find a way to indicate when it would be safe again to let our Cry loose. Yet, with the recent, and worryingly increasing, tremors reverberating through the Warp, more than casual observation is required. A station shall be built in Holy Irridanus where thirty Choirs shall work around the clock to observe and study the ripples in the Warp, both to better sing Symphonies and to divine any problems that Chaos may throw at us.
(Cost: 30 Choirs.
Gain: Warp Tremor Indicator Gauge.)

[] [Psykana] To Stitch A Rift (0/3)
There is a Warp Rift, or rather a stabilizing Warp Rift, in Quinturas Diablo. We know that it leads somewhere to the Galactic North-West, but we know not where it opens to. And it will open to somewhere. We know of this thanks to our quick studies. Now we must gather our psychic might and lore to find a way to shut the Rift before it can open fully.
(Gain: A Ritual to close this Warp Rift shut.)

[] [Faith] An Unborn Guide Sought Out (Write-In)
...
(Gain: Guidance on how to deal with or gain something.)

[] [Knightly Orders] Expand A Little. As A Treat. (0.5/2)
Back to the training yards...ugh...
(Gain: Knight Orders gain +5 War-Packs.)

[] [Chapter] A New Fleet (0.5/2)
New fleets are required, and old ships need replacing. 3000 Brothers are enough for now.
(Gain: New Lamenter Ships.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
Last edited:
Ah, they're going to try and Deep Strike through that rift to hit one of our major strongpoints with the Titan force.

Well, let's go put a stop to that, shall we?

Oh yeah @HeroCooky , has Hippity Hoppity activated yet? We turned it on last turn, so we should have results now, right?

EDIT: Nevermind, there it is, right in the middle
 
Last edited:
[] Plan: Cleanse and Prepare
-[] Cleanse The Penitentia Rite
-[] [Psykana] To Stitch A Fift (0/3) (three actions)
--[] Rejuvenat Experimentation II (0/3) (Two actions and 1 free action)



this is what I am thinking.
 
[ ] Plan: A stitch in time saves nine
-[] Cleanse The Penitentia Rite
-[] [Psykana] To Stitch A Rift (0/3) x3
-[] [General] Research:
--[] Green Ship Gun? (0/2) (+ Glint AP)


I don't want to send an Expeditionary Fleet until we've got a fleet tender for resupply, I think. We'll keep Hippity Hoppity on for a bit longer, but I think we can stitch that Rift closed, clean the Rite, and that'll clean up our Warpstorm Cleanup.

And since we've got just one AP left over, we can put it on the Green Ship Gun.

Oh yeah @HeroCooky , how are our neighbors doing with their own cleanup?
 
-[] [General] Research:
--[] Green Ship Gun? (0/2) (+ Glint AP)
If we spend this AP turning on Cry for the Future we can get back to doing 10-action research turns. Far better efficiency. If we can pry 2 actions free for heavy industry X then we can do 13-action research turns with cry to the future.

Also - I think maybe instead of cleanse we go after the bone-picker's temple?
 
Can we turn on the symphony now? The warp is still, so one action now gives us 4 turns of bonus actions.

Other than that - close the rift, cleanse the rite?

Wouldn't be a bad idea, yeah. I can adjust that.

I'm assuming Cleanse is going to be highly important though and it seems like we have to decide if we're doing it now, which'll cost us an action (Unless it doesn't?), and Bone-Picker's Temple is a long fucking way off apparently, even knowing where to go. I don't want to deploy a force there without a Fleet Tender.
 
Last edited:
Basically finished, no major damage for anyone due to you giving them enough time to prepare against the Warp Storm.

Oh, and the Duchy has been making Major strides in their wars against the Drukhari and the Orks thanks to that.

Lol, I guess we got the worst of it, and so the rest had an easier time by extension, huh?

Or did we end up actually overpreparing for this?
 
Once we dealt with the warp rift, we should put one AP into singing the melodies we don't have at 1 yet. (6 remaining-> exactly 1 AP worth)
Also, we should upgrade the melodies of see no evil etc that aren't at 3 yet (Void II, Silence II)
Cooky mentioned (i think, but can't find the post to quote, so may misremember) that that is a song you don't half ass, so i think getting to full power is going to have a bigger effect than getting to level 2.
 
For free actions - let's turn off hippity hoppity and Glint of Genius? If we have 50 free choirs we get song progress.

Also - hot take, instead of closing the rift we could prep for a chaos incursion into Quintira, marshal our forces, prepare defenses and then stomp on them when they come through. Capture and cleanse titan wreckage. It's a fully consecrated system already.

I don't have a strong opinion about the consecrated world - could do Volion's fall or Terrore in 621.
 
So we got two options for the Warp Rift, one is the easy option which is sealing it.

But there is another option.

Dump four actions into getting whatever allies and ships we can and Doomstack the Rift.

Turn it into our personal Cadia.

It's crazy, but we know they're coming, so let's turn it on them.
 
For free actions - let's turn off hippity hoppity and Glint of Genius? If we have 50 free choirs we get song progress.

Also - hot take, instead of closing the rift we could prep for a chaos incursion into Quintira, marshal our forces, prepare defenses and then stomp on them when they come through. Capture and cleanse titan wreckage. It's a fully consecrated system already.

I don't have a strong opinion about the consecrated world - could do Volion's fall or Terrore in 621.

Since they're cutting through the Warp, it probably means they get to literally connect their core territories and all the Warpiness directly to our heartlands, rather than have to do all kinds of bullshit to extend Daemons and other nonsense across several sub-sectors of space.

Never give an enemy a backdoor to your heartlands no matter how irritating it is for you to clean up the mess.
 
Yeah, closing the warp rift is the safer option for sure. Probably just straight smarter.

We deal with the issue, we turn on the symphony and then we bang through our to-do list. With the symphony we can get 7-9 action turns getting through our research backlog, finishing our Development. In the next 4 turns we could easily get all-X, and do all of the necron/jeuvenat/misc research.
 
Can you imagine faces of the chaos worshippers when they finally manage to open the warp rift and instead of glorious conquest of corps worshippers invading force got curb stomped and the enemy is counter-invading thru the rift.
It's like invading Avernus. :rofl:
 
Voting is open
Back
Top