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So, if Neon comes apart at the seams. How hard to we fight for the forge-world?

It's a forge world. We want it real bad, because it'll probably increase our shipbuilding capability by a step all on its own. Honestly, that might be the main objective of the next operation - get that forge world! And we'll have the Leo to do it with.

We also don't want Chaos to have it - our society started with the Dark Mechanicum, we don't want to give them a gift.
There is no Forgeworld. Neon doesn't have a Forgeworld.
 
An Industrial world may not have the Output for High Technology like a Forge World, but they tend to be built for more Generalist Products, so that might actually be an even bigger boon to the Federation than a Forge World. Less Guns and Military Gear, more Luxury and Civilian Products.
 
[X] "Commit To The Push."
-[X] Leave anything over Medium Damage behind, add the Dauntless and the two Falchions to the table. Try to keep them out of danger if we can, but don't be afraid to ante them up to save lives.
 
[X] "Commit To The Push."
-[X] Leave anything over Medium Damage behind, add the Dauntless and the two Falchions to the table. Try to keep them out of danger if we can, but don't be afraid to ante them up to save lives.
 
[X] "Commit To The Push."
-[X] Leave anything over Medium Damage behind, add the Dauntless and the two Falchions to the table. Try to keep them out of danger if we can, but don't be afraid to ante them up to save lives.
 
[X] "Commit To The Push."
-[X] Leave anything over Medium Damage behind, add the Dauntless and the two Falchions to the table. Try to keep them out of danger if we can, but don't be afraid to ante them up to save lives.
 
All of their most critical worlds collapsed into Cults. Quintura I suspect was no exception, just that we got in there before they could fully spool up.

Their core worlds, what I presume was their major Shrine World, and the Cemetery World.

I wonder if Gathin was on the List too, but someone jumped the gun there?
 
1 Chaos stomping AP
2 Infra AP (for all 5)
Hope that is enough and we can reach all-5 before taking the hits.

All of their most critical worlds collapsed into Cults. Quintura I suspect was no exception, just that we got in there before they could fully spool up.

Their core worlds, what I presume was their major Shrine World, and the Cemetery World.
The "carpet" scene kinda implies that, yeah.
 
Sooo, we should definitely take Gathin, not only do we have good odds of taking it without much of a fight, its still an Armoury World that should be kept out of Chaos' hands.
 
Well, at least in light of this, it should make occupying the other Neon remnants much easier. We are quite literally coming in as Liberators.

Gathin specifically I think might very well just offer to join up in exchange for protection, and it's not actually Contested--presumably because all of the Chaos assets there were caught as part of the battle there and they couldn't just magic up another gigantic cult from nowhere in less than a century.
 
Huh Reth is now no longer contested by whatever was going on between independents last turn. Wonder if that's related to Neon's Chaos implosion or not
 
Traits of the Glimmering Federation
Societal Traits
A Hand to Hold the Candle, A Hand to Guide the Sword, A Mouth to Sing the Hymns, Two Feet to March against the Dark, and Eyes to See the Star Child's Light - All your people are passively immune to Light Chaos Corruption (Powered Chaos Sigils, Turbulent Warp Travel, Short-Term Daemonic Contact). This can be upgraded.
(Warning: Trait only applies to believers of the Star Child and will not extend to non-converted populations.)

Juvenat Distribution By Excellence - By giving these treatments to those who show merit, talent, courage, or are otherwise a boon to all of us, we can better serve humanity by using their abilities for the longest time possible. It would also enable our Hymnals to take their Psykana journey slowly, each of theirs a song sung over generations instead of a decade.

Spiced Chocolate - Genetically engineered chocolate beans that produce spiced chocolate significantly improve morale and caloric availability for your people once grown industrially while massively boosting diplomatic or subversive actions against fellow human planets and organizations.

Schools of Preachers and Paladins - With the beginning of the legend of the Chamleon-Class ship and the dire need to fight back against both Chaos and Heresy, as well as spread the word of the Glimmering Federation, a major push for training schools for holy revolutionaries, missionaries, diplomats, and more has begun. Focusing on those trying to spread the Faith or build up the communities of Faith and aid those existing to encourage them against any repression in hostile circumstances, thrive in acceptance, or indeed be willing to infiltrate successfully even the worlds of Chaos. The best schools, the best preparation work, for a horde, a righteous army, of missionaries of all kinds to uplift the worthy, convert the unworthy, and smite the evil. (Training with weapons and armor, small-scale unit tactics, and large-scale strategies for improved infiltration are mandatory.)

[Yeeni - Kin] - Bone Seekers - Enhances Scouting Efficiency by 30 Percentage Points and sets 20% as the absolute lowest Scouting Efficiency possible. May find metal skeletons in inconvenient closets.

Sacred Sands
Patience. Days. Sands. Colors. Patterns of geometry consecrated and gentle. Do not seek the quick way to power nor the quick end to a foe. Seek; instead, the foundation of your soul you built with the construction of this mandala, its art and patterns wholly that of your soul, and its powers elevated all the more by your efforts. Stable and long-lasting sigils carved into the Narrative of the Warp, capable of being replicated by even a layperson as long as they set to the task faithfully. Also, immobile.
Military Traits
A Dirge Unsung - A Space Marine of the Lamenters Chapter has been captured by your Once-Masters, yet you managed to free him, alongside seventeen Gene-Seeds he knows how to implant despite being within a Dreadnought. He now owes a debt and requires aid to rebuild his Chapter as its last Angel.

Military Industry V - The Bastard's Cadence - Improves the effectiveness of your Mechanized Units.

Widespread Augmetic Production
Sometimes, it is not wise to keep treating a person's flesh. Sometimes, removing a limb that cannot be saved or replacing one organ with another is necessary. Many times, the person in question does not have the time or wealth to wait for a replacement. No longer. With the continued investments of the Federation into its medical production capabilities, replacements for fallible and malleable flesh have begun to see a renaissance amongst its populations, millions now enjoying lives that had been forced into wheelchairs and beds, organs of metals pumping and filtering where flesh failed, limbs of striding iron power step after step. Nerves are steadied with electronic calculation from implants correcting what bodies cannot, and spines, once fractured, are whole again, as eyes see where no light could grace their blind gazes. Sight, smell, touch, hearing, holding, all are returned to those who had lost or never had those in the first place, with tears shed upon the simple pleasure of a step taken freely again, happening again and again for hundreds of thousands everywhere. Though for all that it is a breath of relief for the wounded and maimed, none can deny that a mechanical body that never tires does not have benefits in warfare, and it is not like volunteers are lacking...
(Widespread Augmetics improves civilians' livelihoods and the effectiveness of your SAGs and Navy while reducing casualties. Unlocks [Augmetic Legion]s for Recruitment.)

Logistical Production Analytica - With more information regarding the use and logistical challenges set against interstellar ship procurement and defense, our shipyards can be optimized to increase our output by a massive degree.
(Gain: 50% Increased Ship Production Rate)

[Kil'drabi - Kin] - The Nomadic Fleet - The Kil'drabi will begin with ship construction anew, at 0.2 Progress per Turn. Earns you a Nomadic Fleet (1x Battlecolony, 2x Heavy Cruisers, 4x Light Cruisers, 14x Frigates) every full Action.

Necron Insights - These ships are...beyond anything we could create. Beyond anything even our Ancestors during the Dark Age of Technology may have been able to create! Who-, or what-, -ever created them...let us hope they are long gone. A war against them would end...badly for us.
(You deal more damage against Necrons.)
Economic Traits
Slumbering Titan - Doubles the Action Cost of Development, but automatically improves all Dev-Levels to at least 5 if they sink below.

Food Production V - Efficient And Tasty MREs - Improves Military Morale and severely reduces malnutrition and starvation within your own or recently conquered or liberated populations.

Civilian Infrastructure V - Prospering Like Never Before - Decreases the cost of Integrating and Colonizing Systems by 1 Civilian Infrastructure and 1 Heavy Industry. Additionally, the Quality of Life of Federation Citizens increases noticeably. Can be Upgraded/Chosen Again.

Heavy Industry V - A Hereteks Refuge - Reduce Research Cost by 20% Rounded Up, Radical Techpriests may join you when you attack a Human World.

Void Industry V - Kil'drabi - Design and Production Rationalization - Designing a ship line will automatically produce one example of the line, and you produce ships twice as fast. Unlocks a unique Design Aesthetic.

Void Industry X - Wonders of Procurement. - 25% increased DP for Ship Designs.

Medical Services V - Equalized Healthcare - Prevents most non-Warp-based diseases and health-related issues for the Glimmering Federation's populations, including Xenos, present and future.

Civilian Warp Fleets
Prosperity attracts prosperity. With the lack of stringent taxation by the Imperium in the form of blood and materials, the various systems of the Federation begin to see an increase in the wealth of their population and upper crust. Thanks to the massive build-up of Void Infrastructure of the Candle Keepers, this wealth has been primarily invested in creating several cargo ships owned by groups of wealthy citizens holding shares of the same. These giants owned by these Interstellar Shipping Companies now ply the Warp Routes between the systems of the Candle Keepers, bringing wealth, cargo, information, culture, people, and a growing sense of true nationhood between otherwise isolated polities.
(You can now designate [Civilian Transport] to move your forces, totaling 20% of your controlled systems. Doing so will negatively impact your economy. The systems of the Candle Keepers grow stronger through closer cultural and economic ties. ISCs are unlocked, and patronage of them will positively impact your economy. Can be Upgraded/Chosen Again.)
 
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