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


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Hopefully the fact that we spent centuries locked in a struggle to the death with the Imperial remnants will ameliorate that somewhat.
Or the fact we are actively terrified of the imperials in our home subsector finding out about us and deciding to destroy us. Even though there's only one abandoned system between us and them.
 
Five Bounds of Sacred Psykery
While we recognize that our Protectorates may have Psykana Traditions and Institutions that differ from our own and approve of this as beneficial in the variety and versatility of Psychic Disciplines that this would grant the Glimmering Federation and its Protectorates, these Traditions and Institutions must exist within bounds defined herein, for the safety and liberty of our citizens psykers and otherwise. These bounds are fivefold, as follows:

-First, a Bound of Faith: Because we recognize that there can be no safe use of the Warp without the protection and blessing of the Five-in-One, these Institutions and their psykers must be devoted to the Star Child.

-Second, a Bound of Rights: Because Psykers are equally under the light and love of the Star Child as any other of the Faithful, they must be allowed all the rights afforded to the Faithful within reasonable limits of public safety.

-Third, a Bound of Security: Because souls must be kept safe from Daemonic influences, Psychic Discipline practices must be secure from Chaotic interference. If, even under the light and protection of the Five-in-One, there remains a risk to the soul of the Psyker (and those around) from the use of Psychic Disciplines, then they are a threat to the Sanctity of Souls and are to be struck from the records and never used.

-Fourth, a Bound of Totality: Because Psykery is as powerful to the initiated as it is dangerous to the uninitiated, the Psykana Institutions must take charge of all Psykers within their Protectorate, or else remand the remaining Psykers to the Psykana of the Federation.

-Fifth, a Bound of Duty: Because the Gifts of the Star Child are not to lie fallow, and because each citizen of the Federation and its Protectorates has a duty to the Faithful, it is expected of all the Psykers of the Institutions to use their Gifts in the service of the Federation and its Protectorates.


Within these Five Bounds, may we all lift our voices into Song.
 
540.M42 - ISHAS FUCKING TITS
"WHAT, BY ISHAS FUCKING TITS, ARE YOU STUPID MON'KEIGHS DOING TO THE WEBWAY GATE?!" The Eldar calmly demanded.

"The fuck is a Webway Gate? You mean that thing over there?" Admiral Aspadillia van Herrata asked confusedly.

"OF COURSE IT IS! WHAT THE FUCK HAVE YOU DONE TO IT? HALF THE STRUCTURE IS SCREAMING WARNING SIGNS INTO OUR FUCKING EARS!" The Eldar calmly explained.

"Oh. Well, an enemy fleet came through, and we've killed them all. Now we're trying to clean up the radiation-blasted hulks they left behind and figure out how to ensure this doesn't happen again. If you know what this is, could you help us? We don't want to have to nuke it, but we'll do it if we can't shut it off." Admiral Aspadillia van Herrata stated.

"..." The Eldar calmly twitched.

"You okay there?" Admiral Aspadillia van Herrata asked.

"We'll shut it off. Keep. Your. Hands. Off. The. Gate." The Eldar calmly offered.

And then cut the communications.

"Rude." Said Admiral Aspadillia van Herrata.



You Have 3 [Three] Actions.
(6-Hour Moratorium)
[] [General] Develop The Federations'...
-[] Food Production V
-[] Civilian Infrastructure IV
-[] Heavy Industry IV
-[] Void Industry X
-[] Medical Services IV
-[] Military Industry V

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

[] [General] Colonize (Planet/s)
It is time to bring two 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: Two colonized Worlds.
Habitable Worlds: Ultima Sigritta - Sira (Mesa and Savannah), Silista - Silista X (Temperate Continent), Itani - Grubbub (Lichen and Fog), Gnatiila - Smug (Outback and Canyons), Turriamnish's Hope - Hope (Steppes and Moss), Monresast - Monresast Major (Arboreal and Savanna)
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [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
-[] Menace Alpha Ship Studies
(Gain: Weapons, Equipment, Information.)
-[] Directional Ion Shields
(Gain: Directional Ion Shield Emitters for your whole Military.)
-[] Novel Infantry-Grade Weapons Development
(Gain: Infantry Weapons Upgrades.)
-[] Experimental Infantry-Grade Weapons Development
(Gain: New Infantry Weapons.)
-[] Logistical Infantry-Grade Weapons Development (0/3)
(Gain: Cheaper Infantry Weapons.)
-[] Novel Infantry-Grade Armor Development
(Gain: Infantry Armor Upgrades.)
-[] Experimental Infantry-Grade Armor Development
(Gain: New Infantry Armor.)
-[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.)
-[] Automechanical Augmentations
(Gain: Mechanized Unit Upgrades.)
-[] Karnivore Weapon And Equipment Loadouts
(Gain: Improve and add to the weapons of your Karnivores.)
-[] Anti-Ork Ecology Cleansing Methods
(Gain: Reduces time to conquer Ork Worlds.)
-[] New Bombers for a New Age
(Gain: New Bombers.)
-[] New Boarders for a New Age
(Gain: New Boarding Craft.)
-[] Ship Equipment Standartization - [1 DP Equipment] (0/3)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization (0/2)
(Gain: 1 Destroyer every Turn.)
-[] Academic Initiatives (0/3)
(Gain: +0.1 Research per Action Spent.)
-[] Psytech Foundings (0/5)
(Gain: Rudimentary Understanding of Psytech. Not the ability to create it.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.4 Research per Action Spent. (0.2 Research Banked)

[] [General] Fortify The Webway Gate In End Of Line
There is a massive Xeno Structure that, though the system has been observed for centuries, has evaded observation and discovery until its coordinates had been revealed by collaborators within the Three Sisters. Thanks to a delegation of very pissed off Eldar, we know that it is a "Webway Gate" used by their people to travel quickly. And while they are very much against us even knowing about its existence, they are also incredibly pissed off that the Menace Alpha Xenos used it to attack. In that spirit, they asked us to keep several hundred naval-grade guns pointed at it while they do whatever they are doing to deny any more attacks from coming through. They also do not want us to touch it. They threatened war if we did. Screw this, we'll cover it with so many overlapping firezones and mines that the budget people get heart attacks.
(Gain: Fortify the Webway Gate with enough firepower to rival a large-sized fleet.)

[AUTO] [General] Begin Archive/Arsenal Inventories - [2/10]
Though it will likely take over two centuries to go over everything both planets have archived or put into storage, we may find some things that are of import to us. Slowly Auto-Completes after one Action spent.
(Gain: Stuff?)

[] [General] Propaganda For The Foreign Masses - [0/4]
With the Glimmering Federation struggling to digest its recent mass-acquisition of systems and populations, some have raised the possibility of using the Federations more diplomatic abilities and capabilities to subvert, convert, and then integrate new systems without causing mass-casualties or widespread destruction. A Propaganda office outfitted with ships, Choirs, materials, factories, and a mandate to do just that should bring foreign systems into our sphere of influence and then Federation as a whole. It will be pricy, though.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)

[] [General] Jolly Economic Co-Operation - [3 Remaining]
Despite what people may think, selling a shit-load of materials at discount prices will make you more money than trying to sell them at the standard mark-ups. However, there is only so many materials to sell until the industries lack behind order to restock and supply the same.
(Gain: 50% Discount on your [Develop] Actions taken in the same Turn (1 Dev into 2, 2 into 4). Ashan Families like you more.)

[] [Military] Create A [Blazing Sun - 4x War-Packs] or 3x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by soldiers with spiffy hats that will not be disobeyed. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed. Light Units are better for Low-Logistic scenarios, while Medium Units rely more on regular shipments yet strike a good balance between supply consumption and effectiveness, with Heavy Units reliant on solid logistics to continue working while also offering an equal force-concentration in return. A War-Pack consists out of 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Two SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] [Construct/Refit] A Fleet - [24 Fleet Points]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Frigates at 4 FP, Light Cruisers at 8 FP, and Heavy Cruisers at at 18 FP.
You can refit Two Libra-S to Two Libra-T, and Three Crux to Three Crux-S in one Turn.
(Gain: Chosen Fleet.)

[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 FP), Frigate (2 FP), Light Cruiser (4 FP), Heavy Cruiser (8 FP)] - [6 FP]
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 FP than you posses take more than one Action to produce.
Gain: Newly designed and built Ship Classes.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 1x Free Celestial Choir
-[] Task Fleet Alpha (20/20 Ship Capacity)
(2x Andromeda-Class Command Ship, 3x Proof of Our New Path Battlecolony, 1x Libra-Tertium Light Carrier, 2x Libra-Secundus Light Carrier, 3x Crux-Class Missile Frigates, 5x Aries-Secundus Class Corvette, 6x Words of the Writ-Class Frigate)
-[] Task Fleet Beta (10/10)
(1x Andromeda-Class Command Ship, 5x Aries-Secundus Class Corvette, 5x Crux-Secundus Class Heavy Frigate)

-[] Task Fleet Gamma (17/20)
(2x Andromeda, 1x Leo-Primus Heavy Cruiser, 1x Dauntless Mk.1 Light Cruiser, 2x Endeavour Light Cruiser, 2x Viper-Class Missile Destroyer, 4x Cobra Destroyer, 2x Falchion-class Frigate, 1x Aries-Secundus Class Corvette, 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Lamenters Chapter Fleet (12/10)
(1x Andromeda 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 3x Lantern Bearer-Class Commandeering Ship (0/3 Companies), 3x Infidels, 1x Idolator, 1x Resurgence-Class Torpedo Hunter, and 1x Bloody Dawn-Class Light Cruiser (0/2 Companies))
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)

There is war to be had and battle to be made. Send troops to resolve issues and 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 dispatched to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 75% Adjacent Systems, 40% Three+ Systems, 10% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Two Melodies (Choose two below.) (0.0/1 - Auto Complete)
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.
(Total: 30
Uncovered: Technology.
Secret: Slumber, Silence, Perception, and Grounding.
Star Child: Hope II, Compassion II, Humanity II, Mercy, Creativity III, Health II, Unity II, Innovation, Machinery, Logic II, Progress II, Protection II, Justice, Wisdom, The Sun II, The Home II, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void, Struggle, Community, and Family.
Gain: Two Melodies newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
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.
(Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, and Health I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)

[] [Faith] Of The Revolution And The Rising
We are only as strong as those willing to rise with us against the darkness of the universe, and with every candle lit, we must ensure that it never goes out within the awning abyss of the cruelties leveled against every sapient willing to fight for what is right, what is just, and what must be done to light the way to a brighter future.
(Gain: Nail down the Subversion and Revolutionary Doctrine aspects of the Cult of the Star Child.)

[] [Faith] Sermons To The Families
Though the Ashan Families are no fan of strangers walking into their home and preaching about strange deities, they are a fan of allowing honored guests to preach an interpretation of a sanctioned faith (even if it a weird interpretation) in exchange for money. Though they will still check if said guests are preaching Chaos. Just to be sure.
(Gain: The Ashan allow your priests to preach in their territories.)

[] [Chapter] As The Codex Demands (2/6)
Once again, unto the fields of training.
(Gain: The Lamenters fill out completely for the first time in millennia.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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"WHAT, BY ISHAS FUCKING TITS, ARE YOU STUPID MON'KEIGHS DOING TO THE WEBWAY GATE?!" The Eldar calmly demanded.

"The fuck is a Webway Gate? You mean that thing over there?" Admiral Aspadillia van Herrata asked confusedly.

"OF COURSE IT IS! WHAT THE FUCK HAVE YOU DONE TO IT? HALF THE STRUCTURE IS SCREAMING WARNING SIGNS INTO OUR FUCKING EARS!" The Eldar calmly explained.

"Oh. Well, an enemy fleet came through, and we've killed them all. Now we're trying to clean up the radiation-blasted hulks they left behind and figure out how to ensure this doesn't happen again. If you know what this is, could you help us? We don't want to have to nuke it, but we'll do it if we can't shut it off." Admiral Aspadillia van Herrata stated.

"..." The Eldar calmly twitched.

"You okay there?" Admiral Aspadillia van Herrata asked.

"We'll shut it off. Keep. Your. Hands. Off. The. Gate." The Eldar calmly offered.

And then cut the communications.

"Rude." Said Admiral Aspadillia van Herrata.
thank god we did not touch it
[] [General] Fortify The Webway Gate In End Of Line
There is a massive Xeno Structure that, though the system has been observed for centuries, has evaded observation and discovery until its coordinates had been revealed by collaborators within the Three Sisters. Thanks to a delegation of very pissed off Eldar, we know that it is a "Webway Gate" used by their people to travel quickly. And while they are very much against us even knowing about its existence, they are also incredibly pissed off that the Menace Alpha Xenos used it to attack. In that spirit, they asked us to keep several hundred naval-grade guns pointed at it while they do whatever they are doing to deny and more attacks from coming through. They also do not want us to touch it. They threatened war if we did. Screw this, we'll cover it with so many overlapping firezones and mines that the budget people get heart attacks.
(Gain: Fortify the Webway Gate with enough firepower to rival a large-sized fleet.)
okay we are 1000% should do this action this turn they asked us to do it and they are already really really mad at us right now so best to stay on there good side. Also they asked us to do it cause they are doing something to the gate and I think we should really really play it safe and forifty before some monsotrity emerges from it form whatever the eldar are doing
 
"WHAT, BY ISHAS FUCKING TITS, ARE YOU STUPID MON'KEIGHS DOING TO THE WEBWAY GATE?!" The Eldar calmly demanded.

"The fuck is a Webway Gate? You mean that thing over there?" Admiral Aspadillia van Herrata asked confusedly.

"OF COURSE IT IS! WHAT THE FUCK HAVE YOU DONE TO IT? HALF THE STRUCTURE IS SCREAMING WARNING SIGNS INTO OUR FUCKING EARS!" The Eldar calmly explained.

"Oh. Well, an enemy fleet came through, and we've killed them all. Now we're trying to clean up the radiation-blasted hulks they left behind and figure out how to ensure this doesn't happen again. If you know what this is, could you help us? We don't want to have to nuke it, but we'll do it if we can't shut it off." Admiral Aspadillia van Herrata stated.

"..." The Eldar calmly twitched.

"You okay there?" Admiral Aspadillia van Herrata asked.

"We'll shut it off. Keep. Your. Hands. Off. The. Gate." The Eldar calmly offered.

And then cut the communications.

"Rude." Said Admiral Aspadillia van Herrata.

[] [General] Fortify The Webway Gate In End Of Line
There is a massive Xeno Structure that, though the system has been observed for centuries, has evaded observation and discovery until its coordinates had been revealed by collaborators within the Three Sisters. Thanks to a delegation of very pissed off Eldar, we know that it is a "Webway Gate" used by their people to travel quickly. And while they are very much against us even knowing about its existence, they are also incredibly pissed off that the Menace Alpha Xenos used it to attack. In that spirit, they asked us to keep several hundred naval-grade guns pointed at it while they do whatever they are doing to deny and more attacks from coming through. They also do not want us to touch it. They threatened war if we did. Screw this, we'll cover it with so many overlapping firezones and mines that the budget people get heart attacks.
(Gain: Fortify the Webway Gate with enough firepower to rival a large-sized fleet.)
Ah
Fuck.

Well, so much for us getting a Webway Gate.
 
[] Odds, Ends, and Psykana
-[] [General] Fortify The Webway Gate In End Of Line
-[] Menace Alpha Ship Studies
-[] [Psykana] Conduct Two Melodies--Grounding, Technology


Lets us get a bit more Psykana, a little more ship research, and doesn't piss off the Eldar.
 
Also, Lol, I was right. Eldar rolled in screaming and were all "Wait, you mean... You Didn't touch the gate? And in fact, defended it? ... Fuck it, fine we'll sort this out, just fill the area with Guns while we work."

Forbearance Works!

What doesn't work is the fact that we probably should dig in now, which means we can't do Infrastructure Turn yet. Nyoro~nnn
 
Also holy shit:

[] [Military] [Construct/Refit] A Fleet - [24 Fleet Points]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Frigates at 4 FP, Light Cruisers at 8 FP, and Heavy Cruisers at at 18 FP.
You can refit Two Libra-S to Two Libra-T, and Three Crux to Three Crux-S in one Turn.
(Gain: Chosen Fleet.)

[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 FP), Frigate (2 FP), Light Cruiser (4 FP), Heavy Cruiser (8 FP)] - [6 FP]
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 FP than you posses take more than one Action to produce.
Gain: Newly designed and built Ship Classes.)

So, if we wanted we could get both an updated Frigate or Destroyer and a Light Cruiser. So that's nice.
 
All that aside, I'm wondering if we should do a research turn in light of all this shit? Gonna have to ponder the fuck out of this...

And while we can't One Turn Design Heavy Cruisers now, we can build them in one and have some wiggle room for later! Yay!
 
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Mmh. Since we can't start the Infra Turns right now, let's take this occasion to start preaching to the Ashan Families. The earlier we start, the faster we'll get to integrate them, after all.

EDIT: Also, we got Song III, and it looks we can't reach the fourth level. Yet.
 
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Mmh. Since we can't start the Infra Turns right now, let's take this occasion to start preaching to the Ashan Families. The earlier we start, the faster we'll get to integrate them, after all.

EDIT: Also, we got Song III, and it looks we can't reach the fourth level. Yet.

I think III is the cap for Melodies, if you want Bigger Stuff, you need to do Bigger Things.
 
Mmh. Since we can't start the Infra Turns right now, let's take this occasion to start preaching to the Ashan Families. The earlier we start, the faster we'll get to integrate them, after all.

EDIT: Also, we got Song III, and it looks we can't reach the fourth level. Yet.

I mean, I think that we should wait to preach to the Asharn Families until we have All-V, because I bet it has bonuses on offer for, like, being a shining beacon everyone loves.
 
But yeah, we could design a new Heavy Cruiser and a new Andromeda in just two turns and two AP.

(6 points, 8 points for the Heavy Cruiser, so rolls over to 2/6 next time, 4 points for Light Cruiser Design, bam.)
 
[ ] Plan: Please don't send more Rak'Gols they're scary
-[] [General] Research:
--[] Menace Alpha Ship Studies
-[] [General] Fortify The Webway Gate In End Of Line
-[] [Faith] Of The Revolution And The Rising


Dig in, make this place unassailable to unwanted guests, figure out What The Fuck just tried to kill us and How the Fuck do we counter them later, and get the very last [Faith] Doctrine pick locked down the turn before 555 drops. That's worth gambling on IMO, given how important 5 is and having it finished before mid-turn 555.
 
Oh that fleet rework gives me such a warm fuzzy feeling.

All-V's requires 8 improvements, which we can get with two turns of jolly cooperation. For now, let's do the webway fortification and two odds and ends.

Edit. Yeah, like this!
[ ] Plan: Please don't send more Rak'Gols they're scary
 
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[ ] Plan: Please don't send more Rak'Gols they're scary
-[] [General] Research:
--[] Menace Alpha Ship Studies
-[] [General] Fortify The Webway Gate In End Of Line
-[] [Faith] Of The Revolution And The Rising


Dig in, make this place unassailable to unwanted guests, figure out What The Fuck just tried to kill us and How the Fuck do we counter them later, and get the very last [Faith] Doctrine pick locked down the turn before 555 drops. That's worth gambling on IMO, given how important 5 is and having it finished before mid-turn 555.

Are we sure it's actually the last Faith doctrine? It seems like sometimes as we face new situations we get more of them?
 
"WHAT, BY ISHAS FUCKING TITS, ARE YOU STUPID MON'KEIGHS DOING TO THE WEBWAY GATE?!" The Eldar calmly demanded.

"The fuck is a Webway Gate? You mean that thing over there?" Admiral Aspadillia van Herrata asked confusedly.

"OF COURSE IT IS! WHAT THE FUCK HAVE YOU DONE TO IT? HALF THE STRUCTURE IS SCREAMING WARNING SIGNS INTO OUR FUCKING EARS!" The Eldar calmly explained.

"Oh. Well, an enemy fleet came through, and we've killed them all. Now we're trying to clean up the radiation-blasted hulks they left behind and figure out how to ensure this doesn't happen again. If you know what this is, could you help us? We don't want to have to nuke it, but we'll do it if we can't shut it off." Admiral Aspadillia van Herrata stated.

"..." The Eldar calmly twitched.

"You okay there?" Admiral Aspadillia van Herrata asked.

"We'll shut it off. Keep. Your. Hands. Off. The. Gate." The Eldar calmly offered.

And then cut the communications.

"Rude." Said Admiral Aspadillia van Herrata.

I strongly suspect we're a massive headache for the local eldar, simply because we do not act like any kind of humans they have dealt with before, and the star child might be making us hard to divine.
 
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