Might want to put the amount of stuff in the latter just in case (or maybe that's just me?) Now we're under a dilemma of sorts of lacking Scarab Swarms.
Thulek + 2 Scarab Swarms proceeds on making the Data Vault and Cryptek Sanctum for 20 N and 20 C. Wraith continues on Scouting, the Warriors to guard the Core, both Spyders making their own Scarabs for 12 Energy and 10 N, and the Core proceeds on Scavenging twice in hopes of getting C and for the Free Action proceed on interacting with Thulek? Thoughts?

EDIT: ..unless that Free Action could only be used on activating another Module that is. .-. Also, forgot about activating Scarab Module Turn 0, so technically we can make another Scarab Swarm if we want for another 6 Energy and 5 N... I think we should? Upkeep increases by 9 Energy whilst eating 18 Energy from the Stockpile.
Discussing with Thulek doesn't even take a Free Action as long as you are fine with the talking taking place over the network. The Scarab Module does take 5 energy from Base Energy Generation if activated, along with the cost, but I think I am going to change that, because you still pay the cost in Energy and Materials for making the unit. You also only have 1 Canoptek Spyder.
 
Discussing with Thulek doesn't even take a Free Action as long as you are fine with the talking taking place over the network. The Scarab Module does take 5 energy from Base Energy Generation if activated, along with the cost, but I think I am going to change that, because you still pay the cost in Energy and Materials for making the unit. You also only have 1 Canoptek Spyder.
..ah.

..well, that's awkward. @_@;

Also, we can forgo the Research Building Duo this turn too, and opening up with Basic Noble Quarters for Tholek + maybe the Kryptek Sanctum so that he gets equipment of sorts. We don't want to be on bad vibes with our (first) Kryptek people. @_@;

..QM, the Noble Quarters will be occupied by Tholek, yes? .-.?
 
..ah.

..well, that's awkward. @_@;

Also, we can forgo the Research Building Duo this turn too, and opening up with Basic Noble Quarters for Tholek + maybe the Kryptek Sanctum so that he gets equipment of sorts. We don't want to be on bad vibes with our (first) Kryptek people. @_@;

..QM, the Noble Quarters will be occupied by Tholek, yes? .-.?
You don't need to make him a Noble Quarters, the Cryptek Sanctum works as the "living" areas for crypteks as well.
 
I think Cryptek Sanctum and resource generation should be priority, with rest of construction force dedicated to scarab replication. Next turn we could probably think about Canoptek building to get Reanimators and Advanced Spyders, the former to improve force retention, the latter to turbocharge construction force.
 
You don't need to make him a Noble Quarters, the Cryptek Sanctum works as the "living" areas for crypteks as well.
Ah... that's good to know!

[ ] Don't Piss Off the Cryptek, Junior or Otherwise.
-[ ] Core
--[ ] Reclaim Material (1 Core Action)
--[ ] Construct Greater Canoptek Spyder (6 Energy, 8 Necrodermis)
--[ ] Activate Material Converter Module (Free Action)
-[ ] Thulek
--[ ] Build Cryptek Sanctum (1 Scarab Swarm, 15 Necrodemis + 10 Crystalline, 3 Space)
--[ ] Builld Basic Data-Vault (1 Scarab Swarm, 5 Necrodermis + 10 Crystalline, 1 Space)
-[ ] Canoptek Spyder
--[ ] Build Swarm Scarab (6 Energy, 5 Necrodermis)
-[ ] Canoptek Wraith
--[ ] Scout Surroundings (1 unit)
---[ ] 'Advanced People'
-[ ] Necron Warriors
--[ ] Guard the Core (1 Squad)

12 Energy, 33 Necrodermis, 20 Crystalline, 4 Space.

This leaves us with 16 Energy in Storage, 42 Necrodermis and 5 Crystalline, and 4 Space left. Taking the Material Converter just in case we nab into Metallic and Organic respectively in our Reclaim Material action. We want to know who the 'Advanced People' are. If they're Votann though... hm. We do need to start thinking about making 'offensive' units but unless something starts attacking us, which should lay low for some time...

Quick EDIT:
I think Cryptek Sanctum and resource generation should be priority, with rest of construction force dedicated to scarab replication. Next turn we could probably think about Canoptek building to get Reanimators and Advanced Spyders, the former to improve force retention, the latter to turbocharge construction force.
We still have some Reclaims, which should give us resources, so we should be okay for some time whilst building up our Advanced Spyders. As for the Reanimators... probably best for later.
 
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We still have some Reclaims, which should give us resources, so we should be okay for some time whilst building up our Advanced Spyders. As for the Reanimators... probably best for later.
I'd disagree reanimators while big targets are pretty damn good, their atomiser Lances will let us top up our necrons as necessary and they can actually contribute a good bit in combat stabbing with their legs as well as returning any enemies to atoms.

Expensive, yes but not bad. Also I wonder what a tomb mind cortex does, it just a back up in case things go poorly?
 
We still have some Reclaims, which should give us resources, so we should be okay for some time whilst building up our Advanced Spyders. As for the Reanimators... probably best for later.

I see, I'd still prefer to build at least 1 resource generator now - reclaimation depots are going to be there until we clean them up, whereas slowing down resource generation results in those resources being permanently lost. If the chance of earning extra Crystalline from reclaimation was high enough that it is reasonable to assume we'll be able to build 2 resource generators next turn, I'd be less worried, even if it's still 2 turns worth of production by turn 3, rather then 3 if we build 1 now and add 1 later.
 
I'd disagree reanimators while big targets are pretty damn good, their atomiser Lances will let us top up our necrons as necessary and they can actually contribute a good bit in combat stabbing with their legs as well as returning any enemies to atoms.
Canoptek Reanimator: A large walker that focuses on repairing and reanimating fallen units, it is still equipped with decent weaponry and is fairly mobile. Costs 3 Energy in upkeep per individual. Costs 6 Energy and 8 Necrodermis to construct. Requires at least a Canoptek Assembler to be constructed.
Will be delayed regardless unless we spend a Core Action to get Canoptek Assembler up and running... and I doubt General Purpose Constructor Module will allow us to do so. By getting the Basic Spyder its own Scarab whilst the Core builds up a Greater One, we should be able to start getting to the Assembler.

Though we'll obviously need Space... Minimum of 2, which Reclaiming will give us.
Canoptek Assembler: Allows Canoptek Spyders to not be needed for constructing Scarab Swarms, Canoptek Wraiths, and Canoptek Spyders in amounts equal to how many of these buildings are built. Also allows for Canoptek Reanimators and Canoptek Acanthrites to be produced. Costs 15 Necrodermis and takes up 2 Space.
Advanced Canoptek Assembler: Allows Canoptek Spyders to not be needed for constructing Scarab Swarms, Canoptek Wraiths, and Canoptek Spyders in amounts equal to how many of these buildings are built. Also allows for Canoptek Reanimators, Canoptek Doomstalkers, Canoptek Tomb Stalkers, and other massive Canoptek units to be produced. Costs 30 Necrodermis and 5 Crystalline, takes up 4 Space.
Will keep note of it though. I'm more in favor of getting a Greater Wraith.. I do wonder if we can turn our basic units into Greater/better versions though...

I see, I'd still prefer to build at least 1 resource generator now - reclaimation depots are going to be there until we clean them up, whereas slowing down resource generation results in those resources being permanently lost. If the chance of earning extra Crystalline from reclaimation was high enough that it is reasonable to assume we'll be able to build 2 resource generators next turn, I'd be less worried, even if it's still 2 turns worth of production by turn 3, rather then 3 if we build 1 now and add 1 later.
Noted, probably if not definitely next turn. We do need to get our Research up and running (to have Thulek do something rather be a glorified Spyder) whilst we're making the sole basic Spyder its Scarab and a Greater Spyder via a Core action. Did start with the Converter just in case we need the Crystalline if we end up getting Metallic / Organic for some reason. And we need Space anyway due to the Buildings taking up Space, no pun intended.

EDIT: ..hold up. QM, question, but will the Material Converter Module be similar in effect to the basic Material Converter structure? I just noticed it changes other Mats to Necrodermis -only-, not to and from like the Advanced One. .-. Depending on the answer, I think we might really have to delay the Basic Data Vaults (not the Sanctum, we want Thulek to have a place to live in, yes?) to get a Basic Matter Generator to make Crystalline as Mithhrill said. .-.
 
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Noted, probably if not definitely next turn. We do need to get our Research up and running (to have Thulek do something rather be a glorified Spyder) whilst we're making the sole basic Spyder its Scarab and a Greater Spyder via a Core action. Did start with the Converter just in case we need the Crystalline if we end up getting Metallic / Organic for some reason. And we need Space anyway due to the Buildings taking up Space, no pun intended.

Does the Core Converter allow us to get Crystalline? It acts as Material Converter, which if I'm reading correctly allows only to turn stuff into Necrodermis. Not disputing rest of your reasoning, but you might want to check it out.
 
Does the Core Converter allow us to get Crystalline? It acts as Material Converter, which if I'm reading correctly allows only to turn stuff into Necrodermis. Not disputing rest of your reasoning, but you might want to check it out.
Did a quick edit, not sure if the QM will see, but yeah noticed that too (It's 20 minutes before MN...), if it the module only allows changing mats to Necrodermis and not vice-versa, I think we might end up making that Crystalline Matter Generator after all whilst delaying the Data Vault until next turn.
 
I think Cryptek Sanctum and resource generation should be priority, with rest of construction force dedicated to scarab replication. Next turn we could probably think about Canoptek building to get Reanimators and Advanced Spyders, the former to improve force retention, the latter to turbocharge construction force.
You actually don't need the Canoptek buildings to make Greater Spyders, you can just make them with a regular construct action.

and I doubt General Purpose Constructor Module will allow us to do so. (1)

I do wonder if we can turn our basic units into Greater/better versions though... (2)

EDIT: ..hold up. QM, question, but will the Material Converter Module be similar in effect to the Material Converter structure? I just noticed it changes other Mats to Necrodermis -only-, not to and from like the Advanced One. .-. (3)
1. It does allow you to construct stuff like a Spyder/Scarab.
2. You can certainly upgrade or modify them, and turning them into Greater versions would just basically be spending the difference in cost.
3. It does act as an advanced one, for reasons relating to a future revelation. If someone manages to get the reasons correct within 3 guesses, I will give a reward.

Edit:
Expensive, yes but not bad. Also I wonder what a tomb mind cortex does, it just a back up in case things go poorly?
Tomb Mind Cortex allows you to make an area managed by me, with a focus towards a goal for the area. The Basic one can only manage Spyders, Scarab Swarms, and Wraiths. They are semi-connected to your resources, as in they will send surplus to you, or will send a set amount if you want them to. It allows less micro-managing of an entire Space Hulk, and thus gives the people who make the plans less to worry about.
 
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Will be delayed regardless unless we spend a Core Action to get Canoptek Assembler up and running... and I doubt General Purpose Constructor Module will allow us to do so. By getting the Basic Spyder its own Scarab whilst the Core builds up a Greater One, we should be able to start getting to the Assembler.

Though we'll obviously need Space... Minimum of 2, which Reclaiming will give us.
We can always assign some scarabs to get us the space we need for the assembler to get a reanimator, scarabs aren't exactly good for anything else unless they are in large swarms. And a reanimator would be good for cleaning stuff up as well since it can basically break stuff up with it's lance.

Although if we want supreme cleaning potential we should get the greater canoptek assembler to get a tomb sentinel with it's exile cannon.
Tomb Mind Cortex allows you to make an area managed by me, with a focus towards a goal for the area. The Basic one can only manage Spyders, Scarab Swarms, and Wraiths. They are semi-connected to your resources, as in they will send surplus to you, or will send a set amount if you want them to. It allows less micro-managing of an entire Space Hulk, and thus gives the people who make the plans less to worry about.
Ah so it's basically a ai helper in a rts sense, I can see it being useful but I don't like the fact that is is kinda limited to those constructs, eh at least we have it.

Also I have just checked necron vehicles and it seems that a ghost ark is just barely longer then a tomb blade or a bit longer, interesting, and unfortunate.
 
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Also I have just checked necron vehicles and it seems that a ghost ark is just barely longer then a tomb blade or a bit longer, interesting, and unfortunate.
I did actually consider putting the Ghost Ark in the Units, but it wouldn't be very useful for a bit of time, as there aren't a lot of open spaces on the Space Hulk. Also you need a necron able to actually think to some level to pilot it, which you wouldn't get until you got the Biotransference structures up, and even then, get a good roll on the person who goes in keeping their smarts.
 
I did actually consider putting the Ghost Ark in the Units, but it wouldn't be very useful for a bit of time, as there aren't a lot of open spaces on the Space Hulk. Also you need a necron able to actually think to some level to pilot it, which you wouldn't get until you got the Biotransference structures up, and even then, get a good roll on the person who goes in keeping their smarts.
True but the warrior pilots of the tomb blades are already slaved to the algorithms running the flight paths and maneuvers of the blades, couldn't we just modify them slightly and see how they would run a ghost ark?

Besides, while the space hulk is for sure cramped, the ghost ark would allow us to gets rousn the weakness of the warriors which them being slow as hell. At least with the ghost ark they could move around reasonable quickly.

But I'm not justifying putting it in now, it's just what I think.
 
1. It does allow you to construct stuff like a Spyder/Scarab.
2. You can certainly upgrade or modify them, and turning them into Greater versions would just basically be spending the difference in cost.
3. It does act as an advanced one, for reasons relating to a future revelation. If someone manages to get the reasons correct within 3 guesses, I will give a reward.
1) Via our Free Action which seems to be only 1 all throughout? @_@; Good to know!
2) Oooh, neat!- I'm guessing we need to research it first though or something. .-.
3) ...Ooh, nice, as for guessing, I'll leave it to others, off to sleep so to speak. @_@; Good to know the converter is an Advanced one though so yay!

I'm guessing C'tan being the one that created the Core, but feared it for some reason, meant that it's supposed to be able to create life/stuff from the most common to the needed stuff. Cue if we went the usual Dungeon Core choice in the first option by picking the second option which the QM mentioned.

[X] Don't Piss Off the Cryptek, Junior or Otherwise.
-[X] Core
--[X] Reclaim Material (1 Core Action)
--[X] Construct Greater Canoptek Spyder (6 Energy, 8 Necrodermis)
--[X] Activate Material Converter Module (Free Action)
-[X] Thulek
--[X] Build Cryptek Sanctum (1 Scarab Swarm, 15 Necrodemis + 10 Crystalline, 3 Space)
--[X] Builld Basic Data-Vault (1 Scarab Swarm, 5 Necrodermis + 10 Crystalline, 1 Space)
-[X] Canoptek Spyder
--[X] Build Swarm Scarab (6 Energy, 5 Necrodermis)
-[X] Canoptek Wraith
--[X] Scout Surroundings (1 unit)
---[X] 'Advanced People'
-[X] Necron Warriors
--[X] Guard the Core (1 Squad)

And voting's open!
 
3. It does act as an advanced one, for reasons relating to a future revelation. If someone manages to get the reasons correct within 3 guesses, I will give a reward.

Not making guesses right now, but if it is so, it might be worth it to specify it in Modules Informational.
Also, @DiscordOxymoron , specify you want Converter to make us Crystaline just in case and I think this solves the problem I had.
[X] Don't Piss Off the Cryptek, Junior or Otherwise.
 
[X] Don't Piss Off the Cryptek, Junior or Otherwise.

I feel like we should remember about building a generator in next turn.
 
Okay here's what I anecdotally consider the threats we can expect to see in the hulk ranging in threat level: the top being the most dangerous to the bottom being the least. Just something to potentially refer to, and most of those are just from my opinion.

Genestealers
Daemons(unlikely)
Hrud
Corrupt automata
Umbra
Orks
Rak'gol
Ambulls
Cultists

I feel it's safe to say that genestealers are probably the biggest threat since their claws are absolutely capable of damaging necrodermis and are fast enough to dance around the stupid warriors and we'd need to build our strategies to fight them.

Conversely, the cultists are at the bottom since well, they are cultists, the equipment and wargear they are bound to have is most certainly godawful and baring something like a scavenged power sword as a relic, they likely will be toting around stub weapons, autoguns as most.

Edit:Actually @VoidofEyes I just remembered a point, how will unaligned stuff work? Like normal aliens that don't belong to any faction work? Will we get them on a case by case basis? Like the ur-ghul, ambulls, medusae, etc. Like, I feel there's a lot fo potential not just from a gameplay standpoint but story as well, I now want to see how the q'orl would work.
 
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Okay here's what I anecdotally consider the threats we can expect to see in the hulk ranging in threat level: the top being the most dangerous to the bottom being the least. Just something to potentially refer to, and most of those are just from my opinion.

Genestealers
Daemons(unlikely)
Hrud
Corrupt automata
Umbra
Orks
Rak'gol
Ambulls
Cultists

I feel it's safe to say that genestealers are probably the biggest threat since their claws are absolutely capable of damaging necrodermis and are fast enough to dance around the stupid warriors and we'd need to build our strategies to fight them.

Conversely, the cultists are at the bottom since well, they are cultists, the equipment and wargear they are bound to have is most certainly godawful and baring something like a scavenged power sword as a relic, they likely will be toting around stub weapons, autoguns as most.

Edit:Actually @VoidofEyes I just remembered a point, how will unaligned stuff work? Like normal aliens that don't belong to any faction work? Will we get them on a case by case basis? Like the ur-ghul, ambulls, medusae, etc. Like, I feel there's a lot fo potential not just from a gameplay standpoint but story as well, I now want to see how the q'orl would work.
For the list of threats, you have a good general overview of the possible threats, but one of the "major factions" on this space hulk is one that may surprise you. On the note of "factionless" aliens or forces, I have had some ideas, but will need to research them a bit more to get a solid grasp for some of them.

On that note, the option for the tribes of humans in the space hulk to have ideas submitted from you all is still very much open. The more detailed, the better.
 
For the list of threats, you have a good general overview of the possible threats, but one of the "major factions" on this space hulk is one that may surprise you. On the note of "factionless" aliens or forces, I have had some ideas, but will need to research them a bit more to get a solid grasp for some of them.

On that note, the option for the tribes of humans in the space hulk to have ideas submitted from you all is still very much open. The more detailed, the better.
Then I don't know what is this mystery faction, doubt it would be the imps since we would pick them up on comms, same with the tau, my only guess is that some Blackstone defence bots are on board or something, but i have no clue. And fair on the factionless gits, there is a lot of stuff to go over after all.

And I actually did think up a second tribe write up if you're interested:

The 'house' of shadowed waves styles themselves as nobility and supreme and righteous rulers of all they survive, being pure and noble of spirit, but this is all but a delusion. In truth this 'house' isn't some noble remnant of the crew of the space hulk but time-addled descendants a lost exploratory group that got lost surveying the hulk. They now roam the halls in a parody of ancient terran nobility, worshipping the hulk itself as a god in some fashion. Wearing tattered and barely maintained facsimiles of their ancestors garbs.

Basically a mixture of flesheater courts and knight houses in age of sigmar and 40k respectively, delusional semi-mutants that have no idea they are actually barely above monsters themselves.
 
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