The End Times came and for all the prophecy and foretelling of those ancient days it turned out to be a trap set for Chaos. The Grand Alliance of Order created the Great Seal and banished the Great Enemy from the Fated Place and much of near space forever.
For a few millennia or so the Conclave of the Great Seal has been developing Civilisation out into the galaxy. Alas the Terrible Rebellion brought Chaos back in a most horrific fashion. Though the war was won, at most terrible cost, Civilisation must continue its march of progress.
You have been selected to become a Colony Governor in this post-Rebellion age.
It is difficult to define ancient history in a civilisation of such varied lifespans. But in an age long since passed the world was forever balanced on a knife's edge, forever at risk of falling into the horrors of the Enemy's hands. Chaos dwelt upon the face of the world, and regularly brought forth some part of its strength to try to seize the world entire in earnest.
It isn't entirely clear whether the prophecies and legends and folklore that surrounded the End Times was just a jape wrought by the Schemer or whether the Enemy was defeated in truth by the combined spirits of the Grand Alliance. But the story goes that through that dark age of history the Enemy had built up towards one last great assault upon the world.
The End Times were brought by Archaon the Everchosen, Herald of Apocalypse. Or so prophecy had foretold. But in the face of inevitable doom, unending darkness and defeat at the hand of the Enemy; the Grand Alliance was forged. It cast aside idle ambition and distracting rivalries, for a time. Hidden across the world ancient secrets were uncovered, and the Great Seal was devised. Different pieces of understandings and traditions, fragments of forgotten memory were brought forth. A ritual shook the world, the moons screamed, and the heavens burnt in a mix of the arcane, divine and unholy.
And then the Great Seal snapped shut around the world, and some distance of space around it. In an instant it banished all of Daemon-kind from the world for as long as the Great Seal remained in place.
The Grand Alliance since worked to restore their world. Heal the wounded parts of it, carefully adjust the Great Seal to allow for powerful magical workings and erect vast cosmopolitan cities. The Powers-That-Be have variously tightened the bonds of the Grand Alliance into a single central entity and battled against chafing restraints for the individual freedom of their peoples.
And reached out into the vastness of space.
Alas, the Great Seal extends only so far. The Sollar System was quickly colonised, and the Enemy were not able to approach. And then a dozen other stars submitted, and the Enemy came not. Until a hundred systems working in concert under the guidance of the Grand Alliance for the betterment of civilisation was suddenly beset by war from within. The Enemy had managed to subvert tens of worlds in a worryingly short time.
The 56th Colony, with a name since struck from history, was the beating heart of the Terrible Rebellion. Shipyards turned to battlefleets, industries to arms. Whole worlds slaughtered and the laughter of darkling Gods echoed through the stars. And from the shipyards over the Fated Place came the greatest warship that had been created before or since. Her maiden voyage, the battered scraps of the rest of the battlefleet alongside her, she dove through the enemy's fleets and defences over their foul capital.
Storied warships of aeons were destroyed, sacrificing themselves that she might go forth but a short way closer to the enemy's heart. Crewmen cast into the cold of the void, relics of old shattered by the Enemy. Heroes, their candles lit and put out in but moments. And then she was close enough to unleash the weapon that only she had been outfitted with.
And a whole world was turned to dust. A shimmering cloud in the sky. Silence.
The war ended soon after.
Civilisation is made up of the Grand Alliance spread across a hundred or more star systems. It is governed by the Conclave of the Great Seal who represent the various member states of the Grand Alliance. Civilisation is guarded by the Navy of the Alliance though many worlds have developed their own fighting forces for the sake of Greenskin incursions, alien threat and especially during the height of the Terrible Rebellion. The other powerful body of Civilisation is the Directorate of Strategic Support, which is charged with ever expanding Civilisation, they are responsible for supporting new colonies, terraforming worlds and developing interstellar infrastructure.
You have been appointed by the Grand Alliance as a new Colony Governor. You will be tasked with gathering a colony fleet to take to your new world and developing the colony there. But there are a few questions to consider first.
Which Colony is yours?
In this newest age of history, you have been trained to serve as Colony Governor since essentially birth. You have at last graduated and been awarded your commission as the Colony Governor of:
[ ] Colony 101
The Terrible Rebellion has just come to an end. The first new colony since Chaos was once more defeated. The Conclave will be watching you most closely, for signs of dark influence of course, but also this Colony must succeed and demonstrate that the Terrible Rebellion has not significant lessened the Conclave. As such you can expect Strategic Support to put a little more effort into laying the foundations for your Colony.
[ ] Colony 151
Amid a new age of expansion your Colony is a sister to half a dozen others all being built at once. Strategic Support is calling it their most ambitious project yet, a three-star system with six colonies all connected by Gateway technology.
[ ] Colony 201
The Great Enemy is still out there. There are shadows moving through space, blotting out distant stars. A great council of powerful mages throughout the Conclave has come together to attempt to scry the far reaches of space. And they have found the Dark Four are only more potent than ever. And they have found other powers in the Galaxy as well. A Golden Glow cuts through the dark.
Who in the Grand Alliance is sponsoring your Colony?
Your Colony will be made up of people and equipment provided by your Sponsor. You will start with Sponsor Favour with your Sponsor that can be spent later to develop your Colony prior to Planetfall. It is possible to gain new Sponsors, although this may affect your standing with your existing Sponsor.
[ ] Albion
With a long-standing magical tradition, the support of the Albionic Ambassador can open doors to such esteemed bodies as the Maiden-Oracles and the Circle of Truth. Albion might not have very much to offer on an economic front but if you can't get your hands on the necessary resources or expertise for a higher-technology economy then Giants do make for a powerful workforce. The Albionic Ambassador can speak with the Director of Strategic Support for you to have their crews terraform a region's grasslands into swamplands prior to your arrival.
[ ] Athel Loren
Perhaps the greatest experts in the healing arts in all the world can be found in Athel Loren. The support of the Asrai Ambassador can bring the Spellweavers to your door. Athel Loren is by no means an economic powerhouse but for all that it clearly prefers towering forests, experts from the Forest of Spirits can be very useful in the field of agriculture. The Asrai Ambassador can speak with the Director of Strategic Support for you to have their crews terraform a region's grasslands into forest prior to your arrival.
[ ] Barak Varr
The expertise of the Sea-Engineer's Guild at Barak Varr was hugely influential upon the fledgling Shipyards built around Mannslieb early in the age of colonisation, in the aeons since the Guild has come to dominate much of the kingdom's power with even princes inducted as apprentices. The support of the King can open doors to the Guild and supply a newborn colony with the sort of quality that only the Mannslieb yards can produce. The King of Barak Varr can speak with the Director of Strategic Support to have basic shipyards installed in orbit over your colony prior to your arrival.
[ ] Bretonnia
The rolling plains of Bretonnia produce a knightly tradition that dates back into the age before the Great Seal, the support of the Bretonnian Ambassador can open doors to the deadly Knights of the Grail. Bretonnia's industrial might is focused largely around serving as one of mankind's greatest breadbaskets with vast farmland sprawling through the Bretonnian countryside. The Bretonnian Ambassador can speak with the Director of Strategic Support to have their crews terraform a region's forest into grasslands prior to your arrival.
[ ] Cathay
The powerful realm of Cathay dominates much of the east of the Fated Place and is often an eager sponsor of many colonies, the Cathayan Ambassador can open doors to the Grand Observatory of the Astromancers or even all the way to the Imperial Throne. Several Cathayan cities have industrial hubs focused heavily on chemistry, an industry its sponsees can find much assistance with. The Cathayan Ambassador can speak with the Director of Strategic Support to have deep space scanners installed in orbit over your colony prior to your arrival.
[ ] Hexoatl
The City of the Sun is home to vast beast pens where the cold-blooded great-beasts of the Lizardmen are bred and trained. The Hexoatl Ambassador can open doors to the Beast Pens and Sky Cohort. Hexoatl's skink cohorts have significant experience in developing region-wide magical infrastructure and colonists from Hexoatl can support such endeavours. The Hexoatl Administrator can speak with the Director of Strategic Support to have their crews terraform a region's hills into mountains prior to your arrival.
[ ] Itza
The First City is guarded by the Bridge of Stars and the Kroxigor Legions it is also home to the greatest gathering of Slann including the fledgling Sixth Generation. The support of the Itzan Ambassador can open doors to the Kroxigor Legions and even the Sixth Generation. If you intend to weave together global or system-wide magical infrastructure, then the aid of a Slann will be imperative. The Itzan Ambassador can speak with the Director of Strategic Support to have Orbital Bombardment Stations installed in orbit over your colony prior to your arrival.
[ ] Karak Kadrin
The Slayer Hold is the chief temple of the Slayer Cult and has steadily adopted the role of the heart of the Dawi military, the Slayer-Ambassador can open doors to the Slayer Cult and the Cult of Grimnir the Warrior. Of all the Ancient Dwarfholds, Kadrin has the least economic focus, but her stonemasons are renowned enough that they can ensure high quality construction work in a new colony. The Slayer-Ambassador can speak with the Director of Strategic Support to have their crews terraform a region's grasslands into hills prior to your arrival.
[ ] Karaz-A-Karak
The Grand Alliance diminished some of the High King's authority over the rest of the Karaz Ankor with other Kingdoms able to negotiate with the rest of the world independently. But Karaz-A-Karak remains the pre-eminent authority on Runelore and does still wield considerable influence over the other Dawi. The Dawi Ambassador can open doors with the Conclave of the Runelords and the Everpeak Airforce. Dawi industry is famed for its metalwork and though its industry favours quality over quantity Karaz-A-Karak can afford to support a nascent metalwork industry. The Dawi Ambassador can speak with the Director of Strategic Support to have a prefabricated city installed into one region of your colony prior to your arrival.
[ ] Kislev
The frozen, windswept Tzardom of Kislev are home to two different groups of people, the rural Ungols and the urban Gospodar. Each have unique magical and martial traditions and different focuses from an economic perspective, but they share a hardiness and a hatred of the Enemy. The Kislevite Ambassador can open doors to both the Three Cities and to the Oblasts. Half of Kislev holds trade as a lifeblood and can be regularly found navigating the stars on merchant ships, and the other works to scrape together everything the harshest environs can produce. The Kislevite Ambassador can speak with the Director of Strategic Support to have their crews terraform a region's grasslands into glacier prior to your arrival.
[ ] Naggaroth
The experiments of the Naggarothi into Dhar are controversial and even since the Great Seal was created there have been a number of wars between the Chill Lands and the rest of the Alliance when a particularly egregious experiment comes to light or threatens the Seal itself. The Druchii Ambassador can open doors with the Towers of Doom and Prophecy. Colonies sponsored by Naggaroth can harness the raw power of a warp rift to run experiments too dangerous to be allowed within the Great Seal and earn their sponsor's favour in return. The Druchii Ambassador can speak with the Director of Strategic Support to have a City-Shield Projector installed into one region of your colony prior to your arrival.
[ ] The Empire
The Empire's complex bureaucracy and political systems have infected the various branches of the Grand Alliance from Strategic Support to the Conclave. The Imperial Ambassador can open doors with the Navy of the Alliance and the Imperial Colleges of Science and Sorcery. Much of Imperial economy comes from mass-industry and the manufacture of machine-parts. The Imperial Ambassador can speak with the Director of Strategic Support to have a Naval Wharf installed in orbit over your colony prior to your arrival.
[ ] Tlaxtlan
The Slann of Tlaxtlan are responsible for one of the greatest victories of the End Times for in the moment of the Great Seal they cast the Foul Moon into the Warp entirely for long enough that it became trapped on the other side of the Great Seal and could never again manifest. The support of the Tlaxtlani Ambassador can open doors with the Moon-Prophets and the Slann-Engineers. Tlaxtlan focuses its economic efforts on interstellar trade networks with several notable Skink navigators earning fame as explorers with the Navy and then retiring to captain trade fleets. The Tlaxtlani Ambassador can speak with the Director of Strategic Support to have a Lunar Gate installed on your moon prior to your arrival.
[ ] Ulthuan
The Ten Kingdoms have always been stand-offish with the rest of the Grand Alliance and colonies under their sway often hold tightly to their roots with colonists almost always coming from only one of the Ten and staunchly holding onto the culture thereof. The Asur Ambassador can open doors with any of the Ten Kingdoms. Asur economics uses magical infrastructure to satisfy base needs so that the majority of effort can be focused on valuable luxury items. The Asur Ambassador can speak with the Director of Strategic Support to have a Waystone Network installed into a region of your colony prior to your arrival.
[ ] Zhufbar
The ancient hall of Morgrim has over millennia only continued to study the lessons of engineering that have been left behind for them written into the world itself. Advancements in technology frequently are born in Zhufbar and the Engineer-Ambassador can open doors to the Zhufbar Engineering Guild and Cult of Morgrim. Zhufbar harvests rare materials from across civilisation to feed its development, advancing the Dawi understanding of the universe has become something of a holy mission within the Cult of Morgrim though it retains a more military focus than the Guild. The Engineer-Ambassador can speak with the Director of Strategic Support to install an asteroid mining base in orbit over your colony prior to your arrival.
How do you do FTL Travel?
Crossing the vast Void between stars takes considerable effort. To make it easier the various Sorcerers, Engineers and other minds of advancement have created a form of interstellar transit. All of Civilisation uses only one type of interstellar transit the options not chosen will never have been and will never be invented. Do note that Gateway technology will still exist within star systems just not between star systems.
[ ] Temporal Ark
Engineers from all across the Fated Place came together to build a true-lightspeed starship. Capable of breaching the massive limit on light-speed travel this type of starship uses a Temporal Drive to create a time bubble around the starship. For an outside observer the starship accelerates towards lightspeed and then the Temporal Drive activates, and the ship vanishes. Before they first created the Ark it wasn't entirely clear exactly which of two possibilities would then occur.
-[] The City Ship
When the starship vanishes, it is enclosed in a time bubble wherein the ship undergoes the full time-length of travel, a journey of five light years would cause the ship and crew to undergo five years of travelling through total darkness. The starship is unable to interact with any matter during this time, not even light can enter the bubble. But an outside observer will simply see the ship vanish as the Temporal Drive kicks in and then reappear in the next instant at the destination as it slows down and the Drive turns off.
-[] The Long Plan
When the starship vanishes, it is enclosed in a time bubble wherein the ship and her crew experience but the barest moment of time passing before the Temporal Drive shuts down and the ship decelerates. But to an outside observer the starship vanished when the Temporal Drive activated and then reappeared the full time-length of travel later, a journey of five light years would result in the ship only re-appearing five years in the future.
[ ] Exodus Engine & Warp Constellation
The Slann have ancient Exodus Engines from days before any race of the Grand Alliance ever walked the Fated Place. These Exodus Engines navigate the Sea of Souls inside the Warp and can allow for extremely long distance to be crossed in a short period of time. However, the Sea of Souls is firmly within the Warp and the Dominion of the enemy. As such a bubble of real-space must come with the starship to prevent Daemonic incursion or prevent Warp nonsense literally unmaking the ship and crew. This bubble is created by the Warp Constellation, a gathering of dozens of sorcerers if not hundreds on the larger starships, which must continuously maintain the bubble through complex sorcery. This has its own risks; trained sorcerers can react poorly to their first exposure to the Warp in its fullness and snap into insanity or even call a Daemon to possess them through the barrier of the Constellation. The Navy therefore reaps a quota of magically sensitive children to expose them to the Warp in Constellations as untrained sorcerers seem to be much more capable of withstanding that initial exposure.
[ ] Rune Carrier
The Rune-Engine allows for a starship to burn a channel through the Warp in a blaze of runic power and be sucked through the channel as it closes behind the starship. This has two major limitations. The first is that it also burns a hole in Seals. The Great Seal extends far beyond the boundary of the Sollar System, including even the closest of other stars, and therefore Rune-Engines are forbidden within its boundary. Some of the oldest colonies have also developed their own Grand Seals to protect their worlds which means that starships also must transit to deep space stations where shuttles then bring the contents of ships to the various worlds at sublight speeds. The second limitation is that it requires a highly specialised Runelord to manipulate the complexities of the Rune-Engine which limits the number of FTL ships that can be made. As such the Navy largely uses huge Rune Carriers which clamp onto every ship in a particular fleet at once and transport the entire fleet from deep space base to deep space base.
[ ] Gate Network
The technology to make Gates is not entirely new, a network of Great Gates connects the Fated Place to various moons and worlds of the Sollar System but whatever secret the ancients used to stride through the vast Voids between stars using a Great Gate are fundamentally gone forever. It may be that the Warp simply will not allow it or that the Great Seal prevents it but either way the Great Gates are insufficient for interstellar travel. However, the Stargate is a newer invention based on the same principles and much much larger. About the diameter of Mannslieb it is a ring of technological prowess that can connect to its sister rings in other star systems. These must be built at the very edge of their star's gravity well and only one can exist in any given system, but they do allow instant transit from one ring to another in the same way that the Great Gates might allow someone to walk from the Fated Place to Mannslieb by acting as a sorcerous doorway. There are schedules determining when a given ring will connect to any other, but this is overridden often enough by the Navy for logistical purposes. Strategic Support has fleets of huge Gatebuilders that fly out from civilisation at near-light speeds to build a Stargate in each system and then move on to the next star, ever expanding the network.
Standard Play:
Every Turn you have a dice pool to allocate out to projects. Every die is a d100 if played in its own layer and a d50 if allocated to a lower layer. Dice cannot be allocated to higher layers.
The Layers of your Colony in order of Highest Layer to Lowest are:
Personal - The highest layer, Personal Dice can be allocated to projects concerning personal development, family matters and interstellar relations.
System - System Dice can be allocated to projects concerning the other Worlds or celestial bodies of your star system.
Global - Global Dice can be allocated to projects concerning the whole Colony, the Orbital and the local Moon.
Regional - Regional Dice can be allocated to projects concerning one of the Nine Regions.
City - City Dice can be allocated to projects concerning a specific city.
All Projects have an Effort, this describes how much the sum of dice results needs to hit or exceed for a Project to complete. Work is saved from turn to turn.
All Projects have a Threshold, this describes the minimum sum of dice results needs to hit to add that turn's work to the Project at all.
If a die rolls 100 it will create a Critical Success. Critical Successes will apply a permanent bonus effect to the Project's result.
If a die rolls 1 it will create a Critical Failure. Critical Failures will apply a permanent malus effect to the Project's result.
The Conclave of the Great Seal:
The Grand Alliance is governed through the Conclave of the Great Seal. You can choose to focus your efforts towards being protected by a particular Sponsor in the Conclave or by broadly pleasing the Conclave as a whole. In the age after the Terrible Rebellion the Conclave has wisely maintained a powerful network of intelligence and surveillance over the Colonies and actions harmful to Civilisation will require answers if you cannot persuade a Sponsor to shield you.
The Local Sector Government:
As your colony develops you will be folded into a Sector Government where you will pay tax and debate policy for a handful of Colonies. Here you can become a Sponsor yourself, reaching out to younger Colonies or old Colonies on the verge of failing and even sponsor exploratory efforts.
The Navy of the Alliance:
The grand battlefleets that protect Civilisation contain vast armies and mighty warships. Since the Terrible Rebellion the Navy has mostly been deployed to battle Greenskins. Greenskin forces seem to simply fall from the vast Void between stars with little warning and varied technological levels though fortunately this happens without shared direction or any complex intent behind it. Advanced Colonies will be expected to both maintain their own defensive forces and contribute towards the Navy.
The Directorate of Strategic Support:
Charged with the expansion of Civilisation most of your interactions with Strategic Support happen well before making planetfall. The Conclave instructs Strategic Support to make certain installations for the Colony, usually orbital structures necessary for interstellar travel and communication, and to terraform the world below. The terraforming process is always violent and dangerous and cannot be performed after a Colony has made planetfall. Advanced Colonies will be expected to contribute towards the Directorate.
Economics:
All resources have five tiers of quality, improving the quality of a resource will improve value when you reach the stage to pay taxes or engage in the interstellar markets and will also unlock new ways of using your resources. Regions can only begin to harvest resources if there are Cities within them.
The Tiers of Quality are:
Basic - Basic Food for example can only be used to sustain colonists, decays before a new turn starts and sells for very little.
Developed - Developed Food is capable of being stored indefinitely and is more valuable.
Advanced - Advanced Food can be used to raise morale in a Region or Armed Force and is more valuable.
Exotic - Exotic Food produces Credits when stored and is more valuable.
Defining - Defining Food can be used to generate Sponsor Favour and is more valuable.
The Resources are:
Food - Use explained in the example of tiers above.
Materials - Used for construction of most projects and for the production of Components and Munitions.
Components - Used for the construction of high-tech projects.
Munitions - Used for the arming of Armed Forces.
Credits - The shared currency of all Civilisation. (Has no quality tiers.)
Magical Infrastructure:
Each Layer of your Colony has Tiers of Magical Infrastructure. Some Projects require that you have the Magical Infrastructure in place to support it and will only be possible when the appropriate Layer has a high enough Tier of Magical Infrastructure. The Tiers of Magical Infrastructure follow the same Tiers of Quality as above.
You should note that higher Tiers of Magical Infrastructure increase the risk of Chaotic influence on the Colony.
Military:
You are not expected to win wars, indeed it would be concerning to the Conclave for a Colony without due cause to seem to be gaining that capacity. The Navy can be largely relied upon to exterminate alien threats that crop up or to deploy against Greenskins who fall from the stars. However, you are expected to hold out until the Navy arrives. This can be done in four ways.
Garrison Forces:
Your fighting forces on the surface of the Colony are made of regiments of Infantry, Armour, Artillery, Anti-Air and Airforce. They are usually substandard to their Navy counterparts although it will be possible to make Navy standard or even especially elite forces as the Colony advances.
The quality of Garrison Forces follows the same Tiers of Quality as resources. Garrison Forces are based in their own special cities called Military Installations. These use City Dice for Projects but do not gather resources from a Region. Garrison Forces housed in a Military Installation can only act in their local Region.
City Defences:
Certain Improvements built in Cities can upgrade their defences. This can include a Shield Projector which prevents orbital bombardment or Bastion Walls which prevent incursion on the ground.
Orbital Defences:
Certain Improvements built in Orbit over the Colony can prevent hostile forces from ever reaching the Colony such as Defence Battery Stations or can be used to wage war on the surface such as Orbital Bombardment Stations.
Garrison Fleet:
Your fighting forces in space will patrol the System and scan for approaching bodies that may be carrying Greenskin infestations. Smaller infestations can even be dealt with in space by blasting them into pieces.
There is a Colony Surface Map, this is mostly meant as a representation of the geography of the Colony however some Projects will involve turning terrain into Urban terrain type. The QM will place Urban tiles when appropriate to a random land tile within the appropriate Region unless otherwise directed to place it on a specific tile. Which tile your Urban tile is placed on may have an effect during military interludes but is by and large irrelevant to gameplay. All tiles are equally traversable in peace-time, in military interludes all tiles are traversable but difficult terrain will slow down movement through it.
- The Colony Surface Map will be uploaded after terraforming during set-up.
- Please do come up with names for anything you want from celestial bodies down to individual ships or regiments.
Known Hostiles:
It is known that Colonies need defences, even in this age after war. There are currently three main sources of danger known of.
The Alien Threat:
You are living on an alien world, and specifically one that was selected for it life-carrying capacity. Certain parts of your Colony are likely to hold dangerous creatures, diseases or phenomenon.
The Greenskin Infestation:
Infrequently Greenskins will simply fall from the stars on the back of meteorites. This is usually in spore form and an Infestation can quickly bloom from this point, but fully grown and even technologically advanced Greenskins can sometimes use crudely propelled craft to purposefully land.
The Great Enemy:
Chaos was thought gone for quite some time. But it turns out they had simply gone quiet. Beware of subversion within the population and the garrison, or if you are so inclined you may wish to secretly support it. You can be sure that the Fated Place is Chaos-free, as are any world within the Fated Sector as the Great Seal simply does not allow the manifestation of Chaos either as Daemons or whispers and visions. But since the Terrible Rebellion there have been rumours of Colonies that still hold to Chaotic sympathies. Anti-Cult Projects can be a useful tool, if only for giving the impression to the Conclave that you too care about cleansing your Colony of the Great Enemy.
May I suggest using less lines (1 or 2 should be good) separating sections of writing? If you need something obvious to separate parts you could insert a line like this
May I suggest using less lines (1 or 2 should be good) separating sections of writing? If you need something obvious to separate parts you could insert a line like this
Unfortunately the Great Seal caused the Dhar needed to sustain the Undead to be cut off and the Grand Alliance didn't see the need to divert power through the Great Seal to save any of the Undead including the Tomb Kings.
The Tomb Kings don't themselves use Dhar to maintain themselves and don't seem to use it for anything however Nagash's curse that bound their souls to their skeletons used Dhar. It's that curse that broke down and released them into the Underworld.
Unfortunately the Great Seal caused the Dhar needed to sustain the Undead to be cut off and the Grand Alliance didn't see the need to divert power through the Great Seal to save any of the Undead including the Tomb Kings.
Some Projects are magical in nature, for example a Global Project might be to create a Petty Seal or Grand Seal of your own to protect the planet from various levels of Chaotic threat, and require higher levels of Magical Infrastructure. A Region's Magical Infrastructure level follows the same tiers as the rest of the Tiers of Quality. I'll add a section about Magical Infrastructure into the Mechanics page.
Also, I find it funny that the sponsors section implies that the Humans, Dwarves, and Lizardmen are all kinda vibing together for the most part while the Elves are all off in their own corners either being snooty or fucking around (and occasionally finding out) with Dhar lol
[X] Exodus Engine & Warp Constellation
As tempting as the other options are from a safety standpoint, the tradeoffs they make kinda don't seem worth it compared to 'normal' Warp Travel. The Gates are too easily made into chokepoints or destroyed, Rune Carriers mean that the heartlands of Civilization straight-up can't use FTL (and even out in the boonies they can't use it within the boundaries of solar systems, slowing everything down), and the Temporal Ark...well the option where they take literal years from an outside perspective to get from one place to another is ass from a warfare point of view, while the option where the crew has to live through the light years inside the ship is almost acceptable, but would make long trips very hard for humans.
So Warp Travel it is. We can supplement our Warp Constellations with Gellar Fields when we meet a more technologically standard FTL civilization.
It takes a long time to build a new Stargate as the Gatebuilder fleet has to fly there at sublight speed but once built travel through the network is instantaneous.
The Temporal Ark can result in instant travel, at least from one of two perspectives so it depends on what you mean by fastest.
The Rune-Engine is faster than the Exodus Engine but cannot go all the way from destination to destination so you need sublight speeds in various parts of Civilisation.
The Exodus Engine is slower than the Rune-Engine when travelling at FTL but doesn't need to stop and go down to sublight speed at any point.
I suppose outside perspective to clarify, not counting warp shenanigans that somehow cause the ships to arrive before they left. Because reading the long plan ftl system, 5 years travel time just to travel 5 light years would put us practically a snails pace in comparison to even the slowest ftl travelling faction in normal wh40k.
Though now that you mention it the rune engine is looking awfully attractive… eh I'll figure it out tomorrow morning.
A Ternary Star-System has a few distinct habitable zones of which you are sharing one. Zhufbar has managed to persuade the Conclave to assign you to the outermost planet of your local habitable zone with a dense belt of asteroids not very far from your orbit in the hope that some of those asteroids will even contain Gromril that can be shipped back to Zhufbar Ankor. You are not the first Colony sponsored by Zhufbar Ankor and your cousins across Civilisation are often treated as mining Colonies to feed the furnaces of the Engineers' Guild.
You have been warned by the Conclave not to think that just because yours is Colony 151 and the others are Colonies 152-156 that you are in anyway particularly favoured or in charge of the rest. System-wide Projects will need to be negotiated with the other Colonies and as such the six of you have been set up with a new Local Sector Government from the off.
Ahead of your arrival, Strategic Support have built a Deep Space Port which will remain in the control of the Conclave until they have determined that the Local Sector Government is prepared to handle inter-stellar infrastructure. Here the Rune-Carriers will dock and deploy fleets of ships ready to be decommissioned into Colony structures.
With an orbit closer to Star A than your own, an Imperial Colony (152) has been provided with a Naval Wharf where patrol ships manned by Imperial Colonists will be based when not scouring space for Greenskins. Stars B and C meanwhile are closely orbiting one another, and all four other colonies exist within their shared habitable zone. Starting with closest orbit (Colony 153) and moving to the furthest out (Colony 156) that group of Colonies are sponsored by; Cathay, Bretonnia, Itza and Barak Varr.
Of note, Cathayan Colony (153) maintains a Deep Space Scanner which has been built into the Deep Space Port and a higher proportion of the staff on the base are Cathayan Colonists than any other, and Colony 156 sponsored by Barak Varr has had shipyards installed in orbit. Nothing large enough to build a whole new Rune-Carrier but still enough to attract small commissions from the Navy and Strategic Support.
All six Colonies have had a Great Gate installed that connects them to one another, useful for in-system trade, support and general travel.
Votes should be in plan format. You can suggest a name for your 1 moon, your local Star A or Stars B or C that make up the other half of the system. You may also suggest names for the other 5 colonies if you want. This can be done outside of any voting; it is generally first-come first served with the criterion that I must think the name is appropriate. If any of these are not named by the end of the Set-Up process, I'll name them.
[] Colony Name – Write In, should be included in plans as this is to be voted on.
This is the name of the planet and will replace Colony 151 in official records.
Character
[] Character Name – Write In
Note that you are from Zhufbar on the Fated Place.
You have 5 Skill Points to spend. You start with Basic Tier Quality in each Skill listed below. It costs 1 Point to level a Skill up to Developed, 3 to Advanced and 5 to Exotic.
[ ] Administration Skill
You have been trained as a Colony Governor for most of your life so far. As such you can bring your expertise to bear at every Layer of the Colony from vast systemwide Projects to advancing the critical systems of individual Cities.
Administrative Skill can improve the power of your Personal Dice when allocated to City Layer Projects. At Basic Tier you have power d50 on each die, this improves by 25 for each Tier.
-[] Urban
-[] Regional
-[] Global
-[] System
[ ] Organisation Skill
Time management and good organisation, perhaps the most important skills of any Colony Governor. Back on the Fated Place you were trained in Organisation Skill to be able to split your efforts across the many needs of your future commission.
Organisation Skill can improve the number of your Personal Dice that are available for use each turn. At Basic Tier you have 2 Personal Dice, this improves by 1 for each Tier.
[ ] Engineering Skill
No Colony Governor of Zhufbar Ankor would be sent out to the stars without first studying with one of the various Engineering Institutions of Zhufbar.
Engineering Skill can provide a flat amount of Work to any non-magical Infrastructure Project that you allocate Personal Dice. At Basic Tier you apply +5 Work Done, this improves by 10 for each Tier.
Sponsor Favour
You have 40 Sponsor Favour to spend. You may select multiple of the same type of ship. All Improvements and Fighting Forces provided by a Ship are Basic Tier unless otherwise specified. You may wish to keep some Favour for use later.
A Basic Residential District can only house one million Colonists. A Basic Military Accommodation can only house one Regiment. You cannot bring more Colonists or Regiments than you have space for.
[ ] City-Ship (Costs 5 Favour)
Some ten million colonists have made the journey inside this City-Ship. It is specially built such that it can re-enter an atmosphere and meld itself to any terrain though it will never again rise to the stars. A City-Ship contains eleven Residential Districts to house the ten million and allow room for future growth, a Processor Facility for both Food and Materials to harvest resource from the region, a Manufactory for both Components and Munitions, a Storage Facility for every resource, a Space Base to maintain a connection with the Orbital and an Administrative Spire to oversee Projects within the City.
[ ] Population Ship (Costs 1 Favour)
A modified Troop Transport being retired from the Navy has been set up to house far more colonists than a ship of this size can usually manage. Wings of shuttle bays will bring a million colonists down to the surface along with a prefabricated Residential District to house them.
[ ] Temple Ship (Costs 3 Favour)
Few things are as effective at preventing your Colonists from turning to Chaos than a healthy Cult to give them a better choice. Your colonists will all have been carefully selected and naturally will all be members of the patron Cult of Zhufbar, The Cult of Morgrim. This ship contains a Temple District to be added to any City.
[ ] Rune-Forge Ship (Costs 6 Favour)
A colony ship that contains a small population of the magically sensitive and even smaller population of the magically trained will allow you to home-grow your magical solutions. This starship contains a Runeforge to be added to any City.
[ ] Engineers' Guild Ship (Costs 4 Favour)
You're likely to always wonder where the loyalties of Engineers' Guild members lie first, with the Colony or with the Guild. But they are admittedly very useful Colonists, and this starship contains an Engineering Complex to be added to any City.
[ ] Bastion Ship (Costs 4 Favour)
A militarised version of the City-Ship, the Bastion Ship is less forgiving of the terrain it lands on instead blasting away the ground to set down thick foundations to support the defensive infrastructure presented by the unfolding Bastion Ship. A Bastion Ship contains five Military Accommodation Districts, a Munitions Storage Facility, a Military Vehicles Facility and Heavy Equipment Facility to maintain non-Infantry Garrison forces, an Airbase to maintain any Airforce, a Basic Space-Base to maintain a connection with the Orbital and Basic Bastion Walls to surround the Military Installation and prevent incursion.
[ ] Troop Ship (Costs 2 Favour)
A Regiment of Garrison provided by your sponsor are ready to be shuttled down to a Military Installation. There aren't any veterans on these ships, except a handful too proud to let old age or injury persuade them to leave the Navy.
-[] Infantry Regiment
The bulk of the Navy and most of any Garrison is the Infantry. Massed soldiery with short range weapons and simple armour supported by the occasional heavy-weapon team.
-[] Armour Regiment
High-speed vehicles capable of bearing the weight of thick armour are useful for cracking hardpoints and defining the size and shape of a battlefield. Rarely seen outside of the Navy proper a Garrison with an Armour Regiment is much more capable of taking the fight to the enemy.
-[] Artillery Regiment
Bombardment from range is a useful tool in the defence of fortified positions and the Navy is always happy enough to donate old cannons to the Garrisons. Even the Conclave has no issue with a Garrison supplementing Infantry Regiments with Artillery support.
-[] Anti-Air Regiment
There are very few threats that a Garrison can be expected to face for which Anti-Air is particularly useful. Of course, such a Regiment would be useful if you ever had concerns about needing to fight Navy forces and therefore hosting one can waken a level of paranoia within the Conclave.
-[] Airforce Regiment
Rapid delivery of lethal force is the simplest solution to most threats you need to handle. Bomb a Greenskin landing site, strafe herds of hostile alien... The Navy is always decommissioning old aircraft of one kind or another.
[ ] Order of Morgrim Ship (Costs 5 Favour)
A Regiment supplied by the Cult of Morgrim's most militaristic arm, they are comparable with Navy-Standard forces and can be classed as Advanced. These are practiced War-Engineers equipped with high-tech arms and armour. Calling on the Order of Morgrim will likely concern the Conclave, however.
-[] Infantry Regiment
Mech-suits marching in lockstep each armed with power rifles can be the hammer you need in a crisis.
-[] Armour Regiment
Hover-Tanks can ignore even the roughest of ground and Drake-Fire weaponry will cleave through woodland and urban environments alike.
-[] Artillery Regiment
High-powered cannons can level buildings with every strike and the sheer range on the Order's weapons allow them to fire into adjacent regions.
-[] Anti-Air Regiment
Where most Anti-Air Regiments must make do with shooting down planes and shuttles, these cannons to strike even orbital emplacements. A boon to rebellions more than garrisons some would say.
-[] Airforce Regiment
Where other forces might favour speed, the Order of Morgrim has focussed heavily on improving the firepower of their Airforce Regiments with their craft built around the frames of shuttles they can carry a real punch.
[ ] Patrol Ship (Costs 3 Favour)
A basic sublight patrol ship, this will never be expected to leave the system. The primary purpose of a Patrol Ship is to scan the system for out-of-system bodies that may contain Greenskins and then ensure they never make planetfall. Even the smallest of Navy warships outclasses a Patrol Ship and maintaining a fleet of them demonstrates vigilance much more than it presents any threat to the paranoia of the Conclave.
In the process of making a plan, when spending the skill points should we designate how many points we're spending on something by putting it under the specific thing like this?
Also does anyone have any good dwarven names for our character and colony? I only have a name for our character from the help of a random name generator, "Madnazan Damminwatch". Not sure if I like it though.