Then why are you suggesting Imperium diplomacy and brought up sanctioned xenos? My reply was about the idea of Imperial diplomacy being a bad idea and any treaties we do make would be pretty much useless for both parties and didn't really have anything to do with sanctioning until you mentioned it in a reply?

(Sorry if the original responses sounded a little too hostile by the way)

I never said diplomacy beyond a standard peace treaty, which again several fucking craftworlds have canonicaly made.BBeyond that honoring said agreement, which is less about the Imperium and more about having the moral fiber to honor agreements.

The Sanctioned Xeno was an offhand that could be Neat type thing.

Because again I keep using Jakero as a Sanctioned Xeno Race that can exist around the Imperium for a Reason.

A Race that the Imperium tolerates but mostly ignore.

What are the Jakero? A Race that mostly sticks to itself and makes cool shit that inquisitors love.

What are we? A Xeno Race that makes cool shit that the Inquisitors would love who are generally isolationist.

The Precedent exists in Canon for a route to be mostly ignored by the Imperium.

We just have the malus of our Cousins being fucking asshats.
 
I am incredibly amused by the two Weapon Techs we have from Round 1. Pistols with 2/3 of the Human Imperials Lascannons? With Full Auto Fire? That is a Side Arm that can deal Light Vehicles. Also the Over the Horizon Aiming Potential of the Fatecasters is just *chefs kiss*

Deadliest Laser + Aimbot Crit Shuriken. I am not really worried about the Crusade. At most we will have to beat of Big E if he goes after us for Tech Support when he tries to get access to the Webway.

I am so looking forward to the Harlequins. Those Guys are funny. Prime Ally Material right there.
This gave the mental image of the Emperor as like, a sad, wet cat pawing at our door and yowling about the webway.

"Don't open the door, he hisses."
 
Honestly on the timetable Eldar operate on, the Great Crusade was really short before it imploded into the Horus Heresy.

This gave the mental image of the Emperor as like, a sad, wet cat pawing at our door and yowling about the webway. "Don't open the door, he hisses."

He's not a wet cat, he's got Rabies. Foaming at the mouth while ripping at the door.
 
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The best part of being a Craftworld is that you don't really need peace treaties, you just demonstrate that trying to kill you is a terrible option for the continued existence of their assigned fleet and then drive your planet ship somewhere else. This goes especially so if that craftworld is running around with the ancient battleship that can get in a barenuckle brawl with Glorianas and come out the undisputed winner.
 
I think there's something quintessentially Eldar about having a super weapon all but guaranteed to win any fight it shows up at, and be stuck in too many simultaneous fights for that to be an 'I win button'. A Sword of Vaul is a plot point, how to avoid it, what the opponent does when it shows up (besides Die), Chaos plots to seize it, Imperium of Man plots going oh shit in response, the hype when it fearlessly approaches a rampaging World Engine, etc. It's a character and vital part of the narrative in the same way how all the best and coolest warmachines in 40k are. More than any abstract bonuses, that sort of potential for good story telling is priceless.

Seeing the God-Machine soar in when the odds are bleak, hope seems distant, and a line in the sand needs to be drawn is the sort of payoff I'd kill to see this quest have.

Now that I've gotten off my soap box about how giant ancient warmachines are the best romance in 40k, I have to say I think Weighted Light feels like a mistake. We have insanely lethal spinal lasers, insane lances, and macro weaponry that is hyper accurate, has incredible tracking, and has a huge amount of off-bore firing capability. That means it's a) easy to bring our broadsides to bear in conjunction with forward firepower, b) we're going to have incredibly good point defense against say torpedoes and strikecraft, c) we have macro weaponry that's really good at dealing with light weight escorts and the like. Weighted Light doesn't play to any of those strengths, and it actively hurts us from differentiating ourselves from Drukhari and Aeldari. From a story telling perspective, it's lame to say 'well they're just another Eldar faction that's hard to hit, hits hard, and wants to avoid getting to grips with heavier ships'
 
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I think there's something quintessentially Eldar about having a super weapon all but guaranteed to win any fight it shows up at, and be stuck in too many simultaneous fights for that to be an 'I win button'. A Sword of Vaul is a plot point, how to avoid it, what the opponent does when it shows up (besides Die), Chaos plots to seize it, Imperium of Man plots going oh shit in response, the hype when it fearlessly approaches a rampaging World Engine, etc. It's a character and vital part of the narrative in the same way how all the best and coolest warmachines in 40k are. More than any abstract bonuses, that sort of potential for good story telling is priceless.

Seeing the God-Machine soar in when the odds are bleak, hope seems distant, and a line in the sand needs to be drawn is the sort of payoff I'd kill to see this quest have.

Now that I've gotten off my soap box about how giant ancient warmachines are the best romance in 40k, I have to say I think Weighted Light feels like a mistake. We have insanely lethal spinal lasers, insane lances, and macro weaponry that is hyper accurate, has incredible tracking, and has a huge amount of off-bore firing capability. That means it's a) easy to bring our broadsides to bear in conjunction with forward firepower, b) we're going to have incredibly good point defense against say torpedoes and strikecraft, c) we have macro weaponry that's really good at dealing with light weight escorts and the like. Weighted Light doesn't play to any of those strengths, and it actively hurts us from differentiating ourselves from Drukhari and Aeldari. From a story telling perspective, it's lame to say 'well they're just another Eldar faction that's hard to hit, hits hard, and wants to avoid getting to grips with heavier ships'

That's just our starting position, not a permanent penalty, "Weighted Light" is forgivable early on when we haven't had time to produce much and don't have a seasoned mariner force. You'll see my plan is all about making those allies by leveraging our formidable industry to get trainers and cadre to help polish ourselves out, while we've got a good crisis and a "Well shit, we've got to disarm this bomb before it blows up" strategy to go with.

We also get that Super Ship after one of our alliance quests are done too, and we're one of the only factions that can actually field it at a measurable percentage of its original strength without it being on a timer before it becomes unusable.
 
I think there's something quintessentially Eldar about having a super weapon all but guaranteed to win any fight it shows up at, and be stuck in too many simultaneous fights for that to be an 'I win button'. A Sword of Vaul is a plot point, how to avoid it, what the opponent does when it shows up (besides Die), Chaos plots to seize it, Imperium of Man plots going oh shit in response, the hype when it fearlessly approaches a rampaging World Engine, etc. It's a character and vital part of the narrative in the same way how all the best and coolest warmachines in 40k are. More than any abstract bonuses, that sort of potential for good story telling is priceless.

Seeing the God-Machine soar in when the odds are bleak, hope seems distant, and a line in the sand needs to be drawn is the sort of payoff I'd kill to see this quest have.

Now that I've gotten off my soap box about how giant ancient warmachines are the best romance in 40k, I have to say I think Weighted Light feels like a mistake. We have insanely lethal spinal lasers, insane lances, and macro weaponry that is hyper accurate, has incredible tracking, and has a huge amount of off-bore firing capability. That means it's a) easy to bring our broadsides to bear in conjunction with forward firepower, b) we're going to have incredibly good point defense against say torpedoes and strikecraft, c) we have macro weaponry that's really good at dealing with light weight escorts and the like. Weighted Light doesn't play to any of those strengths, and it actively hurts us from differentiating ourselves from Drukhari and Aeldari. From a story telling perspective, it's lame to say 'well they're just another Eldar faction that's hard to hit, hits hard, and wants to avoid getting to grips with heavier ships'

While my plan does have weighted light I try to compensate for it with Huge Shipyards, and an industrial base that outputs more than most larger craftworlds, both of which would allow us to build more heavy ships in a prompt timeframe to compensate for the lack of them at the start of the quest. Meson weapons which my plan has would allow our light ships to punch above their weight class, if our naval weapons can bypass armor and shielding (and per the description of Meson weapons they can be applied to naval vessels) then it's a threat to any ship no matter the size.
 
That's just our starting position, not a permanent penalty, "Weighted Light" is forgivable early on when we haven't had time to produce much and don't have a seasoned mariner force. You'll see my plan is all about making those allies by leveraging our formidable industry to get trainers and cadre to help polish ourselves out, while we've got a good crisis and a "Well shit, we've got to disarm this bomb before it blows up" strategy to go with.

Incidentally, my Plan invites the other Major Craftsworlds over for an Intense Military Training Program. Really had to pull some Strings to get them to agree to sending so much over to us, just so we can get some practice in with our Shiny Weapons. :whistle:

*May have involved telling them that their Parents were a Bunch of Monkeighs and Orks* :lol:
 
Incidentally, my Plan invites the other Major Craftsworlds over for an Intense Military Training Program. Really had to pull some Strings to get them to agree to sending so much over to us, just so we can get some practice in with our Shiny Weapons. :whistle:

*May have involved telling them that their Parents were a Bunch of Monkeighs and Orks* :lol:

Really don't think pissing off literally every Major Craftworld is a good idea if we're not in a Cormorragh level bunker.
 
Really don't think pissing off literally every Major Craftworld is a good idea if we're not in a Cormorragh level bunker.

Iyanden is only disappointed with us, so not literally every One. As is said, i left the cool Aeldar. Speaking of Commoragh, that is a Place we should send some Guys for Trade. Preferably not our Own. :V
 
I think there's something quintessentially Eldar about having a super weapon all but guaranteed to win any fight it shows up at, and be stuck in too many simultaneous fights for that to be an 'I win button'. A Sword of Vaul is a plot point, how to avoid it, what the opponent does when it shows up (besides Die), Chaos plots to seize it, Imperium of Man plots going oh shit in response, the hype when it fearlessly approaches a rampaging World Engine, etc. It's a character and vital part of the narrative in the same way how all the best and coolest warmachines in 40k are. More than any abstract bonuses, that sort of potential for good story telling is priceless.

Seeing the God-Machine soar in when the odds are bleak, hope seems distant, and a line in the sand needs to be drawn is the sort of payoff I'd kill to see this quest have.

Now that I've gotten off my soap box about how giant ancient warmachines are the best romance in 40k, I have to say I think Weighted Light feels like a mistake. We have insanely lethal spinal lasers, insane lances, and macro weaponry that is hyper accurate, has incredible tracking, and has a huge amount of off-bore firing capability. That means it's a) easy to bring our broadsides to bear in conjunction with forward firepower, b) we're going to have incredibly good point defense against say torpedoes and strikecraft, c) we have macro weaponry that's really good at dealing with light weight escorts and the like. Weighted Light doesn't play to any of those strengths, and it actively hurts us from differentiating ourselves from Drukhari and Aeldari. From a story telling perspective, it's lame to say 'well they're just another Eldar faction that's hard to hit, hits hard, and wants to avoid getting to grips with heavier ships'

My plan (Codex Vulkhari) doesn't have any kind of preference in terms of naval assets (no weighted light or heavy because they're both useful) and while we might have a little bit of damage, it's ultimately recoverable.

If it gets voted, we'd become a faction that would be incredibly unique in comparison to the eldar and drukhari (by will of dint of actually focusing on being able to TAKE a hit), basically being a kind of "Eldar Mechanicus / Tech support" kind of thinking where the first instinct to seeing rare technology is "I want that, I'm taking that, and I'm either gonna give you an equivalent amount of resources and wargear in exchange for it, or I'm gonna give you a laser to the skull."

We'd also have, like, one of the strongest (if not THE strongest) navies out of everyone in the craftworld roster and with an industrial level that (when combined with the forge of vaul) might even outstrip what one of the big 5 craftworlds could manage (basically, we could get TWO of those relic warships, and if we get two of them, then no CONVENTIONAL navy could really threaten us - as long as we make sure the relic is defended with a screening fleet)

We would also be at war with Biel-Tan, but they were angry at us anyway and with any luck, Saim-Hann and Iyanden would be able to calm them down before they cause too much danger to us or bleed themselves dry doing so.

Also we'd get a pretty safe/empty neighbourhood in the eastern fringes near Macragge to patch ourselves up and see what we can do with the Rowboat Gorillaman.

(Slightly off tangent thought, but if Grav-Shields are infantry level, then it means that a good chunk of our soldiery would have a surprising amount of staying power in a ranged fight)

ALSO off topic, but if we do get two Swords of Vaul (ours plus the Arach-Qin one) I immediately request that we nickname them "The Brothers Grimm" for no real reason other than because I think it sounds cool and the opportunity to drop the phrase "The Brothers Grimm have entered the battle." when they both join in a fight sounds SO Warhammer.
 
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It has been, but the voting's not been formally opened.

Still, it's been 4 hours since 24 hours, and I need to pass out. At risk of needing to repost it later, I'll drop my finalized Plan now.


[X] Plan: Walk Softly, and carry a very big stick
-[X] [Fleet] Small (2 points)
-[X] Weighted Light (1 point)
-[X] Plentiful Industry (-2 points)
-[X] Huge shipyard (-2 points)
-[X] Seerstone Tower (-1 point)
-[X] Bonesinger Choir (-1 point)
-[X] Vaulic Academy (-1 point)
-[X] Relic Vault (-1 points)
-[X] Moderate Damage (2 points)
-[X] Decimation (2 points)
-[X] Moderate fleet damage (1 point)
-[X] Engines offline (3 points)
-[X] [Smalls] Meros (-1 point)
-[X] [Minors] Zahr-Tann (-2 points)
-[X] [Minors] Arach-Qin (-3 Points)
-[X] [Alaitoc] Hostile Relationship (2 points)
-[X] [Biel-Tan] Hateful Relationship (7 Points | +50% for every additional Hateful relationship)
-[X] [Saim-Hann] Respectful Relationship (-3 points)
-[X] Purge the Stars (6 points)
-[X] [Necrons] Respect (-1 Points)
-[X] [Man] An Eye, When it can be Spared (-1 Points)
-[X] [Location] The Northern Edge (3 points)
-[X] [Tech] Power Weapons (-1 Points)
-[X] [Tech] Holo-Fields (-1 Points)
-[X] [Tech] Grav-Shields (-3 Points)

CHANGELOG FROM ORIGINAL DRAFT:

Moved Ork Relations to Purge the Stars, made our fleet Weighted Light, freeing up a total of 4 points.

Raised Industry to Plentiful, raised Shipyards to Huge, making us absolutely top tier as an infrastructural Craftworld, capable of contesting even the Majors in this field. Added Relic Vault to preserve more treasures to hopefully reverse engineer, and added Meros to our Pacts because while they have Problems, it's a military one primarily while the other two are more infrastructural, and I think we can afford at least one military commitment. They're a cheap Small, which is a not-insignificant asset if we can stabilize them.

We're bruised and battered, but we're in a strong position to save three other Craftworlds from a terrible fate, and both of the Minors can bring powerful resources to the table that we lack (Skilled Warriors and Mariners), while they have Problems we're well suited to solve between our absurd degree of industry and R&D expertise. This is enough to form the nucleus of a powerful political bloc among the Diaspora, especially with Saim-Hann doing their best to keep Alaitoc and Biel-Tan honest. It should be enough for us to build up to a point where we can actually buy off the rest of our starting debts and start moving forward.

ORIGINAL DRAFT:

Broadly, this Plan is about getting all the core stuff together. Heavy Industry and Large Shipyard combined with already having an outsized impact due to being a Large Craftworld will likely make our place one of the major industrial yards. Presumably we were one of the last batch out, but managed to save a lot more than some of the others did and got out with only a broken leg rather than complete annihilation. We're hurting and we're licking our wounds, but nothing is beyond recovery--and more importantly, with our Small Fleet and only Moderate Damage, we're able to leverage that into being able to solve Zahr-Tann and Arach-Qin's problems exactly because we have that excess industry to roll with, which gets us the chance to get trainers to get our own navy up to scratch and trainers (Or barring that, a fucking warhost) of strong fighters to help mitigate our military weakness. We don't get along well with the Asuryani Extremists (Though only Biel-Tan hates us enough that they'd enact kinstrife on it), but Saim-Hann likes the cut of our jib even if they don't completely agree with us, and we otherwise avoided pissing off any of the other Majors to the point of bloodshed, which makes it hard for them to justify murdering us outright with all of their power.

For all that our nose is bloodied, the time we took is well paid for, because we managed to secure a very solid core of expertise for our Craftworld, nabbing the Seerstone Tower, the Bonesinger Choir, and the Vaulic Academy. While we took losses, it's not at a level that can't be recovered from if we play our cards right.

As for external affairs. The Orks are a Problem waiting to happen and can't be left alone, though we don't exactly have the power or particularly the desire to go Full Murder Crusade, we'll stop them when we can and support any who are doing the same. The Necrons were... Well, they were before our time, and like, while they were absolute assholes, our guys can't help but respect their moxie and wish things didn't quite have to get so nasty, especially now that we've lost our cheat codes and are kind of in a similar boat to what they were in. Like, we'll still fight if it comes down to it, but we don't need to be assholes about it. On the topic of Man... Well, while they're a lesser race, they did manage to secure a decent amount of territory back in the day, and those visions probably aren't to be discounted. We should probably keep an eye out and try not to do anything that can't be taken back until things shake loose.

We have no opinion on minor powers beyond that, like, we've got our own problems, and getting pissy that someone found Prime Real Estate that we haven't lived on since time immemorial is kind of an immature thing to do.

As for our tech... Well, Power Weapons are important in that they give us a reliable close quarters option, Holo-Fields are a good all-around solution to incoming attacks, and Grav-Shields--especially if they can stack with Holo-Fields, will give us a comprehensive defense that surpasses that of most of our kin. Seriously, it's nice to have fancy ships and all that, but if you're going to crumple from the first lucky hit, you are doing it wrong.
 
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I'll be getting my plan organised together sometime soon, since I need to do stuff, but here's the current edition of the plan.

[X] Plan: Codex Vulkhari 3rd Edition.
-[X] Purge the Stars (6 points)
-[X] Engines offline (3 points)
-[X] Armada (-2 points)
-[X] Plentiful Industry (-2 points)
-[X] Huge Shipyard (-2 points)
-[X] Psychomaton Forge (-1 points)
-[X] Vaulic Academy (-1 point)
-[X] Relic Vault (-1 points)
-[X] Grav-shields (-3 points)
-[X] Decimation (2 points)
-[X] Ally with Zahr-Tann (-2 points)
-[X] Ally with Arach-Qin (-3 points)
-[X] Hateful Relationship (7 Points | +50% for every additional Hateful relationship)
The Tempest of Blades storms against you even now. To spill the blood of Aeldari now is nigh-perverse, yet spill it you must, and hope their more reasonable ally Iyanden can intercede to end this pointless bloodletting. Assuming you have not insulted them as well, in which case you may need to beg aid from honorable Saim-hann or dutiful Ulthwe—or perhaps both—before this conflict can grow out of hand.
-
[X] Respectful Relationship (-3 points)
Your will to forge your own way and respectful treatment of the "savage" Saim-Hann has won you their respect—it would be likely wise to avoid losing it.
-[X] An Eye, When it can be Spared (-1)
-[X] These Worlds are Not For You (4 points)
-[X] Watchers to the East (4 points)
-[X] Moderate fleet damage (1 point)
-[X] Moderate Damage (2 points)
-[X] Fear (3 points)
-[X] Killing Blow of the Murdiously Shining Sword, Sword of Vaul class Relic Warship (-5 points)
-[X] Escorts Broken (1 point)
-[X] Seerstone Tower (-1 point)
- [X] Seer Council (-2 points)

Explanations:

Grav-Shields to give us some much needed durability and to enhance our REALLY strong fleet, so even without the swords of vaul, we will still be able to make half-decent ships that can take a hit and dish out RIDICULOUS amounts of firepower for what they're worth.

Minor races don't get maiden worlds because we need the extra point budget, same goes with purging orks, they're pretty easy-ish and we could offer a world or two to certain craftworlds as a bribe or to our allies.

Respectful with Saim-Hann because we need someone to curb the Biel-Tan murder wagon, and conversely we're fighting Biel-Tan because they WILL try and sabotage us anyway, so may as well skip to the end and rub some dirt in their eyes before they try and touch/steal/destroy our stuff.

Production and research stuff to lean heavy into the 'Vaul-Theme' of our nascent faction, and if I'm reading it right, Zahr-Tan has a pretty good military population and that could help us out with getting our troops up to snuff / holding back the murder-train for a while, plus being able to yoink technology from the other races and factions is always a good pick.

I went with Psychomaton Forge because if we can get it to work, we basically get replacement Wraithguard and every one we make is one less eldar on the battlefield.

I picked the eastern fringes because it's a relatively quiet neck of the woods if I'm remembering the lore correctly, Ultramar in this time-frame was pretty quiet, right? If nothing else we'll atleast have a few quiet moments to patch up our engines and deal with Biel-Tan.

The warship and large naval fleet in order to give us a disproportionate amount of force protection, and by allying with Arach-Qin and Zahr-Tann, we basically get one free warhost of trained warriors to hopefully get our craftworld into some semblance of a decent military, and Arach-Qin because they're offering us a SECOND war in heaven warship for just patching up their fleet.

Seerstone and seer council will be a very good early warning system and can help train up some seers for battlefield psykery if we need it (we are still eldar after all, and what are we if not atleast a teensy bit magical?)

The relic vault lets us grab, store and research any extra dominion tech, and considering that starlances and fatecasters have quite literally made us MULCH space marines, (combined with Grav-Shields and we are TOTALLY going to be able to engage in a ranged slugging match with the space marines and WIN) we should seriously consider grabbing as much Dominion tech as we can find by any means necessary.

Basically the theme ,'m thinking the Vulkhari would have the idea of like "A super tanky eldar faction that can take a hit and hit back harder." And barring any soul-reforging shennanigans, we'd be a pretty radical craftworld in the eyes of the others and pretty interesting to read about imo.

Plus, there's something about having actual hostility between the craftworlds kept only in check by the equivalent of that one friend holding eachother back (Iyanden and Saom-Hann, with Ulthwe as maybe the mediator between us) is always fun to read about, and any potential alliances / interactions would be super fun to see.

"You're far from your craftworld, Biel-Tan."

"And you are far from yours, Vulkhari."
 
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[X] Plan: The Industry of Vaul Overflows V2
-[X] Weighted Light (1 point)
-[X] Heavy Damage (3 points)
-[X] Decimation (2 points)
-[X] Engines offline (3 points)
-[X] Hateful Relationship (7 Points | +50% for every additional Hateful relationship)
The Tempest of Blades storms against you even now. To spill the blood of Aeldari now is nigh-perverse, yet spill it you must, and hope their more reasonable ally Iyanden can intercede to end this pointless bloodletting. Assuming you have not insulted them as well, in which case you may need to beg aid from honorable Saim-hann or dutiful Ulthwe—or perhaps both—before this conflict can grow out of hand.
-[X] Insulted (1 point | 4 points if Biel-tan is Hateful) You have needled Iyanden's pride in your rejection. They will not act against you… but nor will they intercede, should you find yourself in conflict with Biel-Tan.
-[X] Purge the Stars (6 points)
-[X] Fear (3 points)
-[X] The Northern Edge (3 points)
-[X] Armada (-2 points)
-[X] Killing Blow of the Murdiously Shining Sword, Sword of Vaul class Relic Warship (-5 points)
-[X] Plentiful Industry (-2 points)
-[X] Huge Shipyard (-2 points)
-[X] Seerstone Tower (-1 point)
-[X] Bonesinger Choir (-1 point)
-[X] Vaulic Academy (-1 point)
-[X] Relic Vault (-1 points)
-[X] Psychomaton Forge (-1 points)
-[X] Stroke of Brilliance (-2 points)
-[X] Extra Industry (-1 point per level, 4 levels Max) (X1)
-[X] Ally with Arach-Qin (-3 points)
-[X] Ally with Zahr-Tann (-2 points)
-[X] An Eye, When it can be Spared (-1)
-[X] Desperate Times Make Strange Bedfellows (-2 points)
-[X] Meson Blasters (-2 Points)
-[X] Grav-shields (-3 points)
 
[X] Plan: Walk Softly, and carry a very big stick
[X] Plan: Codex Vulkhari 3rd Edition.
[X] Plan: The Industry of Vaul Overflows V2
 
[X] Plan: major craftworld industry, two relict ships and at war
-[X] Moderate Damage (2 points)
-[X] Engines disabled (6 points)
-[X] Moderate fleet damage (1 point)
-[X] [Alaitoc] Hostile Relationship (2 points)
-[X] [Biel-Tan] Hateful Relationship (7 Points | +50% for every additional Hateful relationship)
The Tempest of Blades storms against you even now. To spill the blood of Aeldari now is nigh-perverse, yet spill it you must, and hope their more reasonable ally Iyanden can intercede to end this pointless bloodletting. Assuming you have not insulted them as well, in which case you may need to beg aid from honorable Saim-hann or dutiful Ulthwe—or perhaps both—before this conflict can grow out of hand.
-[X] [Orks] Purge the Stars (6 points)
-[X] [Necrons] Fear (3 points)
-[X] [Maiden Worlds] These Worlds are Not For You (4 points)
-[X] Watchers to the East (4 points)

points:35

-[X] Armada (-2 points)
-[X] [Relic Ship] Killing Blow of the Murdiously Shining Sword, Sword of Vaul class Relic Warship (-5 points)
-[X] Huge Shipyard (-2 points)
-[X] Plentiful Industry (-2 points)
-[X] Seerstone Tower (-1 point)
-[X] Bonesinger Choir (-1 point)
-[X] Vaulic Academy (-1 point)
-[X] Psychomaton Forge (-1 points)
-[X] Stroke of Brilliance (-2 points)
-[X] [Minors] Zahr-Tann (-2 points)
-[X] [Minors] Arach-Qin (-3 Points)
-[X] [Saim-Hann] Respectful Relationship (-3 points)
-[X] [Man] An Eye, When it can be Spared (-1 Points)
-[X] [Tech] Holo-Fields (-1 Points)
-[X] [Tech] Grav-Shields (-3 Points)

points 30 + 5 from 1 char creation

Damaged and at war, but large enough navy to defend ourselves.
The engine on the other hand will take a lot of work to get fixed, so something to keep in mind.
Some risk, but i think all the tools to mitigate said risk.


and one quite mad plan:

[X] Plan: One hellish road trip away from hell.
-[X] Hateful Relationship (7 Points | +50% for every additional Hateful relationship | +25% for every other Hostile Craftworld)
Why Ulthwe musters its armies against you, you cannot say—surely they have more pressing foes? Yet muster they do all the same, and so you must hope that whatever vision they are chasing calls not for too much destruction—though perhaps Saim-Hann might be convinced to intercede on your behalf, should your relationship be well?
-[X] The Edge of Terror (8 points | Double if Ulthwe is Hostile | Triple if Ulthwe is Hated)
-[X] [Orks] Purge the Stars (6 points)
-[X] [Necrons] Fear (3 points)
-[X] [Maiden Worlds] These Worlds are Not For You (4 points)

points:31+6+3+4=44

-[X] Armada (-2 points)
-[X] [Relic Ship] Killing Blow of the Murdiously Shining Sword, Sword of Vaul class Relic Warship (-5 points)
-[X] Huge Shipyard (-2 points)
-[X] Plentiful Industry (-2 points)
-[X] Seerstone Tower (-1 point)
-[X] Bonesinger Choir (-1 point)
-[X] Vaulic Academy (-1 point)
-[X] Psychomaton Forge (-1 points)
-[X] Relic Vault (-1 points)
-[X] Extra Starcrystal Farm (-1 point each, max 2),1
-[X] Extra Fateforge (-1 point each, max 2),1
-[X] Stroke of Brilliance (-2 points)
-[X] Ally with Meros (-1 point)
-[X] [Minors] Zahr-Tann (-2 points)
-[X] [Minors] Arach-Qin (-3 Points)
-[X] [Saim-Hann] Respectful Relationship (-3 points)
-[X] [Man] An Eye, When it can be Spared (-1 Points)
-[X] [Tech] Holo-Fields (-1 Points)
-[X] [Tech] Grav-Shields (-3 Points)
-[X] Massive population (-5 points)
points 39 + 5 from 1 char creation =44

Edit: So i don't double post
[X] Plan: Walk Softly, and carry a very big stick

The main problem at this point that i have with this plan is that it doesn't carry a big stick.
Small Navy and no relict ship to protect, in a war against a larger craftworld that is focused on war.
It is asking to either get overrun or take stupid amounts of damage before we can call them off.

Edit2: and some approval voting from me
[X] Plan: Codex Vulkhari 3rd Edition.
 
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