[] Plan: The Wolf Howls for Refitting! v 1.2
-[] [Military] Fill Out Sector Battle Group
--[] Werewolf (0.5/3.5)
-[] [Military] [Construct/Refit] A Fleet - [36 Fleet Points] - [32 FP Banked]
--[] Refit all of our out of date ships. [36 FP]
--[] 8x Chamleon-Class Infiltration Carriers (32 FP)
-[] New Boarders for a New Age
-[] [Voxx Primus] A press-gang of this sort is neither subtle nor fast. Indeed, it is painfully slow, an ongoing years' long nightmare, especially as they run through unhealthy, sick people with impunity and then make more. Now is the time to begin infiltration, using carefully picked, healthy, strong, and Faithful volunteers to be "press ganged" to build the ships, operate them, and perhaps even serve as the troops they might think necessary to face whatever nonsense is the cause of this. These hand-picked agents are to be trained by our best people, both spies and preachers, to focus on gathering information and seeing loyalties and moods if they're assigned to a ship, and providing such information: ship types, speed of manufacture, news and scuttlebut and more, to those back home, who can of course pass it along.
--[] Additionally, try to get some people into the local SDF and defense stations... high rank does not matter, and it is not as if the Imperium is a meritocracy anyway. Even a janitor in a Defense Station can learn many things, and the priority should be over slow, thorough infiltration rather than any sort of immediate sabotage or trickery.
--[] If the situation permits, those within the structures can try to convert people, but in the end for these purposes, a live spy is better than a dead martyr, and so caution is to be the watchword and is to be drilled into them.
Added a thing making it *possible* for conversions to happen, but emphasizing that, like, getting caught is the worst possible thing.
this gets Werewolf at 1.5/3.5, and so if we desperately need to we can spend two actions next turn to get to 3.5 and get the third SBG. It gets all the refitting, gives us a bunch of new Carriers, and next turn we can do the Nutrients (getting us to Research .95), this turn is another, "Advantage to our attack/defense."