[X] Medium Infantry Fighting Vehicle: Nemean
-[X] With over a millennium of improvements on the technologies used by the Federation in constructing machines. An alternative to the Ranger was desired, made to handle intense battles with more rugged armor and survivability. The Nemean keeps the Ranger's trademark hover technology for its use in traversing terrain, but is a far larger and bulkier machine. It's larger size able to carry at most two squads of infantry or less depending on the size of some species, offering them decent protection due to the thick layer of armor on the sides and newly implemented Sheild Generator covering the front of the Nemean. Of course it still relies on mostly the same weapons as the Ranger, with Multi-Lasers and Hunter-Killer missiles, with a third option granted by it's increased size for a Heavy Bolter gunner position on the back for supporting infantry pushes or protecting Tanks from enemy attack.
My attempt at a Medium Infantry Fighting Vehicle, please tell me if it needs some tweaking, I'm open to suggestion
Also tangent I get tired of people think everything should be based on the same chassis and modular
Cause you don't want your app to have the same armor and fuel costs as a tank
I like this plan Cause only the light vehicles are modular
The Hephaestus is a massive vehicle rivaling the largest of armored vehicles and transports. It is not a fighter however instead it serves the purpose of logistics. It rolls behind the main army upon dual heavy treads gathering scrap and other materials to work with. Internal factories make use of advances in automation and manufacturing to assemble all manner of parts, weapons, and even whole small vehicles within its cavernous bays. Tended to by tech priests and servitors at all times to ensure production never falters in quality or expediency. This beast is not defenseless however mounting heavy armor along with an armored plow and its sheer mass allowing it to crush obstacles and foes alike. A system of defensive lasers and slug throwers protect it from all angles alongside a system of servo skulls to monitoring and resource collection.
The Hygeia Medical Vehicle.
The Hygeia is a mobile hospital the size of roughly the same size as the Hephaestus designed to travel behind the main army upon its hover systems. Allowing it to bypass terrain issues and quickly retreat to protect its patients. Teams of trained medics are active at all times with the finest medical care the federation can provide on the battlefield. To better shelter its patients the vehicle is equipped with medium grade armor and a void shield. A system of laser weapons protects it from attackers at range buying time for retreat or support to arrive.
Here's my upgraded version of the Anansi. Mind adding it to your plan?
[X] Anansi Secundus (AKA Anansis) Light Walker
-[X] The successor to the venerable Anasi Light Walker, the Anansi Secundus pays homage to the original yet is a whole different beast altogether, owing to the vastly improved technologies and techniques available to the Federation. Slightly larger and more robust than the original Anansi, Anansi Secundus (also shortened into Anansis by the troops) is a one person light walker meant for combat in urban and rough terrain. While the limited technology when the Anansi was created meant that it required a two person crew, Anansis is instead equipped with a Automata system to assist the pilot in various tasks and make it possible for the walker to be utilized effectively by a single pilot. In essence, the Anansis can do everything the original Anansi can do, but better with a couple of additional features. Stronger, faster, more heavily armored. Keeping to the original design, the Anansis is equipped with an all energy weapon loadout centered around a plasma cannon atop its body and a pair of heavy multilas for anti-infantry and light target duties. The Anansis retains the urban 3D maneuvering capability of the Anansi via improved grappling hooks and climbing capacity. To top it off, the Anansis is also capable of being equipped with high-frequency blades to allow the vehicle melee capability against enemy vehicles and heavy combatants.
-[X] Superheavy tank: Dominus
--[X] The Dominus is a battlefield-dominating behemoth built to fight against baneblades and win. Often referred to as a "warship on treads," it's built around a plasma annihilator cannon as its primary weapon, with multiple missile pods and Gatling Blasters as backup weapons. It tends not to worry about terrain, as its size and bulk is capable of grinding most any kind of terrain underneath it's five sets of treads. The armor is closer to starship armor, and it is protected by a full-on void shield and an onboard shrine to the star child.
We don't need a fusion of a Stormblade and a Fellblade. Like, I get it, Command and Conquer Super Tank, we all love it, but really though: Why do we need anti-Superheavies units... when we have a metric-shit-ton of Knights and Armigers? Not to mention the Navy and our holy Walkers?
A Battle-Carrier-Landship is something that can support the wider army with artillery and airstrikes.
[X] Medium Infantry Fighting Vehicle: Nemean
-[X] With over a millennium of improvements on the technologies used by the Federation in constructing machines. An alternative to the Ranger was desired, made to handle intense battles with more rugged armor and survivability. The Nemean keeps the Ranger's trademark hover technology for its use in traversing terrain, but is a far larger and bulkier machine. It's larger size able to carry at most two squads of infantry or less depending on the size of some species, offering them decent protection due to the thick layer of armor on the sides and newly implemented Sheild Generator covering the front of the Nemean. Of course it still relies on mostly the same weapons as the Ranger, with Multi-Lasers and Hunter-Killer missiles, with a third option granted by it's increased size for a Heavy Bolter gunner position on the back for supporting infantry pushes or protecting Tanks from enemy attack.
My attempt at a Medium Infantry Fighting Vehicle, please tell me if it needs some tweaking, I'm open to suggestion
The Hephaestus is a massive vehicle rivaling the largest of armored vehicles and transports. It is not a fighter however instead it serves the purpose of logistics. It rolls behind the main army upon dual heavy treads gathering scrap and other materials to work with. Internal factories make use of advances in automation and manufacturing to assemble all manner of parts, weapons, and even whole small vehicles within its cavernous bays. Tended to by tech priests and servitors at all times to ensure production never falters in quality or expediency. This beast is not defenseless however mounting heavy armor along with an armored plow and its sheer mass allowing it to crush obstacles and foes alike. A system of defensive lasers and slug throwers protect it from all angles alongside a system of servo skulls to monitoring and resource collection.
The Hygeia Medical Vehicle.
The Hygeia is a mobile hospital the size of roughly the same size as the Hephaestus designed to travel behind the main army upon its hover systems. Allowing it to bypass terrain issues and quickly retreat to protect its patients. Teams of trained medics are active at all times with the finest medical care the federation can provide on the battlefield. To better shelter its patients the vehicle is equipped with medium grade armor and a void shield. A system of laser weapons protects it from attackers at range buying time for retreat or support to arrive.
Here's my upgraded version of the Anansi. Mind adding it to your plan?
[X] Anansi Secundus (AKA Anansis) Light Walker
-[X] The successor to the venerable Anasi Light Walker, the Anansi Secundus pays homage to the original yet is a whole different beast altogether, owing to the vastly improved technologies and techniques available to the Federation. Slightly larger and more robust than the original Anansi, Anansi Secundus (also shortened into Anansis by the troops) is a one person light walker meant for combat in urban and rough terrain. While the limited technology when the Anansi was created meant that it required a two person crew, Anansis is instead equipped with a Automata system to assist the pilot in various tasks and make it possible for the walker to be utilized effectively by a single pilot. In essence, the Anansis can do everything the original Anansi can do, but better with a couple of additional features. Stronger, faster, more heavily armored. Keeping to the original design, the Anansis is equipped with an all energy weapon loadout centered around a plasma cannon atop its body and a pair of heavy multilas for anti-infantry and light target duties. The Anansis retains the urban 3D maneuvering capability of the Anansi via improved grappling hooks and climbing capacity. To top it off, the Anansis is also capable of being equipped with high-frequency blades to allow the vehicle melee capability against enemy vehicles and heavy combatants.
We don't need a fusion of a Stormblade and a Fellblade. Like, I get it, Command and Conquer Super Tank, we all love it, but really though: Why do we need anti-Superheavies units... when we have a metric-shit-ton of Knights and Armigers? Not to mention the Navy and our holy Walkers?
A Battle-Carrier-Landship is something that can support the wider army with artillery and airstrikes.
Fair enough. Added another one:
-[X] Superheavy tank: Kraken
--[X] The Kraken is a heavy treaded vehicle, slightly smaller than the Dominus, and built around magnetic "catch" and "catapult" systems designed to allow it to grab friendly aircraft, bring them into internal hangers for refueling, rearming and light repairwork, then launch them back into the air to continue their fire support missions. It also contains banks of antiaircraft and indirect fire support weapons, including artillery and mortars. It is not designed to be on the front lines, though it is heavily armored and does have weapons to defend itself in case of breakthroughs.
Scheduled vote count started by HeroCooky on Jan 8, 2025 at 1:31 PM, finished with 15 posts and 11 votes.
[X] Plan: A Focus on Modularity
-[X] Light Tank: Emberfang
--[X] The Emberfang is a fast-attack light tank designed to exploit weaknesses in enemy formations and make lightning advances into weak points to cut enemy supply lines and strike unprotected areas. It is built with speed and maneuverability in mind, featuring a compact, reinforced ceramite hull and easily-repaired tracks fitted with recoil-dampened suspensions for rough terrain. It is armed with a turret-mounted fast-firing autocannon capable of punching through light armor and infantry formations. Secondary weaponry includes twin-linked pintle-mounted heavy stubbers and smoke launchers to retreat from forces too tough for it. It's also armed with advanced auspex arrays for improved reconnaissance and light informational warfare capabilities.
-[X] Anansi Secundus (AKA Anansis) Light Walker
--[X] The successor to the venerable Anasi Light Walker, the Anansi Secundus pays homage to the original yet is a whole different beast altogether, owing to the vastly improved technologies and techniques available to the Federation. Slightly larger and more robust than the original Anansi, Anansi Secundus (also shortened into Anansis by the troops) is a one person light walker meant for combat in urban and rough terrain. While the limited technology when the Anansi was created meant that it required a two person crew, Anansis is instead equipped with a Automata system to assist the pilot in various tasks and make it possible for the walker to be utilized effectively by a single pilot. In essence, the Anansis can do everything the original Anansi can do, but better with a couple of additional features. Stronger, faster, more heavily armored. Keeping to the original design, the Anansis is equipped with an all energy weapon loadout centered around a plasma cannon atop its body and a pair of heavy multilas for anti-infantry and light target duties. The Anansis retains the urban 3D maneuvering capability of the Anansi via improved grappling hooks and climbing capacity. To top it off, the Anansis is also capable of being equipped with high-frequency blades to allow the vehicle melee capability against enemy vehicles and heavy combatants.
-[X] Medium Tank: Ironspite
--[X] The Ironspite is a versatile and tough workhorse of the war machine, designed to handle both enemy armor and entrenched infantry. Durable, easily-repaired and modular, it features two layers of toughened armor designed for field repair and a decently powered ion shield designed to resist large amounts of damage from one direction. The primary armament is a battle cannon capable of firing a variety of shells, including high-explosive, armor-piercing, incendiary and flechette variants. Secondary weaponry includes sponson-mounted lascannons and a hull-mounted twin-linked heavy bolter for smaller armored targets. The weapons are specifically designed to be modular, with each weapon having several variants including plasma, flamer, missile and more options. The base version comes with standard tank treads, but can be swapped for wheels or hover variants as needed. Finally, the hull has many attachment points for additional armor, weapons, shield generators or holy artifacts.
-[X] Heavy Tank: Aegis Strider
--[X] The Aegis strider is a quadrupedal war machine built to spearhead offensive operations, especially in challenging environments. It is designed to assault from unexpected directions, using it's well-articulated legs and feet with multiple settings to gallop across difficult terrain, wade across rivers and even climb up sheer cliffs or over (reinforced) buildings. It is armed with three modular weapons pods that rotate along with the central body, and the default configuration is one multi-barrel rotary cannon, one heavy plasma cannon, and one magma cannon, though it is also armed with several smaller weapons for anti-personnel work, including a short-range downwards-facing flamer to prevent any hostiles from taking shelter underneath the main body. Each leg carries a separate void shield generator, and when one fails the strider can simply rotate to bring a new one into line.
-[X] Superheavy tank: Dominus
--[X] The Dominus is a battlefield-dominating behemoth built to fight against baneblades and win. Often referred to as a "warship on treads," it's built around a plasma annihilator cannon as its primary weapon, with multiple missile pods and Gatling Blasters as backup weapons. It tends not to worry about terrain, as its size and bulk is capable of grinding most any kind of terrain underneath it's five sets of treads. The armor is closer to starship armor, and it is protected by a full-on void shield and an onboard shrine to the star child.
-[X] Superheavy tank: Kraken
--[X] The Kraken is a heavy treaded vehicle, slightly smaller than the Dominus, and built around magnetic "catch" and "catapult" systems designed to allow it to grab friendly aircraft, bring them into internal hangers for refueling, rearming and light repairwork, then launch them back into the air to continue their fire support missions. It also contains banks of antiaircraft and indirect fire support weapons, including artillery and mortars. It is not designed to be on the front lines, though it is heavily armored and does have weapons to defend itself in case of breakthroughs.
-[X] Light Troop Transport: Sparrowhawk
--[X] Specifically designed to accompany the Emberfang but be even more mobile and stealthy, the sparrowhawk is equipped with anti-grav capabilities that let it fly for short amounts of time and a camo-field that let it carry troops to flanking positions unnoticed. It is armed with a multilas designed for light support and covering fire, and can also be configured to carry supplies to difficult-to-reach places, with a popular add-on that gives it the ability to carry and control a flock of drones to support disembarked infantry.
-[X] Medium Troop Transport: Reclaimer
--[X] The Reclaimer is a is a rugged, versatile transport built to withstand enemy fire while delivering troops to the thick of combat. It is carried on two pairs of tracks and only needs half of that number to remain functional, and is coated with reinforced armor plating and ablative panels, as well as a light void shield. It also contains an emergency medical bay for field triage and stabilization, while being armed with a turret-mounted autocannon, two sponson-mounted multi-lasers and a number of drones.
-[X] Heavy Troop Transport: Bastion
--[X] The Bastion is a mobile fortress designed to carry hundreds of troops into battle in harsh conditions. It has multiple layers of armor, heavy void shields and provides logistical and emplacement support to large groups of infantry. In addition to the armament of two quad-linked heavy bolters, a roof-mounted flak cannon and an array of short-ranged mortars for close fire support it has a large cargo bay designed to transport deployable cover barriers, prefabricated bunkers and crew-served heavy weapons.
-[X] Light Infantry Fighting Vehicle: Warden
--[X] The Warden is an upgraded version of the venerable Ranger fighting vehicle, and is a proper hover vehicle capable of rapidly moving over any terrain for scouting and combat purposes. It carries two multi-lasers, one lascannon and a set of hunter-killer missiles, as well as firing ports for onboard infantry to contribute to the weight of firepower. It is notably faster, tougher and simpler to maintain than the Ranger.
-[X] Medium infantry Fighting Vehicle: Vanguard
--[X] The Vanguard is a six-wheeled IFV optimized for shock-and-awe tactics, with extremely high speed and large firepower output. It is extraordinarily fast over smooth terrain, and can change the suspension height to maneuver over moderately difficult terrain. It is fairly well-armored, and also carries a light ion shield. It is armed with a turret-mounted plasma cannon, two sponson-mounted heavy bolters, a drone deployment system, with a pair of tube-mounted missiles to enhance an opening salvo.
[X] Scout Vehicle: Sharpuktu Mk.2 Reconnaissance Hover Vehicle
-[X] With new advances in military technology, it's been deemed appropriate to revamp the Sharpuktu. While making the engine block and turbines more powerful and more compact on top of some slight size increases, this has not only doubled the troop carry space from 6 to 12, but made the Sharpuktu able to reach higher top speeds and greater control in turning and de-accelerating to give it some of the best handling in the Federation's motor pool. The armor has also received a substantial upgrade, now able to take more damage and even able to ram through a squad of Ogryn with only minor hull damage. But one of the flashiest new additions is a small directional Ion Shield generator able to project a shield in a specific direction to protect the vehicle. Other than some slight efficiency boosts, the Battle Cannon remains the same, though the under-mounted Missile Launcher has received upgrades in more ammo capacity and better lock-on targeting.
[X] Medium Infantry Fighting Vehicle: Nemean
-[X] With over a millennium of improvements on the technologies used by the Federation in constructing machines. An alternative to the Ranger was desired, made to handle intense battles with more rugged armor and survivability. The Nemean keeps the Ranger's trademark hover technology for its use in traversing terrain, but is a far larger and bulkier machine. It's larger size able to carry at most two squads of infantry or less depending on the size of some species, offering them decent protection due to the thick layer of armor on the sides and newly implemented Sheild Generator covering the front of the Nemean. Of course it still relies on mostly the same weapons as the Ranger, with Multi-Lasers and Hunter-Killer missiles, with a third option granted by it's increased size for a Heavy Bolter gunner position on the back for supporting infantry pushes or protecting Tanks from enemy attack.
[X] Anansi Secundus (AKA Anansis) Light Walker
-[X] The successor to the venerable Anasi Light Walker, the Anansi Secundus pays homage to the original yet is a whole different beast altogether, owing to the vastly improved technologies and techniques available to the Federation. Slightly larger and more robust than the original Anansi, Anansi Secundus (also shortened into Anansis by the troops) is a one person light walker meant for combat in urban and rough terrain. While the limited technology when the Anansi was created meant that it required a two person crew, Anansis is instead equipped with a Automata system to assist the pilot in various tasks and make it possible for the walker to be utilized effectively by a single pilot. In essence, the Anansis can do everything the original Anansi can do, but better with a couple of additional features. Stronger, faster, more heavily armored. Keeping to the original design, the Anansis is equipped with an all energy weapon loadout centered around a plasma cannon atop its body and a pair of heavy multilas for anti-infantry and light target duties. The Anansis retains the urban 3D maneuvering capability of the Anansi via improved grappling hooks and climbing capacity. To top it off, the Anansis is also capable of being equipped with high-frequency blades to allow the vehicle melee capability against enemy vehicles and heavy combatants.
-[X] Superheavy tank: Kraken
--[X] The Kraken is a heavy treaded vehicle, slightly smaller than the Dominus, and built around magnetic "catch" and "catapult" systems designed to allow it to grab friendly aircraft, bring them into internal hangers for refueling, rearming and light repairwork, then launch them back into the air to continue their fire support missions. It also contains banks of antiaircraft and indirect fire support weapons, including artillery and mortars. It is not designed to be on the front lines, though it is heavily armored and does have weapons to defend itself in case of breakthroughs.
[+++Deep Void Observation Station 3976-D8//G Has Been Destroyed+++]
[+++Cause: Unknown+++]
[+++Warning: Unknown Biological Material Detected+++]
[+++WARNING! SHIELDS ARE TAKING DAMAGE!+++]
[+++WARNING! HULL BREACHES ON SEVEN DECKS!+++]
[+++WARNING! CREW LOSSES ABOVE ACCEPTABLE LEVELS!+++]
[+++WARNING! UNKNOWN XENOS WITHIN COM-+++]
You Have 2 [Two] Actions. 1 [One] Action is reserved for Integration. Currently Active ISC: [New Dawn R&D]. Current Symphony: [A Cry For The Future and Lament Me Not]. Current Warp Tremors: [Still - Rising]. (6-Hour Moratorium)
[Green Horizons Colonization LTD] - Settlement Invigoration Directive - Newly colonized Sub-Sectors will not have a Vulnerability Period to invasions due to quick-started industry and military installations. [New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more. [Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).
The Devouring Mechadendrite - 20x Choirs. A Glint of Genius - 40x Choirs. Heartbeat of Industry - 50x Choirs Unto Works Generational - 50x Choirs See No Evil, Speak No Evil, Hear No Evil, Do No Evil - 555x Choirs Hippity Hoppity - 100x Choirs Hiss of the Steam Valve - 555xChoirs Foretold Luminous Paths Seen - 100x Choirs Dutiful Spirits - 200x Choirs Class Is In Session - 60x Choirs See The Seer - 200x Choirs Love Unto Death - 1.328x Choirs [Van Zandt Free Duchy Loan] - Cleansing Territories - 100x Choirs [Flag Armada Nebula] - 200x Choirs
Warp Tremor Levels: [Warp Storm] - [High] - [Medium] - [Restive] - [Calm] - [Still] None - Allow The Warp To Calm A Cry For The Future - Gain 0.25 Actions for every Total Action spent. Actions gained this way are rounded up. +1 Warp Tremors per Turn. Grand Design - All Research Actions have their effects enhanced to the best possible degree they can provide. +0.25 Warp Tremors per Turn. This increased by 0.25 every Turn. Lament Me Not - Whenever this Symphony is Sung after a great tragedy or great loss of life, the Warp will calm with the tears of the grieving and the mourning of the living.
[] [Free] Consecrate In Sacred Sand (Write-In Sub-Sector)
Works of generations started today.
(Gain: A Consecrated Sub-Sector.)
[] [General] Develop The Federations'...
-[] Food Production XI (0/2) - [1x 50% Discount]
-[] Civilian Infrastructure XVI (0/2) - [2x 50% Discounts]
-[] Heavy Industry XI (1/2) - [2x 50% Discounts]
-[] Void Industry XVII (1/2)
-[] Medical Services XI (1/2) - [4x 50% Discounts]
-[] Military Industry XI (0/2)
(Gain: A boost in production focusing on the chosen option.)
[-] [General] Integrate The New Territories (7/17)
A lot of work is in front of us. Many of these systems, and even Sub-Sectors, are in dire need of...everything. People, food, medicine, protection against Chaos, and more mundane threats. Everything needs to be built, and everything needs to be done. Thankfully, the Federation is overflowing with billions of people willing to volunteer to raise these new homes for new citizens to the heights they deserve.
(Gain: 1 Sub-Sector per Action put in is raised to Federation Standards.)
[] [General] Colonize (Sub-Sector)
It is time to bring more worlds into the fold. Thanks to the Irrita becoming our Kin, we will not lose any Development when colonizing worlds that are less than habitable due to them being terraformed into habitable worlds.
(Gain: One Colonized Sub-Sector.
Warning: Already occupied systems are not colonized.
Habitable Sub-Sectors: Chery (1/9 Systems), Gutson (11/11 Systems), Long Tower (4/9 Systems), Broken Tower (17/19 Systems), Yearning Tower(16/16 Systems), Palace of Stars (4/26 Systems).)
-[X] Bubble Drive Prototype - Will complete in 900.M43
(Gain: Bubble Drive Prototype) -[] Improved Biological Augmentations III - !!!WARNING!!! (0/7)
(Allow organic material to be utilized across Federation species.) -[] Applied Genetic Manipulation - (0/4)
(Decreases the appearance of Mutants within your society by 13%.) -[] Biological Warfare V - (0/11)
(Massively reduce vulnerabilities against diseases of all kinds.) -[] Rejuvenat Experimentation IIb (0/3)
(Gain: Improve Rejuvenat Access from 10% to 10.4%.) -[] Warcaskets Upgraded (0/2)
(Gain: Further improve all aspects of your Warcaskets.) -[] Autonomous Automata !!!WARNING!!! (0/1)
(WARNING: Automata grow more capable of Independent Action.) -[] Black Cat Shield Overload, Large Black Cat Troop Compartment, Expanded Sensorium, and Black Cat Heat Cyclers (0/1)
(Gain: Black Cat Ship Equipment.) -[] Monofilament Missile Studies (0/1)
(Gain: Increased Ground-Missile Damage.) -[] Malicious Bone-Growth Weaponry Studies (0/1)
(Gain: Uuuuh...) -[] Dark Matter Blaster Studies (0/1)
(Gain: Darklight Prototype Weaponry.) -[] Monomolecular Blade Studies (0/1)
(Gain: Monomolecular Melee Weaponry.) -[] Black Cat Ship Weapon Rationalization (0/1)
(Gain: Increased Weapon Cramming Threshold.) -[] Novel Infantry-Grade Weapons and Armor Development IV (0/3)
(Gain: Infantry Weapons and Armor Upgrades.) -[] Experimental Infantry-Grade Weapons and Armor Development III (0/2)
(Gain: New Infantry Weapons and Armors.) -[] Logistical Infantry-Grade Weapons Development III (0/2)
(Gain: Cheaper Infantry Weapons.) -[] Logicstical Infantry-Grade Armor Development III (0/2)
(Gain: Cheaper Infantry Armor.) -[] Ship Equipment Standardization III - [1 DP Equipment] (0/5)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.) -[] Shipyard Automatization IV (0/4)
(Gain: 10 Destroyers and 3 Frigates every Turn.)
-[] Sigils (0/2)
Carved into reality itself, born from song and melody, humm and symphony.
(Gain: Sigils.) -[] Hexagrammic Grammophone (0/5)
An...idea, a mad one, created by some of the Msk'fa who were powerful enough to join the Celestial Choir, and who had the fortune to be well-versed in their people's history. The Hexagrammic Grammophone has one job, and it is projected to be able to achieve it: Sing on its own with pre-recorded Melodies. That ability...it is to vast to speculate about. -[] Anti-Psychic Materials (0/7)
There are some materials that, for one reason or another, seem to repell psychic phenomena and works, which, in the right hands, could prove to be a boon in our anti-daemon efforts.
(Gain: Anti-Psychic Materials collected and understood.) -[] Psykana-Repelling Persons (0/4)
Though they are rare, some people seem to not merely be uncomfortable to be around but possess an...anti-soul if one would say something so base. Yet, while normal people find them unpleasant, our Hymnals would rather run away or self-harm themselves than be in their presence. This...could be useful.
(Gain: Anti-Souls?) -[] Arcanum Psyker Staves (1/9)
The ability to create psychic focii is no longer a mere beginner's art within the Glimmering Federation, and with knowledge and familiarity comes the ability to strive further than yesterday. With The Sun Melody having become a measuring stick upon which one can see progress, it is estimated that further refinement will be capable of reducing the damages incurred into "mere" full-body second-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.) -[] Arcanum Psychic Hoods (0/9)
Thanks to the work done in figuring out how to psychically tune and shape cloth and metals to weave together into one whole, a "Psychic Hood" for the layperson, the Celestial Choir is eager to not only begin large-scale dissemination of knowledge and practice but also delve deeper into their understanding of how they function and can be improved.
(Gain: Improved Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.) -[] Choir's Tangle (0/6)
The Choir's Tangle is a system of Psykana married with Technology capable of providing minor guidance to the Federation's Choirs singing Bound To The Stars, thus speeding up their traveling speed.
(Gain: Improved speed between Federation Systems. It requires a choir to operate and will automatically apply the necessary numbers.) -[] Discordant Shriek (0/11)
Utilizing the same underlying principles as the Choir's Tangle, the Discordant Shriek is a series of five installations that will be put in a perfect orbit around the local star in predetermined patterns, each housing one part of a Choir, that will, when enemy ships approach the system, activate and try to disrupt and rip the approaching vessels out of the Warp at best and seek to damage and delay them at worst.
(Gain: A means to inflict damage to approaching Fleets. It requires a choir to operate and will automatically apply the necessary numbers.) -[] Applied Anti-Warp Corruption Sigils - (0/15)
Anti-Warp Sigils of potent etching, carved into the leather born from the willing, carved by hands that shiver in cold and burning pain, wrought into reality itself with the blood of ichor dripping from violated souls carrying out their creation. Shield these places, guard these items, know no rest and adhere to no master beyond this: hark against Thought and Cancer from the Deep Beneath Growth. -[] Aethyrmetric - Null Thoughts (0/59)
It is one thing to debate with reality to alter a state. Another to order it to cease reality in totality.
Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.20 Research per Action Spent. Academic Publishing Institutes - +0.15 Research per Action Spent. Noosphere Unity - +0.05 Research per Action Spent. [Song] - A Glint of Genius - +0.40 Research per Action Spent. The Horizon Program - (Lords of Eternity and Shipwright's Grove) - +0.20 Research per Action Spent. The Psycademia 'Wings of our Crucible' - Allows Psytech to be researched under [General].
(0.75 Research Banked)
[] [General] Ministry of Subversion, Infiltration, and Interstellar Communication
A new age of peace dawns on the Glimmering Federation, and with it rises the required needs of its various branches and plans to come to fruition, from subverting hostile polities to maintaining friendly relations with good neighbors. Thanks to an expansion in resources, the Ministry of SIIC can now focus on multiple things simultaneously.
[] [AUTOMATIC] System Subversion (Choose Two)
With the allocated funds, a slow subversion of a singular system can be undertaken. However, these efforts can be focused and accelerated with dedicated attention.
(Gain: Allows you to slowly convert two [2] random systems simultaneously to the Glimmering Federation without Action cost.)
Orbital Habitat - Jak-Hal
Suspected Subversion Time: ~10 Years
Modifiers: Isolationist Society
Rose-Torn Heralds - Subsector Gulf's Edge
Suspected Subversion Time: ~40 Years
Modifiers: Extreme Misandry +~80 Years
[] Cross-Cultural Idea Harmonization (Choose Target)
Through centuries of trade and good relations, sworn friends on the battlefield, to sharing secrets of technology pried from the uncaring reality that wishes for our destruction. Two friends who know each other well and want to stand together, side by side, against the dark, but do not wish to lose what makes them unique, to become just another face within the crowd. For this union, preparations must be made to ensure that this tide lifts all involved.
(Selected Peer Nation exchanges a weaker copy of their Primary Trait with the Federation in exchange for their Primary Trait (Chaos Resistance).
(Targets: [Shipwright's Grove/Van Zandt Free Duchy])
[] Military Aid To The Coalition
Well, we should at least help them defend themselves.
(Gain: Improved Relations with, and increased defenses of, the Coalition.)
[] A Soul Smeared
An exploration fleet of New Dawn has stumbled upon an ocean world in a system between the major Warp Lanes. Normally, it would be flagged foe colonization, however when the fleet drew closer to confirm some strange readings, the entire planet seemingly tried to shoot at the fleet via incredibly primitive weaponry. The problem is that, as the Choir with the fleet confirmed, there is only one soul on the entire planet, not enough to coordinate the attempted attack, even with the use of machinery (which would have been noticed). And that one is smeared across the entire planet. Someone should investigate that.
(Gain: ???)
[] ISC Access - (Shipwright's Grove)
The Federation's ISCs are eager to spread their markets and customer bases beyond the Glimmering Federation, willing to brave the (relatively safe and profitable) unknown.
(Gain: Disables one random ISC per Turn and significantly improves relations with the Lords of Eternity/Shipwright's Grove.)
[] [AUTOMATIC] Improve Relations (Choose Two)
Though tedious work, improving relations over time with steady hands instead of bold declarations and treaties will enable more of the latter to be wrought without any complications.
(Targets: Mashan Temple Authority, Van Zandt Free Duchy, and Shipwright's Grove.
Gain: Slowly improved relations.)
Van Zandt Free Duchy
Current Relations: Longstanding Friends And Allies.
Trend: Slow Increase.
Modifiers: End of the Cult Wars.
Mashan Temple Authority
Current Relations: Cordiall.
Trend: Slow Increase.
Modifiers: Long-Standing Professional Relationship and Star Child Intervention.
[] [Military] Create Six Grand Armies (Write-in Names) for (Sub-Sectors) or 7 Knight Orders (Write-in Names)
Grand Armies are composed of 2 SAGs per Sub-Sector System, which are composed of 4 Units each. Though each SAG will have its own Battle Standard and Motto, only those existing will be recorded in detail. A Grand Army requires you to specify each SAG as either Light, Medium, or Heavy, with the further moniker of Infantry/Mechanized/Tanks/Augmetic Legions Formations attached. All other specializations will be taken care of within the Grand Army itself. A Knight Order contains 20 War-Packs, one War-Pack consisting of One Questoris per Four Armigers, of variable Patterns.
(Gain: Six Grand Armies or Seven Knight Orders.)
[] [Military] Fleet Construction - (2.800 Points per Action)
-[] 5x Nomadic Fleets [Automatic] (0.6/1)
Chose Names for Fleets: Triumph of Obliteration, Unfettered Zeal, Pathfinding Maw, Causal Wound, Tombmaker.
See Informational - Military Forces for Fleet Compositions/Point Values.
(Gain: Fleets.)
[] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP), Grand Cruiser (16 DP), Temple Ship (25 DP), Battleship (50 DP)] - [100 DP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)
[] [Military] Construct God-Engines (50x Grandis (0/1), 30x Modeste Immensus (0/2), 10x Immensa Immensus (0/2), 5x Magnificus (0/3), 2x Momentus (0/4), 1x Deus Machina (0/5))
00101011 00101011 00101011 01001001 01101110 01101001 01110100 01101001 01100001 01110100 01100101 00100000 01010000 01110010 01101111 01110100 01101111 01100011 01101111 01101100 01101100 00111010 00100000 01000010 01101001 01100111 00100000 01001110 01110101 01110100 00101011 00101011 00101011
(Proposed (and Valid) Designs: Tetrapod
Gain: Titan/s specialized ship/s capable of moving them. A sketch is Mandatory for Modeste Immensus and up. No AI or Reference Images allowed.
Retrieved Titans: Blade of the Rising Sun, Blade of the Burning Dusk.)
[] [Military] The Ancient's [Bone-Mender Temple/Jubilant Den/Circus De Meniue/Great Fire/Flirtatious-Indolent Bay Resort/Flowergarden/ Stone Of Water/Drowned Forest/Shard of the Black Forest/Cross-Wire Nebula] - (Write-In Military Forces)
Hippity Hoppity has revealed to us a site where technology, rites, knowledge, or culture of the Ancients yet remain...if not how intact. It is far away from our borders, and thus the fleet sent there to uncover the truth must be guarded.
(Gain: One plundered Ancient Site.)
[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] Flag Armada Nova (44/50 Ship Capacity)
-[] Flag Armada Nebula (44/50 Ship Capacity)
-[] Flag Armada Quasar (44/50 Ship Capacity)
-[] Flag Armada Pulsar (44/50 Ship Capacity)
-[] Flag Armada Ashen Star (44/50 Ship Capacity)
-[] Flag Armada Broken Void (44/50 Ship Capacity)
-[] Flag Armada Magnetar (44/50 Ship Capacity)
(5x Aquarius-Class Fleet Tenders, 2x Hercules-Class Battleships, 3x Virgo-Class Fleet Carriers, 1x Cassiopeia-Class Arsenal Ship, 16x Phoenix-Class Arc Cruisers, 17x Lepus-Class Grand Cruisers, 5x Cancer-Class Assault Cruiser)
-[] Sector Battle Group Sphinx (40/40 Ship Capacity)
-[] Sector Battle Group Centaur (40/40 Ship Capacity)
-[] Sector Battle Group Werewolf (40/40 Ship Capacity)
-[] Sector Battle Group Minotaur (40/40 Ship Capacity)
-[] Sector Battle Group Leviathan (40/40 Ship Capacity)
-[] Sector Battle Group Basilisk (40/40 Ship Capacity)
-[] Sector Battle Group Hydralisk (40/40 Ship Capacity)
-[] Sector Battle Group Necrolisk (40/40 Ship Capacity)
-[] Sector Battle Group Kraken (40/40 Ship Capacity)
-[] Sector Battle Group Gorgon (40/40 Ship Capacity)
-[] Sector Battle Group Gryphon (40/40 Ship Capacity)
-[] Sector Battle Group Wyvern (40/40 Ship Capacity)
-[] Sector Battle Group Dragon (40/40 Ship Capacity)
-[] Sector Battle Group Cyclops (40/40 Ship Capacity)
-[] Sector Battle Group Phoenix (40/40 Ship Capacity)
-[] Sector Battle Group Garuda (40/40 Ship Capacity)
-[] Sector Battle Group Enfield (40/40 Ship Capacity)
-[] Sector Battle Group Anansi (40/40 Ship Capacity)
-[] Sector Battle Group Umbra (40/40 Ship Capacity)
-[] Sector Battle Group Scylla (40/40 Ship Capacity)
-[] Sector Battle Group Chimera (40/40 Ship Capacity)
-[] Sector Battle Group K'uk'ulkan (40/40 Ship Capacity)
-[] Sector Battle Group Neko (40/40 Ship Capacity)
-[] Sector Battle Group Elegua (40/40 Ship Capacity)
-[] Sector Battle Group Mountain Fog (40/40 Ship Capacity)
-[] Sector Battle Group Scything Wing (40/40 Ship Capacity)
-[] Sector Battle Group Light-Sworn (40/40 Ship Capacity)
-[] Sector Battle Group Thule Triumph (40/40 Ship Capacity)
-[] Sector Battle Group Knight's Watch (40/40 Ship Capacity)
-[] Sector Battle Group Saga Of Luthaire (40/40 Ship Capacity)
-[] Sector Battle Group Burned Offering (40/40 Ship Capacity)
-[] Sector Battle Group Healing Fire (40/40 Ship Capacity)
-[] Sector Battle Group Watchmen (40/40 Ship Capacity)
-[] Sector Battle Group Watchwomen (40/40 Ship Capacity)
-[] Sector Battle Group Ogun (40/40 Ship Capacity)
-[] Sector Battle Group Obatala (40/40 Ship Capacity)
-[] Sector Battle Group Yemaya (40/40 Ship Capacity)
-[] Sector Battle Group Oshun (40/40 Ship Capacity)
-[] Sector Battle Group Shango (40/40 Ship Capacity)
-[] Sector Battle Group Oya (40/40 Ship Capacity)
-[] Sector Battle Group Hungry Claws (40/40 Ship Capacity)
-[] Sector Battle Group Dusty Paths (40/40 Ship Capacity)
-[] Sector Battle Group Bared Talon (40/40 Ship Capacity)
-[] Sector Battle Group Celestial Fanfare (40/40 Ship Capacity)
(4x Andromeda-Class Pathfinder Ships, 2x Lepus-Class Grand Cruisers, 5x Leo-Class Vanguard Cruiser, 11x Libra-Class Light Carrier, 10x Scorpio-Class Light Cruiser, 8x Crux-Class Heavy Frigate, 4x Lupus Torpedo Destroyers) -[] Sector Battle Group Overflow (19/10 Ship Capacity)
(1x Aquarius-Primus Fleet Tender, 1x Cassiopeia-Class Arsenal Ship, 1x Cancer-Class Assault Cruiser, 16x Serpens-Class Stealth Destroyer, 1x Hercules-Class Battleship) -[] Flag Armada Black Cat (131/0 Ship Capacity)
(77x Little Paw-Class Missile Destroyer, 28x Mother Cat Troopship, 19x Cat's Fang-Class Lancer, 6x Tomcat-Class Artillery Cruiser, 1x Black Cat's Claw)
-[] Temple Ship/s
(The Pantagruel, The Divine Spark, The Last Word, The Seeker of Light, The Gargantua, The Fleeting Moment, A Feather From A Wing, A Word of Peace) -[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity)) -[] Scout Fleet Alpha - [5x Pyxis-Secundus Auto-Construction]
(93x Pyxis-Secundus Advanced Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser) -[] Evacuation Fleet (30/30 Ship Capacity)
(4x Rustbucket-Class Conveyance Ship, 20x Auriga-Class Emergency Response Freighter, 5x Canis-Major Class Bulk Transport Liner, 10x Canis-Minor Class Bulk Transport Hauler)
There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~10 Sub-Sectors from Claimed Sub-Sectors. Scouting Efficiency: N/A (80% Three+ Sub-Sectors, 50% Five+ Sub-Sectors, 35% Nine+ Sub-Sectors.)
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] Conduct Six Melodies (0.4/1 - Auto Complete) - [Choose Melody]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 22
Uncovered: Revenant and Prophecy III.
Secret: Slumber.
Star Child: Mercy III, Ruthlessness III, and Brutality II.
Kil'drabi: Paths III, Community II, and Family II.
Irrita: Growth II, Plants, Harmony III, and Hunger.
Msk'fa: Comfort, Revenge, and Retribution.
Dirut: Peace II, Clockwork, Candle, Time III, Sunset II, and Dawn II.
Gain: Six Melodies newly Conducted.)
[] [Psykana] Sing two Songs (Choose at least Three below.) - (0.6/1 - Auto Complete) - [Choose Song]
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Uncovered: Technology III and Prophecy II.
Secret: Perception III, Silence III, and Grounding III.
Star Child: Protection III, Fire III, The Sun V, Humanity III, Creativity III, Song III, The Home III, Logic III, Unity III, Progress III, Compassion III, Hope III, Health III, Death III, Justice III, Wisdom III, Innovation III, Machinery III, Ruthlessness II, Brutality I, Mercy II, The Star, and Love III.
Kil'drabi: Void III, Struggle III, Paths III, Community I, and Family I.
Irrita: Growth I and Harmony II.
Dirut: Time II, Sunset I, Dawn I, and Peace I.
Gain: Two Songs.)
[] [Psykana] Sing a Symphony (Choose Five Songs)
Words beyond meaning, songs beyond uttering, a hum of power that is the Warp reveling in its own power unleashed. A Symphony crafted from labor centuries long, and one that shall burn itself into history eternal, both mortal and Immaterial.
(Gain: A Symphony)
[] [Faith] An Invitation To Preach (For Material Gain)
The Coalition has, after not-so-intense-yet-swift internal deliberation, chosen to extend an offer to the Glimmering Federation; that of allowing our preachers to carry with them the word of the Star Child to their people...for the lending of more war materials. Absolutely a result of the current intensification of their war of survival against the Diaconate, as the same has begun sending actual fleets at the Coalition instead of scouting in force. Thankfully, the fleets we sent them, alongside the trainers and time since, has allowed the Coalition to stand against the Diaconate...for now.
(Gain: Sanctioned Star Child Cults within the Emergency Coalition of the Triumvirates)
[] [Faith] Monuments For The Fallen
Many have died in the Cult Wars. Too many to count, so many that the monuments dedicated to the nameless fallen, forgotten in the ruin of war, have overflown with the prayer seals and benedictions, trinkets and grieving amulets, without pause in the last decades. As far as we know, the only great threat that remains is the unknown enemy that will arrive through the lands of the Duchy, for the Zealots of the God-Emperor won't be able to break through our fortresses for generations yet. So now is the time to mourn, the time to remember, and the time to cherish those we have lost in body, but not in memory.
(Gain: Monuments for the many billions that died in the Cult Wars..)
[] [Faith] An Unborn Guide Sought Out (Write-In)
...
(Gain: Guidance on how to deal with or gain something.)
[] [Knightly Orders] Re-orient. Reserve. Replace. (0/0.5)
Take two. Industrial production and training arc begins.
(Gain: All Knightly Orders are fully replenished and ready for war.)
[] [Chapter] Brothers For The Barge (6.5/?)
They must be ready for battle and barge.
(Gain: The Lamenters gain 8 Companies per Turn.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
Oh boy. Maybe it's time to try to crush out the integration before they arrive in full force.
Let's see. We have 11 actions left on that. We can do 5 integration actions a turn if we do nothing else.
[] Plan: Integrate Before the Swarm Gets here
-[-] [General] Integrate The New Territories (7/17)
-[] 3x [General] Integrate The New Territories (8,9,10/17) (2 normal actions + 1 Mechadendrite Action
-[] ??FLEX?? (Cry for the Future action)
That flex can be anything - [Faith] An Invitation To Preach (For Material Gain), or another Integrate The New Territories (7/17) to get us to 11/17, which we can finish easily in the following two turns.
The reason I want to do this is because a lot of our bonuses are tied to combos, and that's especially true of military stuff. As long as one action is tied up in integration each turn we mostly can't do very many fancy things with bonus actions, and with the way Heartbeat of Industry works that's triply true for military actions.
The alternate is to hit the military panic button and redeploy fleets to stonewall the nids where they appear, while designing new anti-nid ships & building up to our fleet cap. That feels a bit metagamey, but we could do it:
[] Plan: BUGS! PANIC!
-[-] [General] Integrate The New Territories (7/17)
-[] [Military] Begin Military Operations
--[] Deploy against bugs, prevent them from getting a foothold.
-[] [Military] Design New Voidship Classes
--[] Anti-nid designs (high speed, high boarding defense, high point defense)
-[] [Military] Fleet Construction (Cry for the Future Action) or a second design action, or some small titans, or a second ancient site action.
-[] [Military] The Ancient's Shard of the Black Forest (Heartbeat of Industry action)
Should be the northeast, we warned the Free Duchy a while back though, so they had listening posts up, which means we're getting some early warning about the exact timing most likely.