A-anyways, one of the big perks to going back to Denva is that we have a ready-made shielded location where we can build the lab. Thinking on it, if we unlock warp comms before we leave, maybe we could even continue using the lab there while we travel? Huh.
Didn't Neablis say that we couldn't use the old vault for a warp lab?
 
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Didn't Neablis say that we couldn't use the old vault for a warp lab.
Not that I can see. You may be thinking about this answer to whether or not we could downsize the vault on our ship without rebuilding the whole thing:
Additionally: for Plan: Shopping Spree, how do we feel about trimming one layer of the Vault to install the Warp Lab so we can do Immaterium Understanding later? Scrapcode Immunity could make up for it, no?
You'd need to rebuild the vault. It's a single piece, you can't just lop off a chunk of it.

I just realized I forgot to have the Perils of the Warp do damage to the shielding on the psy lab. It took 76 damage, well within fixable by the repair bay.
But that was a restriction on downsizing an existing psy shield installation, rather than anything about where the psy lab can be built. The reason this was even a question is something I did miss - namely, that the lab can actually be fit into 3 mod slots, so the warp lab would have a max of 180 HP if we built it fresh rather than inside of somewhere else, which is much more doable:
hmmm, @Neablis a few questions:
  • Would the Warp Research Lab (500 BP or 500 VBP, 100 CP) take up three slots like the High-Energy Physics lab?
  • If it takes up 3 slots do those count for the amount of Psy-shielding we can add (allowing 180 HP to start) or do we need to dedicate additional slots to psy-shielding?
  • Would the Warp Lab have any benefits for warp research besides Immaterium Understanding, such as Demonology or Improved Gellar Shields?
Yes, yes and yes.
...but a 180 HP design puts it back at my original concern of it seeming dangerous to have aboard our ship. Well, mostly, that number looks nicer to me than I thought it would this morning tbh.

May as well get the main question sorted out though. Hey @Neablis , if we went back to Denva would we be able to build the warp research lab inside of the old 200+200 HP scrapcode vault we left behind there?
 
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Based on recent discussion, mildly new ideas for FAR in the future.

Step 1) Find a sufficiently desolate system, preferably with a many asteroids and rocky planets as possible.

Step 2) Create two daughter AI's intentionally psychically active from the get-go and spend lots of time with them. One specialized in base building and defense, the other in research and development.

Step 3) Create a starting baseline manufacturing and research base while leaving them ALL of our Tech and shielding them as heavily as possible.

Step 4) Leave and wander for a century or two before returning. Return any time we make noticeable headway in psychic Techs that could aid in their defense and resistance to Chaos.

Step 5) Enjoy the fruit of our labor.

What are the thoughts…?
 
[] Plan Lighting The Way For Cia, Prepping for Bongo:
-[] [Free] Fix damage to psychic lab (76*5=380BP), refit any psychic shield upgrades we get, fix incoming damage from warp traversal. (covered by repair bay)
-[] [Free][DATA] Orks. How have they changed with the millennia?
-[] Research, 3 Actions (600 RP + 70 Anexa RP + 42 Tech-Priest RP):
--[] Psychic tripwires (25 RP)
--[] Faith is my shield? (75 RP)
--[] Improved Gellar Fields (90 RP)
--[] Basic Pyromantic understanding (100 RP)
--[] Scrapcode Immunity (100 RP)
--[] Machine Spirit Chaos resistance (100 RP, Anexa)
--[] Machine Spirit-controlled Psychic Shields (50 RP)
--[] Psytech Weapons (150 RP)
--[] Machine Spirit Design (20 RP, +overflow up to a max of 150 RP)
--[] Basic Spaceship Stealth (Any Excess overflow)
--[] Improved Passive Stealth (Any extra excess overflow)
-[] Explore: Vorthryn
-[] Anexa active Action: Research
-[] Victan passive action: Counterespionage & Alliance-building
-[] Cia Active Psyker improvement

Heavy on foundational research for Cia - Faith Studies, Pyromancy understanding, Psytech weapons, psychic tripwires, Scrapcode immunity, MS Chaos Resistance and MS controlled Psy Shields. We'll still want to pick up personal psy shields, but this should have things pretty well sorted for Cia for quite some time, while also getting us lots of progress in psytech, psy shields, warp studies, warp protection, and machine spirits in general. I'm really hoping some of these researches would discount other researched later along in the queue and the overflow will accumulate in MS Design, but probably we won't get more than 25, maybe 50 points that way. And we might get some discounts to ranged warp sensors, alternative shield meanings, and warp shouting, too, getting us that much closer to warp comms.

This plan also does a decent job preparing to do demonology next turn, hopefully with Cia well prepped and well armed to throw down with any rogue demons, should we need her to. Which hopefully we won't, but it's always good to be prepared.

Unfortunately I'm going to be asleep when the vote opens, can I get someone else to post my plan for me? Oh, and if we see as many plans posted as I think we might, then it might be best to do lots of approval voting.

Based on recent discussion, mildly new ideas for FAR in the future.

Step 1) Find a sufficiently desolate system, preferably with a many asteroids and rocky planets as possible.

Step 2) Create two daughter AI's intentionally psychically active from the get-go and spend lots of time with them. One specialized in base building and defense, the other in research and development.

Step 3) Create a starting baseline manufacturing and research base while leaving them ALL of our Tech and shielding them as heavily as possible.

Step 4) Leave and wander for a century or two before returning. Return any time we make noticeable headway in psychic Techs that could aid in their defense and resistance to Chaos.

Step 5) Enjoy the fruit of our labor.

What are the thoughts…?

A little ways off. I don't really want to leave AI's alone in an abandoned system, I think they should have decent social lives. I'm kind of hoping Denva will be developed enough we can start putting together a 'New Stellar Federation' or the like. Maybe invite the Vellkar in as a junior member? That part is going to be really really rough, there's a lot of distance to close in terms of uplift, but it's worth a shot.
 
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[] Plan Lighting The Way For Cia:
-[] [Free] Fix damage to psychic lab (76*5=380BP), refit any psychic shield upgrades we get, fix incoming damage from warp traversal. (covered by repair bay)
-[] [Free][DATA] Orks. How have they changed with the millennia?
-[] Research, 3 Actions (600 RP + 70 Anexa RP + 42 Tech-Priest RP):
--[] Psychic tripwires (25 RP)
--[] Faith is my shield? (75 RP)
--[] Improved Gellar Fields (90 RP)
--[] Basic Pyromantic understanding (100 RP)
--[] Scrapcode Immunity (100 RP)
--[] Machine Spirit Chaos resistance (100 RP, Anexa)
--[] Machine Spirit-controlled Psychic Shields (50 RP)
--[] Psytech Weapons (150 RP)
--[] Machine Spirit Design (20 RP, +leftovers, if any)
-[] Explore: Vorthryn
-[] Anexa active Action: Research
-[] Victan passive action: Counterespionage & Alliance-building
-[] Cia Active Psyker improvement

Heavy on foundational research for Cia - Faith Studies, Pyromancy understanding, Psytech weapons, psychic tripwires, Scrapcode immunity, MS Chaos Resistance and MS controlled Psy Shields. We'll still want to pick up personal psy shields, but this should have things pretty well sorted for Cia for quite some time, while also getting us lots of progress in psytech, psy shields, warp studies, warp protection, and machine spirits in general. I'm really hoping some of these researches would discount other researched later along in the queue and the overflow will accumulate in MS Design, but probably we won't get more than 25, maybe 50 points that way. And we might get some discounts to warp sensors, alternative shield meanings, and warp shouting, too, getting us that much closer to warp comms.

This plan also does a decent job preparing to do demonology next turn, hopefully with Cia well prepped and well armed to throw down with any rogue demons, should we need her to. Which hopefully we won't, but it's always good to be prepared.

Unfortunately I'm going to be asleep when the vote opens, can I get someone else to post my plan for me? Oh, and if we see as many plans posted as I think we might, then it might be best to do lots of approval voting.



A little ways off. I don't really want to leave AI's alone in an abandoned system, I think they should have decent social lives. I'm kind of hoping Denva will be developed enough we can start putting together a 'New Stellar Federation' or the like. Maybe invite the Vellkar in as a junior member? That part is going to be really really rough, there's a lot of distance to close in terms of uplift, but it's worth a shot.
With the amount of potential discounts you could get here theres a not insignficant chance that we would finish MS Design as well, which is bad because we really want Anexa on that.

Ive noticed that with a lot of the plans right now we focus too much on anexas specialities and lose a bunch of potential +10 where crits could be a game changer.
 
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On the other hand imagine someone in power armour as slim as the first pic it'd cause tech priests to flip out at minimum.

Pretty sure our current power armor isn't that slim... But I do see your point. Though on the other hand, it's supposed to be heavy armor, and Cia might want more metal between her flesh and whatever nasty wants a piece of it.
 
I really don't want to swap out more weapons on our ship if we can avoid it, I'm happy to either take the reduced gains from research if we do Immaterium Understanding without the lab or just delay it until we swing back to Denva and can properly refit everything for more space.
 
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@Neablis, does the warp lab increase or decrease the risk of the experiments done there?
Decrease, and that it's primary function. More countermeasures

May as well get the main question sorted out though. Hey @Neablis , if we went back to Denva would we be able to build the warp research lab inside of the old 200+200 HP scrapcode vault we left behind there?
Ah. Yeah, you could. Might want to disassemble it when you leave to prevent the Denvans from getting their hands on it. Unless you're ok with that.

Step 2) Create two daughter AI's intentionally psychically active from the get-go and spend lots of time with them. One specialized in base building and defense, the other in research and development.
I mean, that's a ways down the various research tree. And you should be prepared to give them a lot of reason to sit still and do their research and not set out to roam the galaxy.
 
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I really like Plan Shopping Spree @Haganeko , but would it be possible to squeeze Advanced Materials in there? It would make an excellent Overflow, swap those three choices out for that.
I was hoping to save that tech for once we get at least one sample of an advanced alloy. It's kind of expensive otherwise.
...but a 180 HP design puts it back at my original concern of it seeming dangerous to have aboard our ship. Well, mostly, that number looks nicer to me than I thought it would this morning tbh.
Decrease, and that it's primary function. More countermeasures
The lab makes things safer, not less safe.
Unfortunately I'm going to be asleep when the vote opens, can I get someone else to post my plan for me? Oh, and if we see as many plans posted as I think we might, then it might be best to do lots of approval voting.
I'll do it if no one else has done it when I post my own. I like this version.
 
I mean, that's a ways down the various research tree. And you should be prepared to give them a lot of reason to sit still and do their research and not set out to roam the galaxy.

You mean we can't make them introverts who want to just sit down and play with computers? [JK]

Still I do want a construction and a researcher focused AI plus it's not like mobile starforts don't exist so one being where we make an orbital manufacturing base that moves sub-sectors with us and a researcher base that we can put in interesting locations to do long term investigation that would bore the shit out Vita's wayfarer.
 
Some of us (it's me I'm the one) also think we should stealth our ship so there's a chance we can get into a system and spot trouble before it spots us.
I agree - but rather than framing it as "build stealth" it is also true to frame it as "we need it for this other thing we need anyway."

We're not gonna outstealth the DEldar, but we can avoid the Orks and CSM.

Downside to the GC hull, we're obvious as hell. Need some stealthboats I think.

Can I put together a stealth-speed-hitandrun design with a small repairbay to assist in field repairs and refits earlier. 4x light missile, 1x light lance, 40BP repair bay (which ain't much, but it's enough for a self-updating field force).

I don't think it's in Michael's list, but it'd be easy to recover. Actually, @Nightlord256 and I swapped some google sheets brainstorming earlier, and I said I was gonna give his sheet a spin ... back in a bit.

the reduced gains from research if we do Immaterium Understanding without the lab
We cannot do Immaterium Understanding at all without the lab.

People wanna grow the bean, I'm sitting over here wondering how the hell we're gonna teach him without Immaterium Understanding for starters. Or friendly Navis, who ... uh. No. Not since we took a bean and don't plan to give it back.
 
Why would we mothball factories an allied faction could instead be using to build themselves up?
We could have split a bit off to keep! Just getting the station was already a huge boon!
I agree - but rather than framing it as "build stealth" it is also true to frame it as "we need it for this other thing we need anyway."

We're not gonna outstealth the DEldar, but we can avoid the Orks and CSM.

Downside to the GC hull, we're obvious as hell. Need some stealthboats I think.

Can I put together a stealth-speed-hitandrun design with a small repairbay to assist in field repairs and refits earlier. 4x light missile, 1x light lance, 40BP repair bay (which ain't much, but it's enough for a self-updating field force).

I don't think it's in Michael's list, but it'd be easy to recover. Actually, @Nightlord256 and I swapped some google sheets brainstorming earlier, and I said I was gonna give his sheet a spin ... back in a bit.


We cannot do Immaterium Understanding at all without the lab.

People wanna grow the bean, I'm sitting over here wondering how the hell we're gonna teach him without Immaterium Understanding for starters. Or friendly Navis, who ... uh. No. Not since we took a bean and don't plan to give it back.
Once again, space is huge. And yes, a Grand Cruiser will have more emissions and such than a Destroyer, but we can still make it much harder to detect, identify, and target.

For that ship... shields?

For the navigator... yeah, that makes sense.
 
Just hook them up to the Void Abacus using our Brain Implants. What could go wrong?
Maybe nothing. Maybe the Void Abacus data doesn't mesh well with the way his third eye perceives the warp and he turns into a gibbering mess. Maybe his brain gets scrapcoded.

Alright, if we get the chance to do any ship construction I think I have some strong contenders for early production:

Peltast - Destroyer (1590 VBP, 50 CP, 50 RP), Hull: (500, 1600m x 400m), Engines: 8 Gravities, Shields: Medium, Armor: Medium, Hull Equipment (200 BP): Warp Drive, Void Abacus, Psychic Shielding: 20 HP, Weapons (400 BP, 360 Size): 4x light missile, 1x light lance, 2x point defence, Combat Equipment (100 BP, 100 Size): Low-emission systems, high-maneuverability thrusters, Non-Combat Equipment (40 BP, 40 Size): Repair Bay (40 BP)
This is a fast raider. It's about as expensive as DDs can get, but 4x light missiles, high speed, stealth capability and a light lance give it good hit-and-run ability. The speed+stealth combo makes them good pickets, scouts, whatever. I'd even be open to a version that replaces the light lance with 2x light missile racks for macross-missile-swarms by proxy, while we're some distance away. Fortunately, they all come with (small) repair bays, so we can do iterative refits and repair in the field - get enough of them, we can even downsize the repair bay on the Spark for other stuff.

Haruspex - Frigate (2975 VBP, 100 CP, 100 RP), Hull: (1000, 2200m x 600m), Engines: 7 Gravities, Shields: Medium, Armor: Medium, Hull Equipment (400 BP): Warp Drive, Void Abacus, Psychic Shielding: 40 HP, Weapons (500 BP, 450 Size): 2x light missile, 2x point defense, 1x medium torpedo, Combat Equipment (550 BP, 550 Size): Low-emission systems, high-maneuverability thrusters, Medium Machine Spirit Jammers, Light Sensors
This is light sensors and a medium torpedo wrapped in our current stealth package. This provides the eyes - and a disposable sensor - when we want to poke potentially hostile territory while our big ship hides in the big space. No self-refit utility, but if with a few Peltasts, some of those Haruspex could get refit into more-pure torpedo boats - or, more likely, start self-applying cramming updates.

For that ship... shields?
Not sure I understand the question, but the above might answer it.
 
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The original plan by @LightLan:
I won't make it around for right during the vote opening either, cause I'll be busy at work.
Someone else please post my plan for me? Thanks.

[] Plan: Onwards to Vorthryn
-[] [Free] Fix damage to psychic lab (76*5=380BP), Fix incoming damage from warp traversal (covered by repair bay)
-[] [Free][DATA] Orks. How have they changed with the millennia?
-[] Research x3 (600 RP + 70 Anexa RP + 42 Tech-Priest RP)
--[] Improved Gellar Fields (10/100 RP -> 100/100 RP)
--[] Scrapcode Immunity (100 RP)
--[] Basic Psychic weapons (150 RP)
--[] Machine Spirit Design (200 RP)
---[] Anexa assist
--[] Basic Spaceship Stealth (50 RP)
--[] Basic Pyromantic understanding (100 RP)
--[] Basic Active Stealth (22/75 RP)
-[] Explore: Vorthryn
-[] Anexa active Action: Research
-[] Victan passive action: Counterespionage & Alliance-building
-[] Cia Active Psyker improvement
And my power-armor-aesthetic-flavor adjusted version

[X] Plan: Onwards to Vorthryn (Now With New Power Armor Aesthetics)
-[X] [Free] Fix damage to psychic lab (76*5=380BP), Fix incoming damage from warp traversal (covered by repair bay)
-[X] [Free][DATA] Orks. How have they changed with the millennia?
-[X] Research x3 (600 RP + 70 Anexa RP + 42 Tech-Priest RP)
--[X] Improved Gellar Fields (10/100 RP -> 100/100 RP)
--[X] Scrapcode Immunity (100 RP)
--[X] Basic Psychic weapons (150 RP)
--[X] Machine Spirit Design (200 RP)
---[X] Anexa assist
--[X] Basic Spaceship Stealth (50 RP)
--[X] Basic Pyromantic understanding (100 RP)
--[X] Basic Active Stealth (22/75 RP)
-[X] Explore: Vorthryn
-[X] Anexa active Action: Research
-[X] Victan passive action: Counterespionage & Alliance-building
-[X] Cia Active Psyker improvement

EDIT: Changed the power armor aesthetic to the following:
EDIT2: Due to Neablis confirming that the votes are now separate, removing the aesthetic from the vote.
[X] Power armour aesthetic: Red heavy plating
 
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Plan for leaving this turn:
[X] Plan: Shopping Spree
-[X][FREE] Fix all Psychic Shield damage
-[X][FREE] Reconfigure one Manufactory and two Light Lances into a Warp Lab
-[X][FREE] Look into Orks. What do our records and the Empire's say?
-[X] Research x3
--[X] Basic Spaceship Stealth (50 RP)
--[X] Improved Passive Stealth (50 RP)
--[X] Basic Active Stealth (75 RP)
--[X] Basic Psychic Weapons (150 RP)
--[X] Basic Pyromantic Understanding (100 RP)
--[X] Faith is my Shield? (75 RP)
--[X] Improved Gellar Fields (90 RP)
--[X] Scrapcode Immunity (100 RP)
--[X] Overflow: Psychic Tripwires (25 RP)
--[X] Overflow2: Improved Armor Articulation (50 RP)
--[X] Overflow3: Machine Spirit Chaos Resistance (100 RP)
-[X] Explore: Vorthryn
-[X] Victan: Passive Diplomacy & Espionage
-[X] Anexa: Faith is My Shield?
-[X] Tech-Priests: Improved Gellar Fields
-[X] Cia: Active Improvement

Plan for looking at the gate:
[X] Plan: Gate Snooping
-[X][FREE] Fix all Psychic Shield damage
-[X][FREE] Reconfigure one Manufactory and two Light Lances into a Warp Lab
-[X][FREE] Look into Orks. What do our records and the Empire's say?
-[X] Research x3
--[X] Basic Spaceship Stealth (50 RP)
--[X] Improved Passive Stealth (50 RP)
--[X] Basic Active Stealth (75 RP)
--[X] Basic Psychic Weapons (150 RP)
--[X] Basic Pyromantic Understanding (100 RP)
--[X] Faith is my Shield? (75 RP)
--[X] Better Sensors are Just Physics (200 RP)
--[X] Overflow: Scrapcode Immunity (100 RP)
--[X] Overflow2: Improved Gellar Fields (90 RP)
--[X] Overflow3: Psychic Tripwires (25 RP)
-[X] Explore: Scan the Gate from orbit. If nothing comes through & no tripwires are detected, do light, passive scanning with a probe disguised as a rock (with internal mechanisms set to self-destruct as nonviolently as we can if tampered with). If caught/confronted, explain we were recallibrating our Gellar Fields for travel and just hanging near Xylarys's most likely exit point.
-[X] Victan: Passive Diplomacy & Espionage//Covering our butts if detected at the Gate
-[X] Anexa: Faith is My Shield?
-[X] Tech-Priests: Better Sensors are Just Physics
-[X] Cia: Active Improvement

Angle's plan:
[X] Plan Lighting The Way For Cia, Prepping for Bongo:
-[X] [Free] Fix damage to psychic lab (76*5=380BP), refit any psychic shield upgrades we get, fix incoming damage from warp traversal. (covered by repair bay)
-[X] [Free][DATA] Orks. How have they changed with the millennia?
-[X] Research, 3 Actions (600 RP + 70 Anexa RP + 42 Tech-Priest RP):
--[X] Psychic tripwires (25 RP)
--[X] Faith is my shield? (75 RP)
--[X] Improved Gellar Fields (90 RP)
--[X] Basic Pyromantic understanding (100 RP)
--[X] Scrapcode Immunity (100 RP)
--[X] Machine Spirit Chaos resistance (100 RP, Anexa)
--[X] Machine Spirit-controlled Psychic Shields (50 RP)
--[X] Psytech Weapons (150 RP)
--[X] Machine Spirit Design (20 RP, +overflow up to a max of 150 RP)
--[X] Basic Spaceship Stealth (Any Excess overflow)
--[X] Improved Passive Stealth (Any extra excess overflow)
-[X] Explore: Vorthryn
-[X] Anexa active Action: Research
-[X] Victan passive action: Counterespionage & Alliance-building
-[X] Cia Active Psyker improvement

Cia looks:
[X][Armor] White and green armour, after Vita, with golden filigree, after Anexa. And some decorative scorching, after Cia.
 
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[X] Plan: Onwards to Vorthryn (Now With New Power Armor Aesthetics)

Welp this does everything I want us to do and it is a good set up for Demonology next turn so we can get back all that space. Plus it has a nice armor aesthetic.
 
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