A Beacon of Hope in the Darkness: Warhammer 40,000 Xeno Civ Quest

Turn 7 planning vote closed
Turn 7 overview
The seventh year of our ascension to the cosmos ends with some more major infrastructural projects being completed, even as our vessels have reached the end of their surveys of our star system, and our first quantum computers come online.



Overview: Naval Actions
Hal'jerran - The seventh planet from our star, Hal'jerran is a rocky world which is unique due to the fact that it appears to be shattered. Close to two-fifths of the planet are apparently gone…or rather, surrounding it in the form of a ring of rocky debris. For this fact alone, a detailed survey is a must.
Survey level: 10/10 (Completely surveyed)
Survey difficulty: Challenging
Estimated survey duration: 28 months
Travel time: 13 months
Rolls: 2d100 = 152 (Success)

The Curiosity and the Resolution have concluded their joint survey of Hal'jerran, and have prepared a report on the same.

After having conducted analyses and exhausted hypothesis after hypothesis on the nature of the debris field around Hal'jerran, the crews turned their attention to the remaining intact half of the planet, along with its satellite.

Our studies on the intact half have revealed that it is appreciably rich in minerals, with the presence of radioisotopes being higher than normal due to the nuclear detonation long ago. Samples have been collected for the attention of the Sci-Res-Dev Secretariat.

Geologically, it seems to be superficially similar to Aiuran, except much of the landscape is frozen over due to the great distance from Lac'rinsor.

As for its satellite, Sel'rokkar, it is a relatively young celestial body with considerable geological activity, as indicated by the cryovolcanoes and tectonic terrains. There are indications of a liquid ocean beneath the icy crust, with a rocky-metallic core.
Unlocked: Analysis - Unknown mineral samples (Hal'jerran) (Research Option)


Nas'tanak - The eighth and farthest planet from our star, Nas'tanak is a frozen ball of ice and rock. Not much is known about this distant member of our stellar system. A survey would help understand it better.
Survey level: 9/10 (Considerably surveyed)
Survey difficulty: Moderately challenging
Estimated survey duration: 13 months
Travel time: 16 months
Progress: 1/13 months (Steadfast), 8/13 months (Farsight)

The Farsight and the Steadfast have made considerable progress in their survey of Nas'tanak and are close to the end.

Beyond what we have seen earlier, there is not much of note to add, other than the fact that the planet is indeed relatively young in age as compared to the other bodies in our star system.

We have shifted our focus to its lone satellite, Nel'tarath, and are almost done it with studying it.




Overview: Infrastructure Actions
Build mining facilities in the San'torlan Hills

Description: The San'torlan Hills are as noteworthy for their scenic beauty as for several other reasons. They happen to be a favored spot for nar'liak packs to frequent, and near the hills, a great battle had been fought against the Voidspawn. Another reason why they are considered notable is far more mundane, however - the presence of rich, mostly untapped mineral nodes. Our engineers are convinced that they can develop the region in spite of the local fauna.
Cost: 290 M minerals, 87 M nanomaterials
Time: 3.8 months
Chance of success: 75%
Rolls: 2d100 = 156 (Success)

It seems that our engineers knew exactly what they had in mind when they said that they could develop the region in spite of the risks. They have indeed gotten the mines prepared in the given timeframe, which are churning out minerals even as we speak.
Reward: Additional minerals production (+460 M minerals per year)


Build mining facilities in the Yol'wanar Mountains

Description: The Yol'wanar Mountains are a range located to the northwest of the Nav'korran Expanse, with a history of appreciable volcanic activity over the past years. Although, many of the volcanoes have gone extinct since then. The area is very rich in minerals, and would be an ideal candidate for mining operations, if not for the presence of a nest of Nak'tar Drakes.
Cost: 450 M minerals, 135 M nanomaterials
Time: 5.5 months
Chance of success: 60%
Rolls: 2d100 = 145 (Success)

The Nak'tar Drakes did lead to several nervy moments, but we have been able to get the mines in this region online and running, which as it turns out, are very, very rich.
Reward: Additional minerals production (+690 M minerals per year)


Build nanomaterial manufactory complex in the Xen'liqar District

Description: The Xen'liqar District is a region of significant potential, being a node that connects other regions. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 280 M minerals, 84 M nanomaterials
Time: 3.7 months
Chance of success: 80%
Rolls: 2d100 = 172 (Major success)

The nanomanufactory complex in the Xen'liqar District has been set up and is busy producing nanomaterials for the Dae'laan.
Reward: Additional nanomaterials production (+400 M nanomaterials per year)


Build nanomaterial manufactory complex in the Dras'qeylan District

Description: The Dras'qeylan District is a vital economic node for the Dae'laan, with several of our civilian manufacturing facilities being present here. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 320 M minerals, 96 M nanomaterials
Time: 4 months
Chance of success: 80%
Rolls: 2d100 = 167 (Notable success)

The nanomanufactory complex in the Dras'qeylan District has been set up and is busy producing nanomaterials for the Dae'laan.
Reward: Additional nanomaterials production (+530 M nanomaterials per year)


Build underground high-speed maglev rail network in the Nal'tokkar Seaboard (Phase 1)

Description: The Nal'tokkar Seaboard is the coastal region of the continent of Dek'manak that faces the Tar'kaathi Ocean. Due to its location, it serves as a lifeline between the Teq'naris Archipelago and the mainland. Of late, new cities have been established in the southern part of the Seaboard. By building rail lines, we can help connect them with the rest of the region. The presence of coastal fauna and the terrain of the region will pose some challenges, however.
Cost: 550 M minerals, 165 M nanomaterials
Time: 12 months
Chance of success: 70%
Rolls: 2d100 = 178 (Major success)

The construction of the rail lines in the first phase across the seaboard is complete, and already the benefits are starting to show, as the region experiences better connectivity.
Reward: Additional minerals and nanomaterials income per year (+350 M minerals, +105 M nanomaterials per year)


Expand the dockyards in the Nal'tokkar Seaboard

Description: The new settlements in the southern part of the Nal'tokkar Seaboard are in need of improved port facilities. By expanding the dockyards currently available there, the region as a whole will benefit greatly.
Cost: 405 M minerals, 121.5 M nanomaterials
Time: 6.2 months
Chance of success: 70%
Rolls: 2d100 = 157 (Success)

In spite of the difficulties posed by the aquatic fauna, thanks to the experience of dockyard work in the Teq'naris Archipelago, we did not have that much trouble while expanding the dockyards across the seaboard. The benefits are already starting to show.
Reward: Additional minerals and nanomaterials income per year (+400 M minerals, + 120 M nanomaterials per year)


Build mineral processing facilities × 6
Build nanomaterial production plants × 6


Cost: 151.2 M minerals, 45.6 M nanomaterials

The new mineral processing facilities and nanomaterial production plants have been brought online and are already contributing to our economy.




Overview: Archaeology Actions
Explore unknown alien ruins XA-06

Cost: 650K minerals, 195K nanomaterials
Time: 12 months
Chance of success: 72%
Rolls: 2d100 = 134 (Success)

At last, our Lorefinder teams have been able to break through the cybersecurity protocols of the site XA-06 and open its doors without the need for laser weaponry.

Movement through the screening floor was smooth, thanks to our cybersecurity experts being able to disable most of the automated defenses and traps. When we entered the main facility, we were somewhat taken aback.

From the looks of it, XA-06 is a facility dedicated to the creation of….genetically and cybernetically engineered warriors. The place is complete with pretty much everything one needs for the purpose: genetic engineering labs; cybernetic engineering labs; manufacturing and assembly lines for weaponry (both firearms and melee), munitions and armor; breeding and incubation pods for the warriors; and training facilities. All of this is taking up two of three levels, with the third one being dedicated to storage of weapons, munitions, armor and has an underground rail line - linking it to some other facility, we can only assume.

The team is requesting additional resources and personnel ASAP, along with a team of experts from the AUMCC.
Unlocked: Explore unknown alien ruins XA-06 (Level 1) (Archaeology Action)


Explore unknown alien ruins XA-07 (Level 1)

Cost: 1.8 M minerals, 540K nanomaterials
Time: 20 months
Chance of success: 75%
Rolls: 2d100 = 171 (Major success)

With sufficient reinforcements, our Lorefinders began going through the first level of the site XA-07.

At first, we checked the weapons research labs. The data we obtained from the computers implies that they were working on improvements to a series of melee weapons, described as "Power Weapons", that seemingly require a power source to run, and can deal considerable amounts of damage. There are several heavy crates containing what we can assume are the "Power Weapon" prototypes.

Also found are projects detailing improved versions of combat armor suits and advanced electromagnetic weaponry, along with designs for cryogenic weapons and electric weapons.

The production facility seems to be in good order for a place this old. Our teams, after a round of inspections, are of the opinion that it is entirely possible to restore and reactivate the production lines.

Ditto for the testing facility and the research facility, which are also in very good condition and can be restored and reactivated.

The depot, part of which is on the first level, is full of stacks of crates, which are full of firearms, munitions, armor parts and sensor suite components.

Everything that can be recovered has been already extracted from the site and is being prepared to be sent back to Var'kalas, even as our teams mentally prepare themselves for second level.
Unlocked: Analysis - Power Weapons Data (Research Option), Analysis - Power Weapon Prototypes (Research Option), Analysis - Cryogenic Weapons (Research Option), Analysis - Advanced Combat Armor Data (Research Option), Analysis - Advanced Combat Armor Prototypes (Research Option), Analysis - Unknown Electromagnetic Weapons (Research Option), Analysis - Electric Weapons (Research Option), Explore unknown alien ruins XA-07 (Level 2) (Archaeology Action)


Explore unknown alien ruins XA-08

Cost: 1 M minerals, 300K nanomaterials
Time: 16 months
Chance of success: 62.5%
Rolls: 2d100 = 81 (Failure)

Much of the time given to the team at XA-08 was spent in setting up a fortified base camp with proper defenses, considering the location of the site.

After the team settled down, they reconned the area to get an idea of the place….and it turned out to be larger than expected, based on the spread of the automated defenses and traps.

The cybersecurity protocols of this site are also quite complex, so the team will be there for a while.
Status: XA-08 chance of success increased by 2%


Explore unknown alien ruins XA-09

Cost: 1.2 M minerals, 360K nanomaterials
Time: 18 months
Chance of success: 68%
Rolls: 2d100 = 94 (Close failure)

Another round of surveys and scans has been carried out in order to pinpoint the hidden entrance to the site XA-09, and most of the searched locations have turned up empty.

However, there is a feeling among the team that we are getting close, as not much of the forest remains to be scanned. The entrance must be somewhere in there.
Status: XA-09 chance of success increased by 5.5%


Explore unknown alien ruins XA-10

Cost: 1.4 M minerals, 420K nanomaterials
Time: 18 months
Chance of success: 70%
Rolls: 2d100 = 79 (Failure)

We had thought that XA-08 would be a troublesome site. XA-10 has proven us wrong in that aspect.

For starters, it's location is a painful one. Right at the foothills of the Jel'orlak Mountains, a roosting place for Nak'tar Drakes. And it is no wonder that the site is very, very heavily defended. We can only imagine what the level of the cybernetic defenses can be.

For now, our teams have set up a fortified base camp, and got down to work.
Status: XA-10 chance of success set to 67.5%


Explore unknown alien ruins XA-11

Cost: 1.5 M minerals, 450K nanomaterials
Time: 20 months
Chance of success: 60%
Progress: 12/20 months

It has been a thankless endeavor, as our teams scan the sand with metal detectors and send probes into the ground in order to find the concealed entrance, and so far, there has been no luck. We can only keep on trying, as fresh supplies are airdropped in.




Overview: Research Actions
Preliminary Optical Computation

Description: Light is an all-pervasive electromagnetic radiation that enables the optical sensation in many living beings. Just as it helps us to see things in the darkness, may it not help us reveal the unknown secrets of the universe? Is it possible to develop a computational device running on variant wavelengths of light?
Category: Computation
Cost: 22.5 M nanomaterials
Time: 45 months
Chance of success: 70%
Unlocks: Optical Computation - Storage Devices (Research Option)
Rolls: 2d100 = 146 (Success)

Aided by the data we recovered from the site XA-05, we have been able to make some vital breakthroughs in the field of optical computation that will help us in furthering our research in this field.
Unlocked: Optical Computation - Storage Devices (Research Option)


Floating Cities - Prototypes

Description: The concept of a city that can float on and traverse the waves like a ship has hitherto been a figment of the imagination of authors. Now may be the time to see if it can be realized.
Category: Infrastructure
Cost: 10 M nanomaterials
Time: 11 months
Chance of success: 85%
Unlocks: Floating City Prototypes (Infrastructure), Basic Floating City Designs (Research Option)
Rolls: 2d100 = 175 (Major success)

Our engineers have successfully proved the feasibility of building cities that can float on water.
Unlocked: Floating City Prototypes (Infrastructure), Basic Floating City Designs (Research Option)


Basic Floating City Designs

Description: Now that we have proven that floating cities are entirely feasible, we can move on to conceptualizing some starting designs.
Category: Infrastructure
Requirement: Floating Cities - Prototypes
Cost: 15 M nanomaterials
Time: 10 months
Chance of success: 90%
Unlocks: Floating City (Infrastructure Option)
Rolls: 2d100 = 184 (Brilliant success)

The prototype designs for floating cities that we had in our hands, have been refined by our engineers and architects to give us something that is more functional.
Unlocked: Floating City (Infrastructure Option)


Fortified Arcology Designs

Description: Now that we have prepared some proof of concept prototypes, it is time to refine them and develop proper fortified arcology designs.
Category: Infrastructure
Requirement: Fortified Arcologies - Prototypes
Cost: 40 M nanomaterials
Time: 17 months
Chance of success: 90%
Unlocks: Fortified Arcology (Infrastructure Option)
Rolls: 2d100 = 154 (Success)

It was not easy, but our engineers and architects have made some improvements to the concept prototypes and come up with workable designs for fortified arcologies. They iterate that the designs may be subject to change in the future, depending on circumstances.
Unlocked: Fortified Arcology (Infrastructure Option)


Quantum Computation - First Generation Q-Computers

Description: Now that we have functional storage devices based on quantum mechanics, it is high time we move to the next stage. Our scientists believe that with the research and knowledge in our hands, we can build practical quantum computers. This will provide a much needed boost to our computation capabilities.
Category: Computation
Cost: 58.5 M nanomaterials
Time: 3 years 3.6 months
Chance of success: 75%
Unlocks: G-1 Q-Computers available for general usage; research time for all projects reduced
Rolls: 2d100 = 141 (Success)

The efforts of our scientists, who have burnt the midnight oil over the years, has finally borne rich fruit. Our first quantum computers are now online! Even though they are of the very first generation, it is still a considerable leap in our computing capabilities.
Unlocked: G-1 Q-Computers available for general usage; research time for all projects reduced by 10%




Overview: Faith Actions
Pantheon
Build Temples of the Moon (Repeatable)

Description: If Lac'rinsali protects us during the day, then Kel'tanig keeps us safe from malevolent influences at night. We should build temples dedicated to him, in order to ensure consistent protection against the forces of ruination.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 90%
Rolls: 2d100 = 184 (Brilliant success)

All across the territories we control, temples dedicated to the Moon God have been built. These shrines will help with the training of lunar priests and priestesses, as well as the power of any psiolytes blessed by Kel'tanig. Also, the aura exuded by these sacred shrines should help in keeping the forces of the Void at bay.
Reward: +200 Temples of the Moon built across Xan'qarras. Training of Lunar Priests, Priestesses and Psiolytes increased. Efficiency and strength of Chaos forces on Xan'qarras will be reduced by 0.5% overall and by 20% in the vicinity of the temples.


Build Temples of the Wilds (Repeatable)

Description: Our homeworld is a place of considerable natural beauty. The life our ancestors led amidst such wonders has instilled in us an appreciation for the said wonders around us. This is exactly as Nes'taria, the Goddess of the Wilds would have it. By building temples dedicated to her, we can ensure that we are able to live in increasing harmony with the wild inhabitants of our world.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%
Rolls: 2d100 = 192 (Near-perfect success)

Across the homeworld, temples dedicated to the Goddess of the Wilds have been built. These shrines will help with the training of new druids and druidesses, as well as the power of any psiolytes blessed by Nes'taria. Additionally, the aura exuded by these temples will have the effect of calming down the wildlife around them.
Reward: +200 Temples of the Wild built across Xan'qarras. Training of Druids, Druidesses and Wild Psiolytes increased. Wildlife around the temples no longer aggressive towards the Drak'xarim.


Build Shrines of Forging (Repeatable)

Description: The art of metalworking is one that originated with our ancestors trying to find better materials than stone with which to make weapons and tools out of. Over the years, it has been refined into what can be considered to be a top-notch craft, requiring skills and precision to produce cutting-edge products. It is no surprise that over the years, the blacksmiths became fervent devotees of the Fire Goddess's Metalworking Aspect, Tar'sankras. By building shrines dedicated to her, we can ensure that she is appeased, while at the same time ensuring that our products are of the best quality possible.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%
Rolls: 2d100 = 178 (Major success)

Across the homeworld, shrines honoring those who work with metals have been built. They will help with the training of edafomancers, who are adept at the art of manipulating the ground, as well as the metal. Alongside, they will serve as centers of manufacturing and quality control and enhancement.
Reward: + 200 Shrines of Forging built across Xan'qarras. Training of Edafomancers increased. Quality of products increased by 1% overall.



Psionics
Psiolyte Training Programs (Can be repeated)

Description: There is a very old saying, "Practice makes perfect.". This is a universal truth, and has never been disproved. The new field of psionics cannot be an exception to this rule. We must start some initial training programs to not only hone the skills of our existing psiolytes, but also gain new recruits.
Cost: Negligible
Time: 1 year
Chance of success: 70%
Rolls: 2d100 = 137 (Success)

Over the course of the year, we kept a close eye on the psiolytes that we already had, as well as the new recruits that turned up at the doors of the Federal Research Center for Psionics. There have been some positive developments as we gain an increased understanding of how their powers work.
Rewards: 4720 new psiolytes recruited.
  • Grade 1 psiolytes = 1169
  • Grade 2 psiolytes = 2487
  • Grade 3 psiolytes = 1052
  • Grade 4 psiolytes = 12
  • Grade 5 psiolytes = 0


Basic Anti-Void Barriers: Prototype Refinement

Description: During the Years of Darkness, our priesthood were working fervently on a means to shield our warriors from the ruinous energies of the Void. They were only able to develop some crude prototypes, which were not particularly effective at carrying out their intended role. But they still were able to provide an advantage to us, however slight. We must rediscover the research on them and get to work on it if we intend to survive the attentions of the Dark Gods.
Time: 3 years
Chance of success: 57%
Rolls: 2d100 = 84 (Appreciable failure)

It has been yet another rather fruitless year, as the solution to the anti-Void barrier remains elusive. We have, however, made a minor breakthrough that could be of help in future attempts to understand the knowledge behind it.
Status: Chance of success increased by 3%




Resources
Minerals
  • Previous stockpile: 624.845 M
  • Previous production (Total): 2.0495 B
  • New production (Total): 2.0495 B + 460 M + 690 M + 350 M + 400 M + 30 M = 3.9795 B
  • Previous upkeep: 270 M
  • New upkeep: 270 M + 110 M = 380 M
  • Previous production (Actual): 1.7795 B
  • New production (Actual): 3.9795 B - 380 M = 3.5995 B
  • Expenditure: 2.4613 B
  • Calculated stockpile: 624.845 M - 2.4613 B + 1.7795 B + 450 M + 387.2 M + 422.625 M + 175 M + 96.7 M + 4.4 M + 3.8 M + 3.2 M + 2.6 M + 2 M + 1.4 M = 1.492 B

Exotic gasses
  • Previous stockpile: 619 M M
  • Previous production (Total): 25.5 M
  • New production (Total): 25.5 M
  • Previous upkeep: 14 M
  • New upkeep: 14 M
  • Previous production (Actual): 11.5 M
  • New production (Actual): 11.5 M
  • Expenditure: Nil
  • Calculated stockpile: 619 M + 11.5 M = 630.5 M

Radioactive materials
  • Previous stockpile: 14.9 M
  • Previous production (Total): 750,000
  • New production (Total): 750,000
  • Previous upkeep: 350,000
  • New upkeep: 350,000
  • Previous production (Actual): 400,000
  • New production (Actual): 400,000
  • Expenditure: Nil
  • Calculated stockpile: 14.9 M + 400,000 = 15.3 M

Nanomaterials
  • Previous stockpile: 534.488 M
  • Previous production (Total): 1.6865 B
  • New production (Total): 1.6865 B + 400 M + 530 M + 105 M + 120 M + 19.8 M = 2.8613 B
  • Previous upkeep: 206 M
  • New upkeep: 206 M + 70 M = 276 M
  • Previous production (Actual): 1.4805 B
  • New production (Actual): 2.8613 B - 276 M = 2.5853 B
  • Expenditure: 1.0121 B
  • Calculated stockpile: 534.488 M - 1.0121 B + 1.4805 B + 338.33 M + 359.96 M + 52.5 M + 29 M + 2.805 M + 2.31 M + 1.815 M + 1.32 M + 0.825 M + 0.33 M = 1.7921 B

Dan'xenal
  • Previous stockpile: 3.225 M
  • Previous production (Total): 550,000
  • New production (Total): 550,000
  • Previous upkeep: 15,000
  • New upkeep: 15,000
  • Previous production (Actual): 550,000
  • New production (Actual): 550,000 - 15,000 = 535,000
  • Expenditure: Nil
  • Calculated stockpile: 3.225 M + 535,000 = 3.76 M




A/N: Well, looks like we will be cooking with gas now.

Time to prepare Turn 8.
 
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Unlocked: Analysis - Power Weapons Data (Research Option), Analysis - Power Weapon Prototypes (Research Option), Analysis - Cryogenic Weapons (Research Option), Analysis - Advanced Combat Armor Data (Research Option), Analysis - Advanced Combat Armor Prototypes (Research Option), Analysis - Unknown Electromagnetic Weapons (Research Option), Analysis - Electric Weapons (Research Option), Explore unknown alien ruins XA-07 (Level 2) (Archaeology Action)
Researcher A: *Frozen in Panic*
Researcher B: *Denying reality*
Researcher C: *Breaks down into tears*
Researcher D: "..." *Inhales* "I'm going for the Coffee."
 
The majority of the latter archaeology actions failed, and the anti-void barrier research failed. The rest succeeded.

This exact pattern has happened for three turns now, hasn't it? What's up with this randomiser?
 
The majority of the latter archaeology actions failed, and the anti-void barrier research failed. The rest succeeded.

This exact pattern has happened for three turns now, hasn't it? What's up with this randomiser?

Don't ask me what's happening. The damn dice are really favoring you all.

But really, you won't succeed a new Archaeology action on the first go.

As for the anti-Void barrier, it is really that tough. You will need at least 3 to 4 more attempts before you succeed.

And regards to the other stuff, well, your species is very erudite, so that explains the success with Research, and experience with construction in hostile conditions is helping out in Infrastructure.

As for the pattern, well, it may change once you pass Turn 10. You aren't tackling sufficiently difficult stuff yet.

Researcher A: *Frozen in Panic*
Researcher B: *Denying reality*
Researcher C: *Breaks down into tears*
Researcher D: "..." *Inhales* "I'm going for the Coffee."

Actually, their reaction is more like "Bring it on!". Thanks to the new quantum computers, they are feeling a bit cocky about taking on new projects.

Which will increase when they get optical computers.
 
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It's more a question of why the pattern is repeating.

"The void barrier really is that tough" is a Watsonian answer for a Doylist question.
 
Now that we have many research options let's not go hog wild on fancy weapons and ignore fundamental and necessary research options like computing and infrastructure stuff
 
Well, I'm not sure if we even have ground troops, so all this ground weapon research might be for naught...

Though presumably we have ground troops and they're just below the level of abstraction.
 
Talking about ground troops, what you have right now are basically a peacekeeping force, not a proper military due to the lack of conflict.
 
A little heads up for you all.

Turn 8 might be somewhat delayed due to me deciding to cook up another sidestory.

This one will introduce a few Chaos warbands.
 
A little heads up for you all.

I am making progress with the Chaos warbands sidestory, but it is proving slower than I thought.

I never expected it to be this tough to write on Chaos warbands.

I am asking for your patience and support, as I try to prepare the updates for you.

(Only the Khornate one is done by now, with the Tzeentchian one in progress at the moment.)
 
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