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

Turn 15 overview
The fifteenth year of our ascension to the cosmos ends with the imposition of a hiatus on all major infrastructure projects, whether civilian or military, even as the first extraplanetary colony on Kel'taor had been established, and preparations are made for the second one on Aiuran. A few vital breakthroughs have been made in the scientific fields, which hold great promise. As regards the arts of the deities, the excellent progress on that front has finally begun to show signs of slowing down. And lastly, the initial attempts at cybernetisation have been successful, but new discoveries on the archaeological front have prompted the Cor'av'na to halt any further progress on the project for the time being.




Overview: Naval Actions
Shipbuilding
Purveyor-class planetary colony ship

Cost: 375 M minerals, 112.5 M nanomaterials
Build time: 12 months
Shakedown cruise duration: 1 month

The plans for colonization of the remaining celestial bodies in our star system have received a further boost with the construction and commissioning of the Conveyor, the second vessel of the Purveyor-class, which has been built keeping a colonization of Aiuran in mind.


Colonization
Kel'taor

Description: The satellite or moon of our homeworld and the inspiration for many poets and artists, Kel'taor has seen a fair amount of activity from our people prior to this mission. It was 39 years ago that the first Drak'xarim landed on its surface. Since then, the satellite has been surveyed in its entirety, including the dark side, and it has been found to be quite resource-rich. It might not be such a bad idea to form a colony here, as a test of concept, and to work the rich veins and deposits here.
Cost: 1.25 B minerals, 375 M nanomaterials
Time: 1 year 6 months
Chance of success: 85%
Rolls: 2d100 = 174 (Major success)

At long last, we have done it! We have established the first colony outside of our home planet. Even though it is on our moon, and it is but a small one, we are jubilant, for this is but the beginning of a grand journey.

Reward: Colony established on Kel'taor. Population: 1.5 million; production: 55 M minerals, 16.5 M nanomaterials.


Aiuran

Description: The fourth planet from our star, Aiuran seems to have been capable of supporting life sometime in the past, as has been deduced from the images sent by our probes, which show what appear to be the remains of a river system. Surveys have shown the planet to be inhabited once in the past by the same aliens that built the XA-category sites on our homeworld. We could consider setting up a colony here, to test some concepts of "geoforming".
Cost: 1.15 B minerals, 345 M nanomaterials
Time: 1 year 4 months
Chance of success: 85%
Progress: 8 months/1 year 4 months

The work on the colony on Aiuran is progressing smoothly, with a strong likelihood of everything being ready by next year.




Overview: Infrastructure Actions
Build mineral processing facilities x 25
Build Automated Farming Complexes x 8
Build Nanomaterial Production Plants x 6


Cost: 442.8 M minerals, 134.16 M nanomaterials

The new mineral processing facilities, automated farming complexes and nanomaterial production plants have been built and are already contributing to our economy.




Overview: Archaeology Actions
Explore unknown alien ruins XA-11 (Section 1)

Cost: 3.2 M minerals, 960K nanomaterials
Time: 1 year 20 months
Chance of success: 65%
Rolls: 2d100 = 178 (Major success)

The Lorefinders wasted no time, and got down to exploring the first section of the site XA-11 without further ado.

The facility turned out to be much larger than the one at XA-06, and clearly, built to produce what are clearly real superwarriors, unlike XA-06, which was built to produce mere augmented and enhanced soldiers, and serve as a prelude to developing something like this.

Either way, the equipment here is cutting-edge and mind-boggling, as well as the methods to produce said superwarriors. It seems that the bodies are produced from scratch by means of sophisticated biotechnology, using the DNA of the subjects, as well as their zygotes, and they are full of ancillary organs that serve to improve the physical and physiological parameters of said bodies considerably above what are the standard levels for this alien race. This procedure runs concurrently with an infusion of nanites, which end up producing cybernetic implants that provide considerable improvements to the physical and mental capabilities.

Once the body matures to a sufficient level, training begins. With the assistance of two highly advanced pieces of technology - one is a chair-like apparatus that seems to be used to help them assimilate and absorb a considerable amount of knowledge and information in a short period of time. These "Memory Chairs" are of great interest to us, and notes have been made to study them in great detail later on.

The second piece of technology beggars belief. Named as an "Ancestral Memory Recreator" or ANMER for short, its purpose apparently seems to be to create simulations of the memories of one's ancestors, all with the genetic material of an individual. This description sounds magical and outlandish, but we know better than to simply dismiss it like that. Notes have been made to study it in particular detail, along with the fact that this place is in very good condition, and only needs resources and time to be restored to working condition.

Unlocked: Restore and reactivate Facility XA-11 (Section 1) (Military Action), Analysis - Memory Chairs (Research Action), Analysis - Ancestral Memory Recreator (Research Action)


Explore unknown alien ruins XA-11 (Section 2)

Cost: 3.3 M minerals, 990K nanomaterials
Time: 1 year 22 months
Chance of success: 65%
Rolls: 2d100 = 174 (Major success)

The second section of the site XA-11 is an expansive underground military manufactory complex, capable of producing appreciable amounts of weaponry, armor, munitions, vehicles and aircraft, alongside other necessary things.

Judging by the equipment we have found in here, which is needless to say, cutting-edge, this manufactory complex seems to be built specifically for meeting the needs of the superwarriors produced at the adjacent first section. This assumption is reinforced by the size of the equipment and the machines recovered from the facility. This will go a considerable way towards helping us understand the exact requirements for our own superwarriors - when we have them ready, that is.

For now, this facility has been declared to be in perfect condition, only in need of resources and time for restoration.

Unlocked: Restore and reactivate Facility XA-11 (Section 2) (Military Action)


Explore unknown alien ruins XA-12

Cost: 1.5 M minerals, 450K nanomaterials
Time: 21 months
Chance of success: 58%
Rolls: 2d100 = 93 (Failure)

We have conducted a very thorough search of the Vel'tazan Cave System, this time looking for potential places where an entrance could be concealed. So far, we have not had much luck in that regard, but we have been able to narrow down the search area appreciably.

Status: Chance of success increased by 10%


Explore unknown alien ruins XA-13 (Section 1)

Cost: 3.5 M minerals, 1.05 M nanomaterials
Time: 1 year 21 months
Chance of success: 70%
Rolls: 2d100 = 172 (Major success)

The team of Lorefinders wasted little time, and immediately got down to exploring the site XA-13.

The first section of XA-13 is, as mentioned earlier, a cloning facility of considerable size. Judging from the size, as well as the advanced equipment here, we can assume that this facility produced clones for mostly military purposes, though that might be a narrow view.

Nevertheless, this is a considerable find, as it will help us to raise sizable forces and increase our population much more quickly, if need be. By investing resources and time, this facility will be able to serve us well in that regard.

Unlocked: Restore and reactivate Facility XA-13 (Section 1) (Military Action)


Explore unknown alien ruins XA-13 (Section 2)

Cost: 3.95 M minerals, 1.185 M nanomaterials
Time: 2 years 2 months
Chance of success: 70%
Rolls: 2d100 = 184 (Brilliant success)

The second section of XA-13 is a very large research complex, with a lot of cutting edge equipment, where plenty of work on rather interesting things was being carried out, it seems.

Among some of the more intriguing things worked upon here are quantum teleportation, particle weapons and designs for vehicles, aircraft, and a cosmocraft that border on the gargantuan.

All of this will be of considerable interest to the People's Secretariat for Scientific Research and Development, who will be eager to have this place restored as soon as possible.

Unlocked: Restore and reactivate Facility XA-13 (Section 2) (Military Action); Analysis - Quantum Teleportation Data (Research Action); Analysis - Particle Weapons (Research Action); Analysis - Unknown Superheavy Geodyne Schematics (Research Action); Analysis - Unknown Superheavy Aerodyne Schematics (Research Action); Analysis - Unknown Supermassive Cosmocraft Schematics (Research Action)


Explore unknown alien ruins XA-14

Cost: 1.9 M minerals, 570K nanomaterials
Time: 1 year 2 months
Chance of success: 58%
Progress: 10 months/1 year 2 months

The Lorefinders have made decent progress on their next attempt at trying to enter the site XA-14.




Overview: Research Actions
Analysis - Gravity Manipulation Data

Description: One of the data caches recovered from the site XA-05 apparently contains data about methods to manipulate gravity itself. Considering that we recovered information regarding an Anti-Gravity Levitation Drive before, this could be of interest to us.
Category: Locomotion
Cost: 250 M nanomaterials
Time: 4 years 0.768 months
Chance of success: 75%
Unlocks: Increases the chance of success and reduces the research time for the Anti-Gravity Levitation Drive projects.
Rolls: 2d100 = 172 (Major success)

The analysis of the data regarding manipulation of gravity have been studied in great detail, giving us a deeper understanding of the techniques, methods and technology behind it. It will be much easier for us to develop a working design due to this.

Reward: Anti-Gravity Levitation Drive projects will take 20% less time and are 10% more likely to succeed.


Genetic Enhancement Protocols

Description: Thanks to the efforts of our geneticists, we have been able to devise an initial plan for the genetic modification of our species. It is time to put it into action.
Category: Biotechnology
Cost: 29.25 M nanomaterials
Time: 5 years 14.4 months
Chance of success: 87.5%
Rolls: 2d100 = 194 (Near-perfect success)

Our initial efforts to modify our genome have been a considerable success. The bucket list of changes made to our genetic structure have resulted in an increase in our physical capabilities (increase in strength, perception, etc), as well as our mental capabilities to a lesser extent. But what is really outstanding is the fact that this research has led to an unexpected but pleasing outcome - our lifespan has increased!

Reward: Genetic modification successful. Physical strength increased by 40%, mental capabilities increased by 20%, lifespan increased by 5 years.

Unlocked: Genetic Enhancement (Stage 2) (Research Option)


Analysis - Power Weapons Data

Description: We came across a cache of data about a series of melee weapons that run on a source of power and are capable of dealing significant amounts of damage. These "Power Weapons", as they are called, have caught the interest of the AUMCC. It would be worth our while to have a look at the data, to get a better understanding of these weapons.
Category: Military Equipment - Power Weapons
Cost: 300 M nanomaterials
Time: 5 years 21.312 months
Chance of success: 60%
Unlocks: Increased chance of success and reduced time and costs of the project "Analysis - Power Weapon Prototypes"
Rolls: 2d100 = 71 (Failure)

The technology behind the "Power Weaponry" seems to be more complicated than we expected. It will require more attempts before we can properly comprehend it.

Status: Chance of success increased by 2%




Overview: Faith Actions
Pantheon
Intermediate Stellar Wrath Rites

Description: The energies of the Light do not just purify and heal, they can be used offensively as well. There have been several examples of this during the Voidspawn Wars. The basic rites and spells in this field have been mastered successfully, but we should look ahead to the stronger, more advanced rites and spells in this field, in order to improve our position.
Time: 3 years
Chance of success: 70%
Rolls: 2d100 = 87 (Failure)

The intermediate-level rites and spells of Stellar Wrath have proven themselves to be more complicated than we thought. Still, they are not entirely incomprehensible, and with some more effort, we shall be able to understand and master them.

Status: Chance of success increased by 3%


Intermediate Shroudbreaker Rites

Description: There are those who strike from the shadows and deal significant damage in a short time window. During the Voidspawn Wars, this was a cause for much grief, as many hidden foes did much harm to us. To counteract them, the Shroudbreakers devised special rites to detect hidden enemies. Rediscovering them will be important, as the utility of assassins is undeniable.
Time: 3 years 22 months
Chance of success: 70%
Rolls: 2d100 = 85 (Failure)

The intermediate-level rites and spells of Shroudbreaking have proven themselves to be more complicated than we thought. Still, they are not entirely incomprehensible, and with some more effort, we shall be able to understand and master them.

Status: Chance of success increased by 2%


Intermediate Tidekeeper Rites

Description: Every one of the deities bestows their favors upon a select few they feel are worthy. These individuals are known as Archons. The Archons of the God of Water were divided into two groups. The first of them being the Tidekeepers, whose job was to maintain the flow of the tides and ensure that little harm came to the people living near the coasts. Over the years, they became adept at manipulating the tides to serve their needs. The rites used by them must be relearned, to aid our peoples living in the coastal regions.
Time: 3 years 16 months
Chance of success: 70%
Rolls: 2d100 = 83 (Failure)

The intermediate-level rites and spells of Tidekeeping have proven themselves to be more complicated than we thought. Still, they are not entirely incomprehensible, and with some more effort, we shall be able to understand and master them.

Status: Chance of success increased by 2%


Basic Wavecaller Rites

Description: The second of the grouping of Archons serving Astaryok are the Wavecallers. Unlike the Tidekeepers, their purpose was more….offensive, as they could call forth great, towering waves to crush and sink the foe; also, they could summon elementals to their aid; alongside weaponizing the flow of water in many other ways. It would be of great avail to us if we can rediscover these rites.
Time: 1 year 14.4 months
Chance of success: 90%
Rolls: 2d100 = 175 (Major success)

We have succeeded in mastering the basic rites and spells of the Wavecallers. While not very powerful ones, in a relative sense, they will serve as a stepping stone for further forays into the field of Hydromancy.

Reward: Basic-level Wavecaller Rites and Spells unlocked.



Psionics
Intermediate Wardcrafting Methods

Description: Our success in relearning the arts of Wardcrafting is a positive sign and a ray of hope for the Anti-Daemonologists. However, we cannot afford to rest on this little success, as there are methods to create more advanced Wards than the ones we can make right now. Relearning these methods will not be easy, but considering what threats we had faced during the Voidspawn Wars, the efforts will prove to be worth it.
Time: 3 years 18 months
Chance of success: 66%
Rolls: 2d100 = 84 (Failure)

Our next attempt at deciphering the intermediate-level methods of Wardcrafting have again met with failure. However, we have been able to make a minor breakthrough that will help us in future attempts.

Status: Chance of success increased by 4%.


Intermediate Formation Crafting Methods

Description: The only thing that requires a greater level of finesse and precision than a rune is a formation. While not easy to make, when properly made and executed, the results can be impressive, as is told in the histories of the Voidspawn Wars, where our Formationists put their skills to good use, conjuring formation arrays of a supportive and of a destructive nature. Needless to say, we must put effort into rediscovering these powerful arts.
Time: 3 years 18 months
Chance of success: 58%
Rolls: 2d100 = 69 (Failure)

Understandably enough, the first attempt to study the intermediate-level methods of Formation Crafting have not been successful. They are quite intricate and sophisticated, and it will be a while before we are able to properly comprehend them.

Status: Chance of success decreased by 5%


Refine Psiolyte Power Scale

Description: With the steady discovery and recruitment of new psiolytes, there might be a need to take another look at the power scale we are currently using to quantify their psionic prowess, and see if it can be overhauled. It will be a long and arduous endeavour, however, during which no new psiolytes can be recruited.
Time: 5 years
Chance of success: 73%
(Warning: Performing this action will lock Psiolyte Training Programs until this action is completed)
Rolls: 2d100 = 89 (Failure)

The second attempt to refine the psiolyte power scale has not seen any success, however further progress has been made in understanding the finer differences between power levels. If two more attempts are made, we may be able to produce an improved power scale.

Status: Chance of success increased by 3%




Overview: Military Actions
Project Nef'ar'zal
Identify candidates for the project

Description: We must conduct an extensive search amidst the populace to find suitable candidates for Project Nef'ar'zal.
Time: 1 year
Rolls: 2d100 = 151 (Notable success)

We have had some success in our intensive searches for proper candidates for Project Nef'ar'zal. These individuals have been housed in a sprawling residential complex built near the 1st Federal Center for Advanced Military Research, where they will undergo a rigorous training regimen for now.

Reward: 16,400 candidates found.


Cybernetic Implantation (Stage 1)

Description: Now that we have identified candidates for the project, we must start by strengthening them. Installing basic cybernetic implants in them would be a good start.
Cost: 2.25 B nanomaterials
Time: 4 years 12 months
Chance of success: 65%
Rolls: 2d100 = 173 (Major success)

The initial stage of cybernetic implantation has been a success, with the candidates having adjusted very well to their new implants, and all subsequent tests show that there are no ill side-effects whatsoever. However, all further experimentation is being put on hold due to the discovery of site XA-11, and until further orders are given by the Cor'av'na and the People's Secretariat for Defense, they are not to be resumed.




Resources
Minerals
  • Previous stockpile: 2.6465 B
  • Previous production (Total): 38.6295 B
  • New production (Total): 38.6295 B + 0.125 B + 0.055 B = 38.8095 B
  • Previous upkeep: 4.632 B
  • New upkeep: 4.632 B + 650 M - 130 M = 5.152 B
  • Previous production (Actual): 33.9975 B
  • New production (Actual): 38.8095 B - 5.152 B = 33.6575 B
  • Expenditure: 1.9851 B
  • Calculated stockpile: 2.6465 B - 1.9851 B + 33.9975 B + 3 × (4.4 M + 3.8 M + 3.2 M + 2.6 M + 2.0 M + 1.4 M + 0.8 M + 0.2 M) + 38.96 M - 650 M + 130 M = 34.233 B

Exotic gasses
  • Previous stockpile: 754.78 M
  • Previous production (Total): 43.5 M
  • New production (Total): 43.5 M
  • Previous upkeep: 14 M
  • New upkeep: 14 M
  • Previous production (Actual): 29.5 M
  • New production (Actual): 29.5 M
  • Expenditure: Nil
  • Calculated stockpile: 754.78 M + 29.5 M = 784.28 M

Radioactive materials
  • Previous stockpile: 18.842 M
  • Previous production (Total): 1.05 M
  • New production (Total): 1.05 M
  • Previous upkeep: 350,000
  • New upkeep: 350,000
  • Previous production (Actual): 700,000
  • New production (Actual): 700,000
  • Expenditure: Nil
  • Calculated stockpile: 18.842 M + 700,000 = 19.542 M

Nanomaterials
  • Previous stockpile: 17.4264 B
  • Previous production (Total): 22.5373 B
  • New production (Total): 22.5373 B + 0.0198 B + 0.0165 B = 22.5736 B
  • Previous upkeep: 1.745 B
  • New upkeep: 1.745 B + 210 M - 42 M = 1.913 B
  • Previous production (Actual): 20.7923 B
  • New production (Actual): 22.5736 B - 1.913 B = 20.6606 B
  • Expenditure: 596.895 M
  • Calculated stockpile: 17.4264 B - 596.895 M + 20.7923 B + 2.805 M + 2.31 M + 1.815 M + 1.32 M + 0.825 M + 0.33 M + 11.687 M - 210 M + 42 M = 37.4745 B

Green Dan'xenal
  • Previous stockpile: 67.697 M
  • Previous production (Total): 38.905 M
  • New production (Total): 38.905 M
  • Previous upkeep: 400,000
  • New upkeep: 400,000 + 7,500 = 407,500
  • Previous production (Actual): 38.505 M
  • New production (Actual): 38.905 M - 407,500 = 38.497 M
  • Expenditure: Nil
  • Calculated stockpile: 67.697 M + 38.505 M - 7,500 = 106.176 M

Blue Dan'xenal
  • Previous stockpile: 17.276 M
  • Previous production (Total): 22.726 M
  • New production (Total): 22.726 M
  • Previous upkeep: 0
  • New upkeep: 0
  • Previous production (Actual): 22.726 M
  • New production (Actual): 22.726 M
  • Expenditure: Nil
  • Calculated stockpile: 17.276 M + 22.726 M = 40.002 M





A/N: Well, it seems like we are coming out of the deep waters.

Better tighten your belts, everyone, and prepare for turn 16.



PS: The idea for the superwarriors is partly inspired by a concept drawn up by my good friend, @StarMaker764 , who has allowed me to make use of it.

Thank you again, my dear friend.
 
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I wonder what point in the warhammer timeline we are. Stellar federation ruins, plus the ship, maybe near the heresy? Possibly. Thank you for the update.
 
I wonder what point in the warhammer timeline we are. Stellar federation ruins, plus the ship, maybe near the heresy? Possibly. Thank you for the update.


From the opening post - It is the 42nd Millennium and the Imperium is on its last legs. The Thirteenth Black Crusade has successfully broke through Cadia and now rampages freely across hundreds of worlds. so we're after the fall of Cadia and the opening of the Cicatrix Maledictum splitting the Imperium into two parts/

@Zolarian01 What's the amount of habitable land on our race's homeworld compared to modern Earth? We've got a population about equal to modern India, and I'm trying to get an idea of how big our planetary population can get before our homeworld gets turned into a hiveworld style urbanised toxic hellhole.
 
@JohnDoe22

We are actually past the Arks of Omen campaign and the Plague Wars at this point.

@Chaeronea

The amount of habitable land on our homeworld is 22% of the planetary surface area, and our world is 1.5 times the size of Jupiter.

@IronBig21

If my memory serves me right, you have developed an analogue to the Imperial Gellar Fields, just that it's untested so far.
 
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So @Zolarian01 time for the 5 turns overview on our defense.

There are four lines of defense:

Line 1: Hunter-1 - Hunter-17
Line 2: Hunter-18 - Hunter-38
Line 3: Raider-1 - Raider-10
Line 4: Defense Platform-1-X - DP-8-X and Defense Outpost-1-X

First Invaders: 4 Imperial Corvettes and 1 Imperial Destroyer

Will the Invaders get past the first line of defense?
 
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