Fun Fact: Aeldar are the Premier Warp Sensitive Race in the Galaxy. I don't think the Soul eating null Spiders would make for good Friends.
*Raises Heavy Flamer*
EDIT: There is a way communicate with such Species. Morse Code with Orbital Bombardement.
To expand on their soul eating tendencies (I refer to it as The Urge) a bit their race faintly recalls a time when they weren't blanks but their souls were sucked out by some cosmic force (C'tan, Necrons, or the Old ones I kept it vague). Yet strangely despite having their souls removed their bodies continued to persist albeit having lost the ability to feel sensation and emotion. Aside from consuming souls to try a feel anything again if they don't feed their urge they will slowly devolve into non-sapient animals that will instinctively attack anything around them.
Well it depends, the Khaahaja ( the name I game the null spiders) are divided into several factions, some of which would be more hostile than others.
Anima reavers are just pirates/raiders that prey on undeveloped or low tech worlds in order to capture humans/xenos they can feed upon.
Warp delvers are the ones that really focus on daemon consumption, seeking out warp storms and planets consumed by the warp to consume them. It's dangerous work but it sates their needs.
Pact weavers are mercenaries/lost tech archaeologists that are able to fend of The Urge well enough to work with other races, offering their services in exchange for technology, knowledge, or just the privilege of taking the souls of the enemies they're sent to fight against as payment. They also seek out abandoned planets and colonies looking for any scrap of tech that could offer them a cure for their endless hunger.
The Urge Ascendant are divided between two factions both of which seek ways to remove their need for souls and their cognitive degeneration if they don't feed. One side are made up of supremacists that seek to kill and control all other forms of life that aren't Khaahaja and the other sees themselves as saviors trying to uplift and perfect other forms of life.
Grav-Shields should be just as effective at countering teleportation attacks as Void Shields, since Gravity is one of the few forces that propagates across dimensions, which is why you can't just Translate in and out of system right on top of your target, doing so in the middle of a gravity well is a good way to get shredded by the dimensional shear.
Also sounds like something the Eldar dominion would have wiped out on principle (mean the all null race).
Something to keep in mind the Eldar dominion still ruled the galaxy until the fall which happens very recently a before the start of turn 1. And while they are isolistic there is (most) likely a limited to what they accepted and something that would have tried to actively hunt Eldary / likely to eat souls would have been on their list of things to exterminate.
And the age of strife is still going strong (and has been for several thousand years now), that makes multi system empire that are bigger than 3-4 systems almost impossible as the warpstorms prevent longer distance travel.
While the Khaahaja do prey upon the souls of others they tend to pick on soft targets or align with another faction before going after a larger one. The only time during the Eldar's dominion they would ever consider attacking Eldar vessels or worlds would be if they were either absolutely certain they could get them all and make sure knowledge of their attack didn't reach the wider Eldari empire, or if the factions associated with those worlds/vessels were so widely disliked no one would bother coming after them if the Khaahaja preyed upon them.
However, with the fall of the Eldar, certain Khaahaja have been growing bolder with their raids.
Plus the main factions of the Khaahaja that would go out of their way to hunt other races would be the Anima Reavers (because they're raiders) and the Urge Ascendant (while they do want to eventually remove their need to feed on souls they still technically need to in the time being), the other two either feed exclusively on daemons or gather the souls of fallen enemies during mercenary contracts.
They use Alcubeirre drives, and they're capable of using them because their ability to raise the dead also allows them to create unique matter with negative mass.
It has been a productive five years, now that you are beginning to recover from the Fall—damage has been repaired, Webway routes mapped (still shifting, unfortunately, so that will be an ongoing commitment), and bargains you have made and made good effort on.
While your recovery is far from over, you have thus far made a strong first step in adapting to this new world you find yourself in. One can only hope this trend continues, at least for a few years yet, for time is the most precious resource of all.
Representing your available manpower, time, and resources, each Action Pool is strictly segregated. Action Points (AP) do not accumulate over time; but other actions (such as deploying an existing fleet or Warhost) obviously have different limits.
Some actions have fixed costs, others may be taken multiple times (tagged with "each"), and some can have more effort directed to them up to a limit (tagged "X max").
At present, the most pressing issues are as follows:
• Food Scarcity
As you no longer have access to massed Psychomaton labor, cornucopia machines, and many other such technologies which made the old Empire a post-scarcity civilization, you are currently not producing enough food to meet the rate of consumption. While deep stockpiles of preserved foodstuffs from before the Fall and its immediate leadup are, for now, covering the deficit, these will not last indefinitely. Improving your ability to produce food will need to be done sometime soon.
With your existing farms no longer struggling for labor, their output has increased, decreasing the load on your stored supplies. Whilst not sufficient to feed your entire population, you expect the output of these farms will increase with the help of the Exodite advisors you've traded favors for, further extending the longevity of your stockpiles and thus the amount of time to improve food production before they begin to wear thin.
• Engine Damage
Vau-vulkesh is currently stranded in the Erd-Varesh system, as the craftworld's engines are disabled. If some enemy comes upon you, you will be unable to flee should it be required, and this makes you all too concerned. Especially with the strength that has gathered to the Ork in the west.
• Poorly Equipped Military
At present, your military forces are fairly poorly equipped—even your best units do not have dedicated combat armor and most barely have armor at all, the bulk are equipped with Las-weapons which are, in the estimations of the Eldar, barely a step up from pointy sticks, your stable of vehicles and starships does not even make full use of what technology you do have, being for the most part hasty refits of former civilian craft, and many have rather significant flaws. Improving your ability to engage in combat will be a necessity if you are to survive.
A start has been made on this matter, with plans for new forces organized around your new and old equipment, better able to face the harsh demands of the galaxy—now you must simply produce them.
• Favors Gained and Favors Owed
You have begun to acquire various commitments to other factions and thusly your time. Some are time-critical—aiding Val-Terrine against the Orks raiding them will have to be done quickly, for example—and others, such as the defense of Meros or the repairs of Arach-Qin's fleet are ongoing commitments. Ensuring that at least some good-faith effort is made on these favors owed will be quite important to establishing your good reputation in this new, changed world.
Stockpiles:
Weapons and Vehicles: At present, all your previous stockpiles of Wargear have been expended.
Special Resources:
Starcrystals (+800/turn): 6348
Fatebender Psy-scopes (+120/turn): 1571
The sign of the Steward controls many of your basic administrative, diplomatic, and organizational tasks. Choose wisely, for you have many pressing concerns and few enough hours to complete them.
The Steward has 10 Action Points available.
A Moment to Breathe—and to Plan [ ] Rationalize Elites (1 AP) Developing elite specialist troops will enable your forces more options—though it may be desirable to delay this action until you have more specialist-appropriate equipment.
Design new Elite troops.
[ ] Rationalize Fast Attack (1 AP) Further rationalizing your military force with better options for Fast Attack units will improve the ability of your forces to engage in maneuver warfare—or simply bring additional forces to the field, if you wished to travel that route. Though it may be wise to delay finalizing this matter until more options are available to you.
Designate new Fast Attack units.
[ ] Design Additional Vehicle(s) (1 AP Each) Further refinement of your existing vehicles, adopting new technology or covering existent weaknesses, either way, effort must be spent to further expand your stable of vehicles.
Continue rationalizing your vehicles by drawing up designs for new vehicles, with a greater amount of care than the hasty refits currently in use. (Vehicle design subvote)
[ ] Design a second Destroyer (4 AP) You may wish to develop a second Destroyer design, either now or as time progresses, if only to use the existing hulls you already possess more effectively.
Develop a second Destroyer.
[ ] Design a Frigate (4 AP) While the Assault Ketch remains a formidable warship—especially for its size—the failure of its active defenses following the Fall and the increased rarity of its various components means that it is perhaps not as superb a design for your current needs. Developing a replacement would be wise.
Develop a new Frigate. The Foundations of War [ ] Design a Detachment (1 AP each, 3 Max) Use your existing forces to design a Detachment.
Detachment organization subvote. Once organized, you will be able to Raise them under the Warrior sign. Scarcity Once More [ ] Form and Function to Feed a World (3 AP) Vau-Vulkesh has many gardens, parks, and green spaces which are 'public works,' such as they are. Shifting these spaces to grow fewer purely decorative plants and more which are edible would be a challenge, but the caretakers of those places are certain that, with appropriate assistance recruiting more hands to tend them, this can be done without compromising the beauty of those spaces.
Convert purely decorative green spaces and gardens to grow various edible, medicinal, or otherwise useful plants rather than purely decorative ones. Will considerably ease your food margins.
[ ] River and Lake, Pond and Pool—All may Feed the World (4 AP) At present, the many water features within Vau-Vulkesh serve mostly as decoration, but those tasked with addressing the food situation have suggested that these features be put to use, for a wide variety of aquatic and amphibious animals and waterborne plants might be cultivated within them, given time.
Begin the process of converting the various water-features of sufficient size within your craftworld to comprehensive Aquaponic farms, growing various edible plants, fish, crustaceans, molluscs, amphibians and insects. Relics of Eld The relic-vaults of Vau-Vulkesh have been accumulating all manner of oddiments, curiosities, and unusual artifacts for centuries, and then you spent the final days of the Empire's twilight piling into them everything that you could which was not nailed down—and if determined parties of Hearthguard and Bonesingers could prise it loose, it did not count as nailed down—and you have absolutely no idea of what is even in them now. Set some workers to the monumental task of sorting, cataloging, and organizing the contents of those vaults. Much of it is likely of only cultural or historical value—and therefore priceless, things being as they are—but the sheer size of those vaults means they almost certainly contain items which would be valuable to you—devices of the old Empire to study, relicular equipment, and who knows what else. At this point, you wouldn't be surprised to find one of the Croneswords or Swords of Vaul (that is, the blades forged for Khane by the smith-god, not the battleship class named for them) sitting in a corner under a pile of rugs, or something equally ridiculous.
[ ] Delve the Vaults (1 point each, max 5)
Sort through one of the many Relic Vaults of your Craftworld. Who knows what might be in there?
The Sign of the Bonesinger controls much of your infrastructure—from starships to the very Craftworld itself, the Bonesinger is the foundation on which your technology rests. Basic development of your technology is the domain of the Bonesinger as well, at least for the simpler forms of technology.
The Bonesinger has 1510 Action Points available.
Current Commitments: Aid to Meros in the repair of engines (3 AP), ETA 985.M29-000.M30 | Aid to Zahr-Tann in the repair of engines (2 AP), ETA 980.M29-995.M29 The Wings of Vau-Vulkesh The mighty engines which drove Vau-Vulkesh through the void have sputtered and died. Those who tend them are confident that the damage is not irrecoverable, yet each is a machine greater in size and complexity than an entire battleship. It will take a great deal of time and effort to even assess how they are damaged to begin with, let alone actually begin affecting repairs. Assessment continues apace, with system after system and circuit after circuit carefully examined and damages cataloged. Much of it appears to be fairly minor failures, yet there are a great many of them.
[ ] Assess the damage to Vau-Vulkesh's engines (2 points Each, max 2)
Begin the process of repairing the Craftworld's engines by sending teams to assess the extent and nature of the damage in detail. The amount of effort will be the same whether you do it all now with a large team, or more slowly with a smaller one. The Fires of Industry With the damage to your world made good—or at least enough so that the remaining issues are more a matter of replacing shattered statues and broken frescos rather than damaged infrastructure—you may begin to undertake major infrastructure projects, such as the construction of dedicated industries to produce equipment without direct intervention—previously unneeded, but these are changed times.
More action-efficient than manually creating most wargear, Production Infrastructure automatically produces a set number of weapons, armor, or vehicles at a set rate, determined by your overall industry. They will take time to set up—depending on the overall complexity and technology level of the weapon, equipment or vehicle in question—but once active will supply a steady trickle of equipment to your stockpiles without further intervention. While generally slower than producing the same equipment using action points, Production Infrastructure continues to operate without impacting your available Action Points, so long as it is not damaged. Note that Voidships are the only type of vehicle too large for dedicated production in this manner, and while there is a practical limit to how much Production Infrastructure you can sustain at once, it is unlikely to come up anytime soon as you are presently using very little of it. Exotic Resources are also produced by production infrastructure (if they can be produced at all), and may have additional restrictions to expand their production—typically in the form of reduced output from some of your existing infrastructure as trained personnel must be devoted to serving as cadre for the new facilities.
[ ] Weapon Forge (Write-in type) (2 points each)
[ ] Armor Foundry (Write-in type) (2 points each)
[ ] Vehicle Foundry (Write-in type, may not be Superheavy) (3 points each) [ ] Superheavy Vehicle Foundry (Write-in type) (4 points each) At present you do not have any Super-heavy vehicles.
[ ] Starcrystal Farm (5 points each, -50% production from 1 existing farm each)
[ ] Fateforge (7 points each, -100% production from one existing forge each) Hammer and Awl, Mason and Graver With the critical infrastructure damage to Vau-Vulkesh repaired, it is now possible to devote more energy to large scale infrastructure projects, which can extend your Action Points—either directly, or through automating previously manual systems. These projects will require multiple turns to complete, as one must both construct the facilities in question and recruit and train the personnel to operate them, but once completed will be of great use to you. Note that while there are practical limits to these options, they do not compete with other subsections in that matter and, similarly, are currently not actively tracked in the 'front end' as you are using but a fraction of your theoretical maximum capacity.
[ ] Enhance Industry (3 points initial, 1 point continuous | 2-3 turns, each) Further extend your industry by training additional Bonesinges and constructing more halls in which they may work, improving your ability to engage in general projects.
Adds +1 Bonesinger AP
[ ] Hall of Stewardship (2 points initial, 1 point continuous | 2 turns) (Requires a Steward action to activate) Centralizing your administration systems from the ad-hoc organization currently serving you into something a little more formal, allowing greater breadth of action will of course first require a hall be built and fitted to house such a centralized administration.
Begin construction of a centralized administrative center for your various stewardship councils to consolidate to, streamlining the administration of your Craftworld.
[ ] Seer Circle (4 points initial, 2 points continuous | 3-5 turns) (will require at least one Seer AP to activate after completion) Scrying is now far more difficult than it once was—not only are the blessings of the Crone and Daughter lost to you, but the Fate-changer, Master of Crows is no longer locked in an eternal duel with the gods of the Aeldari, and so seeks to confound their visions as much as it may. Yet in the most ancient of methods, there are many devices and rituals once discarded as unnecessary that might pave a way to clearer—or at least easier—visions.
Begin constructing facilities to aid your Seers in scrying, reducing the difficulty of doing so.
[ ] Grand Academy (6 points initial, 2 points continuous | 5-9 turns) Expand the Academy of Vaul on your Craftworld into a Grand Academy, larger and more lavishly equipped, allowing more projects to be undertaken at once.
+5 Seeker AP
[ ] Shrine of Khane (3 points initial, 1 point continuous | 2-3 turns) Vau-vulkesh has had no shrine to the War God, for not not insignificant enmity existed between the Lords of War and Forges—and thus their followers. Yet in these times, enmity or no, the War God may be needed once more, however unpleasant—and none can deny his final defiance of the Ruinous Ones was not an act worthy of one of the gods of the Aeldari as much as it was a fate far worse than any he inflicted on your people's favored god. Erect such a shrine far from Vau-Vulkesh's heart you may, but erect it all the same you might need, in these times of strife.
+7 Warrior AP The Mariner's Domain With the repair of Vau-Vulkesh's critical infrastructure completed, it is now possible to consider the expansion of her shipyards, however little it may be needed at the moment. Still, the construction of additional facilities for the building of Voidships—especially capital ships—is no small investment in time.
[ ] Construct additional Escort Docks (5 points Initial, 1 point continuous | 4 turns, each)
+5 Escort Docks
[ ] Construct an additional Capital Ship Dock (7 points Initial, 3 points continuous | 7 turns, each)
+1 Capital Dock Spending one action point under the Bonesinger can allow the production of up to 480 EP of Wargear each turn. These actions may be taken multiple times in a turn, if needed. Note, however, that some items may require Special Resources. these are in limited supply, enough that they are produced and stockpiled automatically if you are capable of producing them at all. Other such resources—Soulstones being the most pertinent example—will require dedicated actions and even deployment of your Warhosts to secure them.
Some types of Wargear—especially Vehicles—might require more than one turn to manufacture if you do not have enough action points available. You will likely wish to avoid this, as it is inefficient. [ ] Stockpile Wargear (1 point each)
Wargear includes infantry scale arms and armor, and complete vehicles. Consult with either the full Armory post, or the quick Reference table in the same post for a list of current Wargear. Available Capital Docks: 67 (of 80)
Available Escort Docks: 201 (of 240) [ ] Begin Construction of an Escort (batch) (3 points)
[ ] Begin Construction of a Capital Ship (4 points) [ ] Repair an Escort (1 point each; 3 ships per point)
[ ] Repair a Capital Ship (1 point each) Ongoing Repairs As you accumulate repair projects, they will be added to the full list of ongoing repairs below. Each will state its estimated time of completion in both turns and the expected year-block of completion.
1 Thysania class Battleship, ETA 8 turns | 015.M30
1 Thysania class Battleship, ETA 6 turns | 005.M30
1 Coscinocera class Battlecruiser, ETA 7 turns | 010.M30
3 Calliplaca class Cruiser, ETA 5 turns | 000.M30
4 Calliplaca class Cruiser, ETA 3 turns | 090.M29
1 Calliplaca class Cruiser, ETA 2 turns | 085.M29
2 Phalaros class Light Cruiser, ETA 4 turns | 095.M29
3 Terncladus class Heavy Frigate, ETA 4 turns | 095.M29
2 Terncladus class Heavy Frigate, ETA 3 turns | 090.M29
3 Synempora class Light Carrier, ETA 4 turns | 095.M29
7 Synempora class Light Carrier, ETA 3 turns | 090.M29
2 Synempora class Light Carrier, ETA 2 turns | 085.M29
18 Argema class Destroyer, ETA 2 turns | 085.M29
4 Argema class Destroyer, ETA 1 turn | 080.M29
[ ] Continue ship repair (1 point) [Strongly recommended] [ ] Refit an Escort (1 point each; 3 ships per point) [ ] Refit a Capital Ship (1 point each) You do not have any capital ship designs to refit into at present. The Dragonfleet of Quilan In exchange for aid with your food-production efforts, the Exodite world of Quilan wishes to begin a carefully phased refit of its small but potent fleet of Dragonships, maintained against the dangers that lurk to their southeast, the Ghost Stars. The greatest concern is the failure of the defense systems that relied on the pantheon for power—Dragonships are as a rule more heavily armored than typical Aeldari craft, but armor alone is poor defense against some of what Quilan has driven off or destroyed in the past—and so likely the future as well. Thusly at present they have expressed interest primarily in Holo-Field technology, though they are unlikely to refuse if you should also offer to throw in a grav-shield or three.
[ ] Begin refitting the Dragonships of Quilan (1 AP) Begin refitting Quilan's fleet with Holo-Fields on a rotating basis. Initial batch would consist of two cruisers and ten escorts.
- [ ] Also offer Grav-shields (+1 AP) throw in some grav-shields as well. Dragonships devote a fair amount of room to defensive systems after all, they've the room for it. Development of basic technology belonging to the Aeldari falls under the sign of the Bonesinger, and each may expand your ability to wage war. [ ] Develop Basic Grenades (1 AP) While Screamer grenades are of course quite effective at disrupting most living targets, they are firstly not designed for deployment by hand and secondly do not actually inflict much damage to foes. Developing some additional grenade types—including those meant for use by individual warriors by hand rather than with a grenade launcher—would extend the options of your warhosts.
Develop basic Krack, Frag, and smoke grenades for both your existing grenade launchers and deployment by hand. Also adapts Screamer grenades to a hand-throwable version.
[ ] Develop Standalone Sensor Package (1 AP) A possibility brought up by some vaulish sorts after the latest round of armor development, developing a standalone sensor device that could be issued to troops in the field would allow a bit more flexibility, if at greater cost than an armor-integrated system.
Develop Auspex-equivalent portable sensor device.
[ ] Develop Basic Voidship Torpedos (2 AP) Arach-Qin's fleet makes heavy use of large guided munitions—torpedos—an idea borrowed, they say, from an Orkish warlord who was quite fond of the crude equivalents that race utilizes and used them to great effect against them in the times before the Fall, and the variants they designed for their own use were far superior. Emphasis on were, sadly—the blessings of Khane and Koronus laid on the weapons to increase their destructive power and ensure each struck true have faded, leaving them little more than simple unguided explosives. Still, the basic concept is sound and proven, and further development will likely improve their power and utility.
Develop basic Krack Torpedos—unguided heavy explosives mostly useful to constrain enemy maneuvering at medium range.
[ ] Develop Melta Weapons (2 points1 point) Melta type weapons are effectively the ultimate evolution of the flamethrower, firing ultra-compressed bursts of superheated material which is equally effective at burning though armored vehicles or unfortunate infantry. Their only real weakness is their relatively short effective range. Developing Melta weapons will offer potent anti-tank and anti-infantry capabilities to your forces—especially against enemies with irritating tendencies to regenerate. Study of the weapons fitted to Arach-Qin's fleet during the repair process has aided signifigalty in the difficulty of developing your own versions of the weapons.
[ ] Develop Monofilament Weapons (3 points) These weapons fire rapidly expanding webs of monomolecular wire that shred effectively anything they come into contact with. This is especially effective against living targets, whose pained thrashing only serves to further entangle them in the deadly net. While short ranged, these weapons are incredibly effective against essentially all but the very heaviest of infantry, and even many light vehicles.
The Forge of Vaul In addition to your standard action pool, the Forge of Vaul can be used to either support an ongoing construction or repair project—including both infrastructure projects and the construction or repair of a starship—reducing its required time by 1d3 turns; produce a large amount of Special Resources, or can be used to produce up to 5000 EP of Wargear for ground units. Any two of these options may be selected in a given turn, or one option may be selected twice. [ ] Forge of Vaul: Aid a Construction/Repair project
[ ] Forge of Vaul: Produce Resources (1000 Starcrystals, 300 Fatebender Psy-Scopes or 500 Starcrystals & 150 Psy-Scopes)
[ ] Forge of Vaul: Produce Wargear (5000 EP max) The Shipyards of Arach-Qin Whilst not specifically a part of your terms with the smaller Craftworld, sending a party—or several—to assist them in rebuilding their yard capacity would likely generate no small amount of gratitude, for the despoilment of the Ork is something you have some amount of experience with.
[ ] Assist Arach-Qin with rebuilding their Shipyard (1 point each, max 6)
Send parties to assist Arach-Qin with the monumental task of rebuilding its destroyed shipyards.
The sign of the Seer encompasses your development of Psyker abilities, reading the past, present and or future with clairvoyance, and the development of Psy-tech devices. Certain types of Wargear called Artifacts may also be produced by the Seer rather than the Bonesinger, though you do not have any such equipment as yet.
The Seer has 107 Action Points available.
The Eyes of the Eldar See Far [ ] Scry the Future (1 point each) Gaze upon the evertwisting maze of Fate, but be wary, for the very act can shift its course.
Attempt to gain information about the future. You may optionally write-in a simple specific question, EG, "When is this faction likely to attack us", "where could we find something to help us with this action", and so on. If not specified, this will provide a random glimpse of future events, weighted to those most relevant to you. Note that the accuracy, level of detail, and usefulness of this information can vary significantly—the very act of looking into the future changes it. You can, however, learn general trends by comparing longer ranged prognostication over several turns.
[ ] Scry the Present Turn your gaze outward, and See that which Is.
Attempt to use clairvoyance to gain information about the current state of the galaxy. Can either be left to weighted random or targeted at a specific question or location.
[ ] Scry the Past Peer across time into what Was.
Attempt to divine events in the past. As with other options, may be taken as a weighted-random or question-specific option. Regardless of type, scrying is not guaranteed to succeed, or produce actually useful information even if it does; the more narrow/specific your criteria, the more difficult it is to See. It may therefore be wise to keep any specific queries as broad as possible, thereby maximizing your chances of success. For example, going for "something that can help with [problem]" is more likely to succeed than say, "a gun which can kill [this thing that is causing the Problem]", which is in turn more likely to succeed than "a laser that can penetrate [problem]'s defenses that we can get without them knowing" and so on.
You can also devote more points to one query to make it more likely to succeed, rather than taking multiple queries (or any desired combination thereof within the limits of your available Action Points), though this does not also guarantee that the resulting information will actually be useful to you, or even that you will succeed—only make it more likely that some information is acquired. The raising of Battle Psykers also falls under the sign of the Seer, rather than the Warrior, and is a process that takes longer than an ordinary unit. Battle Psyker units, unlike most unit types, are not immediately disbanded when removed from a Detachment, but will instead return to your pool of available units—as they are too valuable and rare to dismiss outright. Equally, the training of a Battle Psyker cannot be stopped midway—it is simply too dangerous. Once you commit to raising a unit, it will lock however many action points are required for the full training cycle. [ ] Raise a Seeing Circle (2 points per turn, 2 turns)
[ ] Raise a Warcasting Circle (3 points per turn, 4 turns)
[ ] Raise a Bladedance Troupe (1 point per turn, 4 turns)
Currently Training:
1x Warcasting Circle (ETA 3 turns | 990.M29)
To Forge A Soul [X] [Minimum Locked] The Flaw, The Curse, The Claim (1 point minimum. No max. Length unknown.) Vau-Vulkesh plans a project of grand ambition and legendary mein—guided by ancient legends from the dawn of the Aeldari, you seek to reforge your very souls to reject the Dark Prince, freeing your people from the Curse of Slaanesh. Much will need to be done to accomplish this—first, the exact nature of the fracture within the crystal-souls of the Aeldari must be mapped, an undoubtedly perilous project, for you doubt strongly that the Soulthirster has not emplaced precautions against doing exactly that—or if it hasn't, that She-Who-Thirsts will neglect to do so as soon as your poking of his claim becomes known to the Ruinous One.
Study of the Flaw has begun. Carefully, cautiously, those set to the task have probed the nature of the Dark Prince's connection to the souls of the Aeldari—and so far, caution has been rewarded. No Deamon has come surging against the wards of Vau-Vulkesh, no souls consumed leaving the victim to drop dead where they stood, no accident has damaged the souls of the volunteers under examination, no fell trap within triggered. And most importantly, so far as your Seers can tell, the Soul-drinker is not yet aware of your plans nor efforts.
The sign of the Seeker controls development of your most advanced technology, and the study of the devices of others. Unlike the sign of the Bonesinger, costs for most projects under the Seeker are quite variable, and require a certain investment in points to even produce an estimate of how difficult they will be, though you can make educated guesses based on the description of the technology, and the initial investment costs.
The Seeker has 12 Action Points available.
High Technology research falls under the sign of the Seeker, as does study of relic technology and the works of other races. At present, you are mostly working with the contents of what technology of the old Empire you have access to—the simpler ones, anyway. The most advanced of those have been set aside temporarily, as it will likely take more time than can be spared at the moment to develop even inferior copies. [ ] Reverse-engineer Meson Blasters (5 AP initial) Meson Blasters can penetrate most shields and armor as though it didn't exist, striking at unprotected vitals or crew directly—reverse-engineering this formidable technology would greatly improve the ability of your Warhosts to deal with heavily armored targets.
[ ] Reverse-engineer Grav-weapons (2 AP Base, +2 AP for each extra type) Grav weapons use artificial gravity manipulation to destroy targets—whether it be by amplifying gravity so the target is crushed under its own weight, hurling victims into the sky to let natural gravity do the work, or ripping things apart with rotating or oscillating gravity-fields. Adding this technology to your arsenal will provide many options, for such weapons can be used on nearly any scale. Having devised a defensive system using gravetic principles already, you will find it easier to develop Grav-weapons than might otherwise have been the case.
There are several overarching types of Grav-weapon which you might invest in—while you could pursue all of them, it might be wise to focus on only one or two types and set the others aside for now.
- [ ] Gravetic Sheer Weapons Gravetic Sheer weapons use the ability of focused gravity fields to form impossibly 'sharp' blades or lances of focused gravity that can cut through nearly anything with little to no resistance. While extremely formidable, this type of technology is both (relatively) short-ranged, and requires highly sophisticated grav-projectors to form the necessary fields.
- [ ] Torsion Weapons A far more crude—but therefor much less difficult to produce—form of grav-weapon, Torsion weapons use multiple contra-rotating grav-fields to tear a target apart under the inexorable power of gravity.
- [ ] Gravetic-Oscillator Weapons Similar to Torsion Fields, Gravitic-oscillator weapons rapidly oscillate the direction of powerful grav-fields, ripping a target apart and shaking it to pieces under the forces involved.
- [ ] Gravetic-Implosion Weapons Gravitic-implosion weapons are more sophisticated than most types of grav-weapon (though less so than gravetic sheer weaponry) and operate by turing a target's own mass against it, amplifying gravity's effects hundreds or thousand of times to crush a target under its own amplified weight. While the area affected is limited by the size of the projector-amplifier, these weapons are nonetheless disproportionately effective against larger (and thus more massive) targets.
- [ ] Graviton Impactor Weapons perhaps the simplest form of grav-weapon technology, Graviton impactors simply fire "pulses" of gravetic force that can send an unfortunate target flying dozens of meters—or perhaps simply part of a target—which, while not necessarily more than an inconvenience, can still disrupt lines, break charges, and incapacitate foes by slamming them into something harder than they are.
[ ] Reverse-engineer Plasma Blasters (Variable, see below) More sophisticated than the crude plasma weapons of lesser races, Eldar plasma blasters are completely reliable and remain cool to the touch even after hours of firing. They come in a wide variety of formfactors, from pistols to massive starship-grade macro-weapons of stupendous power. Perhaps one of the 'simplest' forms of High Technology, plasma weapons were not used by the Empire of old solely because they possessed many much better weapons—but with these weapons now lost to you, plasma weapons may fill the gap nicely.
You may pursue a limited number of features that will be notably above average with your particular implementation of plasma weapons technology—though the more areas you focus on, the longer and more difficult it will be to develop weapons with the relevant properties. You may of course, choose to compromise in some areas to defray those costs.
Focus on:
- [ ] Power (+1 AP, +.5 turns)
- [ ] Range (+1 AP, +.5 turns)
- [ ] Accuracy (+2 AP, +.5 turns)
- [ ] Fire Rate (+2 AP, +1 turn)
- [ ] Lower Cost (+3 AP, +0.5 tuns)
Compromise on:
- [ ] Fire Rate (-1 AP, -1 turn)
- [ ] Cost (-2 AP, -1 turn)
- [ ] Power (-1 AP, -.5 turns)
- [ ] Range (-1 AP, -.5 turns)
- [ ] Safety (-2 AP, -2 turns) you may select up to three areas to focus on. You may compromise on any area other than the ones focused on (for example you cannot compromise on cost and focus on lower costs); this may lower final EP costs of the technology. Note that if you compromise on safety the weapons will still be reliable, simply unusable by those in unpowered armor due to heat issues.
[ ] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns) Conversion Fields absorb energy from incoming attacks, stopping most energy weapons and kinetic projectiles cold. Depending on their precise settings they can even provide significant protection against area effect weaponry. The principle limit is that a Conversion Field can only handle a certain maximum amount of energy over a set period, and if this threshold is exceeded the field generator suffers a destructive overload. Developing this technology will allow you a potent defensive system which can be scaled from single infantry troopers to kilometers-long battleships.
Your Seekers anticipate it will take fifteen years to sufficiently understand conversion field technology enough to create generators of your own for use by your Warhosts. You may, during that time, direct them to focus on developing one aspect of the technology to above standard.
- [ ] Regeneration add monitoring systems that automatically shuts down the conversion field before it overloads, sparing the generator itself—while it won't always do so in time, this can allow a Conversion Field to be effective for longer over the course of an entire battle.
- [ ] Cost focus on keeping manufacturing costs down, allowing them to be more widely deployed more quickly.
- [ ] Size focus on ensuring the devices are as small and light as possible without compromising effectiveness.
[ ] Reverse-engineer Haywire Weapons (4 AP initial) Haywire weapons can cause malfunctions and eventual shutdown in all manner of technology—or, if the power is turned high enough, inflict agonizing death on a living being as its nervous system suffers the same effect. Developing Haywire weapons will make it far simpler to capture intact technology from your foes, not to mention provide a less-than-lethal option for disabling various vehicles.
The sign of the Warrior controls your fleets and armies—it is here that you will muster Warhosts and assign fleets, and set them to tasks. Many of the actions under the Warrior are not limited by the sign's action pool, but by your available vessels, warhosts, and detachments.
The sign of the Warrior has 5 Action Points available.
The Raiders of Val-Terrine the Exodite world of Val-Terrine in the galactic south has been suffering raids by Orkish Freebootas. Lacking the strength to both protect themselves and hunt the piratical orks to their nest, they have asked for aid to dispatch the raiders, for which they are willing to send some among their number with experience in the matters of farming and food production to aid your efforts towards self-sufficiency. You must decide how much of your strength you can spare for this task, and whether you intend to simply bombard the lair with your vessels or send also a Warhost to secure any interesting artifacts the Orks may have looted from who-knows-where.
[ ] Muster a Fleet
- [ ] Send forth a Warhost (or several) You should send at least three capital ships and at least eight escorts if you wish the force to be effective. If you also wish to deploy a Warhost, at least one of the capital ships must be a Combat Brig. [ ] Raise a Detachment (1 point) Raise a fresh Detachment from your list of existing Detachment types, becoming available the following turn.
Requires sufficient Wargear and Command Points be available. You may produce the needed Wargear concurrently if you can provide all of it within a single turn; otherwise you must first stockpile sufficient Wargear before you may do so. If the Detachment contains Battle Psykers, you must have sufficient numbers of them available at the end of the turn.
[ ] Disband a Detachment (1 point) Stand down a Detachment, returning its Wargear to your supplies.
Disband one of your standing Detachments to immediately reclaim its Wargear and Command Points. Note that you may, if desired, immediately Raise an new detachment with that equipment; in this case you will also retain the personnel. Battle Psykers will of course be retained, returning to your pool of available units. [ ] Raise a Warhost Raise from your existing detachments a mighty (or perhaps not so mighty) Warhost, that it may be deployed at need.
Organize a Warhost from among your standing Detachments. This will become available to deploy on the same turn, so you may raise a Warhost (or several) to meet immediate requirements.
[ ] Disband a Warhost Remove an existing Warhost from your list thereof, allowing you to assign its Detachments to other Warhosts as needed.
Breaks up an existing Warhost, returning its components to your pool of available Detachments. As this occurs immediately, you can disband a Warhost and immediately assign any of its component Detachments to a new Warhost on the same turn.
24 Hour Moratorium.
Vote By Plan.
A/N: for those that were wondering about if the damage was degrading your capacities: yes. Yes it was.
Do we have an estimate of how much strength we need to commit to Val-Terrine to expect decent results?
Also, it seems that the amount of AP we put into the Reforging project seems less about accelerating it and more about risk mitigation @Mechanis ? Is that about right?
Finally, we can raise and modify Detachments and then deploy them in the same turn, right?
Definitely glad we gambled on speedrunning the repairs though. Next highest priority I think is unfucking our engines.
So some thoughts and questions before I head to bed:
1. Might be worth pushing on the engine assessments, that ork warning is concerning
2. Would love to give the Exodites grav shields if we can, anything to make them like us and avoid the risk of them getting in trouble later. Might trickle on to Saim Henn too if we make a pattern of it.
3. Stewardship Hall sounds interesting, really leans into our specialty, but some foundries for the base stuff might be better. Especially if we can get ahead of our production needs long term, let us sell spares to our friends. Seer tower also sounds nice, but man expensive. Hmm, wonder if we could do a tower or something specifically for our soul forging work?
4. For science stuff: can we split our designs for plasma? I'm imagining a low cost version for militia or export, and then a nice one for our regulars.
5. Not sure we can justify it but would love to start working on Arach's shipyards, probably make them happy and reduce the long term push on our stuff
ONE MORE QUESTION and I'm sorry for doing this again and again.
Can we mix a Refit and a Repair as the same thing? We're basically reworking the entire ship after all, as long as it's the same base hull type, can we do a refit as part of the repairs?
Do we have an estimate of how much strength we need to commit to Val-Terrine to expect decent results?
Also, it seems that the amount of AP we put into the Reforging project seems less about accelerating it and more about risk mitigation @Mechanis ? Is that about right?
Finally, we can raise and modify Detachments and then deploy them in the same turn, right?
Definitely glad we gambled on speedrunning the repairs though. Next highest priority I think is unfucking our engines.
In order: Just below the option a minimum-force estimation is provided.
Your faction quest is complex, spending additional AP can result in higher caution, greater speed, lesser likelihood of unfortunate events during the process, or any combination thereof at any given stage. But in general, when investing more AP is an option, more is generally better.
As long as you have the equipment available at the end of the turn you can raise a Detachment, which you can then either assign to a Warhost or throw additional equipment at (provided you have such equipment at the start of the turn) the following turn, yes. You can also push out new equipment and assign a Detachment to a Warhost on the s same turn, if you need to.
ONE MORE QUESTION and I'm sorry for doing this again and again.
Can we mix a Refit and a Repair as the same thing? We're basically reworking the entire ship after all, as long as it's the same base hull type, can we do a refit as part of the repairs?
You can pick a damaged ship to refit, yes. Depending on how damaged it could add extra time, but your fleet was in the "light damage or dead without much in-between" bracket so didn't really have that problem.
Honk man isn't going to actively fuck us over, it's not part of his character. He might create a Problem, but it's a Problem that solving will give an advantage.
Here's a plan I hammered out in about six minutes with everything I think is important sans Warrior actions.
[] Plan: Rounding Out The Rest Steward
-[] Rationalize Elites (1 AP)
-[] Rationalize Fast Attack (1 AP)
-[] Form and Function to Feed a World (3 AP)
-[] River and Lake, Pond and Pool—All may Feed the World (4 AP)
-[] Delve the Vaults (1 point each, max 5) Bonesinger
-[] Assess the damage to Vau-Vulkesh's engines (2 points Each, max 2) x2
-[] Armor Foundry (Void Guard Warsuit) (2 points each)
-[] Continue ship repair (1 point) [Strongly recommended]
--[] Forge of Vaul: Aid a Construction/Repair project
-[] Begin refitting the Dragonships of Quilan (1 AP)
--[] Also offer Grav-shields (+1 AP)
-[] Develop Basic Grenades
-[] Forge of Vaul: Produce Wargear (5000 EP max) Seer
-[] Scry the Future (1 point each)
--[] "When will one of our allied craftworlds be attacked?"
-[] Scry the Present
--[] "Where is the nearest Talisman of Vaul?"
-[X] [Minimum Locked] The Flaw, The Curse, The Claim (1 point minimum. No max. Length unknown.) x5 Seeker
-[] Reverse-engineer Grav-weapons (2 AP Base, +2 AP for each extra type)
--[] Torsion Weapons
--[] Graviton Impactor Weapons
-[] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns)
--[] Regeneration
-[] Reverse-engineer Haywire Weapons (4 AP initial) Warrior
🤷♂️
I have no idea how to use the Forge's wargear EP or what the makeup of the Val-Terrine expedition will be. Maybe instead of the armor foundry and grenades, we make a batch of Nettles? Not the most efficient plan, but it's the best we can currently do regarding the Seer and Seeker.
I'm so split on this. On the one hand it'll more than double our available Warrior AP. On the other, screw Khaine, and we're already pretty heavily planned around a smaller more elite army, a decision that was made around limitations in our ability to raise units.
As for the rest of the turn. I think we should make an Ithilmar factory. And for plasma weapons, I would suggest going for Low cost Low safety weapons. Most of our troops are in Semi-powered or fully powered armor, so it should be fine and allow us to make some lower cost weapons very quickly.
[ ] Hall of Stewardship (2 points initial, 1 point continuous | 2 turns) (Requires a Steward action to activate) Centralizing your administration systems from the ad-hoc organization currently serving you into something a little more formal, allowing greater breadth of action will of course first require a hall be built and fitted to house such a centralized administration.
Begin construction of a centralized administrative center for your various stewardship councils to consolidate to, streamlining the administration of your Craftworld.
[ ] Reverse-engineer Plasma Blasters (Variable, see below) More sophisticated than the crude plasma weapons of lesser races, Eldar plasma blasters are completely reliable and remain cool to the touch even after hours of firing. They come in a wide variety of formfactors, from pistols to massive starship-grade macro-weapons of stupendous power. Perhaps one of the 'simplest' forms of High Technology, plasma weapons were not used by the Empire of old solely because they possessed many much better weapons—but with these weapons now lost to you, plasma weapons may fill the gap nicely.
You may pursue a limited number of features that will be notably above average with your particular implementation of plasma weapons technology—though the more areas you focus on, the longer and more difficult it will be to develop weapons with the relevant properties. You may of course, choose to compromise in some areas to defray those costs.
I think that we could get them as cheap-ish standard weapon for foes that aren't weak to needles (which i see as sniper type weapon) so probably lower cost, fire rate and power
I think that we could get them as cheap-ish standard weapon for foes that aren't weak to needles (which i see as sniper type weapon) so probably lower cost, fire rate and power
This is about what I want, except also compromising on safety so we can get them faster with less actions, at the cost of being unusable to people who aren't in power armor and having heat issues. -2 turns from the project is huge when most focuses add .5 turns.
I think that we should do it for the AP economy as well as to get new potencial projects.
I think that we could get them as cheap-ish standard weapon for foes that aren't weak to needles (which i see as sniper type weapon) so probably lower cost, fire rate and power
Needlers aren't really sniper weapons, not like Fatecasters are. The Needle variants are more auto-pistol/SAW types, while Spike weapons are more hand-cannon/DMR-ish. (You may note that the Needler Rifle is a twinbarrel, the Carbine is a tribarrel, and the pistol is getting into pepperbox territory with four barrels, whilst the Spike weapons all have barrels you can stick a thumb down.)
[ ] Preliminary Plan: Banging Out The Dents
-[][Steward] Design a Detachment (At least 1 AP)
-[][Steward] Form and Function to Feed a World (3 AP)
-[][Steward] Design a Frigate (4 AP)
-[][Steward] Remaining AP: 2
-[][Bonesinger] Assess the damage to Vau-Vulkesh's engines (4 AP)
-[][Bonesinger] Continue ship repair (1 AP)
-[][Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
--[][Bonesinger] Also offer Grav-shields (+1 AP)
-[ ][Bonesinger] Refit an Escort (3 AP)
--[][Bonesinger] 9x Damaged Lance Cutters to Nettle-class Escort Cutters
-[][Bonesinger] Forge Actions (Pending)
-[][Seer] The Flaw, The Curse, The Claim (5 AP)
-[][Seer] Remaining AP: 2 (Divinations)
-[][Seeker] Reverse-engineer Grav-weapons (2 AP)
--[][Seeker] Gravetic-Oscillator Weapons (+2 AP)
-[][Seeker] Reverse-engineer Plasma Blasters
--[][Seeker] Power (+1 AP, +.5 turns)
--[][Seeker] Range (+1 AP, +.5 Turns)
--[][Seeker] Lower Cost (+3 AP, +2 Turns)
-[][Seeker] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns)
--[][Seeker] Regeneration
-[][Seeker] Reverse-engineer Haywire Weapons (The Fourth AP, 3 carried over from last turn I hope)
-[][Warrior] Muster a Fleet
- [ ] Send forth a Warhost (or several)
-[][Warrior] Raise a Detachment x2 (2 AP)
--[][Warrior] Pending...
-[][Warrior] Disband a Detachment x2 (2 AP)
--[][Warrior] Pending...
Here's my initial draft, basically get the rest of our food production online and make a push to meeting our obligations. Quilan gets the better defenses because we need them to stay in one piece and also it's just good reputation, get to the phase of our Engine production where we can actually start using Forge on it to help with our repairs, and then start converting some of our busted Cutters into Nettles. We can start building up our industry a bit better next turn, since we're still largely holding our own so far.
Seer has 2 AP earmarked for Divinations and 5 AP on our Questline because we want to minimize the chances of that going wrong given its importance. We get our Torsion weapons for melee combat (I think, please confirm if Torsion Weapons are our Melee option or if it's something else), so we can give our super melee dudes gravity-hammers. Plasma Blasters will be aiming to fill a niche by being our distance anti-armor option, since Needlers are excellent at mowing down hordes and lightly armored targets, we need something to crack open tanks and the like. Conversion Fields focus on Regeneration because everything else is nice but if the field breaks from taking one hit you have a problem.
Steward options have at least 1 AP for detachment creation, and then 2 more AP to fit wherever @Karugus thinks we could put some stuff in, either more Detachments or another Vehicle or what have you. We also move to update our Ketches because they're awesome but also expensive, while it looks like our food supply is still holding and trending upwards thanks to the deals we cut, and is going to further improve by adding the garden stuff to the list.
Finally, we start our Troop modernization program while preparing to send dudes to bully some pirates, satisfying another of our obligations.
[ ] Preliminary Plan: Banging Out The Dents
-[][Steward] Design a Detachment (At least 1 AP)
-[][Steward] Form and Function to Feed a World (3 AP)
-[][Steward] Design a Frigate (4 AP)
-[][Steward] Remaining AP: 2
-[][Bonesinger] Assess the damage to Vau-Vulkesh's engines (4 AP)
-[][Bonesinger] Continue ship repair (1 AP)
-[][Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
--[][Bonesinger] Also offer Grav-shields (+1 AP)
-[ ][Bonesinger] Refit an Escort (3 AP)
--[][Bonesinger] 9x Damaged Lance Cutters to Nettle-class Escort Cutters
-[][Bonesinger] Forge Actions (Pending)
-[][Seer] The Flaw, The Curse, The Claim (5 AP)
-[][Seer] Remaining AP: 2 (Divinations)
-[][Seeker] Reverse-engineer Grav-weapons (2 AP)
--[][Seeker] Torsion Weapons (+2 AP)
-[][Seeker] Reverse-engineer Plasma Blasters
--[][Seeker] Power (+1 AP, +.5 turns)
--[][Seeker] Range (+1 AP, +.5 Turns)
--[][Seeker] Lower Cost (+3 AP, +2 Turns)
-[][Seeker] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns)
--[][Seeker] Regeneration
-[][Seeker] Reverse-engineer Haywire Weapons (The Fourth AP, 3 carried over from last turn I hope)
-[][Warrior] Muster a Fleet
- [ ] Send forth a Warhost (or several)
-[][Warrior] Raise a Detachment x2 (2 AP)
--[][Warrior] Pending...
-[][Warrior] Disband a Detachment x2 (2 AP)
--[][Warrior] Pending...
Here's my initial draft, basically get the rest of our food production online and make a push to meeting our obligations. Quilan gets the better defenses because we need them to stay in one piece and also it's just good reputation, get to the phase of our Engine production where we can actually start using Forge on it to help with our repairs, and then start converting some of our busted Cutters into Nettles. We can start building up our industry a bit better next turn, since we're still largely holding our own so far.
Seer has 2 AP earmarked for Divinations and 5 AP on our Questline because we want to minimize the chances of that going wrong given its importance. We get our Torsion weapons for melee combat (I think, please confirm if Torsion Weapons are our Melee option or if it's something else), so we can give our super melee dudes gravity-hammers. Plasma Blasters will be aiming to fill a niche by being our distance anti-armor option, since Needlers are excellent at mowing down hordes and lightly armored targets, we need something to crack open tanks and the like. Conversion Fields focus on Regeneration because everything else is nice but if the field breaks from taking one hit you have a problem.
Steward options have at least 1 AP for detachment creation, and then 2 more AP to fit wherever @Karugus thinks we could put some stuff in, either more Detachments or another Vehicle or what have you. Finally, we start our Troop modernization program while preparing to send dudes to bully some pirates.
I also imagine that we get 'Generic' Grav-weapons just for the baseline project, and we're just picking which specialist weapons we want to get from that tree as well?