There's a apparently a whole swathe of Eldar worlds that were far enough away from the epicentre not to be part of the Eye of Terror but not far away enough that the populations didn't die, the planets around the True Stars.
Sweet Isha... our folks will be so depressed when we launch missions into the surroundings of the eye of terror. Like imagine so, so many empty worlds, craftworld or worse.
Sweet Isha... our folks will be so depressed when we launch missions into the surroundings of the eye of terror. Like imagine so, so many empty worlds, craftworld or worse.
Honestly I think the most spicy drift we will experience as a craftworld is the lack of our people being lost on the paths, which kinda a double edged sword, like the aspect paths are effective and reliable network of paths with good quality of soldiers with war masks being handy things. But since we don't have the paths it does mean the vaulkhari are basically being thrown live into war and being hardened head first, which has it's own perks and drawbacks. Perks, we get genuinely trained and experienced commanders and soldiers that can operate under stress. Cons, this will probably result in heavily jaded and cynical soldiers that know how fucked the galaxy is.
Still, i do really think it was at the end of the day a good idea.
My only fear is that when we become...reforged we don't relinquish our emotions. If I remember correctly it is that intensity of emotion that contributes to the Psychic potency of the Eldar. Also, I don't want our faction to just be Mechanicus but Eldar.
A Craftworld---even a small one, is generally something on the order of 7-9 × 10¹⁸-10²⁰ tons of mass. Even with the truely colossal scale of their engines, you definitely are not going anywhere in non-geolgical timescales without at least a significant plurality of their engines being functional.
They're planetary scale constructs, whose peers are things like Orkish Battle-Moons and Necron World-Engines, and the scale of their engine systems reflects this. Granted they're effectively cargo ships rather than the war-vessels the other two examples represent, but still.
Sweet Isha... our folks will be so depressed when we launch missions into the surroundings of the eye of terror. Like imagine so, so many empty worlds, craftworld or worse.
It's probably going to be even worse now they're getting a taste for being able to go out and actually help their kin. First fellow craftworlders, then exodites, and now the Ishari.
Yeah, we're putting some good feelers out to being well liked among most of the Diaspora, given all of our efforts in bailing our kin out of their own calamities.
would it be possible to add a bit of information to the weapon in the war gear section? the description tells you the primary job of any given gun, but it's a bit unclear beyond that. For example, it's unclear if fatecaster riffles are full auto or semi auto from the description. Maybe some sort of keyword system, or at least a basic list of what kind of targets it's good and bad against?
would it be possible to add a bit of information to the weapon in the war gear section? the description tells you the primary job of any given gun, but it's a bit unclear beyond that. For example, it's unclear if fatecaster riffles are full auto or semi auto from the description. Maybe some sort of keyword system, or at least a basic list of what kind of targets it's good and bad against?
Given that the primary function of fatecaster rifles is to bend local space-time into a pretzel so a bullet takes a straight path around a corner, I think the answer to how many firing modes fatecasters have is 'Yes'.
Or 'How-ever-many-it-takes-to-kill-the-target-round burst.'
It would make the fight against Slaanesh easier I think. The only issue is getting her out of the Garden and into the Webway without the other 3 trying to take advantage. Getting the aid of Cegorah is a must. Asking for the aid of the Emperor might also be worthwhile.
Given we have no reason to assume that Starblaster tech is intrinsically 'higher' than Fatecaster technology, and that a Starcarver has the firepower of roughly 6 las cannons in a roughly MMG package it wouldn't be inaccurate to say a Fatecaster rifle should be able to effectively put out effective firepower comparable to say several Heavy Bolters (given we know Mechanis is basing most of his comparisons and weapons off Imperial equivalents- eg Turbolasers, las cannons, and Volcano Cannons)
Given that fatecaster weaponry is what DEldar shard weaponry and Eldar shuriken weaponry is trying to imitate- its interesting to note both of those weapons proc extra effects on a 6 to hit iirc. Except fatecasters don't just home in on a target, they deliberately read fate to hit the weakest and most vulnerable point of the target. So it's probably fair to say that without exotic interference a fatecaster isn't just automatically hitting and ignoring things like cover, concealment, and holo-fields- it's actively proccing those additional extra effects with each hit. Things like inflicting additional hits or automatically wounding based off its lesser imitators.
It would make the fight against Slaanesh easier I think. The only issue is getting her out of the Garden and into the Webway without the other 3 trying to take advantage. Getting the aid of Cegorah is a must. Asking for the aid of the Emperor might also be worthwhile.
It'd definitely make the fight against Slannesh easier. If absolutely nothing else, Soulstones were a joint effort by Aisha and Vaul. So she can both batch produce soulstones and fix the infertility issue.
I'm not expecting this to be an immediate thing. Or even a mid term thing. But I want to get Isha before any operations on Slannesh.
I'm not saying we need to start a war/secure the Talismans of Vaul so we can use our knowledge of them to blast our way into Nurgle's Garden or something, but if we can't pull some shenanigans with the Talismans we're wasting our potential
I'm not saying we need to start a war/secure the Talismans of Vaul so we can use our knowledge of them to blast our way into Nurgle's Garden or something, but if we can't pull some shenanigans with the Talismans we're wasting our potential
Yeah...probably not gonna work. I think the Isha rescue will end up being more of a stealth mission considering she is inside NURGLE'S ACTUAL HOUSE. In the MIDDLE OF HIS GARDEN.
Edit: A distraction in the form of instigating a Daemonic Invasion from one of the four might work...
Yeah...probably not gonna work. I think the Isha rescue will end up being more of a stealth mission considering she is inside NURGLE'S ACTUAL HOUSE. In the MIDDLE OF HIS GARDEN.
Eh, there has been at least one attempt to save Isha that got into Nurgle's garden and one of the recent novels had the Emperor use Gulliman + the ongoing Nurgle chaos ritual to permanently damage it (and thus Nurgle).
Bombarding it with multiple blackstone fortresses isn't that bad of a idea in comparison to the canon infiltration attempt and how bad that ended up being for the Asyurani that tried it. Not that it would be easy but a bombardment based plan using them is probably at least part of a viable plan among the rather terrible hand the Eldar have regarding rescuing Isha.
Yeah...probably not gonna work. I think the Isha rescue will end up being more of a stealth mission considering she is inside NURGLE'S ACTUAL HOUSE. In the MIDDLE OF HIS GARDEN.
Edit: A distraction in the form of instigating a Daemonic Invasion from one of the four might work...
Listen, the Talismans were made to blast the C'tan at the apex of their powers, and get exponentially stronger the more of them combine their fire. If there was anything with enough raw warp based firepower to even attempt to pull a smash and grab it's them. Obviously it's going to be more involved and difficult than just that but it's a waste of narrative potential to not try and wield the 8-pointed star warp super weapons against Chaos at some point.
Besides, I'd rather trust in the Dominion's finest Godslaying weaponry at least meaningfully inconveniencing a god rather than just being sneaky enough to just walk in and grab her out of a god's inner sanctum. If it was that simple the Harlequins would have probably at least gotten close over ten thousand years.
Yeah...probably not gonna work. I think the Isha rescue will end up being more of a stealth mission considering she is inside NURGLE'S ACTUAL HOUSE. In the MIDDLE OF HIS GARDEN.
I mean maybe but we already have Wraith units that are kinda that so maybe not. Though it would be interesting if we stole the Necron's playbook and write the sequel to it.
The Fall now over a decade behind you, you are at last beginning to make significant progress towards recovery. Efforts have been made to food independence, allies gathered, and promises fulfilled. Plans to bring warhost and fleet to better standards are being made, and wargear to that effort prepared. Your mastery of technology grows, and while storms wait on the horizon, you will likely have the strength to face it yet.
Further, however, your scouting fleets have extended their range slightly, and had time to conduct quick surveys of several new worlds—many of them the struggling worlds of Humanity.
New Worlds
Agathon
Type: Hive World
Status: Neutral The word of Agathon is dominated by the rotting arcologies of Humanity's golden age—a so-called "hive world." Agathon, however, maintains an unusually high level of technology and industry, being able to construct even battleship-sized voidcraft—indeed, your scouts saw two such vessels under construction in the system's orbital dockyards—and seems to be maintaining a modest pocket empire with some of the nearby systems in spite of the difficulty of warp travel in the current age.
Antakya
Type: Civilized World
Status: Neutral Antakya is a so-called "civilized world" with a modest level of technology, population and industry. This world appears to be the outermost edge of the pocket empire controlled by the hive-world of Agathon, and appears to be the primary site of civilian voidcraft manufacture as well as constructing various Escorts. Notably there is a large debris field in the outer system that suggests a large battle with an Orkish fleet took place no more than eight years previously, and activity in the field indicates that the locals are engaging in ongoing suppression efforts of any surviving Orks.
Turhal
Type: Civilized World
Status: Neutral Turhal is another Civilized World and part of Agathon's pocket empire, being quite close in astrological terms. On balance Turhal appears to contribute fewer ships and more raw materials than Antakya, though both civilian and escort docks are present in the system—the latter, however, appear to be inoperable, with damage patterns consistent with an Orkish attack sometime last decade. Your scouts could not get close enough to determine if said dockyards are being repaired or not at this time.
Bitter Hold
Type: Civilized World
Status: Embattled Bitter Hold appears to be wildcat colony from humanity's golden age sporting a relatively low population but notably high technological level, and is presently engaged in a fierce series of intrasystem wars with a local Ork population that seems to have arrived sometime in the last five decades based on their overall level of sophistication, numbers, and overall technological level and settlement positioning. At present it appears the humans are well on their way to a grinding victory, as your scouts witnessed an ongoing orbital bombardment of a moon which seems to have been a major Orkish settlement and the Orkish forces in the system were exhibiting the disorganized behavior typical of a Waaagh that has recently lost its Warlord or Warboss.
Keopsis
Type: Civilized World
Status: Tentatively Ignored Keopsis is a human world clearly settled during their golden age—solar storms regularly bathe the surface in deadly levels of radiation, with the entire population living underground. Notably, the remains of a massive solar-shade are presently in the process of falling out of the planet's orbit, and it is likely that most of it will completely burn up in the world's atmosphere, leaving little trace of the megastructure behind within the next two or three centuries. The remains of surface settlements and terraforming attempts suggests this destruction happened no more than a decade previously, but it appears the planet no longer has the ability to construct voidcraft of any size—aside from the disintegrating solar shade, there appears to be little in the way of orbital infrastructure. It is possible that the planet might possess underground facilities for constructing light Escorts, but this is deemed unlikely.
Fea-Eresh
Type: Exodite World (by technicality)
Status: Cautiously Friendly Fea-Eresh is home to a religious commune of Isharite priests and priestesses who established the colony in isolation shortly before the first departure of the Craftworlds from the imperial core. Willingly isolated from the greater Empire, their particular religious practices allowed their Seers to anticipate the birth of the Dark Prince with greater clarity than most, and provided a basis for a working that has permanently tied their souls to the plantlife of their world. While effective in protecting them from the Soulthirster, this has severely hindered their ability to use many of the powers of the Aeldari, including the shaping of Wraithone. The rearrangement of the Webway in the wake of the Fall has reconnected their system to the rest of the galaxy, and agents of Cegoratch have put them in contact with the Craftworld of Vau-Vulkesh as an evacuation destination, for their Seers have predicted that if they stay, they will at some point be wiped out—possibly even by forces from certain more militant and conservative Craftworlds.
Additionally, ships are beginning to leave your dockyards once again even as new vessels arrive—four destroyers, the least damaged of Arach-Qin's first group to be sent to you are already on their way back to the Craftworld, and of your own fleet nine of your previously damaged escorts have been refitted into your new Nettle class destroyers—the first ships in your fleet to carry holo-fields and Spike Macrocannons. Further, a small number of the Dragonships of Quilan have made their way into your docks, to be fitted with holo-fields and at your proffering grav-shields as well.
Ships & Weapons of your Allies: Quilan
Fafnir Class Dragoncruiser
The Fafnir class Dragoncruiser is the mainstay of Quilan's small but potent fleet. These ships are designed to whether heavy enemy fire with their heavily reinforced hulls and burn down any threats with their six batteries of Dragon's Breath Plasma Culverins, supported by batteries of Dragonrage Plasma Repeaters to swat down enemy fightercraft and devastate enemy ships at close range in hails of burning starfire.
Equipment:
2× Dragonrage Plasma Repeater Close In Weapons Battery
1× Æthersails
2× Plasma Thrusters
5× Hull Reinforcement
Firedrake class Heavy Frigate
The Firedrake is the lightest ship in Quilan's fleet and its sole escort, designed to fight at any range. In addition to the heavily reinforced hull, the ship carries a deadly Doomclaw Heavy Macro-railcannon that can destroy many Escorts in only a handful of shots, a battery of Dragon's Breath Plasma Culverins, and a battery of Dragonrage Plasma Repeaters for close-range combat.
1× Dragonrage Plasma Repeater Close In Weapons Battery
1× Æthersails
1× Plasma Thrusters
3× Hull Reinforcement
Dragon`s Breath Plasma Culverin
Favored by the Exodites of Quilan, these massive Macro-Weapons are designed so that their plasma-blasts detonate on contact with significant amounts of mass, washing the unfortunate victim with plasma-fire. While this makes them ill suited for orbital bombardment, they are conversely more effective against voidcraft, as the plasma wash can cause very widespread damage. Repeated impacts by such weapons can quickly reduce a ship to a molten hulk, identifiable as a voidcraft only by the concentration of refined metals in the resulting slag-blob.
Doomclaw Heavy Macro-railcannon
Both primitive and sophisticated, the Doomclaw is an electromagnetic rail-cannon that fires a ferrous slug at a respectable one-hundreth of the speed of light, inflicting punishing damage to anything unfortunate enough to be struck by it.
Dragonrage Plasma Repeater
These multi-barreled arrays of plasma cannons are favored by the Exodites of Quilan for defensive purposes, designed to unleash hails of plasma on anything in the Superheavy weapon's range.
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.
With more and more of your Craftworld's gardens and greenspaces beginning of produce various needful plants, the burden on your supply stockpiles is yet further reduced, and projections indicate that they will last for a few decades yet before you even need to consider rationing. You are not yet fully food-independant, but such is in sight.
• 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.
You have fully assessed the extent of the damage to your engines, and while the final tally is hardly good—it will certainly take some decades before they are repaired even if you could afford to devote all attention thereto—it is not irreparable.
• 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.
You have produced a modest stockpile of new weapons and armor—now you must simply begin to distribute it, whilst continuing to produce more for the rest of your armies.
• Favors Gained and Favors Owed
You have begun to acquire various commitments to other factions and thusly your time. Some are time-critical 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:
1858 Wraithweave Brigandine Armor Suits
728 Void Guard Warsuits
77 Ithilmar Assault Suits
72 Flamer Pistols
18 Starblaster Pistols
Special Resources:
Starcrystals (+800/turn): 10,775
Fatebender Psy-scopes (+120/turn): 1691
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.
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 an Attack Craft (2 AP each) Design a small craft that can be carried in a hanger. At present, the only option you have for this is the Bright Eagle, which, while a capable craft despite its diminishment, is a generalist with no real advantages. It would be wise to, at some point, develop a stable of small craft—fighters, bombers, transports, et cetera—which can be deployed to voidships.
Design an Attack Craft that can be carried in a Voidship's hanger.
[ ] 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 second Frigate (4 AP) You may, as new technology becomes available to you, wish to design additional frigates to better leverage those technologies.
Develop a new Frigate.
[ ] Design a Light Cruiser (6 AP) at present, your only Light Cruiser is the Battle Caravel—designed in great haste for minimal manufacturing costs during the immediate leadup to the Fall. it would behoove you to design a replacement—or at least a refit—with better equipment.
Develop a new Light Cruiser design. 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. New Weapons for a New Age [ ] Refit Detachment(s) (1 AP each, restrictions below) Replace some portions of an existing detachment's wargear with some from your stockpiles.
Each Action point spent allows you to replace or add (as appropriate) one (1) type of armor and up to three (3) weapons or pieces of equipment or one (1) type of vehicle in up to five (5) Detachements, which must not be deployed at the start of the turn, but may be part of a standing Warhost. you may also reduce the number of Detachments refitted to add more equipment—effectively, each Action Point allows 5 armor replacements, 15 weapon or equipment replacements or additions, or 5 Vehicle replacements or additions. You may then distribute these in lots of one or three (respectively) between up to five Detachments. Note, however, that (especially when adding vehicles) you will not be modifying squad sizes, and must still take into account the limits of force-building (see Informational post). In short: the more different types of equipment you distribute, the more costly a refit in this fashion will be.
Note that only Wargear or Vehicles which are part of your existing stockpile at the start of a turn may be drawn upon for this purpose, but that refitting in this manner does not prevent you from deploying a Warhost, or adding a Detachment that has been refitted to a new Warhost and immediately deploying it. Scarcity Once More [ ] 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 985.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—repair will be no small project.
You have discovered three principle issues: firstly, there are widespread minor systems failures throughout the entire infrastructure of each engine. Whilst minor individually, in aggregate they represent a significant amount of man-hours of work to fix—in no small part because of how much has to be disassembled just to reach the damaged system to begin with.
Secondly, the primary power-distribution governing-matrix has completely failed, and all attempts to rouse it have been unsuccessful—Sadly it is simply beyond the skill of your artisans to replace, and so manual controls and monitors will need to be installed—and operators trained—if the Craftworld is to be made mobile anytime soon.
Finally and most problematically, several of the primary focus rings for the plasmatic portions of the drive system are effectively destroyed, little more than shards of Wraithbone barely held in place by their mounting-brackets and protective fairings. Whilst not especially complex, these systems are quite physically large, and will be labor-intensive to replace. Fortunately their failsafes worked correctly and the surrounding systems are not melted or vaporized by plasma leaks or explosions, which would have inflicted nearly irreparable damage.
[ ] The Minor Failures (1 AP each, 6 Max) Begin repairing the various minor damages. Whilst not especially large in any one place, their widespread nature makes them a significant amount of work to fix regardless.
Send teams to repair the various minor damages. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period.
[ ] Replace Primary Power Distribution Control (2 AP each, 4 Max) Originally, the complex power distribution network of Vau-Vulkesh's engines was managed by a dedicated pattern-matrix, a sort of Psykeic equivalent to what other races might call an 'expert system'. Unfortunately it has completely failed and is now a very large paperweight, and is one of the things beyond your means to reproduce. You will therefore have to replace it with a manned control center that can be operated manually.
Design and construct a manually-operated control center for the power-distribution network. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period, and will require an additional Steward action to train operators once completed.
[ ] Repairing the Plasma System (3 AP Each, 12 Max) Portions of Vau-Vulkesh's engines use plasma in various ways, both as a power-distribution medium and even as simple titanic plasma-thrusters large enough for an Escort to fly into. Much of the most critical focusing components of this system are effectively destroyed, and while not especially complex, their sheer scale makes replacement a very labor intensive process.
Begin the highly labor intensive process of repairing the various damages to the plasmatic portions of the engines. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period. 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 in the long term, 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.
[ ] 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 Bonesingers 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 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: 65 (of 80)
Available Escort Docks: 195 (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 7 turns | 015.M30
1 Thysania class Battleship, ETA 5 turns | 005.M30
1 Coscinocera class Battlecruiser, ETA 6 turns | 010.M30
3 Calliplaca class Cruiser, ETA 4 turns | 000.M30
4 Calliplaca class Cruiser, ETA 2 turns | 090.M29
1 Calliplaca class Cruiser, ETA 1 turn | 085.M29
2 Phalaros class Light Cruiser, ETA 3 turns | 095.M29
3 Terncladus class Heavy Frigate, ETA 3 turns | 095.M29
2 Terncladus class Heavy Frigate, ETA 2 turns | 090.M29
3 Synempora class Light Carrier, ETA 3 turns | 095.M29
7 Synempora class Light Carrier, ETA 2 turns | 090.M29
2 Synempora class Light Carrier, ETA 1 turn | 085.M29
18 Argema class Destroyer, ETA 1 turn | 085.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. Ongoing Refits Similar to Repairs, ongoing refits will be added to the list below, again stating the estimated time of completion in both turns and the expected year-block.
2 Fafnir class Dragoncruisers, ETA 1 turn | 085.M29
10 Firedrake Heavy Frigates, ETA 1 turn | 085.M29
[ ] Continue ship refits (1 point) [Strongly recommended] 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 Superheavy Las-weapons (2 AP) Having seen examples of two possible designs for super-heavy Las weapons, you have considered filling that particular gap in your arsenal. Las-weapons might not be the best available, but they are simple and therefore often less expensive than other weapons.
Develop Volcano Cannons, Turbo-Lasers, and Turbo-Laser Destructors.
[ ] 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 significantly 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 2 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.
Further progress has been made, despite a close call with some manner of monitor-working; though curiously it bears the taste of the Fate-Binder rather than the Dark Prince. Regardless of how or why, the keys to the monitor were discovered before it could be tripped, and those working on the project have successfully looped it back on itself so that it cannot be triggered in the volunteers. Though it does rather raise other concerns.
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 (1 AP minimum, See below) 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.
Finally, there are a limited number of systems which may be developed between each type of weapons in the time you have available.
You may make one (1) selection from each category for free, plus four (4) additional selections across all categories. You may make further selections beyond this by investing the listed AP costs for each selection.
Gravetic Sheer Weapons
• Gravity Blades [Melee] [3 AP] Gravity Blades are effectively an alternative to a Power Blade—rather than a crackling field of matter-disrupting energies, a Gravity Blade creates a gravitic sheer field that will cut through most materials with little resistance. Amusingly, this technology can even be scaled up to the size of Voidships to allow ramming attacks that literally slice through an enemy ship like butter, if one is enamored with Ramming.
• Graviton Thruster Serpentia [Sidearm]/Caliver [Longarm] /Lance [Vehicle, Superheavy, Naval, Heavy Naval] [7 AP] Graviton Thrusters create thin, cylindrical gravity-sheer fields that can be projected for some distance, their impossibly black beams leaving neatly circular holes in their targets. While relatively limited in range, the basic principle can be applied to weapons as small as a pistol or as large as a heavy voidship weapon.
• Graviton Sheer Rifle [Heavy]/Cannon [Vehicle]/Bombard [Superheavy, Naval] [5 AP] Effectively the same principle as a Gravity Blade applied to a ranged weapon, a Graviton Sheer weapon fires an impossibly sharp 'wave' of gravetic force that will slice through most materials like air, though their range is highly limited.
Gravetic Oscillator Weapons
• Rending Blades [Melee] [1 AP] Effectively the Chainsword to the Gravity Blade's Power Blade, a Rending Blade uses multiple oscillating grav-fields of prodigious strength but miniscule range to rip their way through most materials—often in a spray of small chunks and dust flung away from the rapidly oscillating fields.
• Ripper Cannon [Heavy, Vehicle, Superheavy, Naval] [2 AP] Ripper Cannons operate by generating a 'gaol-field' which fixes the position of everything within it relative to an arbitrary point (typically the strongest local gravity well) and then violently tears the entire field back and forth—depending on the exact circumstances, this can either send the hapless target slamming into the local terrain, or tear everything caught in the field from its parent. The primary downside is that the oscillation also imparts significant attractive and repulsive force to the weapon, requiring heavy bracing to use.
• Tremor Pistol [Sidearm]/Rifle [Longarm]/Cannon [Heavy, Vehicle, Superheavy, Naval] [2 AP] Tremor weapons use rapidly shifting gravetic fields to literally shake targets to pieces, though depending on the weapon the area affected and time this takes varies. Still, even if it takes a few minutes to destroy a target, said target will generally be too disoriented to resist.
• Vibration Serpentia [Sidearm]/Caliver [Longarm]/Culverin [Heavy, Vehicle]/Bombard [Superheavy, Naval] [4 AP] Effectively a Tremor taken to the next level, Vibration weapons induce shifts so rapid that they cause everything in their area of effect to begin heating up—held for a minute or so, a vibration weapon can cook a tank crew or power-armored infantryman alive, set off volatile ammunition, or even set fire to the internals of a machine—all without even having to breach the armor.
• Sweeper Cannon[Heavy, Vehicle]/Bombard[Superheavy] [1 AP] More designed for area-control and formation-disruption than inflicting direct damage, Sweeper weapons generate large but relatively weak grav-fields that can be swept across a battlefield to stagger or throw around an enemy force. While not especially damaging—as their only methods of inflicting damage are effectively incidental—these weapons excel at breaking up hostile formations, disrupting charges, and suppressing enemy movement.
Gravetic Implosion Weapons
• Implosion Hammers [Melee] [2 AP] Effectively a short ranged but powerful implosion weapon mounted to the interior of a warhammer or maul, Implosion Hammers trigger as close to simultaneously with the weapon impacting a target as possible, inflicting significant damage from the implosion effect on top of the overall impact. The primary downside, of course, is that you are hitting things with a fairly complex and only moderately durable machine on the end of a stick, and consequently the weapons tend to break when used for long periods.
• Imploder Pistol [Sidearm]/Rifle [Longarm]/Cannon [Heavy, Vehicle, Superheavy, Naval, Heavy Naval] [3 AP] The most basic form of Implosion weapons, Imploder weapons project a powerful grav-field that can stagger or crush a target depending on the relative size of the weapon and the target. This technology can easily be scaled from the size of a pistol to massive heavy macro-weapons found on voidships.
• Point Singularity Projector Rifle [Heavy]/Cannon [Vehicle]/Bombard [Superheavy, Naval] [5 AP] Point Singularity Projectors use immense gravetic force to create a micro-singularity and then fire it at a target. When the singularity reaches the desired distance, the operator releases a secondary trigger and allows the singularity to evaporate, unleashing an explosion of tremendous force. While slow-firing and difficult to operate, a Point Singularity Projector can devastate a squad of infantry, blast apart a tank, or send a voidship reeling depending on the size of the weapon.
• Gravetic Amplifier Serpentia [Sidearm]/Caliver [Longarm]/Culverin [Heavy, Vehicle]/Bombard [Superheavy, Naval, Heavy Naval] [4 AP] Gravetic Amplifiers are potent weapons which turn an enemy's own mass against them, giving selflessly of their power reserves to amplify the effects of gravity on a target. At lower intensities this can simply slow the victim as though they were attempting to push through thick mud or wet concrete, but at higher intensities such weapons can crush a Titan like a soda-can under its own weight—though obviously smaller weapons are proportionally less powerful. Still, even a pistol sized weapon of this type can crack bones and bend plating at high power settings—armor or no armor.
[ ] Reverse-engineer Plasma Blasters (1 AP minimum, 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.
There are several different 'Lines' of plasma technology you may select from. Each line is a different implementation of the basic technology. You may select one type by default, and purchase additional types for 3 AP Each.
• Sunblasters/Suncannons Effectively traditional plasma weapons, though considerably more reliable than those of most other races, Sunblasters and their larger relatives Suncannons fire gouts of star-hot plasma that can inflict grievous damage to most anything unfortunate enough to get hit by them, easily scaling from pistols to massive voidship macro-weapons.
• Fusion Lances Rather than a conventional blast of plasma, a Fusion Lance fires a highly compressed stream of plasma, sacrificing area impact for increased penetrative power and single-target damage. While most races find they don't scale down as easily as conventional plasma weapons, this is hardly an issue for the advanced designs of the Aeldari.
• Fusion Mortars/Bombards Fusion Mortars and Bombards are heavy plasma weapons which can serve as short range artillery, sending burning stars of plasma arcing over a battlefield to detonate among an enemy force. Of course, they are also perfectly able to be fired directly at a target, such as when mounted to a voidship.
[ ] Reverse-engineer Conversion Fields (2 AP/turn, 2 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.
[ ] 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.
Reinforce and Replenish the Meros Garrison The garrison fleet at Meros has fought a second engagement with the Orks, and this time they didn't have it all their own way. Several ships have been damaged and will need to be recalled to the Craftworld for repair, and it is likely that the next attack will come in greater force. Sending reinforcement to the Meros Garrison is therefore a matter of priority.
[ ] Meros: Recall For Repairs (Write-in) Recall damaged ships for repair.
At present 8 of the Lance Cutters in the fleet are damaged, 3 of which are mobility kills, similarly 5 of the Lance Sloops are damaged with one mission kill and two mobility kills. Only two Ketches are damaged, both non-critically, whilst the capital ships suffered no substantial damage. It is recommended to recall those ships with mobility kills or mission kills as they will be highly vulnerable or unable to contribute in the event of another battle.
[ ] Meros: Send Reinforcements Send additional ships to the Meros Garrison; at the very least any recalled ships should be replaced.
It is recommended that the Meros Garrison be increased by at least ten (10) capital ships, two (2) of which should be Battleships and that at least thirty (30) additional Escorts be dispatched to deal with Orkish numbers. The Evacuation of Fea-Eresh Whilst your fleet is beginning to be stretched thin, evacuating the Ishari from Fea-Eresh is, it is felt, something best started now. Civilian transport ships are already organizing for the necessary convoys, but at least a small naval escort will be needed, if for no other reason than to buy time for the convoy to escape in the event of attack, however unlikely.
[ ] Assign Escort Ships Determine how many ships you can assign to this duty, and thus how many convoys can be run at the same time.
Each convoy needs one (1) capital ship and four (4) Escorts. A maximum of five (5) convoys can be run at the same time before it becomes inefficient to add more. [ ] 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: Things are getting Fun™. And you were once again not attacked by Beil-Tan yet. Whoo.
Still, look at all that shit in the Seeker Section, oh my.
Are non-critical damaged ships just auto-repaired with some yard time @Mechanis ?
Also, is there anything in the Engine Repairs that can be helped with the Forge? Because I think we can definitely get our engines back online in two turns if we play our cards right.