Wargear production is nice because it scales with the overall industry level (BAP) and because we can build a shit ton of them in one turn. We just need to actually know what we want to mass produce (which we don't yet because we don't even have fully unlocked some of the gear for that and we haven't even started on a full redesign of our army).

We are much more limited on the extra industry action to my understanding in that each one takes several turns and we can only do one at a time, which in part makes using the forge action valuable on it.
... You can build as many at the same time as you have AP to support. I have no idea why you thought otherwise.
The only ones you are limited on is Special Resources, which require a skillset you don't have in abundance and therefore you have to take some of your existing trained workers off the line to train new ones, reducing output for a turn (and thereby limiting how many you can build at the same time even if you did have enough AP for more)
Granted you have a great many other things that need Bonesinger Action Points, but that's the joy of budgeting.

There is the point to be made that the Waagh leader of our current problem Orks does have a complex teleportation device capable of teleporting fighters in the hundreds or even escort vessels with tactical precision on his flagship, though I think he is more likely to focus on flanking maneuvers with naval elements than delivering troops he may not be able to maintain support of. Regardless, the simpler solution to that is to just assault his primary fortress now that we have the advantage of numbers.
Yeeeeah about that. You can probably take a High threat planet without getting so mauled it wasn't worth it.

An Extremis System? That's the kind of thing you want to be throwing several dozen battleships and an appropriately sized support fleet and 200+ Warhosts at. That is "Attacking a Forge World that knows you are coming". That's "Attack this major Imperial Fleet Node in a straight set-piece battle."

It's not the absolute highest value (there's two more higher, Extrimis Omegon ("Attack Mars," "anything that involves going into the Eye of Terror/a Warp Storm",) and Annihilus ("Attacking a Chaos God's seat of power," "Anything that involves fighting an Unbound C'tan", "Oh shit, the Krorks are back" and similar "you just die, no saving throw" level threats) but it is literally the third highest level of "this is a hard target".
I looked it up to suggest that perhaps having a crate full of holo-fields might give us a discount on VGW creation, and honestly I'm even more confused how the system works now. An infantry grade holo-field costs 8 EP, but VGW with an integrated holo-field only costs 6?
The standalone models are more expensive because you are also paying for a sensor package and computer system, a power supply for both of those and the holo-field projector itself, and of course casings and some kind of strap or clamp so you can actually wear the things. With an integrated system you don't need any of that, because the suit already has computers, sensors, and a power supply, and plenty of places where the actual working bits can be shoved in a dead space for negligible extra cost. The main reason you wouldn't do that with this or that equipment is that there are plenty of things that have to be integrated to a suit, like autotargeters, extra plating, and so on, and you might just go "I want XYZ and just don't have room to add integrated systems that can be standalone equipment instead."
 
An Extremis System? That's the kind of thing you want to be throwing several dozen battleships and an appropriately sized support fleet and 200+ Warhosts at. That is "Attacking a Forge World that knows you are coming". That's "Attack this major Imperial Fleet Node in a straight set-piece battle."

It's not the absolute highest value (there's two more higher, Extrimis Omegon ("Attack Mars," "anything that involves going into the Eye of Terror/a Warp Storm",) and Annihilus ("Attacking a Chaos God's seat of power," "Anything that involves fighting an Unbound C'tan", "Oh shit, the Krorks are back" and similar "you just die, no saving throw" level threats) but it is literally the third highest level of "this is a hard target".
Damn, that makes Arach-Qin's rampage even more impressive than I thought. They managed to wipe out an Extremis (Zogdakka), a Very High (Geargitz `Ere), and a Moderate (Black Toof) all by themselves.

Also really highlights how scary this area of space is since there are still 3 Extremis (Wazdakka, Bigdakka, Tork-Toofa) level systems nearby plus a bunch of Highs and a Very High.
 
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Damn, that makes Arach-Qin's rampage even more impressive than I thought. They managed to wipe out an Extremis (Zogdakka), a Very High (Geargitz `Ere), and a Moderate (Black Toof) all by themselves.

Also really highlights how scary this area of space is since there are still 3 Extremis (Wazdakka, Bigdakka, Tork-Toofa) level systems left plus a bunch of Highs and a Very High.

And they broke the spine of their fleet doing it, I would point out. Extremis is doable, and we should probably make a point of pacifying this patch of space. But it's a major endeavor, not something you just do on a whim.
 
And they broke the spine of their fleet doing it, I would point out. Extremis is doable, and we should probably make a point of pacifying this patch of space. But it's a major endeavor, not something you just do on a whim.

Yep, Its the killing stroke of a series of shaping pokes and preparation, you don't just run head first into it.
 
And they broke the spine of their fleet doing it, I would point out. Extremis is doable, and we should probably make a point of pacifying this patch of space. But it's a major endeavor, not something you just do on a whim.
It still sound like something we should hold off on until we've patched up Arach-Qin's fleet and figured out our own forces.

Although now that you mentioned it, since Arach-Qin did break the spine of their fleet we may want to consider doing a spoiling attack or two on either Zapppagitz or Red Sunz.

Zapppagitz has a major shipyard and Red Sunz is a major recruiting ground for their pilots so an assault with the aim of taking out their shipbuilding infrastructure would be good for hampering their ability to rebuild their fleet.

From a distance perspective they are pretty much equal but Zapppagitz looks to be the harder target as it's threat rating is "Very High" to Red Sunz "High".

Not sure if it makes sense to do this before or after we've seen off Biel Tan's initial assault force though.
 
And they broke the spine of their fleet doing it, I would point out. Extremis is doable, and we should probably make a point of pacifying this patch of space. But it's a major endeavor, not something you just do on a whim.
Alectai,

What do you think of my unit idea?

Impact Gravity Hammers, with Ithilmar assault suits. We could probably even drop the holofields for more strength or more armor. Just make a big tanky dude who wades into combat swinging his variable-mass hammer.

The taglines even write themselves.

"When all you have is a hammer..."
"Space marines, pulped fresh daily"
"Hehehehe... mine is bigger"
"FOOOOUUUURR *whack*"
"Subtlety? I dont understand. I see your mouth moving but all I hear is noise"

The impact blades can send power armor infantry flying like a skipping stone. Imagine what they could do to a primarch if we stuck them into a giant hammer formfactor. A hammer light enough to wield one handed one moment, heavy enough to send Vulkan flying into his own space marines the next.
 
The impact blades can send power armor infantry flying like a skipping stone. Imagine what they could do to a primarch if we stuck them into a giant hammer formfactor. A hammer light enough to wield one handed one moment, heavy enough to send Vulkan flying into his own space marines the next.

Not worth it, yet. Impact Hammers need more development to be a meaningful improvement on Power Mauls. They actually have room to grow unlike the fully mature Power Field stuff, but they're not up to scratch yet.

Blargh though, I want more content, all this talk is just flailing around right now until we know what the boardstate looks like, such as what comes out of our Vaults delve.
 
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Not worth it, yet. Impact Hammers need more development to be a meaningful improvement on Power Mauls. They actually have room to grow unlike the fully mature Power Field stuff, but they're not up to scratch yet.
I suppose then we can just have dudes in big suits of armor with power mauls. For now. But those impact hammers... I need them so badly. I want to play golf with the Emperor. Just once. I need to see it before I die.
 
It's not the absolute highest value (there's two more higher, Extrimis Omegon ("Attack Mars," "anything that involves going into the Eye of Terror/a Warp Storm",) and Annihilus ("Attacking a Chaos God's seat of power," "Anything that involves fighting an Unbound C'tan", "Oh shit, the Krorks are back" and similar "you just die, no saving throw" level threats) but it is literally the third highest level of "this is a hard target".
I assume that terra is on the same level of Mars?

That said. I am surpised that there is nothing above annihilus, like exterminatus for things that retroactively remove you from existence as well.
 
I suppose then we can just have dudes in big suits of armor with power mauls. For now. But those impact hammers... I need them so badly. I want to play golf with the Emperor. Just once. I need to see it before I die.

Oh I agree, I was hoping for them to be combat viable right now actually, but it's not there yet.

That being said, we've got some fun new options opening up this turn coming up, and we've finally got enough dudes that we don't have to fear one bad event wiping us out. I really hope we can take advantage of having a major force from a Craftworld that knows how to fight to justify transitioning into a proper professional fighting force though.
I assume that terra is on the same level of Mars?

That said. I am surpised that there is nothing above annihilus, like exterminatus for things that retroactively remove you from existence as well.

Terra would also be Annihilus I imagine, simply because that's the Anatolian's center of power, and he's easily a match for any one Chaos God.
 
I imagine we don't count as an Extremis system right now, but we could get there when we've fixed everything and reforged our fleet and army.
Not worth it, yet. Impact Hammers need more development to be a meaningful improvement on Power Mauls. They actually have room to grow unlike the fully mature Power Field stuff, but they're not up to scratch yet.
I think Vesca's referring to the Impact Blades Zahr-Tan are using? Which don't seem to be as fragile as our own preliminary Grav-hammers.
 
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I imagine we don't count as an Extremis system right now, but we could get there when we've fixed everything and reforged our fleet and army.

I think Vesca's referring to the Impact Hammer's Zahr-Tan are using? Which don't seem to be as fragile as our own preliminary Grav-hammers.
Well.

So Zahr-Tann has impact blades implemented into their army. I want to take that technology and put it into a form factor for an eight foot tall hammer made out of solid wraithbone.
 
I assume that terra is on the same level of Mars?

That said. I am surpised that there is nothing above annihilus, like exterminatus for things that retroactively remove you from existence as well.
Fortunately, there's not any of those left, because the Necron flavor was C'tan Bullshit they don't have access to anymore, and the early Empire made very sure none of the ones their side had were still around out self-preservation.
 
Not worth it, yet. Impact Hammers need more development to be a meaningful improvement on Power Mauls. They actually have room to grow unlike the fully mature Power Field stuff, but they're not up to scratch yet.
That the Forgefire Squad is categorized as a Troop Squad and not an Elite is going to bug me for a long time, but it's a functional squad. Even once we've worked up the Impact Hammers into something functional, we probably want to have worked up all the needed squads we don't have something functional for first.

For instance, as soon as we properly develop Bombards I want to be making a mortar squad. Can probably be assigned as an Elite even if I'm only planning on using VGW as armor for now.
 
That the Forgefire Squad is categorized as a Troop Squad and not an Elite is going to bug me for a long time, but it's a functional squad. Even once we've worked up the Impact Hammers into something functional, we probably want to have worked up all the needed squads we don't have something functional for first.

For instance, as soon as we properly develop Bombards I want to be making a mortar squad. Can probably be assigned as an Elite even if I'm only planning on using VGW as armor for now.

TBH, we were operating basically blind regarding our needs.

I really, Really hope we get some sanity checks as part of having actual Professionals on hand to advise us in unfucking our army. Again, Please give us some options in that regard @Mechanis , that was one of the big reasons I wanted to take them in the first place at chargen (Though having their dudes on hand to give us some power projection is still a great stopgap since it means we don't have to worry about Immediately Dying as a result.
 
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985.M29 | Turn 4 | Storm on the Horizon
You have made much progress in the last five years. New weapons, new technologies, these things are coming under your command. Yet, Time ticks down, and forces yet move elsewhere…

More of Arach-Qin's most battered ships have been repaired, returning to their fold, and your refit of Quilan's first batch of vessels is complete. Moreover, ships of your own have streamed through your dockyards to receive new defenses and weapons, the recovery of your fleet well underway. Evacuation of Fea-Eresh, so vulnerable, has begun, if slowly, with but a single convoy moving between the enclave and the Craftworld. Still, sooner begun is sooner completed in this case.

Your efforts on the Craftworld of Zahr-Tann have also borne fruit, and a grand muster of their fleets and Warhosts has been placed at your disposal, greatly alleviating the stretched-thin nature of your own fleets and armies—welcome news indeed.

Too, you have delved into the vast relic-vaults of Vau-Vulkesh, seeking useful items—or even structures, for such can indeed be found within those vaults. For the moment little of immediate value has been found, for all that you have found priceless tapestries, ancient statues, and many mundane treasures—jewels and jewelry, metals of pleasing hue or sound, and other such objects—have been transferred to various fresh and otherwise empty vaults, for you are quite certain that more such will accumulate. Still, this is but a tithe, barely visible, of a single vault, and it is likely that future efforts may yield fruit yet.

Most importantly, however, is the knowledge you have gained of the Flaw—and the three Great Curses lain on the Aeldari by the Ruinous Powers. One to cloud your sight even as what knowledge you gain is stolen, one to claim dominion, and one to drive you to stagnant despair. Knowledge you almost certainly must share, for the Enemy does not yet realize what you have done, and what you have learned—and so you might foil their schemes in infancy.

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.
Some few portions of your Warhosts have been given better equipment, and more continues to enter your stockpiles—continuing your efforts here would be wise.

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.

The Great Curses
You have learned, in your preparations to remake yourselves in opposition to Slaanesh, that three of the Ruinous Powers have lain curses on the Aeldari as a whole. That of the Dark Prince is obvious, of course, but two others, far more subtle and insidious, are lain by Kairos Fateweaver who serves Tzeench, and Nurgle Himself—the latter though the conduit of Isha, mother-goddess of the Aeldari, whom he holds prisoner. This information is, it must be said, world-shaking, and that you have acquired it without the Ruinous Ones' notice is a level of luck you are unlikely to repeat. Spreading this information to other survivors of the Fall is nearly a necessity; the question is who to contact first—you know that there are those among the Craftworlds who bear you emetity, so it would be wise to bring others in to moderate; it may take years for such a summit to be arranged.

Stockpiles:
  • 668 Wraithweave Brigandine Armor Suits
  • 428 Void Guard Warsuits
  • 1190 Wraithbone Trauma Plates
  • 502 Wraithbone Hardsuits
  • 90 Laspistols
  • 7 Starblaster Carbines
  • 109 Needler Carbines
  • 12 Heavy Needlers
  • 6 Spike Cannons
  • 2 Star Anvil Superheavy Assault Tanks
Special Resources:
  • Starcrystals (+800/turn): 23,555
  • Fatebender Psy-scopes (+120/turn): 1789


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.
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.
Each action point allows you to change Five types of armor for a different type of armor in up to five Detachments and either change or add up to three different types of weapons or externally carried/non-integrated equipment (such as hand thrown grenades, portable sensors, active defenses, et cetera) within the established limits of the unit type, for up to five Detachments (in lots of three), which need not be the same as Detachments undergoing armor swaps.
Alternatively, you may trade one armor swap and one lot of three weapon/equipment modifications to instead either add or swap one type of vehicle, though the organizational limits of Detachments must still be respected if you are adding Vehicles, including the limit of three of the same type per Detachment (with the exception of Attached units, such as an Attached Transport, which are considered part of the squad to which they are assigned).
The desired refits of a set of ten Detachments are as follows:
  • Detachment A: Replace [This Armor] with [That Armor]
  • Detachment B: Replace [This Armor] with [That Armor]
  • Detachment C: Replace [This Armor] with [That Armor]
  • Detachment D: Replace [This Armor] with [That Armor]
  • Detachment E: Replace [This Armor] with [That Armor]
  • Detachment F: Replace [This Pistol] with [That Pistol], Replace [This Carbine] with [That Rifle], add [This Type of Grenade] to all squads
  • Detachment G: add [This Type of Grenade] to all squads, Give [this Squad] holo-fields, Give [these squads] portable sensors
  • Detachment H: Replace [This Pistol] with [That Pistol], Replace [This Carbine] with [That Pistol], add [This Melee Weapon] to all squads whose Carbines we just replaced with pistols
  • Detachment I: Replace [This Pistol] with [That Pistol], add [This Type of Grenade] to these squads, and [A different type of Grenade] to these other squads
  • Detachment K: add [This Type of Grenade] to all squads and [a different type of Grenade] to these squads as well, give [these squads] holo-fields
All of the above would cost a single Action Point. However, if Detachment A had, for example, Armor 1 and Armor 2 which you intend to replace with Armor 3, then this would require two of the five available refits, and so on. Alternatively, you could elect to sacrifice the refit of Detachments E and K to replace the Jetbikes in Detachment C with a different model (for bookkeeping reasons, you may replace multiple types of Jetbikes or Vehicles that operate in a squad with one type of vehicle for one refit, but if you wanted to replace half of each squad with one type with an anti-vehicle weapon and the other half with a different anti-personnel model, this would be two separate refits, requiring 2/5ths of a single Action Point's investment); you could also choose instead to add Attached Transports to all of Detachment A's squads for greater mobility instead.
There seems to have been considerable confusion on how refits work and how much they cost, so I have completely re-written the mechanics description and provided an example in the spoiler above, which will hopefully make things more clear.

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 Great Curses

Three Curses are laid on the Aeldari by the gods of Chaos. In seeking to reforge your souls, you have discovered the nature, intent, and origin of each, and discerned effects both overt and subtle—and, nigh miraculously, done so without alerting the powers who laid said curses to the discovery of their schemes. This presents a priceless opportunity to spread this information before the Ruinous Powers can work to prevent you from doing so, and possibly even act to break at least one of them before the Ruinous Ones have time to make preparations against it. A summit will, you suspect, be needed, and that will require years of negotiations to arrange—especially as you will likely need the backing of at least two major factions to make such a meeting take place.
Of course, you could also simply spread the word to those factions who would actually talk to you and believe you without such a meeting, on a more ad-hoc basis.

You may contact up to Two Factions (other than your allies, whom will be informed as a matter of course) about the Curses without spending an Action Points. If you instead wish to make a more formal meeting with the majority of the surviving Aeldari who are currently active in the galaxy, you will instead be required to spend all listed Action Points, and must select at least four options (again, in addition to your allies, whom will be naturally informed in such an event). Note that while the former will cost you little to nothing and will certainly have significant effects for that faction immediately, the effects on other factions will be far lesser. Equally, a meeting of the currently active Craftworlds may provide opportunity to gather additional allies to your cause—or force an enemy to account with the rest of your people, if it comes to that. Or both.
(Special Event: The Aeldmoot will be triggered if you invest points here—and the more factions you bring in on making it happen, the stronger your position will be, and the less certain other parties will be able to drag their feet about going.)

[ ] The Harlequins (1 point)
Contact the Harlequins—spreading momentous news is a part of their purpose after all—with this information. Arranging for them to help with a larger moot would undoubtedly be moderately challenging, but their voice would be quite useful to such an effort.

[ ] Ulthwe (2 points)
Dutiful Ulthwe has, truthfully, given you and your allies little thought, focused as they are on the Great Enemy and trapped on the Worldwound's edge. But their young leader Eldrad Ulthrain is no fool, and likely to grasp at once the monumental victory you have won in securing this information without alarm. It is likely as well that the actions of the Fateweaver and the fate of Isha both will rouse Ulthwe's ire to truly terrible heights, given their particular culture.

[ ] Saim-Hann (1 point)
By proud Saim-Hann you are well regarded, if only for treating them with the full measure of respect they deserve as one of the greatest Craftworlds still in existence, without calling them savages under your breath. As sad as it is for basic courtesy to be notable. That you have not in the slightest hesitation to aid your and their Exodite kindred will also stand you in good stead, and so Saim-Hann of all Major Craftworlds will be the simplest to convince. And will not require a moderately dangerous voyage near the Great Wound in the process.

[ ] Iyanden (4 points)
Iyanden may not like you, but they do not hate you either—and they are the largest, most powerful and most prosperous of the surviving Craftworlds. Securing their aid would be a significant boon—if a difficult task—as it would provide a powerful weight to drag recalcitrant Alaitoc and hateful Beil-Tan to the table.

[ ] The Lesser Craftworlds (1 point each, repeatable)
There are many Craftworlds that do not match the Majors—or even your own Vau-Vulkesh—in power and influence, yet in aggregate they represent no small amount of both. Contacting such Craftworlds—many of whom have banded together for survival as your own naicient coalition has—and adding their voices to a call for a meeting may add considerable weight.

[ ] The Exodites (1 point each, repeatable)
While a great deal of work, as you would have to approach each such world independently, bringing a collection of Exodite worlds to any sort of summit would be a powerful statement of how serious the matter is, for the Dragonlords do not leave their worlds lightly.

[X] Your Allies (Free)
You will, of course, be forming a unified front with your current allies—that this includes bringing the Ishari Irsfeial, likely Dragonlord Amar-Ithil of Quilan, and perhaps even Seerlord Draylin of Meros (if he can be spared) as part of any retinue for such a meeting will certainly bring some attention, as the coalition you have been nucleating in the northern rim has perhaps grown more quickly and more widely than anyone might have expected.


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 15 12 Action Points available.​
Current Commitments: Aid to Meros in the repair of engines (3 AP), ETA 990.M29 (1 Turn)

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.
You have begun to address these issues, though much work remains to be done.


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.

  • 4x Starcrystal Farms (+40 Starcrystal/year each)
  • 4x Fateforges (+6 Fatebender Psy-Scopes/year each)
[ ] 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)

[ ] 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: 68 (of 80)
Available Escort Docks: 225 (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
  • 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

[ ] 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.
  • None

[-] Continue ship refits (1 point)

The Dragonfleet of Quilan

You have completed the first batch of refits for the Exodites of Quilan, and they are well pleased. The second can be dispatched if you are ready for it.

[ ] Bring in the second batch of Quilan's fleet (2 AP)

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.

[ ] Develop Basic Missile Launchers (2 points)
Missile Launchers fire a guided or unguided rocket-propelled projectile (or several) which, depending on the warhead and size of the missile(s) in question, can be a threat to anything from single infantrymen to enter planets. Obviously these early steps will not be so powerful, amounting to man-portable heavy weapons and vehicle grade systems, but missile weapons are extremely flexible in configuration, able to be developed for nearly any role.
Develop basic Frag and Krak missiles, as well as man-portable, shoulder-fired Heavy Weapons, a Vehicle mounted equivalent, and a larger Vehicle grade version. Allows further development of missile type weapons.

[ ] Develop Hellguns (1 AP)
Hellguns are a remarkably simple concept: simply take a Lasgun, add an extra, high capacity cooling array to the working components, and hook it up to a large external power-pack rather than one that fits on the frame. This allows a user to simply hold down the trigger, hosing down targets that would ignore regular Lasguns in sleeting hails of laser-blasts with impunity. Whilst obviously more expensive than ordinary Lasguns, Hellguns offer much greater firepower for a lower cost increase than many more advanced weapons technogies.
Develop Hellpistols, Hellguns and Multi-Lasers.

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 10 7 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 1 Turn | 990.M29)

To Forge A Soul, Part II: The Curses Three

Three curses fell are laid upon you, and to counter each in turn any reforging must; though one, at least, might yet collapse merely from the act of beginning such a process. Still, it will require work to devise appropriate counters for each of them. It is uncertain how long each will take to counter or mitigate, but the overall strength of each curse means that a certain minimum amount of effort will be needed to make any kind of reasonable progress.
You MUST select at least one option from the below.

[ ] The Eye of Tzeentch (2 points each, no max)
[ ] The Hunger of Slaanesh (5 points each, no max)
[ ] The Jealousy of Nurgle (3 points each, no max)


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 Conversion Fields (2 AP/turn, 1 turn)
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 optionally take One Flaw to select One Minor Advantage for your designs, to as many Flaws and Advantages as desired, including none. Note that these are still lesser than the main focus equivalents in most cases.


[ ] Flaw: Expensive

The particular design you use is unexpectedly finicky to construct, increasing manufacturing costs. This Flaw is mutually incompatible with the 'Low Cost' Advantage.

[ ] Flaw: High Power Draw

Your field emitters have an unusually high power draw compared to most designs. This has no effect on integrated systems, but standalone models will be twice as expensive and require a second equipment slot for an extra-large power supply, limiting where they can be deployed.

[ ] Flaw: Bulky

The design you have developed is notably more bulky than is typical for conversion field systems, requiring more slots when integrated to armor, vehicles or voidships—though this does not effect standalone models for Infantry. This Flaw is mutually incompatible with the 'Compact' Advantage.

[ ] Flaw: Low Threshold

The amount of energy needed to overload the field is lower than typical, with even one or two good hits causing it to drop. Of course, this is much less of an issue on a design which can recycle its field most of the time…

[ ] Flaw: Slow on Attack

While still perfectly able to block most dangers, the particular design of your emitters renders the field vulnerable to penetration by lower velocity objects—a carefully slowed power blade, for example. Or a low-speed grenade.

[ ] Flaw: Poor Refraction

Whilst still fully effective against kinetic weapons, your field design is less so against most directed-energy weapons, suffering "bleed through" from such attacks that may, depending on the specific weapon, still be dangerous or even deadly despite the field's mitigation.


[ ] Advantage: Low Cost

Your particular design is elegant in its simplicity, making it easier—and therefore cheaper—to manufacture.This Advantage is mutually incompatible with the 'Expensive' Flaw.

[ ] Advantage: Rugged

Your particular design is especially resistant to damage from overloading—even if the regeneration system isn't able to drop the field in time, the likelihood of disabling damage is reduced from near-certainty to outright unlikely.

[ ] Advantage: Compact

Your emitter design is particularly compact, occupying a smaller volume—while this matters little on the infantry scale, as those designs do not need to be especially large to begin with, larger applications of the technology will benefit significantly. This Advantage is mutually incompatible with the 'Bulky' Flaw

[ ] Advantage: Fast Recycle

Your artisans have managed to produce a design which not only is able to recharge its field most of the time, but do so with only a few seconds of respite, making it much more difficult to damage whatever enjoys its protection.

[ ] Advantage: Pressure Resistance

Your design is particularly resistant to wide-area pressure—blast waves, being buried in sand, grappling a Bloodletter so it can't stab you, and so on.

[ ] Advantage: Shield Purge

Rather than simply quietly dropping without fanfare, your shields and designed to instead channel the excess energy absorbed into an omnidirectional pulse of force when they are overloaded. While not strong enough to do more than perhaps stumble a similarly sized foe or knock a few bullets off course, that can be more than enough to gain a combat advantage—especially if the enemy wasn't expecting it.

[ ] Grav-Gun Hybridization (2 AP Inital)
Hybridizing a Imploder Gun and a Grav-Amplifier into a single weapon offers significant potential, as Zahr-Tann well demonstrates. The trick will be getting both systems into a single frame that is actually usable, and, especially with the man-portable variaty, powering the things.

[ ] 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.

QM REMINDER

ACTIONS IN THIS SECTION WITH NO LISTED COST, DO NOT COST ACTION POINTS.

REPEAT.

IF AN ACTION DOES NOT LIST AN AP COST, IT IS A FREE ACTION.


The sign of the Warrior has 5 Action Points available.​

Reinforce and Replenish the Meros Garrison

Skirmishing by the Orks over the last few years has inflicted minor damages to the defense fleet at Meros. While little is critical, it would likely be wise to cycle them for fresh ships—your teams at Meros report that the most critical repairs are nearly complete, and the Craftworld will be mobile again in two, perhaps two and a half years. As long as the Ork holds off long enough, you might not need to fight another major battle at all…

[ ] Meros: Recall For Repairs (Write-in)
Recall damaged ships for repair.
At present 12 of the Lance Cutters in the fleet are damaged, 8 of which suffer from impaired mobility, similarly 9 of the Lance Sloops are damaged with one mission kill and four with impaired mobility. Ten Ketches have also suffered minor damages, with three suffering from impaired mobility, and two Caravels have similarly suffered from losing a sail. Notably, the new Nettle class Destroyers performed splendidly, their holo-fields allowing them to engage the Ork ships at close range without suffering a scratch.

[ ] Meros: Send Reinforcements
If you elect to recall damaged ships, it would be wise to replace them, but at present the fleet is considered adequately sized. Though Geal-Vad is eyeing those new War Ketches most consideringly given the strong showing made by the handful of Nettle class destroyers in the last few years.

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 additional 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 four (4) convoys can be added to the evacuation effort before it becomes inefficient to add more.

Allied Force Command

You now have an Allied Force under your command. Allied Forces are in some ways more limited than your own forces—you cannot Refit, rearrange or disband an Allied Force, only dispatch the various portions of it. On the other hand, managing its supplies, reinforcements, and replacements is not your problem—whichever of your allies actually owns the force in question will handle that (or not) on their own dime. What is your responsibility is to pay attention to the description of each allied force, as it will contain information on casualties, morale, and so on. How you treat Allied Forces can have massive impact on your relationship with not only the faction who loaned you their forces, but every other faction as well—it would be unwise, for example, to develop a reputation of sacrificing other people's troops to spare your own, or similar poor use.
3rd Heavy Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Heavy Fleets are meant to deploy where the fighting is thickest, and are potent combat assets with a large number of capital vessels.

A Heavy Fleet can provide transport for Eight (8) Warhosts.

  • 4 TrebuchetBattlecrusers
    • 8 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
    • 8 Javelin Attack Shuttle Squadrons
  • 24 CatapultLight Cruisers
    • 24 Crossbow Interceptor Squadrons
    • 48 Longbow Fighter-bomber Squadrons
  • 60 Ballista Heavy Frigates
  • 60 Mangonel Heavy Frigates
4th Heavy Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Heavy Fleets are meant to deploy where the fighting is thickest, and are potent combat assets with a large number of capital vessels.

A Heavy Fleet can provide transport for Eight (8) Warhosts.

  • 4 TrebuchetBattlecrusers
    • 8 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
    • 8 Javelin Attack Shuttle Squadrons
  • 24 CatapultLight Cruisers
    • 24 Crossbow Interceptor Squadrons
    • 48 Longbow Fighter-bomber Squadrons
  • 60 Ballista Heavy Frigates
  • 60 Mangonel Heavy Frigates
2nd Line Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to be generalists that can handle most problems, Line Fleets contain a balanced mixture of classes.

A Line Fleet can provide transport for Two (2) Warhosts.

  • 1 TrebuchetBattlecruiser
    • 2 Crossbow Interceptor Squadrons
    • 2 Longbow Fighter-bomber Squadrons
    • 2 Javelin Attack Shuttle Squadrons
  • 8 CatapultLight Cruisers
    • 12 Crossbow Interceptor Squadrons
    • 12 Longbow Fighter-bomber Squadrons
  • 32 Ballista Heavy Frigates
  • 32 Mangonel Heavy Frigates
4th Line Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to be generalists that can handle most problems, Line Fleets contain a balanced mixture of classes.

A Line Fleet can provide transport for Two (2) Warhosts.

  • 1 TrebuchetBattlecruiser
    • 2 Crossbow Interceptor Squadrons
    • 2 Longbow Fighter-bomber Squadrons
    • 2 Javelin Attack Shuttle Squadrons
  • 8 CatapultLight Cruisers
    • 12 Crossbow Interceptor Squadrons
    • 12 Longbow Fighter-bomber Squadrons
  • 32 Ballista Heavy Frigates
  • 32 Mangonel Heavy Frigates
6th Line Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to be generalists that can handle most problems, Line Fleets contain a balanced mixture of classes.

A Line Fleet can provide transport for Two (2) Warhosts.

  • 1 TrebuchetBattlecruiser
    • 2 Crossbow Interceptor Squadrons
    • 2 Longbow Fighter-bomber Squadrons
    • 2 Javelin Attack Shuttle Squadrons
  • 8 CatapultLight Cruisers
    • 12 Crossbow Interceptor Squadrons
    • 12 Longbow Fighter-bomber Squadrons
  • 32 Ballista Heavy Frigates
  • 32 Mangonel Heavy Frigates
3rd Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
5th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
7th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
9th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
11th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
13th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
15th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
1st Transport Fleet
Meant for use when naval combat is not expected or in tandem with other fleets, transport fleets are compromised mostly of transports, with a few escorts and a capital or two.

A Transport Fleet can carry a massive Sixty Warhosts, and the single such fleet Zahr-Tann has placed at your disposal carries their contribution of ground forces.
  • 6 TriremeTransports
    • 12 Crossbow Interceptor Squadrons
    • 6 Longbow Fighter-bomber Squadrons
    • 36 Javelin Attack Shuttle Squadrons
  • 2 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 2 Longbow Fighter-bomber Squadrons
  • 8 Ballista Heavy Frigates
  • 16 Mangonel Heavy Frigates
Battle Host
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal


A Battle Host is a bulk infantry formation, each comprised of a Command Detachment leading four Scout, Fire and Assault Detachments into battle.
Line Host
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal


Line Hosts are the most common of Zahr-Tann's forces, comprised of a Command Detachment leading three Line Detachments, two Scout detachments, two Fire Detachments, and two Assault Detachments.

Zahr-Tann has sent thirty such hosts to your aid, fully half of the greater host placed at your disposal.
Armored Assault Host
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal
  • Status: Nominal


Specializing in heavy assault, an Armored Assault Host consists of two Armor Detachments and two Line Detachments lead by a third Armor Detachment.
Siegebreaker Host
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
  • Status: Nominal
  • Status: Nominal


Dedicated to line-breaching operations, a Siegebreaker Host consists of three Linebreaker detachments lead by an Armor Detachment.

[ ] Dispatch an Allied Force

[-] Recall an Allied Force


[ ] 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: …you might actually be able to head off Beil-Tan entirely. I mean, I made it theoretically possible on purpose, but I really didn't expect the perfect storm of critical successes where they're most needed you've been getting.

Edit: FJSKING FORMATTING ARRRRRG
 
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So the scale of Zahr-Tann tells us a few things: we absolutely cannot standardize on anything more expensive than VGA, we absolutely cannot standardize on Infantry Conversion Fields and Holo-Fields, that our vehicles should probably focus on 1 or 2 primary weapons and 1-2 hull mounted weapons rather than '11 barrels of hell memes' like our current chassis start with the slots for, that half sized specialist squads back stopping full size line squads work and that they can share dedicated transports, that we're probably going to want specialized affordable armor for melee troops sooner than later, Zahr-Tann seems pretty unconcerned about super heavy vehicles

Given the base cost of Grav weapons, Combi-Grav Heavy weapons are probably more expensive than our Exotic weapons. The exotics rather than the EP cost is going to be the real sticking point for their use- and we do have major stockpiles. Our conversion fields are probably going to be used as wargear rather than built into armor because it's unfeasible to widely produce them. Given the Imperium has fairly huge amounts of Rosariuses floating around and half the wargear is modeled on the Imperium's anyways it should be fine.

Aside from that, we really need to be planning for a timeskip because there's no way we can rationalize, refit, and expand our army to say ~100 Warhosts (keep in mind Zhar-Tann has something like 180 Warhosts while being smaller) within a century or two. I know people really want to be rushing factories but I think this actually decisively skews things towards using VAP for wargear rather than factory rushing. A few turns of a single factory or two's outputs are going to be chump change on the scale of the necessary military reform but two turns of VAP could be 5,000 Needler Carbines letting us focus on rapidly developing enough factories to meet specific needs rather than spreading ourselves too thin. Better to focus on specific fields of industry and use our VAP cheats to bulk up and stockpile on certain things.

As for the state of the Psykers- that's somehow even worse it feels like. 658 Warseers and Battlecasters each. About 440 Seer AP for Warseers and a measly 1,320 Seer AP for Battlecasters. Call it 200 turns of near total Seer production or about a millennia.
I disagree, as the orks have bullshit like giant telyporters, or they can simply get lucky and get some roks past the defensive cordon.

Gargants are likely to be what they deploy as the tip of the spear to break ground based defences.

Super heavies aren't a 'niche' in Warhammer combat, they one of the fundamental categories you need to have a capability in. It's why Titan Legions are such a big deal.
Which is why the the far more experienced military 9 times our size has 0 super heavies. Super Heavies have a role, but they're fundamentally specialists meant to spearhead and backstop a conventional military we just do not remotely have. Trying to build a 'Titan Legion' equivalent when we have nothing of substance to organically support is beyond putting the cart before the horse. The Star Anvil is an engine killer when we've seen no engines, when our allies don't consider engines to be a concern large enough to have sent anything dedicated to killing them- and they've sent far more regular tanks than even our wildest predictions expected to be fielded.

218 Halberds and not a single super heavy in sight. Meanwhile we have something like a whopping 14 Blazestars and now two Anvils. I wonder which ratio is going to have better results? One of these made completely blind and based off conjecture, or the other was by people with extensive knowledge in setting and with far more warmaking experience? We're so damn blind as to how the system works no one even for a moment was suggesting our minor ally had an army ten times the size of ours. I don't think anyone thought Biel-Tan had that many Warhosts let alone Zahr-Tann

TBH, we were operating basically blind regarding our needs.

I really, Really hope we get some sanity checks as part of having actual Professionals on hand to advise us in unfucking our army. Again, Please give us some options in that regard @Mechanis , that was one of the big reasons I wanted to take them in the first place at chargen (Though having their dudes on hand to give us some power projection is still a great stopgap since it means we don't have to worry about Immediately Dying as a result.
Yeah. We were playing with Legos, a deliberately stunted military industrial complex, and nothing to compare ourselves too. The Troop Rationalization would have been meaningless even if we hadn't been convinced that our ability to only raise 5 detachments a turn was supposed to be considered representatives. Every thing before the arrival of Zahr-Tann was a blind man fumbling in the dark getting laughed at by people he couldn't see, and we've been ostensibly talking to these people for over a decade.
 
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yeah an option that is pretty uch "we now have a professional military on hand as allies, ask them to help set up our forces" would be great
might not be perfect, but way faster then figuring things out from step one and we can fine tune it for our situation later
 
And yeah, the Aeldmoot just took top priority. We might be able to shake loose a bit for other projects, but I want to drop in on this like a train. It'll cost 10 SAP, so we'll be putting a halt to our refits, but we can afford to put our War Ketches and Nettles to use in the Meros Front now that we have a moment to breathe.

That being said @Mechanis , how does Lesser Craftworlds/Exodites work? Is it kind of a "The more you put in here, the better?" thing?

Also, do we have new damage that needs to be resolved for Meros? The Warrior section looks like it might have gotten a bit scuffed. I also don't see Steward options for our new tech?

EDIT: Meros is also done next halfway through this turn! Our dudes are on the ball!
 
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We probably want to bite the bullet and include Iyanden. They're far and away the most influential and diplomatic Craftworld, especially if they recently gave everyone else their knowledge of Spiritstones and how to use them to save Eldar souls recently. It's not just getting Alaitoc and Biel-Tan to the table. If Iyanden hears us out and believes us, then sooner or later everyone who's not a proto-Drukhari is going to hear our message eventually. Biel-Tan may be blustering and making war to try and secure the borders of the Empire, but Iyanden is the one acting to secure the collective future of the Eldar race and everyone knows that.

Plus, if we shut them out of this after they brought us in on the Spiritstone reveal (even if we effectively can't make use of it)- it's a huge insult and it's only going to drive them further into Biel-Tan's camp.
 
[ ] The Harlequins (1 point)
Contact the Harlequins—spreading momentous news is a part of their purpose after all—with this information. Arranging for them to help with a larger moot would undoubtedly be moderately challenging, but their voice would be quite useful to such an effort.

[ ] Ulthwe (2 points)
Dutiful Ulthwe has, truthfully, given you and your allies little thought, focused as they are on the Great Enemy and trapped on the Worldwound's edge. But their young leader Eldrad Ulthrain is no fool, and likely to grasp at once the monumental victory you have won in securing this information without alarm. It is likely as well that the actions of the Fateweaver and the fate of Isha both will rouse Ulthwe's ire to truly terrible heights, given their particular culture.

[ ] Saim-Hann (1 point)
By proud Saim-Hann you are well regarded, if only for treating them with the full measure of respect they deserve as one of the greatest Craftworlds still in existence, without calling them savages under your breath. As sad as it is for basic courtesy to be notable. That you have not in the slightest hesitation to aid your and their Exodite kindred will also stand you in good stead, and so Saim-Hann of all Major Craftworlds will be the simplest to convince. And will not require a moderately dangerous voyage near the Great Wound in the process.

[ ] Iyanden (4 points)
Iyanden may not like you, but they do not hate you either—and they are the largest, most powerful and most prosperous of the surviving Craftworlds. Securing their aid would be a significant boon—if a difficult task—as it would provide a powerful weight to drag recalcitrant Alaitoc and hateful Beil-Tan to the table.

[ ] The Lesser Craftworlds (1 point each, repeatable)
There are many Craftworlds that do not match the Majors—or even your own Vau-Vulkesh—in power and influence, yet in aggregate they represent no small amount of both. Contacting such Craftworlds—many of whom have banded together for survival as your own naicient coalition has—and adding their voices to a call for a meeting may add considerable weight.

[ ] The Exodites (1 point each, repeatable)
While a great deal of work, as you would have to approach each such world independently, bringing a collection of Exodite worlds to any sort of summit would be a powerful statement of how serious the matter is, for the Dragonlords do not leave their worlds lightly.
Ooh. Honestly I want to just put all of our Steward AP this turn into the Aeldmoot, it definitely seems worth it. Probably 1 each into Lesser Craftworlds and Exodites?
You MUST select at least one option from the below.

[ ] The Eye of Tzeentch (2 points each, no max)
[ ] The Hunger of Slaanesh (5 points each, no max)
[ ] The Jealousy of Nurgle (3 points each, no max)
7 Seer AP, so maybe 4 into Eye of Tzeentch and the remaining 3 into Nurgle? Tzeentch should probably be the priority so we can scry on things without worrying about the damned chicken looking over our shoulder.
[ ] The Minor Failures (1 AP each, 5 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.
You have begun to address these issues, though much work remains to be done.
Sweet, the Minor Failures are being fixed for free over time! That makes things simpler.
 
I really, Really wanna go all in on the Aeldmoot.

Summon literally everyone. Throwing all ap at it means we can genuinely summon everyone on the list, and that means potentially summoning Biel-tan and Alaitoc as well due toeveryone else being present.
 
I really, Really wanna go all in on the Aeldmoot.

Summon literally everyone. Throwing all ap at it means we can genuinely summon everyone on the list, and that means potentially summoning Biel-tan and Alaitoc as well due toeveryone else being present.

Use our freebies on Iyanden and Ulthwe, then throw 10 SAP on everything else. 4 on Lesser Craftworlds and 4 on Exodites, while roping in Saim-Hann and the Harlequins as part of the game.

Probably use our Allied Forces on home defense while we finish up our commitments externally with our resources.
 
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