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 Action Points available.
The Wings of Vau-Vulkesh
The mighty engines which drove Vau-Vulkesh through the void have sputtered and died. Those who tend them are confident that the damage is not irrecoverable, yet each is a machine greater in size and complexity than an entire battleship. It will take a great deal of time and effort to even assess how they are damaged to begin with, let alone actually begin affecting repairs.
[ ] Assess the damage to Vau-Vulkesh's engines (2 points Each, max 3)
Begin the process of repairing the Craftworld's engines by sending teams to assess the extent and nature of the damage in detail. The amount of effort will be the same whether you do it all now with a large team, or more slowly with a smaller one.
The Scars of the Fall
Vau-Vulkesh has not suffered as grievously as some, yet scarred you are all the same. Put these scars to rights and mend that which is broken.
[ ] Effect general repairs (1 point each, max 6. Est 2-8 turns)
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.
You may begin constructing, repairing, or refitting (once you have designs to refit them
to) a starship (or several) by spending one (or more) of your actions to do so. Note that even a destroyer is a massive construction project which can take multiple turns at this stage, and will effectively soft-lock that action for some time. You are also limited in how many docks you have available; currently this amounts to 80 capable of handling a capital ship and 240 able to construct Escorts.
Capital ships are Light Cruisers and up. Escorts are Frigates, Destroyers, Corvettes, and Raiders. You do not presently have hulls for the latter two, but they exist.
[ ] Begin Construction of an Escort (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)
The Fleets of Arach-Qin
Arach-Qin once boasted a fleet able to almost match your own, yet it has suffered grievous damage from the Ork—most critically, the complete loss of the Craftworld's Shipyards. Your own, however, are still intact, and may be used to aid them, and for this boon they have offered a mighty prize in payment: the Sword of Vaul class battleship Serpent that Strikes from the Shadows with no Warning—and aside from the power that ship represents, the ability to examine its technology is no small prize either.
At least one of these must be taken within two turns.
[ ] The Fleets of Arach-Qin: Lords of the Void
Begin repairing Arach-Qin's fleet, starting with the most heavily damaged of their capital ships. Will occupy between 10 & 20 of your available capital docks for a minimum of 4 turns.
[ ] The Fleets of Arach-Qin: Lighter Than a Feather
Begin repairing Arach-Qin's fleet, starting with its most heavily damaged escorts. Will require four turns on the outside. Occupies between 20 and 100 of your available Escort docks.
[ ] Refit an Escort
[ ] Refit a Capital Ship you do not have anything besides your initial hasty refits to refit your ships into.
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 Needlers (1 point)
Needlers are simply Fatecaster weapons which lack the advanced guidance Psy-tech, making them far easier to produce en masse. These should be fairly trivial to develop, even if the more Vaulish Bonesingers say they will likely increase the fire-rate of the weapons to compensate for the loss in accuracy.
[ ] Develop Melta Weapons (2 points)
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.
[ ] 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 Wraithbone Warsuit (1 point)
While your current hardsuits are reasonably effective as combat armor, they are designed primarily to protect the wearer from moderate environmental hazards and or moderately dangerous animals (or plants), not a screaming Ork trying to remove one's limbs and or head.
Develop Wraithbone Warsuits, which are actual purpose built combat armor. Required for further armor development. Sub-vote to determine desired characteristics/design focus.
[ ] Develop Wraithweave Brigantine Armor (1 point)
An idea pitched as an upgrade for Wraithbone Trauma Plates, Wraithweave Brigantine Armor would incorporate thickly layered Wraithweave with solid plates affixed to various locations, and possibly even actual environment sealing for use in hostile conditions.
Develop Wraithweave Brigantine. Design subvote for some basic decisions.
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)
Zahr-Tann the Proud
[ ] Dispatch aid to Zahr-Tann (1 point each, max 4)
Send a party to Zahr-Tann to aid them in repairing the stricken craftworld's engines, gaining the allegiance of the martially minded Zahr-Tann.. Must be taken within two turns.
The Salvation of Meros: The Bonesinger
[ ] Dispatch aid to Meros (1 point each, max 4)
Send a party to embattled Meros to speed their engine repair, reducing the time they spend in danger from the Orks
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.