The Space Elfs get dunked on every time by the Lore, even when they win, there's always Some Bullshit from out of left field to taint the victory.
(Like how it's impossible to achieve the Ynnari's wincon now because one of the Croneswords got raptured directly into Slaanesh's throne)
The amount of Ls they keep taking sort of suggests they should be long dead by now, especially since they never learn, but there's always more Space Elfs to die meaninglessly fighting over pointless battles because some wizard said it had to be done.
When I first fell in love with Warhammer 40k, I didn't think much of the Eldar, I thought they were just mindlessly arrogant space elves like everyone else and the Imperium was better.
My opinion has changed since then, they're now one of my favourite races.
When I first fell in love with Warhammer 40k, I didn't think much of the Eldar, I thought they were just mindlessly arrogant space elves like everyone else and the Imperium was better.
My opinion has changed since then, they're now one of my favourite races.
Never.
the answer is Never. one group of Farseers found out, didn't tell anybody, and tried to just... rescue her themselves.
without support.
those guys ended up as Horrible Screaming Trees because obviously they couldn't sneak well enough to get Isha out while having to literally walk right past Nurgle's prime avatar and thus the knowledge never got disseminated.
Where would we or the Emperor get these ideas anyway? The Emperor probably has no idea what we're up to or the existence of the curses or that we've discovered them. Even if we notice The Scattering, we'll have no idea what it is or what the primarchs are unless we investigate or they start making waves.
I mean.....in canon Emps had to have at least some idea that the Eldar Empire fell (and the hard times the Space Elves went through afterwards), him especially given he's the strongest human patter (and Pariah in Quest), so divining us wouldn't cost him much.
Like, my bet is in canon Big E based a good bit of his plans off the idea that he wouldn't be fighting the Eldar at their peak during the Great Crusade (since he felt confident enough to try hijacking some of the Webway for humanity) so if he were to have the idea to divine us down the line and see that we aren't hurting as much as the canon Eldar.....he may adjust accordingly.
Also we could learn about the Primarchs through directly divining Humanity (though probably not as effective given that Big E would psychic bitch slap us if we tried), so my next best bet would be us finding Prospero, seeing their psyker population, and then divine Prospero's future, and indirectly see Maggy doing Maggy things, which then could lead us to the IC conclusion of "Big E's up to some shit gang."
The idea of Chaos leaving Big E more room to influence and effect the Primarchs is both a relief and horrifying (for us, the Xenos he'll be sicking them at).
honestly, I don't like eldar, but that might be more because of the themes that GW tends to lean into when designing their models and Armies. "I know you know I know you know" Future telling arrogant high elves do not appeal to me.
What DOES appeal to me is the fact they are basically Techno-Necromancers in space, The Wrath Models are Great, the lore behind them are perfect, I love it, I want more Space age Necromancer Elfs, leaning into the Spirit/Soul part of necromancy instead of rotting flesh.
If we got more from that end of the range, I might like them more, but as is they don't fit my taste... And they never seem to be able to take a W. It was a notable event when an avatar of khaine WASN'T worfed. Not won, Just wasn't worfed.
She's not the god of being a good person, despite some fanon pushing in that direction, she's the god of nature and the harvest. Harvest has some particular implications when you're talking about a species and pantheon literally built for war, given that the Old Ones presumably engineered in the Eldar's capability to eat people's souls and emotions deliberately to make them better soldiers, as they could power up and heal themselves by eating their enemies and any emotions they inspired in either enemies or allies.
The idea of Chaos leaving Big E more room to influence and effect the Primarchs is both a relief and horrifying (for us, the Xenos he'll be sicking them at).
If the scattering is more "primarchs ends up in region Y instead of region X" than "Chaos gods do their damnedest to guide the primarchs towards become servants of chaos bad ends" then that's a 50/50 split I'd say. sure, emps might manage to hold onto a few extra primarchs but all the primarchs are waking up to a galaxy where the Aeldari are still on top rather than Chaos's target's for hobbyist hunting, especially if they deal with Slaanesh curse and get most of their Psyker reserves back.
suddenly, Emps has a harder time convincing primarchs that humanity should pick a fight with the daemon hunting space elves and their more impactful existence as an entirely Psyker race.
edit: also, all the Aeldari are coming together into alliances which would need the force of a grand crusade to even threaten, and the worlds he's trying to unite have spent centuries watching the local Aeldari take a metaphorical hammer to local ork populations and chaos incursions, so that's a big bonus to the amount of nope the emperor has to argue against.
Can I take the opportunity to highlight the example of the Genestealer infested Avatar of Khaine?!
(Although, to be fair, it's slightly less stupid in context, and the general concept could perhaps be reworked to something interesting. However, as presented...)
Firstly, and most obviously if what I posit is the case, they probably weren't. It would seem most likely that the Old Ones made the Eldar to fight the Necrontyr before the Bio-transference ritual that turned them into Necrons and removed their souls. It may not be for nothing that the Necrons did better against the Old Ones and their servant races than they did when they were living Necrontyr with souls.
The evidence for this is that Eldar legends apparently include accounts of the phenomena associated with binding of the C'Tan in Necrodermis shells, which happened before the Bio-Transference ritual, and the various histories we have say that the post-Biotransference Necrons pushed the younger races the Old Ones created back to their fortresses, so presumably this is a contrast to their previous advances.
Given the number of different versions of the history of the War(s) in Heaven and how various authors have come up with wildly contradictory versions of the history, which might be just different IC opinions on what actually happened way back then, rather than any of them being particularly authoritative, it's hard to say for sure. I mean, one of the more recent books claims that the Eldar weren't built to fight the Necron(tyr)s at all, but were instead originally allies with the Necrontyr against Chaos before they later went to war with them. That's despite earlier sources that Chaos didn't exist then, that the Sea of Souls was originally calm and that it was the turmoil in the aftermath of the War in Heaven that caused the Chaos Gods to arise later.
Secondly, it would still have been useful, as the Eldar can feed on emitted emotions without noticeable harm to the people feeling them, not just souls, and they had allies, like krorks, who intensely enjoyed battle.
The famus Spas Marine chapters at the top of the gets attention pile.
Followed by other loyalist chapters.
Than Khaos Marines.
Than the IG.
Followed by the rest of the Imperium.
The rest of Chaos.
The Orks.
The Necrons.
All other major Xenos.
Literally every other faction.
This isn't fully accurate in its order but man is GW's attention unevenly focused.
Never.
the answer is Never. one group of Farseers found out, didn't tell anybody, and tried to just... rescue her themselves.
without support.
those guys ended up as Horrible Screaming Trees because obviously they couldn't sneak well enough to get Isha out while having to literally walk right past Nurgle's prime avatar and thus the knowledge never got disseminated.
Really? I could have sworn the Ynnari had some schemes in regard to that involving the time Big Bobby G ripped an Anathema hole in the side of Nurgle's Garden. Or is the OG timeline in this quest (the one that achronally saved us) one where Eldrad's ritual was different or failed entirely?
Either way, in the OG timeline, were there any significant isha cults even if they thought she was dead?
Given the number of different versions of the history of the War(s) in Heaven and how various authors have come up with wildly contradictory versions of the history, which might be just different IC opinions on what actually happened way back then, rather than any of them being particularly authoritative, it's hard to say for sure.
Remember that War in Heaven involved a lot of time- and reality-altering weapons. I wouldn't be surprised if there really were/are (time travel tense trouble) multiple competing timelines of WiH overwriting each other and our reality is sewn together from bits and pieces of several realities that went somewhat in the favour of existence as a whole.
The Aeldmoot is over—yet its reverberations are even now being felt. The looming threat of Biel-Tann has been neutralized, and your allies won free of immediate threats—now you have that most critical of all resources, at least for a moment: Time.
Time to build, to train, to research, to consolidate; there is much work that needs doing, yet, but whilst you are not yet truly free of danger—certainly the Ruinous Ones will attempt to strike at you once they are able, though it will likely take them some time to arrange suitable proxies—You can turn now to a few more at least medium-term projects. And the administrative infrastructure you have been building will greatly aid that endeavor.
Too, long projects are now bearing fruit— flocks of escorts under Arach-Qin's banner depart your dockyards, as do a quartet of cruisers, even as a second portion of Quilan's fleet enters them. After that is completed, but two batches remain; the final third of their main fleet, and the core of five true Battleships they possess. Soon, you think, Arach-Qin will be ready to rotate the less damaged portions of their fleet through your yards, and Quilan's fleet will be fully refit.
Energy-Dispersion Barrier Generator
A form of Conversion field technology, Energy-Dispersion Barriers protect a unit, such as an infantryman or voidcraft, by absorbing the energy of a shot and redirecting it across its entire geometric shield matrix. This is an extremely energy-efficient configuration, particularly when absorbing wide forces; such as pressure waves, but the same efficiency requires the shield be tuned to only intercept high-energy projectiles, as otherwise they would present operational issues with the unit's drive systems—particularly on the ground, as one does not wish the shield to attempt to block the planet!
The principal downside is that the primary emitter system is of necessity inconveniently large in volume, as it must be a sphere of a minimum of eight percent of the protected volume's diameter, making integrating the devices to a unit potentially awkward.
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 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
With the Aeldmoot concluded and the Great Curses exposed, even were you to fall that information can no longer be lost, and while the Great Enemy will almost certainly strike at you somehow in response, it is unlikely such a strike will occur anytime soon. Still, All three must remain ever in knowledge… until that knowledge may shatter them.
• Matters Diplomatic
The Aeldmoot and its revelations have put you in the forefront of many minds—it seems you will now be drawn more actively into the politics of the Diaspora, as it is now being called. Many have sought your aid, others your favor, and yet more to make bargains. Too many, in fact. You will, it seems, need to establish some manner of diplomatic organ to handle things that neither Aresh-Vul, his sons, or his allies have time to deal with.
• The Vilest of Duriance
Of concern to all the surviving Aeldari is the fate of Isha, mother-goddess of your people—held within the vile depths of Nurgle's own twisted garden, used as the focus for a working that seeks to sink the Aeldari into stagnation and decline. Of all the Curses Three, this is one that arouses the greatest fury in any of the surviving Aeldari, for of all the Gods, even Kuronos the Hunter cannot eclipse the Everqueen in reverence within the hearts of the Aeldari. Asuryan, Lilenth, and others may have been respected, revered, and even feared, yet Isha was and is loved, and her capture and imprisonment no Aeldari will countenance even a single second longer than they must, even if there were no such working afflicting them. Still, to confront even the weakest god in their very Place of Power requires planning, preparation, and most importantly massive, overwhelming force—and to confront the Lord of Decay within the deepest reaches of the Gardens of Rot will take a force fit to break a dozen empires. A force that no single Craftworld—perhaps not even every Craftworld—can muster at the moment, no matter how much they might wish it otherwise. And perhaps not for centuries, even millenia, will that change—yet to that end, all Aeldari will work, both singly and united, for no matter how long it may take, Isha will be free—No matter the cost.
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 7 Action Points available.
Heavy Lies the Head With a central administration complex complete, it is time to begin moving existing Councils and their records to its vast halls and data-banks, and starting new ones to address issues before they arise.
[ ] Move Existing Councils (5 AP) Begin moving existing councils and their records to the new Hall of Stewardship, as well as creating additional layers of management. This will greatly relieve the burden of leadership lain on Aresh-Vul and his sons, giving them enough time to take additional actions.
Adds +5 Stewardship. Unlocks the Sign of the Hero / Character Actions
[ ] Create Diplomatic Council (3 AP) Whilst Aresh-Vul (or his sons) have been able to personally handle matters of diplomacy up to this point, the scope has simply grown too great for them to manage this between their other responsibilities. Establishing a formal diplomatic organ will be needed, going forward.
Unlocks the Sign of the Herald / large scale diplomatic actions. Cannot also take Manage Diplomatic Affairs.
[ ] Manage Diplomatic Affairs (Variable AP, Repeatable) On the other hand, it may be desired to manage what diplomatic affairs may be managed with the present system immediately, though this would force harsh limits on what can be responded to and prevent the creation of a body to handle things in the future.
Diplomacy subvote; may not also take Create Diplomatic Council. Note that AP invested will be what is available to work with, representing the limited ability to handle briefings, analysis, basic preliminary negotiations on how and where the real negotiations will even take place, and so on. Scarcity Once More [ ] River and Lake, Pond and Pool—All may Feed the World (4 AP) At present, the many water features within Vau-Vulkesh serve mostly as decoration, but those tasked with addressing the food situation have suggested that these features be put to use, for a wide variety of aquatic and amphibious animals and waterborne plants might be cultivated within them, given time.
Begin the process of converting the various water-features of sufficient size within your craftworld to comprehensive Aquaponic farms, growing various edible plants, fish, crustaceans, molluscs, amphibians and insects. Relics of Eld The relic-vaults of Vau-Vulkesh have been accumulating all manner of oddiments, curiosities, and unusual artifacts for centuries, and then you spent the final days of the Empire's twilight piling into them everything that you could which was not nailed down—and if determined parties of Hearthguard and Bonesingers could prise it loose, it did not count as nailed down—and you have absolutely no idea of what is even in them now. Set some workers to the monumental task of sorting, cataloging, and organizing the contents of those vaults. Much of it is likely of only cultural or historical value—and therefore priceless, things being as they are—but the sheer size of those vaults means they almost certainly contain items which would be valuable to you—devices of the old Empire to study, relicular equipment, and who knows what else. At this point, you wouldn't be surprised to find one of the Croneswords or Swords of Vaul (that is, the blades forged for Khane by the smith-god, not the battleship class named for them) sitting in a corner under a pile of rugs, or something equally ridiculous.
[ ] Delve the Vaults (1 point each, max 5)
Sort through one of the many Relic Vaults of your Craftworld. Who knows what might be in there?
The Sign of the Bonesinger controls much of your infrastructure—from starships to the very Craftworld itself, the Bonesinger is the foundation on which your technology rests. Basic development of your technology is the domain of the Bonesinger as well, at least for the simpler forms of technology.
The Bonesinger has 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—repair will be no small project.
You have discovered three principle issues: firstly, there are widespread minor systems failures throughout the entire infrastructure of each engine. Whilst minor individually, in aggregate they represent a significant amount of man-hours of work to fix—in no small part because of how much has to be disassembled just to reach the damaged system to begin with.
Secondly, the primary power-distribution governing-matrix has completely failed, and all attempts to rouse it have been unsuccessful—Sadly it is simply beyond the skill of your artisans to replace, and so manual controls and monitors will need to be installed—and operators trained—if the Craftworld is to be made mobile anytime soon.
Finally and most problematically, several of the primary focus rings for the plasmatic portions of the drive system are effectively destroyed, little more than shards of Wraithbone barely held in place by their mounting-brackets and protective fairings. Whilst not especially complex, these systems are quite physically large, and will be labor-intensive to replace. Fortunately their failsafes worked correctly and the surrounding systems are not melted or vaporized by plasma leaks or explosions, which would have inflicted nearly irreparable damage.
[ ] The Minor Failures (1 AP each, 6 Max) Begin repairing the various minor damages. Whilst not especially large in any one place, their widespread nature makes them a significant amount of work to fix regardless.
Send teams to repair the various minor damages. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period.
[ ] Replace Primary Power Distribution Control (2 AP each, 4 Max) Originally, the complex power distribution network of Vau-Vulkesh's engines was managed by a dedicated pattern-matrix, a sort of Psykeic equivalent to what other races might call an 'expert system'. Unfortunately it has completely failed and is now a very large paperweight, and is one of the things beyond your means to reproduce. You will therefore have to replace it with a manned control center that can be operated manually.
Design and construct a manually-operated control center for the power-distribution network. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period, and will require an additional Steward action to train operators once completed.
[ ] Repairing the Plasma System (3 AP Each, 12 Max) Portions of Vau-Vulkesh's engines use plasma in various ways, both as a power-distribution medium and even as simple titanic plasma-thrusters large enough for an Escort to fly into. Much of the most critical focusing components of this system are effectively destroyed, and while not especially complex, their sheer scale makes replacement a very labor intensive process.
Begin the highly labor intensive process of repairing the various damages to the plasmatic portions of the engines. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period. The Fires of Industry With the damage to your world made good—or at least enough so that the remaining issues are more a matter of replacing shattered statues and broken frescos rather than damaged infrastructure—you may begin to undertake major infrastructure projects, such as the construction of dedicated industries to produce equipment without direct intervention—previously unneeded, but these are changed times.
More action-efficient than manually creating most wargear in the long term, Production Infrastructure automatically produces a set number of weapons, armor, or vehicles at a set rate, determined by your overall industry. They will take time to set up—depending on the overall complexity and technology level of the weapon, equipment or vehicle in question—but once active will supply a steady trickle of equipment to your stockpiles without further intervention. While generally slower than producing the same equipment using action points, Production Infrastructure continues to operate without impacting your available Action Points, so long as it is not damaged. Note that Voidships are the only type of vehicle too large for dedicated production in this manner, and while there is a practical limit to how much Production Infrastructure you can sustain at once, it is unlikely to come up anytime soon as you are presently using very little of it. Exotic Resources are also produced by production infrastructure (if they can be produced at all), and may have additional restrictions to expand their production—typically in the form of reduced output from some of your existing infrastructure as trained personnel must be devoted to serving as cadre for the new facilities.
As scaling up to 'mass production' can result in quite a variable degree of difficulty, sometimes completely out of proportion to the on-paper complexity or cost of an item, you will never quite know how long it will take, or if additional actions will be needed, before actually building one. Once you do, however, this information will become available in the list below.
Needler Rifle Forge: 1 Turn
Wraithweave Brigandine Armor Foundry: 1 Turn
[ ] 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
[ ] 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
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: 72 (of 80)
Available Escort Docks: 234 (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 5 turns | 015.M30
1 Thysania class Battleship, ETA 3 turns | 005.M30
1 Coscinocera class Battlecruiser, ETA 4 turns | 010.M30
3 Calliplaca class Cruiser, ETA 2 turns | 000.M30
2 Phalaros class Light Cruiser, ETA 1 turn | 095.M29
3 Terncladus class Heavy Frigate, ETA 1 turn | 095.M29
3 Synempora class Light Carrier, ETA 1 turn | 095.M29
[ ] Continue ship repair (1 point) [Strongly recommended] [ ] Refit an Escort (1 point each; 3 ships per point) [ ] Refit a Capital Ship (1 point each) You do not have any capital ship designs to refit into at present. Ongoing Refits Similar to Repairs, ongoing refits will be added to the list below, again stating the estimated time of completion in both turns and the expected year-block.
2 Fafnir class Dragoncruisers, ETA 1 turn | 095.M29
10 Firedrake Heavy Frigates, ETA 1 turn | 095.M29
[ ] Continue ship refits (1 point) 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. Prerequisite for Advanced Grenades.
[ ] 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. Prerequisite for Advanced Torpedos.
[ ] 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 technologies.
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. Will reserve AP until basic repairs are completed.
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 Action Points available.
The Technology of Magic Advanced Psy-tech is developed under the Sign of the Seer, and often requires the participation of various types of psyker to complete—or become available at all.
[ ] Develop Warstaff (2 AP & 3 Battlecasters required for initial; ?? turns While of course a Force Stave is perfectly fine as a casting focus, it is possible to incorporate additional psy-channels to make it better at this role at the cost of being slightly more fragile and therefore less suitable for, say, hitting an Ork over the head with.
Develop Warstaffs—Artifact Wargear that are even better psykic channels for the various direct effects of a Battlecaster in combat.
[ ] Develop Witchblades (3 AP & any 6 Psyker units required for initial, ?? turns) On the other hand, perhaps it might be better to work to extend the psychic conductivity of a Force Sword—in theory, it may be possible to make them just as adept focuii as a Force Stave, which would potentially open… interesting… options, for further refinement of your Psykic disciplines. Or simply because a sword is a rather better weapon most of the time.
Develop Witchblades—and Artifact Wargear form of Force Swords which are able to provide equal benefits to a Force Stave as a casting focus.
Artifact Wargear:Artifact Wargear is more difficult to produce than the regular sort, so much so that you will generally only equip your various Rare Units or Hero Units with it, but it is generally superior to the basic wargear it is based on. Additionally, Artifact Wargear can—when its bearer does something particularly impressive with it—become a Unique Artifact: special pieces of wargear with extra abilities, which can even grow in strength and gain additional abilities as they are used to perform further feats. With enough time and feats behind them they can become Relics—powerful items whose mere presence can change the tides of a battle; the Croneswords, for example, or the panoply of a Primarch or Phoenix Lord. The Eyes of the Eldar See Far The Eye of Tzeentch One of the Great Curses lain on your people, the Eye of Tzeentch is the weakest, but perhaps most insidious of them. For now, it merely allows its master, the Exalted Greater Daemon Kairos Fateweaver, to see all that the Aeldari see, and disrupt your efforts to scry with the approximate subtlety of a large boulder crashing through a silica-glass window, yet had it gone undetected long enough, the Daemon of the fate-changer could have not merely veiled entire probability-webs from your Sight, but outright created fully fictitious ones to lead your Seers astray. While you can still use scrying—the mere knowledge that part of the difficulty in scrying now lies not in your diminishment, but enemy action prompts certain precautions be taken as a matter of course—the so-called 'fateweaver' Sees all that you See, and may disrupt your attempts in accordance with his own inscrutable plans…
[ ] 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: None
Rare Units:Particularly rare or difficult to train units—battle psykers, commander units, Titan pilots, and so on—are added to a pool of available units when produced or disbanded, from which any new Warhosts are raised—however, some projects in their categories may need a number of Rare Units available to complete. The only way to lose Rare Units is in battle, however, so such units are not expended, merely removed from the pool from which new units may be Raised into Detachments until the project is complete. Similarly to Artifact Wargear, your pool of Rare Units is your primary source of new Hero Units—as such units accomplish great deeds, they can become Notable—heroes in the making, who gain extra abilities—and, if they accomplish enough feats (or even singular sufficiently impressive one, such as defeating a Greater Daemon in single combat) join the ranks of your Hero Units as Minor Heros. As such individuals further distinguish themselves, perform additional heroics, and acquire a panoply of rare or even unique equipment, they can eventually join the ranks of your Major Heroes. Be aware, however, that this is a difficult task—very few of the feats needed to be named even a Notable, let alone a Minor Hero, do not require risk to life, limb and perhaps even soul to accomplish; and few are those who can perform such feats repeatedly and survive the process.
6x Battlecasters
To Forge A Soul, Part II: The Curses Three Three curses fel 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. You do not, however, have to work on the same item every consecutive turn—regardless of how much focus you can afford on a given turn, some incremental work will always get done—these are VERY large projects, after all!
[ ] The Eye of Tzeentch (2 points each, no max) You have begun detailed research into the working of Kairos Fateweaver—indeed, merely knowing it is that particular daemon has been a significant aid—creating detailed maps of the immaterial structures which create it, and analyzing its fault lines and failure-points. Of which there are many.
Some are even genuine rather than built in tripwires to alert the Fateweaver to someone trying to meddle with his Curse!
[ ] 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.
[ ] Grav-Gun Hybridization (See Below) 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 variety, powering the things.
It seems there are three main possible routes to integrating the two technologies; first, to simply build both weapons into one frame. This will significantly increase their weight and bulk, and likely barely reduce the cost compared to simply carrying each separately. Second would be to miniaturize both, sacrificing a small amount of potential power output, or perhaps range, to keep the weight and power requirements from getting unwieldy. Thirdly, is to shoot for a full integration of both technologies—though this will likely take a significant amount of work. Most problematic is power—especially at the infantry level, you may have to develop some kind of ultra-high-density power supply or even a microfusion plant that can fit in such a weapon's frame without becoming too heavy for practical use.
- [ ] Crude Hybridization (1 AP)
Simply bolt two guns together on one frame and call it done. Won't do much for the cost, and the infantry versions will have to compromise on something, but has the advantage of being easy.
- [ ] Simple Hybridization (3 AP, 5-12 turns)
Aim for a more comprehensive hybrid system. Will be moderately expensive, but possibly less so than just bolting two guns together and going from there—especially if you compromise somewhere.
- [ ] Perfect Hybridization (6 AP, ?? turns)
Attempt to fully combine the two weapons systems into a single multi-function array. This will be very difficult and probably require a compromise somewhere to keep its costs low enough to actually produce any significant numbers of, but offers the greatest potential—even if it means that it will likely be a weapon reserved for elite units.
[ ] Reverse-engineer Haywire Weapons (See Below) 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.
There are, it seems, several possible weapons which can be derived from these devices, though reverse engineering them completely will be a difficult task.
- [ ] Haywire Guns (2 AP/turn, ?? turns)
Fully reverse-engineering these weapons will require two principal challenges be overcome. The first is the systems to tune the weapons to their targets automatically, which in the original weapons is handled by an ultra-compact pattern-matrix whose sophistication is well beyond your ability to reproduce, and secondly is shielding the weapons against their own effects—which will need to be completely novel in design, as the original weapons relied on divine wardings integrated into their construction that no longer function.
- [ ] Haywire Bombs (3-7 AP/turn, 3-5 turns)
Part of the difficulty of course is shielding the weapon against its own effects, preventing 'backscatter' from disabling them the instant they fire. On the other hand, a disposable (or semi-disposable) single shot device such as a grenade or rocket warhead doesn't have to care about that little problem…
- [ ] Neural Shredders (2-5 AP/turn, 3-8 turns)
At high enough power, Haywire weapons can affect organic systems the same way they do technological ones, inflicting massive damage to a target as the electrochemical signals on which their nervous systems depend. It may be possible to enhance this effect to produce weapons that can kill instantly even through light armor, though their ability to effect mechanical systems is likely to suffer.
- [ ] Scrambler Fields (2-6 AP/turn, ?? turns)
It may be possible to expand the effects of Haywire weapons into an area-effect field that degrades the performance of equipment not properly shielded against them with some work. While such fields would likely lack the strength to actually disable all but the lightest of vehicles or powered-armor, their effect on most seeking munitions, targeting systems, and sensor-systems are likely to be… significant.
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 12 Action Points available.
The Armies of Vau-Vulkesh [ ] 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.
[ ] Organize Troops (2 AP, Repeatable) Reorganize your existing forces, including adding any new vehicles, rearranging organization (within some limits), and so on.
Manage your army lists, reallocating troops between categories and adding new vehicles.
[ ] Commission Forces (1 AP each, max 6) Bring into your armies new troops, vehicles, and units.
Outfit new troops and designate doctrinal roles for new vehicles, without modifying your existing equipment.
[ ] Commission Vehicle(s) (1 AP Each, max 3*) Begin work on designing vehicles for your armies.
Design up to two vehicles.
[ ] Commission Strike Craft (1 AP each, max 3*) 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 up to two Strike Craft that can be carried in a Voidship's hanger.
*Shared between both, IE, 6 total designs per turn.
[ ] The Burden of Command (1 AP initial, Variable AP/Time thereafter) Whilst the few veterans of your forces from before the fall have learned quickly, you have no true leaders for your forces that were meant as the commanders of armies. Establishing some will be needed, but how exactly their training is to be focused and what form they shall take is a decision that will need to be made—it may even be wise to develop two or three different tracks, with different lengths, to produce such commanders as needed.
Develop training for Headquarters units (subvote). Prerequisite for other Leadership troops (Squad Commanders etc) The Fleets of Vau-Vulkesh [ ] Design Escorts (1 AP)
Develop up to two Escort designs.
[ ] Design a Light Capital (Cruiser or Light Cruiser) (2 AP)
Design a new Cruiser or Light Cruiser using your existing hulls.
[ ] Design a Heavy Capital (Grand Cruiser or Battleship) (3 AP)
Design a new heavy capital voidship using your existing hulls. Note: you do not at this time possess Grand Cruiser sized hulls; and therefor may only design Battleships.
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 in the same turn.
[ ] Chassis Militization (2 AP per turn, 1-12 turns; can take up to 3) Develop one or more truly militarized vehicle chassises, allowing precise control over vehicle characteristics.
[ ] Hull Militization (5 AP per turn; 4-8 turns for Escorts, 6-20 turns for Capitals; can take up to 3) Begin work on basic militarized hulls for your Voidships, which will grant significant control over their characteristics. New Weapons for a New Age [ ] Develop Refit Profiles (1 AP each) Create Refit Profiles for existing forces, allowing them to be automatically refitted as wargear becomes available and Raised in post-refit configurations immediately.
Develop Refit Profiles in a Sub-vote, with the refits then beginning the following turn.
Unlike manual refits carried out without a military bureaucracy, Refit Profiles allow troops to be refitted "in the background" as gear becomes available. Refit Profiles come in six tiers, which are consecutively more specific, with higher tiers overriding lower ones.
A Tier 1 Refit Profile, for example, might consist of "Replace all of gun type A with gun type B"; eg, "Replace all infantry Las-weapons with Needlers", which would replace all Laspistols with Needler Pistols, Lascarbines with Needler Carbines, and so on. (though obviously you can be even more specific if you want—there are no limits on how many Refit Profiles may be active at once; only on how many may be created in a single turn.)
A Tier 2 refit would be targeted at specific types of Warhosts—as you will accrue, generally, a suite of generalist Warhosts which have the same configuration, you may target specific Warhosts with their own specific refits.
A Tier 3 refit, meanwhile, targets a specific type of Detachment in the same way, while a Tier 5 refit targets a specific squad.
Finally, Tier 6 refits are combinations of any of the above; such as targeting a specific squad type in a specific Detachment type in a specific Warhost type, at its most detailed.
Note that if all the existing examples of a given unit are refit to a certain configuration, you will have the option to make that configuration the new default—this is the easiest way to obsolete older equipment that you have either developed better versions of, or superior replacements for. This is especially useful once you have the ability to raise Warhosts and or Detachments automatically, through the construction of appropriate Infrastructure and the design of appropriate Leader Units to operate it.
You may also Raise units in their post refit configuration once you have an appropriate Refit Profile active; though this obviously will require possessing the needed Wargear in accordance with the rules for raising troops.
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.
Meant to be generalists that can handle most problems, Line Fleets contain a balanced mixture of classes.
Second Fleet is presently assisting the evacuation of the Ishari from Fea-Eresh, with the main body of the fleet over the world itself and a few of its escort squadrons assisting the actual convoy escorts themselves.
A Line Fleet can provide transport for Two (2) Warhosts.
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.
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.
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.
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.
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.
At present the 11th Scout fleet is assisting the evacuation of the Ishari from Fea-Eresh, patrolling the Webway along the evacuation route to help ensure it remains secure.
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.
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.
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.
At present the First Line Host is serving as a defensive garrison at Fea-Eresh whilst the evacuation of the Ishari is ongoing.
Dedicated to line-breaching operations, a Siegebreaker Host consists of three Linebreaker detachments led by an Armor Detachment.
[ ] Dispatch an Allied Force
[ ] Recall an Allied Force
[ ] 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.
Alright, let me get to reading this and putting together my first draft then.
EDIT: That aside, we've gotten a rough idea of what a single Foundry seems to be worth--between 900 and 1,800 per turn in perpetuity, scaling up as our productivity does--this is vastly more efficient than producing Wargear with EP, as it pays for itself within 3-4 turns and everything after that is pure gravy. It Seems that a Foundry is more efficient at producing guns than it is armor though? Which makes sense, a gun is small compared to a full suit of armor even if it's technically more complex, and it explains why Armor and Weapon Foundries are technically two separate options.
Also, good news! A lot of our military reform stuff got shifted over to the Warrior Sign! Yay!
as fun as it is to marvel at the stupidity GW inflicts characters with to save itself the trouble of writing intelligent bad guys that would be needed to keep the series grim dark, and speculating on knock on effects of our successes and potential successes, let's get back to turn planning.
bonesinger basic setup
- Replacing Primary Power Distribution 2 AP
- Enhance Industry × 2 + Forge of Vaul × 2 6 AP
- Continue Ship Repairs 1 AP
- Continue Ships Refits 1 AP
some questions for shaking out what to do with the remaining AP.
how do people feel about throwing another 3 AP on Enhance Industry? it would give us a very strong start to BAP expansion against whatever shake up turns past 5 face from agreements we make or priority shifts. investing it now while we still have to reach out to worlds diplomatically and can count on at least a few turns peace having averted the doom of meros.
Void Guard Warsuits & Infantry Grade Conversion Field Equipment are the two options for forge/foundry building we can be certain we need an excess of. everything else runs into the issue of uncertainty when it comes to squad weapon balance and overall approach to squad roles. If you had to pick just one of them to build, which would it be?
Please refrain from suggesting substitute forge options, since there is far to little agreement when it comes to the composition of our squads for any ranged or melee weapon forge to be anything besides premature. clearly we need to iron out other aspects of our military after we see what shrine of Khane has for us before we can commit.
where do we stand on BAP development options? I personally favor grenades, but could support Melta, Missiles, and super heavy Las weapons.
as fun as it is to marvel at the stupidity GW inflicts characters with to save itself the trouble of writing intelligent bad guys that would be needed to keep the series grim dark, and speculating on knock on effects of our successes and potential successes, let's get back to turn planning.
bonesinger basic setup
- Replacing Primary Power Distribution 2 AP
- Enhance Industry × 2 + Forge of Vaul × 2 6 AP
- Continue Ship Repairs 1 AP
- Continue Ships Refits 1 AP
some questions for shaking out what to do with the remaining AP.
how do people feel about throwing another 3 AP on Enhance Industry? it would give us a very strong start to BAP expansion against whatever shake up turns past 5 face from agreements we make or priority shifts. investing it now while we still have to reach out to worlds diplomatically and can count on at least a few turns peace having averted the doom of meros.
Void Guard Warsuits & Infantry Grade Conversion Field Equipment are the two options for forge/foundry building we can be certain we need an excess of. everything else runs into the issue of uncertainty when it comes to squad weapon balance and overall approach to squad roles. If you had to pick just one of them to build, which would it be?
Please refrain from suggesting substitute forge options, since there is far to little agreement when it comes to the composition of our squads for any ranged or melee weapon forge to be anything besides premature. clearly we need to iron out other aspects of our military after we see what shrine of Khane has for us before we can commit.
where do we stand on BAP development options? I personally favor grenades, but could support Melta, Missiles, and super heavy Las weapons.
I want to do missiles and grenades. Missiles are a flexible support weapon, and grenades will give our cloudburst speeders the ability to shoot explosives instead of flashbangs
Working in it, but yeah, IT TURNS OUT, BUILDING FOUNDRIES IS REALLY GOOD GUYS
Armor Foundries seem to be worth 900 EP per turn each at present, and weapon Foundries seem to be worth 1,800 per turn. Which makes sense from a balancing perspective, at the end of the day, you only need one suit of armor per soldier, but you'll generally need two or three weapons for the same, and a Foundry is only good for one production line. 300 Needlers a turn is really good though.
EDIT: Hey, @Mechanis , we should have our full spread of Seer AP back now
SON OF EDIT: Oh my god we were so crippled by the lack of a Shrine of Khaine guys you don't even know
I will advocate finishing relocating our Stewards, because it gets us 5 AP and a new action category, and I think the diplomacy situation is not such a blazing emergency we should postpone it. I'm less sure as to put the remaining two points on super basic diplomacy or vault delving.
God, I want Monofiliment weapons SO badly... But I don't think we can spare 3 points this turn, Bone singer AP need to be poured into repairs and industry. At best i could see us squeezing out enough Ap to pick up grenades, But Monofiliments will probably have to wait a bit longer.
Which is a shame because they are so cool and are absolutely PERFECT for shredding lightly armored targets like ork boys.
Okay, I've finished reading the update. Long story short, we made things so much easier on ourselves with last turn's prep work holy shit.
We're in a position now to really start popping off.
EDIT: Also, while a mild note, our Conversion Field design is pretty damn good for what we made it to do. It's a pain in the ass to scale up but it's great for infantry.
SON OF EDIT: @Mechanis, another issue, we should have 10 Steward AP, shouldn't we? What happened to 3 of them?
Turns out that ways that let you cheat action economy's are good
We want to take burden of command so bad, It unlocks squad commanders, and I have heard it said that good sargeats are basically the Lubricant of the army, ensuring everything runs smoothly. The fact that our command structure is so fuck is the biggest problem tbh. Shitty weapons can be worked around, but if your army is tripping over itself, your kinda fucked.
EDIT: In terms of Steward actions, we can basically reserve 4 ap for the food action, Food is called out as a massive issue on the level of our military and the engines.
That leaves us with 3 AP to play around with, we could either take the Diplomatic council action for the other 3, or dive the vaults for 1 and spend 2 Ap trying to make a tech trade with - urgh, Biel-tan for their monofiliments weaponry... Because I want monofiliments.
Looks like we are running a bit low on our seeker options, we might need to take Bonesinger research next turn if only to open up more seeker options.