[ ] First Draft: The Dawn of a New Day
-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD} Manage Diplomatic Affairs (2 AP)
-[ ][BONESINGER] Replace Primary Power Distribution Control (2 AP)
-[ ][BONESINGER] Weapon Forge (Sunblaster Rifle) (2 AP)
-[ ][BONESINGER] Armor Foundry (Void Guard Warsuit) (2 AP)
-[ ][BONESINGER] Enhance Industry (3 AP)
--[ ][FORGE] Use the Forge
-[ ][BONESINGER] Continue ship repair (1 AP) [Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 AP)
-[ ][BONESINGER][FORGE] Use the Forge to Refit (3-9) Damaged Assault Ketches to War Ketches
-[ ][BONESINGER] Develop Basic Grenades (1 AP)
-[ ][BONESINGER] Develop Basic Voidship Torpedos (2 AP)
-[ ][BONESINGER] Develop Melta Weapons (1 AP)
-[ ][SEER] Scry the Future (1 AP)
--[ ] Which world will be the next target of the Orks plaguing our neighborhood?
-[ ][SEER] Scry on the Present (1 AP)
--[ ] Where is Nacretinei right now?
-[ ][SEER] Raise a Seeing Circle (2 AP)
-[ ][SEER] The Eye of Tzeentch (6 AP)
-[ ][SEEKER] Grav-Gun Hybridization
--[ ] Crude Hybridization (1 AP)
-[ ][SEEKER] Reverse-engineer Haywire Weapons
--[ ] Haywire Guns (2 AP)
--[ ] Haywire Bombs (3 AP)
--[ ] Scrambler Field (6 AP)
-[ ][WARRIOR] Organize Troops (2 AP)
-[ ][WARRIOR] Commission Strike Craft (1 AP)
-[ ][WARRIOR] The Burden of Command (1 AP)
-[ ][WARRIOR] Design Escorts (1 AP)
-[ ][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (2 AP)
-[ ][WARRIOR] Chassis Militarization (2 AP)
-[ ][WARRIOR] Develop Refit Profiles (3 AP)
--[ ] Miltia Fire Squads, Militia Assault Squads, and Militia Marine Squads need to be retooled to a new standard

First draft ready to go. Basically, I think we want to get our Militia Squads properly refit to take our new gear into account, it should be easy to convert MIlitia Fire to... Let's call it Vulkari Green Fire Squads (Because I love that we're going with the chinese aesthetic with Wraithweave, so I think we can go with a similar theming for our basic dudes. Greens for our militia equivalent, and Banners for our Elites. Sure, it's Tang vs Ming Dynasty, but nobody ever said we needed to adhere that tightly to a single era when we're plundering cultures for cool aesthetics!) I'm also getting us started on a proper, militarized chassis because we're all fed up of our shitty our Jetbike options are, so let's just do it ourselves so we can get some Light Cavalry started. That probably won't be a long term project like some of the bigger vehicles might be. We also do an Escort Design round to give our Lance Sloops a new lease of life as torpedo boats (Unlocked with BAP this turn), figure out what our proper First Generation non-placeholder Frigate will be, and get a Cruiser Refit started in the pipeline. Finally, we're commissioning proper Strike Craft this turn, so we can have either the Escort or the Cruiser we're redesigning this turn work as a light carrier.

Seeker puts a lot into the Haywire Projects because they'll be very useful down the line--especially the Scrambler Field, which is why it gets 6 AP in hopes that it doesn't end up being a quagmire. Much as I'd like a more elegant hybrid for the combi-grav weapon, we need something usable ASAP, and we'll have to hope we can revisit the topic later for Gen 2

Seer keeps hitting Kairos's kneecaps when we can, because it's still the most vulnerable Curse of the bunch and we're probably saturating him with too many Threats at the moment between us and every other Craftworld working against him at once for him to be able to pay special attention to us in particular, so it also tries to sneak two peeks at Useful Things To Know--like where the local Orks are going to hit in force next so we can spoke their wheels. I'm also trying to train a new Seeing Circle in hopes that gets us another Seer AP.

Bonesinger starts the Engine Grind, but doesn't go all in on it. Instead, I'm getting a Foundry for VGA established as well as the Sunblaster Rifles going, because that's going to be an excellent weapon for anti-armor work to go well with our excellent anti-infantry weapon in the Needle Rifles. I also use a Forge Activation to Expand our Industry, maintain our obligations, and finally clear our docket of Low Hanging Fruit for our Tech Implementation Projects, so we have a full list of basic stuff ready to go for the Refit Profile and the Reorganization we have going on.

Finally, we have Steward, which spends the Tax to get the rest of our Steward AP back, and uses what scraps we have left to at least start working on some of the questlines and opportunities we IDed earlier.



The plan looks really good, My biggest complaint is that i would honestly rather the 3 AP being spent on Basic torps and Melta into either More foundries, Or Monofiliment weaponry.

Maybe that is my own bias talking, But we have a LOT of Anti-vehicle weaponry, and I am unsure if we really want torps for our ships that currently seem built around shoot and scoot from very far ranges. Torps are a weapon that get worse the farther you are, because they have a longer interception period.

Meltas are just ANOTHER anti-armour weaponry. we already have plasma stuff, Sunblaster stuff, are working on Haywire stuff AND grav stuff. I don't think we need another Anti-vehicle weapon group. Altogether, That IMO means Monofiliment is a better investment. our Anti-horde has a lot less options in comparison to our anti-heavy options, and Charging Hordes of boys is a imminent threat, which Monofiliments are perfect for killing, due to their effectiveness against lightly armoured targets, and the fact that they can basically create Fog banks of Death which make trukk's, boys on foot, and bikers have a REALLY bad day.

Add on the fact that Monofiliment grenades exist, and are amazing enough that the Deathwatch hoard them.
 
I mean, Melta seems to be the upgrade to Flamers doctrinally, and that's very useful against Orks, which are our Local Problem. And Torpedoes are amazing if you can give them the right payloads, but we can't even begin exploring those options if we don't have the entry level stuff--most importantly, Torpedo infrastructure is one-and-done level stuff, new payloads don't need a full refit to add.

Tau Torpedoes for instance are Pure Cancer to deal with, I don't see how we could possibly do worse. There's nothing quite as scary as a small stealth destroyer that can sneak up behind you and fire a salvo that just fires a one-shot Graviton Shear attack right through your ship's engineering section.
 
Last edited:
I mean, Melta seems to be the upgrade to Flamers doctrinally, and that's very useful against Orks, which are our Local Problem.
Melta is more of an anti-tank weapon that packs a strong punch for its size at the cost of range. I would rather have missiles, because those can do both anti-armor and anti-infantry by using different missiles

Edit
Also flamers are good because they burn ork spores, but we don't need a ton of fire type weapons
 
Last edited:
Melta is more of an anti-tank weapon that packs a strong punch for its size at the cost of range. I would rather have missiles, because those can do both anti-armor and anti-infantry by using different missiles

Missiles cost 2 BAP though, while the Meltas cost 1, it's cheap and gives us more options.

Monofilament Weapons aren't going anywhere, the point is that I want to clear our docket of Low Hanging Fruit while we have a second to breathe, at the same time we're starting our major modernization project.
 
Melta is Anti-vehicle, Its always Pair WITH flamers because it doesn't do damage past single targets well and they are synergistic, sharing a range bracket. Melta is the wrong tool for the job of Anti-horde, unless your firing titan sized melta's your not going to kill that many, and even then your looking at really really inefficiant levels of multi-target killing.

Meltas kills single targets up close amazingly well, It does not kill groups of stuff well.
 
Last edited:
Also, don't forget that developing Melta weapons also includes Melta bombs and their various warhead derivatives, which are basically a straight upgrade from Krak weapons.
 
Well, there's an easy way to resolve this then.

@Mechanis , are Meltas redundant with Flamers? Or are they doctrinally the upgrade in like how Hellguns are technically upgrades to Lasguns?

Also, don't forget that developing Melta weapons also includes Melta bombs and their various warhead derivatives, which are basically a straight upgrade from Krak weapons.

Well, never mind, you got that in at the same time I posted my question.
 
Krak grenades are the Anti-vehicle ones guys, Melta bombs are good but their targets are Heavy Vehicles and Ship hulls, but they are not anti-horde, and they are not doctrinally replacements for Flamers and Other Anti-horde weapons. I am saying this so that no one gets it into their head to vote for melta weapons expecting them to be efficient anti-infantry/horde/ Ork boy weaponry.

their is a reason why grenades are still Split into Krak and Frag, Melta is a upgrade for Krak, not frag.
 
Most of stuff was already analyzed but I wanted to highlight one thing.
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.
This is capital B bulky! To protect a 2m sphere, one infantry eldar that is, one needs a 70x70x70cm box.
 
Krak grenades are the Anti-vehicle ones guys, Melta bombs are good but their targets are Heavy Vehicles and Ship hulls, but they are not anti-horde, and they are not doctrinally replacements for Flamers and Other Anti-horde weapons. I am saying this so that no one gets it into their head to vote for melta weapons expecting them to be efficient anti-infantry/horde/ Ork boy weaponry.

their is a reason why grenades are still Split into Krak and Frag, Melta is a upgrade for Krak, not frag.

You do understand that they reason they are an upgrade to Krak is because you're basically firing a charge of Primordial Fire into the target you're attacking? Krak is just a powerful shaped charge, Melta Weapons are bullshit space magic heat-shotguns that flash-boil damn near anything in the setting (And Necrodermis is no exception), and Multi-Meltas or Melta Warheads do have splash damage (Take the Rogue Trader RPG for example? Hitting something with a Melta Warhead is nigh-on guaranteed to set their ship on Fire, which is one of the fastest ways to kill something)

Most of stuff was already analyzed but I wanted to highlight one thing.

This is capital B bulky! To protect a 2m sphere, one infantry eldar that is, one needs a 70x70x70cm box.


Yeah, on the infantry scale, that's not too bad, a fairly lightweight backpack unit and you're good. It gets nasty the bigger you go though.
 
Krak grenades are the Anti-vehicle ones guys, Melta bombs are good but their targets are Heavy Vehicles and Ship hulls, but they are not anti-horde, and they are not doctrinally replacements for Flamers and Other Anti-horde weapons. I am saying this so that no one gets it into their head to vote for melta weapons expecting them to be efficient anti-infantry/horde/ Ork boy weaponry.

their is a reason why grenades are still Split into Krak and Frag, Melta is a upgrade for Krak, not frag.
Krak grenades are definitely not just anti-vehicle, the QM's description indicates that they are effective against both vehicles and infantry.
Effectively both a Frag and Krack grenade in a single housing, the Tandem-charge grenade's onboard targeting system determines the optimal detonation sequence when it reaches the enemy, making them effective against both vehicles and infantry.
 
-[ ] [Warrior] Assign Zahr-Tann 4th Line Fleet & Zahr-Tann 2nd & 3rd Line Warhosts to escort civilian convoys to scavenge high man wreckage above Kronite for examples of tech, rare materials, and relatively intact or restorable archive data, as well as patrolling the system with remaining Warships

-[ ] [Warrior] Assign Zahr-Tann 6th Line fleet & 4th & 5th Line Warhost to deactivate and retrieve malfunctioning terraforming equipment from Ectosa, as well as retrieve any noteworthy tech, rare materials, or relatively intact data archives

-[ ] [Warrior] Assign 3rd, 5th, 7th, 9th, 11th, 13th, 15th Zahr-Tann Scout Fleets to scout the webway.

@F0lkL0re It is pointless to try and scout or scry for Nacretinei at this time. we have no Idea what region they were in. we need to wait until we can speak with Stel'ys-Ran to get a clearer picture of the situation so we have enough details to refine our orders so we aren't just search blindly.
 
Last edited:
Thinking about Warrior AP.

Wraithweave Voidsuits -> Wraithweave Brigandine
Wraithbone Trauma Plates -> Wraithweave Brigandine
Lasrifle -> Needler Rifle

That'd be three AP of Refit Profiles, right? Don't think doing one for Void Guard Warsuits is important before we've got a foundry for those.

We could do up to three Chassis Militarizations; I think we should do at least one, just to see what it looks like in practice. Certainly people have been very unhappy with our model of Jetbike, and I'm sure we could come up with some other valuable variations, too.

Probably should do a Hull Militarization as well; I don't have an immediate preference as to what.

That would be another seven AP, bringing us to ten, leaving two more. Enough to design a variant to refit our cruiser technical into.
 
@F0lkL0re It is pointless to try and scout or scry for Nacretinei at this time. we have no Idea what region they were in. we need to wait until we can speak with Stel'ys-Ran to get a clearer picture of the situation so we have enough details to refine our orders so we aren't just search blindly.

Scrying them isn't pointless, it could give us potential leads as to where they are and what happened to them. For every turn we wait, more bad shit could be happening. Heck we could give Stel'ys some new info if we go to them after scrying.
 
That'd be three AP of Refit Profiles, right? Don't think doing one for Void Guard Warsuits is important before we've got a foundry for those.

Nope, think of putting it by the Squad Type. Convert all of our Militia Squads to using Wraithweave Brigantine Armor and a decent weapon design, and they re-equip themselves as the materials become available.

Boom, we now have our basic Troop types ready to go and no longer a complete embarassment.
 
It's more like these duffel bags from Fallout show. Regular 80-ish litres army backpacks are about 4 times smaller.

... That's almost the same size as the guy carrying it. That seems more like something you'd equip to a light vehicle rather than infantry scale.

It seems to say "8% the size of whatever it's shielding", not "The same size"
 
That would take a lot more AP, and I'm not clear on the purpose. Why not just go with the three AP for everybody? Are there some squads you want to see still using trauma plates or lasguns?

... 3 squad types for 3 AP?

You misunderstand, Refit Standards by the Squad are changing our Squad's baseline gear and re-equipping people from that Squad Type as they become available.

Like, take our Guardian Militia Fire Squad, all this does is say "Now their gear is Wraithweave Brigantine and Needle Rifles" (With similar stuff for their support units), and every Guardian Militia Fire Squad gets re-equipped as the Wargear becomes available.
 
Last edited:
Scrying them isn't pointless, it could give us potential leads as to where they are and what happened to them. For every turn we wait, more bad shit could be happening. Heck we could give Stel'ys some new info if we go to them after scrying.
it is, because they are likely also scrying with prior knowledge for more focused results. odds are high anything we learn from a scry this turn with what we would be willing to spare is something they already know, while they will learn more from a focused scry based on details we are unaware of. it's a waste of AP. let's not be an amatuer murder novel reader believing we'll stumble on a clue if we just walk around look hard at the crime scene.
 
Back
Top