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.
I think we should ditch wraitheave except for vehicle crew. Factories are so good that we can afford 6 EIP armor for militia.
It seems to say "8% the size of whatever it's shielding", not "The same size"
I'm assuming they do spherical shields, not cling to a person surface area. A sphere containing a person is much bigger than a person. If they can do complex dynamic shielding that clings to armour outside, it's a lot better, about the size of a helmet.
 
It might be a good idea to keep one or two of the scout fleets back to act as pickets for our craftworld just in case.
we still have two heavy fleets with over 240 heavy frigates, 48 light cruisers, and 8 battle cruisers before more than 90 percent of our active warships. we'll be fine without them. best to make progress on the webway before their tied up scouring the galaxy for two missing craftworlds. this is only for a turn or two.
 
8% sounds like either a little smaller or around the size of an Imperial Iron Halo.
Not a giant backpack but still pretty sizable when worn.
 
Going by the wording of how refits work then one AP will let us go for a generic "replace all las weapons with needlers"
 
I think we should ditch wraitheave except for vehicle crew. Factories are so good that we can afford 6 EIP armor for militia.

I'm assuming they do spherical shields, not cling to a person surface area. A sphere containing a person is much bigger than a person. If they can do complex dynamic shielding that clings to armour outside, it's a lot better, about the size of a helmet.

It was just brought up that we're going to need a huge amount of dudes militarized in the long run. Foundries are great and all, but Armor Foundries are only half as efficient as Weapon Forges are. 300 Wraithweave Brigantine per turn per Foundry would translate to only 100 Void Guard Warsuits with the same investment per turn.

We still want them, absolutely, it's great armor. But we're still going to need to rely on Brigantine in the short term, and we'll still want a large reserve in the long run in case we have to do a mass conscription in a time of crisis.

Look.

Tier 2 and up modifications are for when we don't want to hit everyone with the upgrade.

There is no one we want to still be using trauma plates or lasrifles. Just use the Tier 1.

Yeah, that's fair then. Good enough for me, I'll adjust it.
 
-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD} Manage Diplomatic Affairs (2 AP)
No complains here, I think that all plans will agree on SAP.
-[ ][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)
I disagree with weapon and armour foundries, I personaly think that we should start on the seer circle for more SeerAP (especially since there were some talks about making mk 2. medium armour with full power armour) I think that we could drop either both foundries or just one of them and droped granades and melta weapons for next time.
-[ ][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)
I think that given that Tzeench can see what we see we should probably reword the Nacretinei focused question so we won acidentally drop Tzeench deamons on whatever other problem they have. Maybe why they are missing? I am iffy on seeing circle but it could unlock some stuff, I think that we should get dancers first as their input into psy-swords will be more important and maybe unlock psychic armour/clothes, but other than that I agree.
-[ ][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)
Nope. I straight up disagree with the hybridization, we have those weapons and could produce them, it is just us making sure that we won't need to waste time switching between them in middle of battle and maybe maybe that they will be cheaper than 2 seprate weapons. This to means that we should at least go for the middle option. I personaly would just use that one AP for the quicker/better hayewire bombs.
-[ ][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
I think that we should let the design Escort lay low until we make better hulls and focus on making 2 planes or using refit option to replace all lasguns for needlers

(I assume that you left troop movement for later)
 
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.

Okay, but we may still see something they haven't yet (assuming they've even started scrying). Even if we don't bring anything new to the investigation we save them some time catching us up.

Plus if we do this and spend the AP that counts as us helping, and allows us to say we helped as much as the other guys in the investigation which ties back to us getting brownie points (plus rep as that really trustworthy and helpful Craftworld).

I think that given that Tzeench can see what we see we should probably reword the Nacretinei focused question so we won acidentally drop Tzeench deamons on whatever other problem they have. Maybe why they are missing?

That would fall into scrying the past (asking why they went missing) which falls right into Kairos's ballpark, thus doubly into Tzneetch's view. So asking the present tense question might be a better option.

Edit: Actually accruing for "what happened" might not be as bad. Plus who's to say for sure Tzneetch is going to drop a whole Incursion on them. Look what happened the last time he tried, while we won't have a whole Moot's worth of badaases, us and that other Craftworld will be heading Nacretini's way.
 
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No complains here, I think that all plans will agree on SAP.

I disagree with weapon and armour foundries, I personaly think that we should start on the seer circle for more SeerAP (especially since there were some talks about making mk 2. medium armour with full power armour) I think that we could drop either both foundries or just one of them and droped granades and melta weapons for next time.

I think that given that Tzeench can see what we see we should probably reword the Nacretinei focused question so we won acidentally drop Tzeench deamons on whatever other problem they have. Maybe why they are missing? I am iffy on seeing circle but it could unlock some stuff, I think that we should get dancers first as their input into psy-swords will be more important and maybe unlock psychic armour/clothes, but other than that I agree.

Nope. I straight up disagree with the hybridization, we have those weapons and could produce them, it is just us making sure that we won't need to waste time switching between them in middle of battle and maybe maybe that they will be cheaper than 2 seprate weapons. This to means that we should at least go for the middle option. I personaly would just use that one AP for the quicker/better hayewire bombs.

I think that we should let the design Escort lay low until we make better hulls and focus on making 2 planes or using refit option to replace all lasguns for needlers

(I assume that you left troop movement for later)

Point by point then, but let's try not to let this get to Spaghetti levels, shall we?

Seer Circle isn't described as giving us more Seer AP so much as it's described as lowering the difficulty of Scrying. That's useful mind you, but so are Foundries, Void Guard is still very, very good equipment, I'm leery about making it more expensive still. Even the current design costs three times as much as Brigantine--which means we'd only get 100 suits per turn per Foundry. Not bad from the perspective of a "Troop vs Elite" ratio. But if we're going to upgrade it to Powered, we're either going to have to compromise on features or get a design that's costing 8 EP per suit instead, and that's a big deal. Costing us 25 suits per turn per foundry for what are ultimately fairly mild improvements.

I think the current iteration of Void Guard is perfectly good for our elites and regulars, with Ithilmar serving as our specialist setup for mobile heavy weapons elfs and linebreakers, but even a single EP's worth of added cost adds up fast when it comes to scaling things up. So I want to get a line of that started so we can start converting Wraithbone Hardsuits over to Void Guard as well. And since Void Guard and Sunblasters go together like Peanut Butter and Jelly, they're an obvious combination to go together.

I can admit that I'm not neccessarily married to our Scrying actions and feel like these can be adjusted with a sufficiently Good Idea, but I do want to raise another Seeing Circle in hopes of that giving us more Seer AP. It's relatively cheap and only takes 2 turns each, so it feels like a good move.

Hybridization... Well, the question boils down to "Do you want something we can use in the next century, or do you want something quick and dirty that we can use as a stopgap until we can put together a more elegant hybrid." I think the costs and unknown time investment of making a superior hybrid are too daunting right now, so I feel like going with the "Good Enough" project will get us something we can put to good use right now. A combi-grav weapon as a primary gun on our Light Cruiser would be excellent. I'm not necessarily looking for something we can spam right now, I just want something that'll work on a case by case basis until we have the time to do a proper job of it.

Finally, we're rolling out Torpedoes this turn, so I want our Lance Sloops to be converted to Torpedo Destroyers, since we're also getting Meltas, chances are good the combination will get us Melta Warheads, which are very good surprise problems to drop on Orks, especially from stealth destroyers. I'd also like a Frigate-weight that doesn't demand Exotics to function, hence why we're spending the AP there. I can't really see any other places we could put it.

(And yes, Troop Movement is for later, I'm not sure if there's anything on the table we can hit in the immediate future)

I hope this answers your questions!
 
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.

Type: Defense (Infantry) | Defense (Vehicle) | Defense (Escort) | Defense (Capital)
Equipment Points cost: 6 | 15 | 2 | 6
This is pretty cool. At two-thirds the cost of a holofield and half the cost of grav-shields, we can really see our choice to make them inexpensive showing its benefits. It's still a little bit more expensive than I'd like, since 6 EP is probably enough to make universal infantry distribution prohibitively costly, but it's absolutely low enough to be affordable for anyone with heavy weapons or an Ithilmar. Troops who could potentially be carrying around 30 EP of gun or 23 EP of armor, let alone both, absolutely warrant an extra 6 EP of investment in their safety.

Considering how effective foundries seem to be, I'd be interested in seeing if we can build a foundry for these at some point in the next few turns. Since we took Bulky they're not going to get installed into infantry armor systems directly, meaning the infantry equipment version is the best thing we're going to get. Now there's nothing to do with them but enter mass production as soon as logistics allow.

I'll be interested to see how many system slots they actually take up the next time we get to vehicle/naval design. We're expecting them to be costly enough in slots to make them functionally unusable, but one never knows; we could get lucky.
 
Even the current design costs three times as much as Brigantine--which means we'd only get 100 suits per turn per Foundry
150. And it will probably go up as we take Enhance Industry actions.

So. Since we're currently under as little pressure as we're likely to be for the foreseeable future, I want to get in a whole bunch of Enhance Industry actions. I've got a rough plan that does three and the Seer's Circle; tossing the Circle for a fourth and a 1 BAP tech option is very attractive if we don't think we need the Circle.

Between opening up a Chassis and Hull Modernization and starting The Burden Of Command, that's actually most of our warrior AP; I've spent the remaining 4 on two Refit Profiles and a new light cruiser design, because our Battle Caravels are embarrassingly terrible and we actually have a ton of them.

-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD} Manage Diplomatic Affairs (2 AP)
-[ ][BONESINGER] Enhance Industry (1st)(3 points initial, 1 point continuous | 2-3 turns, each)
-[ ][BONESINGER] Enhance Industry (2nd)(3 points initial, 1 point continuous | 2-3 turns, each)
-[ ][BONESINGER] Enhance Industry (3rd)(3 points initial, 1 point continuous | 2-3 turns, each)
-[ ][BONESINGER] Seer Circle (4 points initial, 2 points continuous | 3-5 turns)
-[ ][BONESINGER] Continue ship repair (1 point) [Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 point)
-[ ][FORGE] Aid Enhance Industry (Twice)
-[ ][SEER] Develop Witchblades (3 AP & any 6 Psyker units required for initial, ?? turns)
-[ ][SEER] The Eye of Tzeentch x3 (2 points each, no max)
-[ ][SEER] Scry the Future (1 point each)("Where is Grimtusk attacking next?")
-[ ][SEEKER] Simple Hybridization (3 AP, 5-12 turns)
-[ ][SEEKER] Haywire Bombs (6 AP/turn, 3-5 turns)
-[ ][SEEKER] Scrambler Fields (3 AP/turn, ?? turns)
-[ ][WARRIOR] The Burden of Command (1 AP initial, Variable AP/Time thereafter)
-[ ][WARRIOR] Develop Refit Profiles x2 (1 AP each)
-[ ][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (2 AP)
-[ ][WARRIOR] Chassis Militization (2 AP per turn, 1-12 turns; can take up to 3)
-[ ][WARRIOR] Hull Militization (5 AP per turn; 4-8 turns for Escorts, 6-20 turns for Capitals; can take up to 3)
 
150. And it will probably go up as we take Enhance Industry actions.

... Hold up, how's that work?

How does something that costs 3 times as much apparently produced as if it cost only twice as much?

EDIT: RIGHT, okay, yeah, I get it now, I got the Needler return rate and the Wraithweave mixed up, my bad!
 
... We produce 450 Brigandine per turn. 450/3=150.

Yeah, just noticed that myself. In my defense, it's late, and this is why I explicitly label my stuff a draft.

Seer's Circle isn't described as materially advancing our Seer capacity though, just reducing the difficulty of Scrying. So I'm not sure why you and some other people are trying to push it so hard?

And yeah, let's not forget, without Forge Actions, Enhance Industry takes 2-3 turns and it's costing us AP for each one we have cooking until it's ready. I don't want to do an Enhance Industry unless we've paired it with a Forge Action, because right now, BAP is our bottleneck. We can very easily raise it by one per turn in perpetuity until we start hitting diminishing returns using this method, and it'll cost us less AP and take about the same amount of time as pushing three at once but not using the Forge on it. And we'll still have one of our Forge procs to use where it'll be useful, in the meantime.

As such, my strategy is to pair one Expand Industry with a Forge action every turn from here on out until the Diminishing Returns Fairy makes herself known, we're clearing a lot of the backlog for our Implementation projects this turn as well, so we'll have more wiggle room for something like Arach-Qin's shipyards next turn, or to start a bigger push on our Engine Repairs.

Hull Militarization is absolutely Right Out for now though. That's a gigantic investment of WAP over an extended period of time. I think it's of importance that we have a basic refit set up for our entire navy before we even think about designing completely new hullforms.
 
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I'm definitely against Crude Hybridization. We aren't so hard up on weapon options that we need to go with the worst choice here. With things moved to Warrior and a bunch of extra AP there we won't have a problem integrating it into the fleet and army once we get something actually worth bothering with.

Until then we can make do with what we have in this case.
 
I'm definitely against Crude Hybridization. We aren't so hard up on weapon options that we need to go with the worst choice here. With things moved to Warrior and a bunch of extra AP there we won't have a problem integrating it into the fleet and army once we get something actually worth bothering with.

Until then we can make do with what we have in this case.

The real issue is that Crude Hybridization is ready right away, but even Simple Hybridization is anywhere from 5-12 turns before it's online, and it's eating a shitton of AP the whole time. We can't even estimate how long a perfect hybrid will take.

My main interest in the short term is that I'd like a combi-weapon for the Light Cruiser I've been working up... Though I suppose I can pass on that if it's a hard stop for others.

Fine, that's three people now who've rejected Crude Hybridization, I'll revise my draft accordingly.
 
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The real issue is that Crude Hybridization is ready right away, but even Simple Hybridization is anywhere from 5-12 turns before it's online, and it's eating a shitton of AP the whole time. We can't even estimate how long a perfect hybrid will take.
I don't think we need this right away. Its not like we have a lot of Seeker options to spend that AP on right now anyway.
 
It's significantly more than I thought we would get per turn, and I thought I was being bullish about the things.
Works out to maybe a ~35-40% increase in effective cost if weapons industries are at the low end of expected production.
Thank you for reminding me, @DarkLight140 - our new information about just how productive Weapons Forges are (much more than I was guessing, even before accounting for how basic industry upgrades improve weapons production and not exotic production) says exotic weapons have a much larger cost than I'd calculated.

My initial numbers were calculated with Forges estimated at 240 EP/turn; they actually produce at a rate 7.5 times that, meaning using Starcrystals implies about a 200% increase in effective price, increasing as we take Enhance Industry actions.
 
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[ ] Plan Building Up To Aiding Others #2
-[][Steward] Move Existing Councils (5 AP)
-[][Steward] Manage Diplomatic Affairs (2 AP)
-[][Bonesinger] Replacing Primary Power Distribution (2 AP)
-[][Bonesinger] Enhance Industry × 2 (6 AP)
-[][Bonesinger] Seer Circle (4 AP)
-[][Bonesinger] Continue ship repair (1 AP)
-[][Bonesinger] Continue ship refits (1 AP)
-[][Bonesinger] Develop Basic Grenades (1 AP)
-[][Bonesinger] Forge of Vaul: Aid a Construction/Repair project (Enhance Industry)
-[][Bonesinger] Forge of Vaul: Aid a Construction/Repair project (Seer Circle)
-[][Seer] The Eye of Tzeentch (10 AP)
-[][Seeker] Grav-Gun Hybridization
--[][Seeker] Simple Hybridization (3 AP)
-[][Seeker] Reverse-engineer Haywire Weapons
--[][Seeker] Haywire Guns (2 AP)
--[][Seeker] Haywire Bombs (3 AP)
--[][Seeker] Scrambler Field (4 AP)
-[][Warrior] The Burden of Command (1 AP)
-[][Warrior] Design a Light Capital (Cruiser or Light Cruiser) × 2 (4 AP)
-[][Warrior] Chassis Militarization (2 AP)
-[][Warrior] Organize Troops (2 AP)
-[][Warrior] Develop Refit Profiles (3 AP)

-[ ][Warrior] Assign Zahr-Tann 4th Line Fleet & Zahr-Tann 2nd & 3rd Line Warhosts to escort civilian convoys and guard workers while they 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 in a reasonable radius around the malfunctioning terraforming equipment.

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

[ ] Plan Building Up To Aiding Others
-[][Steward] Move Existing Councils (5 AP)
-[][Steward] Manage Diplomatic Affairs (2 AP)
-[][Bonesinger] Armor Foundry (Energy-Dispersion Barrier Generator) (2 AP)
-[][Bonesinger] Enhance Industry × 2 (6 AP)
-[][Bonesinger] Seer Circle (4 AP)
-[][Bonesinger] Continue ship repair (1 AP)
-[][Bonesinger] Continue ship refits (1 AP)
-[][Bonesinger] Develop Basic Grenades (1 AP)
-[][Bonesinger] Forge of Vaul: Aid a Construction/Repair project (Enhance Industry)
-[][Bonesinger] Forge of Vaul: Aid a Construction/Repair project (Seer Circle)
-[][Seer] The Eye of Tzeentch (10 AP)
-[][Seeker] Grav-Gun Hybridization
--[] Simple Hybridization (3 AP)
-[][Seeker] Reverse-engineer Haywire Weapons
--[][Seeker] Haywire Guns (2 AP)
--[][Seeker] Haywire Bombs (3 AP)
--[][Seeker] Scrambler Field (4 AP)
-[][Warrior] The Burden of Command (1 AP)
-[][Warrior] Design a Light Capital (Cruiser or Light Cruiser) × 2 (4 AP)
-[][Warrior] Chassis Militarization (2 AP)
-[][Warrior] Organize Troops (2 AP)
-[][Warrior] Develop Refit Profiles (3 AP)

-[ ][Warrior] Assign Zahr-Tann 4th Line Fleet & Zahr-Tann 2nd & 3rd Line Warhosts to escort civilian convoys and guard workers while they 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 in a reasonable radius around the malfunctioning terraforming equipment.

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

bonesinger: Good but not excessive Enhance Industry investment. a foundry for a device we want to give to as many troops as possible, maybe even our Militia eventually. a seer circle to lower the difficulty on scrying so our seers get blasted into fewer walls by Kairos caused feedback. grenades, because what army doesn't need them.

seer: no scrying yet, but a seeing circle has value. otherwise eye of Tzeench.

seeker: I just copied @Alectai but with simple grav and two less points on SF. seemed solid otherwise. care more about Haywire than grav hybrid.

Warrior: I think we need to militarize a capitol ship hull for a proper carrier. anything else is just going to be garbage because of the amount of swat swapping involved.

otherwise, I took the must takes,
Your going a bit to hard on development and foundry/forge. also, given that we have an excess of warships and no naval battles at this time refits is a waste of a forge action. a lot of discussion has favored a seer circle to counter Kaeros ability to interfere with scrying making it more difficult.
Which world will be the next target of the Orks plaguing our neighborhood?
their likely attacking K'Phar. it's fairly close to where we would have left them when we managed to flee in time with Meros, and if an Ork warboss has a doomstack armada and an old enemy is nearby after a new one denies him a fight, it's obvious what he does next.

Where is Nacretinei right now?
if it were this simple Stel'ys-Ran wouldn't need help. 1 AP on a scry action isn't going to give us anything we couldn't learn whenever we get around to contacting them. the logical approach to this quest line is to wait and get in contact with Stel'ys Ran when we have the chance.
My main interest in the short term is that I'd like a combi-weapon for the Light Cruiser I've been working up... Though I suppose I can pass on that if it's a hard stop for others.
personally existing grav weapons are probably more effective for a light cruiser. I'd go with some graviton thrusters, 1 heavy 2 standard, and two naval singularity projectors.
I'm definitely against Crude Hybridization
how do you feel about simple?
 
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[ ] Second 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] Enhance Industry (3 AP)
--[ ][FORGE] Use the Forge (One Turn Completion)
-[ ][BONESINGER] Seer Circle (4 AP)
--[ ][FORGE] Use the Forge (-1d3 Turns to Completion)
-[ ][BONESINGER] Continue ship repair (1 AP) [Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 AP)
-[ ][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
--[ ] Simple Hybridization (3 AP)
-[ ][SEEKER] Reverse-engineer Haywire Weapons
--[ ] Haywire Guns (2 AP)
--[ ] Haywire Bombs (3 AP)
--[ ] Scrambler Field (4 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)
--[ ] Wraithbone Trauma Plates and Wraithweave Void Suits to be replaced with Wraithweave Brigantine. Infantry Lasweapons replaced with Infantry Needle Weapons
-[ ][WARRIOR]

MAJOR REVISIONS FROM FIRST DRAFT

Grav-Gun Hybridization has been moved up to Basic Hybridization due to significant outcry. This took 2 points from the Scrambler Field project, but it'll get us a superior weapon when it's ready.

Refit Profiles were adjusted to replace our shitty Trauma Plates and Void Suits with Brigantine, and Infantry Lasweapons with Needle Weapons.

Due to absolutely relentless bullying by everyone, removed the Forge and Foundry construction options to start on the Seer Circle and moved the Forge Action to that to speed it up a bit.

THINGS TO CONSIDER:

@Mechanis , are we able to deploy units right now? Or do we have reason to believe that a discreet Salvaging expedition to Kronite might run into Problems? We do have a mapped route there after all, but I don't see any options to deploy our own forces at the moment. in our Warrior AP.

Scrying Options aren't something I'm 100% committed to either.
 
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The real issue is that Crude Hybridization is ready right away, but even Simple Hybridization is anywhere from 5-12 turns before it's online, and it's eating a shitton of AP the whole time. We can't even estimate how long a perfect hybrid will take.
Honestly, seeing the costs of combi-grav my initial reaction is "wait until we have diplomats online, then see if we can do a tech trade with Zahr-Tann to just straight copy their design instead of going through the next century of developing our own". Presumably they're able to build combi-gravs without a problem since they dominate their military so heavily, and while we can't be sure exactly how good theirs are on the crude-to-perfect scale I suspect they're a lot better than Crude and any reverse-engineering process that starts with being taught a working design by someone who understands it is going to be absurdly fast compared to reinventing the wheel from scratch.
 
Honestly, seeing the costs of combi-grav my initial reaction is "wait until we have diplomats online, then see if we can do a tech trade with Zahr-Tann to just straight copy their design instead of going through the next century of developing our own". Presumably they're able to build combi-gravs without a problem, and while we can't be sure exactly how good theirs are on the crude-to-perfect scale I suspect they're a lot better than Crude and any reverse-engineering process that starts with being taught a working design by someone who understands it is going to be absurdly fast compared to reinventing the wheel from scratch.

...

Honestly, I'm pretty sure theirs Is Crude.
 
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