it isn't. this isn't like with Meros and Zahr-Tann engine repairs where the BAP was committed there. it's more like the refits and repairs we are doing for Quilan & Arach-qin, except there is no deal for this. it's charity on our end that we don't have to continue next turn. Bonesinger action always warn you when it locks in BAP.
Um.
[ ] 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.
Also, this was the text for the Zahr-Tann/Meros/Arach-Qin repairs in Turn 1:
Zahr-Tann the Proud

[ ] Dispatch aid to Zahr-Tann (1 point each, max 4)
Send a party to Zahr-Tann to aid them in repairing the stricken craftworld's engines, gaining the allegiance of the martially minded Zahr-Tann.. Must be taken within two turns.

The Salvation of Meros: The Bonesinger

[ ] Dispatch aid to Meros (1 point each, max 4)
Send a party to embattled Meros to speed their engine repair, reducing the time they spend in danger from the
Orks

The Shipyards of Arach-Qin

Whilst not specifically a part of your terms with the smaller Craftworld, sending a party—or several—to assist them in rebuilding their yard capacity would likely generate no small amount of gratitude, for the despoilment of the Ork is something you have some amount of experience with.
[ ] Assist Arach-Qin with rebuilding their Shipyard (1 point each, max 6)
Send parties to assist Arach-Qin with the monumental task of rebuilding its destroyed shipyards.
It doesn't seem at all unlikely they all work the same way.
 
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You know, Given their Infinite ammo hax, Needler and spike weapons have a bit of a funny niche.
Better than that, infinite ammo means that they'd make for excellent assault rifles and mounted defensive machine guns. When you need to carry as much firepower as you can without encumbering yourself too much, a gun that is both effective and has infinite ammo saves you a LOT of weight and bulk. When you have a defensive emplacement and need to be able to keep up a hail of fire indefinitely, infinite ammo is similarly very convenient.

It also means that we can pull an ork move and have a big freaking fatecaster cannon on a vehicle that clearly has no space for ammunition stowage or reloading mechanisms, but can fire with abandon because it generates its own ammo instantly.

Fatecaster torpedoes could end up being devastating, even if the weapon system is expensive. You could just rapid-fire auto-hit torpedoes that strike at the target's weakpoints. And considering that no warship is truly well-protected all over, there are a lot of juicy weakpoints to hit.
 
Better than that, infinite ammo means that they'd make for excellent assault rifles and mounted defensive machine guns. When you need to carry as much firepower as you can without encumbering yourself too much, a gun that is both effective and has infinite ammo saves you a LOT of weight and bulk. When you have a defensive emplacement and need to be able to keep up a hail of fire indefinitely, infinite ammo is similarly very convenient.

It basically makes them like energy weapons logistically. They're only limited by their power supplies.
 
Better than that, infinite ammo means that they'd make for excellent assault rifles and mounted defensive machine guns. When you need to carry as much firepower as you can without encumbering yourself too much, a gun that is both effective and has infinite ammo saves you a LOT of weight and bulk. When you have a defensive emplacement and need to be able to keep up a hail of fire indefinitely, infinite ammo is similarly very convenient.

It also means that we can pull an ork move and have a big freaking fatecaster cannon on a vehicle that clearly has no space for ammunition stowage or reloading mechanisms, but can fire with abandon because it generates its own ammo instantly.
I'm pretty sure there's a bunch of things we can do with the ability to quickly throw out effectively unlimited amounts of very pointy spikes of very solid material on a battlefield or soon-to-be battlefield. The area control possibilities alone, whether that be laying down fields of smaller spikes to disrupt infantry movement (say for example Ork charges), deploying large spikes to act as tank traps at range, rapidly deploying them more close-up to act as cover for infantry or as scaffold for battlefield contstruction like barbed wire barricades... oh, just imagine the possibilities once we get Monofilament developed!
Or slap down large spikes and attach proximity detonators and an explosive charge to them. Ahahaha, that's a lot of Wraithbone Shrapnel.
The best part is, you don't have to actually bother putting traps on all of them, and ones you don't trap are super quick and easy to throw out costing us basically nothing, but the enemy still has to treat all of them as potentially trapped.

If Rangers end up being a thing anything close to the canon ones, they're going to fucking love Needler weapons for all the possibilities they open up.
 
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Turn 5 main vote count
Adhoc vote count started by Mechanis on Aug 12, 2024 at 5:22 PM, finished with 816 posts and 62 votes.

  • [X] Plan: The Dawn of a New Day
    -[X] [Steward] Move Existing Councils (5 AP)
    -[X] [Steward] Manage Diplomatic Affairs (2 AP)
    -[X][BONESINGER] Replace Primary Power Distribution Control (2 AP)
    -[X] [Bonesinger] Enhance Industry (3 AP)
    --[X][FORGE] Use the Forge (One Turn Completion)
    -[X] [Bonesinger] Seer Circle (4 AP)
    --[X][FORGE] Use the Forge (-1d3 Turns)
    -[X] [Bonesinger] Continue ship repair (1 AP)
    -[X] [Bonesinger] Continue ship refits (1 AP)
    -[X][BONESINGER] Develop Basic Grenades (1 AP)
    -[X] [Bonesinger] Develop Basic Voidship Torpedos (2 AP)
    -[X][BONESINGER] Develop Melta Weapons (1 AP)
    -[X][SEER] Two Scrying Options--Reserved for the Nacretinei Crisis (2 AP)
    -[X] [Seer] Raise a Seeing Circle (2 AP)
    -[X] [Seer] The Eye of Tzeentch (6 AP)
    -[X] [Seeker] Grav-Gun Hybridization
    --[X] Perfect Hybridization (6 AP)
    -[X] [Seeker] Reverse-engineer Haywire Weapons
    --[X] Haywire Bombs (6 AP)
    -[X][WARRIOR] Organize Troops (2 AP)
    -[X] [Warrior] The Burden of Command (1 AP)
    -[X][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (4 AP)
    -[X][WARRIOR] Chassis Militarization (2 AP)
    -[X][WARRIOR] Develop Refit Profiles (3 AP)
    --[X] Wraithbone Trauma Plates and Wraithweave Void Suits to be replaced with Wraithweave Brigantine. Infantry Lasweapons replaced with Infantry Needle Weapons
    -[X][WARRIOR] Deploy forces to conduct an exploration and salvage mission in the Kronite System
    --[X] Send 1 Combat Brig, 4 Battle Carracks, 10 Assault Ketches, and 20 Lance Sloops, Zahr-Tann's 15th Scout Fleet is to assist as they are able and provide early warning in case any local Problems decide to start coming our way.
    --[X] 2nd Heavy Militia is to accompany as security forces for the expedition
    ---[X] This is not to be a combat operation despite the forces being deployed, our objective is to salvage any artifacts from the human wreckage that may provide useful insights for our own Seekers, sure, it's crude and poorly developed--but the core principles are still useful, and we're hardly in a position to be picky for sources of how to rebuild our forge-craft without the blessings of the Phoenix Court. Withdraw if there is any significant risk of sustaining damage.
    -[X][WARRIOR] Deploy 2 Scouting Fleets from Zahr-Tann's forces to assist in scouting the regional Webway.
    -[X][WARRIOR] Have 4 Combat Brigs, 12 Battle Carracks, and 20 War Ketches accompany the 3rd and 5th Scout Fleets, the 3rd Heavy Fleet, and the 6th Line Fleet of Zahr-Tann, they are to serve as a Liberation/Rescue/Search force for Nacretinei once we've coordinated with their allies and gathered the data we can.
    --[X] They are additionally to be accompanied by the Vaul-Hammer Warhost and the Grand Warcasting Circle of Vau-Vulkesh, as well as the 2nd, 3rd, and 4th Battle and Line Hosts of Zahr-Tann, ideally we don't need the military strength, but it's better to have it and not need it. If further Reinforcements are required, they can be transported through the Webway Gates on our Brigs.
    [X] Plan Basic Industry
    - [X] Stewards
    -- [X] Move Existing Councils (5 AP)
    -- [X] Manage Diplomatic Affairs (2 AP)
    - [X] Bonesingers
    -- [X] Enhance Industry x 2 (6 AP + 2 x Forge of Vaul)
    -- [X] Armour Foundry - Voidguard Warsuit (2 AP)
    -- [X] Weapon Forge - Sunblaster Rifle (2 AP)
    -- [X] Weapon Foundry - Light Rending Blade (2 AP)
    -- [X] Develop Basic Grenades (1 AP)
    -- [X] Continue ship repair (1 AP)
    -- [X] Continue ship refits (1 AP)
    - [X] Seers
    -- [X] The Eye of Tzeentch (10 AP)
    - [X] Seekers
    -- [X] Grav-Gun Hybridization
    --- [X] Perfect Hybridization (6 AP)
    -- [X] Reverse-engineer Haywire Weapons
    --- [X] Scrambler Fields (6 AP)
    - [X] Warriors
    -- [X] Organize Troops (2 AP)
    -- [X] The Burden of Command (1 AP)
    -- [X] Chassis Militization x3 (6AP)
    -- [X] Develop Refit Profiles (1 AP)
    -- [X] Send the 15th Scout Fleet to scout the wreckage in the Kronite system.
    -- [X] Prepare to deploy forces to look for and potentially rescue Nacretinei while coordinating with their allies:
    --- [X] 3rd Heavy Fleet, 4th Line Fleet, 3rd, 5th, 7th, Scout Fleets, 1st Transport Fleet
    --- [X] 1st-10th Battle Hosts, 15th-30th Line Host, 1st-4th Armour Assault Hosts, 1st Siegebreaker Host
    --- [X] Send 1 Combat Brig, 26 War Ketchs, and 5 Nettle Class Destroyers
    --- [X] Grand Warcasting Circle, 3rd Heavy Militia, 1st, 4th, 5th Militia
    [x] Plan The Power of Industry
    -[X] [Steward] Move Existing Councils (5 AP)
    -[X] [Steward] Manage Diplomatic Affairs (2 AP)
    -[x][BONESINGER] Enhance Industry (1st)(3 points initial, 1 point continuous | 2-3 turns, each)
    -[x][BONESINGER] Enhance Industry (2nd)(3 points initial, 1 point continuous | 2-3 turns, each)
    -[x][BONESINGER] Enhance Industry (3rd)(3 points initial, 1 point continuous | 2-3 turns, each)
    -[x][BONESINGER] Develop Basic Missile Launchers (2 points)
    -[x][BONESINGER] Armor Foundry (Void Guard Warsuit) (2 points)
    -[x][BONESINGER] Continue ship repair (1 point) [Strongly recommended]
    -[x][BONESINGER] Continue ship refits (1 point)
    -[x][FORGE] Aid Enhance Industry (Twice)
    -[x][SEER] The Eye of Tzeentch x3 (2 AP each, 6 total)
    -[x][SEER] Raise a Bladedance Troupe (1 point per turn, 4 turns)
    -[x][SEER] Develop Witchblades (3 AP & any 6 Psyker units required for initial, ?? turns)
    -[x][SEEKER] Perfect Hybridization (6 AP, ?? turns)
    -[x][SEEKER] Haywire Bombs (4 AP/turn, 3-5 turns)
    -[x][SEEKER] Scrambler Fields (2 AP/turn, ?? turns)
    -[x][WARRIOR] The Burden of Command (1 AP initial, Variable AP/Time thereafter)
    -[x][WARRIOR] Develop Refit Profiles x3 (1 AP each, 2 total)
    -[X] [Warrior] Commission Strike Craft (1 AP)
    -[x][WARRIOR] Chassis Militization (2 AP per turn, 1-12 turns)
    -[x][WARRIOR] Hull Militization (5 AP per turn; 4-8 turns for Escorts, 6-20 turns for Capitals)
    -[x][WARRIOR] Dispatch a force containing Zahr-Tann's 3rd Scout Fleet to survey the wreckage in Kronite's orbit.
    -[x][WARRIOR] Dispatch a force containing Zahr-Tann's 5th Scout Fleet to survey Ectosa and determine the circumstances of the terraforming technology there.
    -[x][WARRIOR] Prepare to deploy forces to look for and potentially rescue Nacretinei after coordinating with their allies:
    -- [x] 3rd Heavy Fleet, 4th Line Fleet, 7th, 9th, 13th Scout Fleet, 1st Transport Fleet
    -- [x] 1st-10th Battle Hosts, 15th-30th Line Host, 1st-4th Armour Assault Hosts, 1st Siegebreaker Host
    -- [x] Send 1 Combat Brig, 26 War Ketchs, and 5 Nettle Class Destroyers
    -- [x] Grand Warcasting Circle, 3rd Heavy Militia, 1st, 4th, 5th Militia
    [X] Plan Room to Breathe
    -[X] [Steward] Move Existing Councils (5 AP)
    -[X] [Steward] Manage Diplomatic Affairs (2 AP)
    -[X] [Bonesinger] Armor Foundry (Energy-Dispersion Barrier Generator) (2 AP)
    -[X] [Bonesinger] Enhance Industry (3 AP)
    -[X] [Bonesinger] Seer Circle (4 AP)
    -[X] [Bonesinger] Continue ship repair (1 AP)
    -[X] [Bonesinger] Continue ship refits (1 AP)
    -[X] [Bonesinger] Develop Basic Voidship Torpedos (2 AP)
    -[X] [Bonesinger] Develop Basic Missile Launchers (2 AP)
    -[X] Forge of Vaul: Aid a Construction/Repair project (Enhance Industry)
    -[X] Forge of Vaul: Aid a Construction/Repair project (Seer Circle)
    -[X] [Seer] Scry the Past (1 AP)
    --[X] "What happened that prevented Nacretinei from attending the moot?"
    -[X] [Seer] Raise a Seeing Circle (2 AP)
    -[X] [Seer] Raise a Bladedance Troupe (1 AP)
    -[X] [Seer] The Eye of Tzeentch (6 AP)
    -[X] [Seeker] Grav-Gun Hybridization
    --[X] Crude Hybridization (1 AP)
    --[X] Simple Hybridization (3 AP)
    --[X] Perfect Hybridization (6 AP)
    -[X] [Seeker] Reverse-engineer Haywire Weapons
    --[X] Haywire Guns (2 AP)
    -[X] [Warrior] Commission Strike Craft (1 AP)
    -[X] [Warrior] The Burden of Command (1 AP)
    -[X] [Warrior] Design Escorts (1 AP)
    -[X] [Warrior] Chassis Militization (6 AP)
    -[X] [Warrior] Develop Refit Profiles (2 AP)
    -[X] [Warrior] Dispatch an Allied Force
    --[X] Assign Zahr-Tann 4th Line Fleet, 5th​ Scout Fleet, Zahr-Tann 2nd & 3rd Line Warhosts, 1 Combat Brig, 4 Battle Carracks, 10 Assault Ketches, and 20 Lance Sloops and 2nd​ and 3rd​ Heavy Milita 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
    --[X] Assign Zahr-Tann 3rd Scout fleet to escort civilian convoys to deactivate and retrieve malfunctioning terraforming equipment from Ectosa, as well as retrieve any noteworthy tech, rare materials, or relatively intact data archives
    --[X] Zahr-Tann 3rd Heavy Fleet, 6th Line Fleet, 3rd, 9th, and 15th Scout fleets, 2 Combat Brigs, 6 Battle Carracks, 15 War Ketches, and 5 Nettle Class Destroyers as well as the 3rd, 6th, 9th battle warhosts and 3rd, 6th, 9th, 12th, 15th, 18th, 21th Line Zahr-Tann warhosts and the 2nd Heavy Militia and 1st​ and 4th​ Milita warhosts for coordination with Stel'ys-Ran and it's Allies in the search for Nacretinei.
    [x] Plan The Power of ONLY Industry Memes
    -[X] [Steward] Move Existing Councils (5 AP)
    -[X] [Steward] Manage Diplomatic Affairs (2 AP)
    -[x][BONESINGER] Enhance Industry (1st)(3 points initial, 1 point continuous | 2-3 turns, each)
    -[x][BONESINGER] Enhance Industry (2nd)(3 points initial, 1 point continuous | 2-3 turns, each)
    -[x][BONESINGER] Enhance Industry (3rd)(3 points initial, 1 point continuous | 2-3 turns, each)
    -[x][BONESINGER] Enhance Industry (4th)(3 points initial, 1 point continuous | 2-3 turns, each)
    -[x][BONESINGER] Continue ship repair (1 point) [Strongly recommended]
    -[x][BONESINGER] Continue ship refits (1 point)
    -[X][BONESINGER] Develop Basic Grenades (1 AP)
    -[x][FORGE] Aid Enhance Industry (Twice)
    -[X][SEER] Two Scry The Present Options--One to scry the current paths to Nacretinei, one to search for our brother's people (2 AP)
    -[x][SEER] The Eye of Tzeentch x1 (2 AP)
    -[x][SEER] Raise a Bladedance Troupe (1 point per turn, 4 turns)
    -[X] [Seer] Raise a Seeing Circle (2 AP)
    -[x][SEER] Develop Witchblades (3 AP & any 6 Psyker units required for initial, ?? turns)
    -[x][SEEKER] Perfect Hybridization (6 AP, ?? turns)
    -[x][SEEKER] Haywire Guns (2 AP/turn, ?? turns)
    -[x][SEEKER] Haywire Bombs (4 AP/turn, 3-5 turns)
    -[X][WARRIOR] Organize Troops (2 AP, Repeatable)
    -[X] [WARRIOR] Commission Strike Craft (1 AP) Light Fighter
    -[X] [WARRIOR] Commission Strike Craft (1 AP) Heavy Bomber/Assault Shuttle
    -[X][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (2 AP)
    -[X][WARRIOR] Design a Heavy Capital (Grand Cruiser or Battleship) (3 AP)
    -[X][WARRIOR] Develop Refit Profiles (3 AP, 1 AP each) (Refit our existing elites with better armor, or refit the militia with needlers and better armor?)
    -[X][WARRIOR] Deploy forces to conduct an exploration and salvage mission in the Kronite System
    --[X] Send 1 Combat Brig, 4 Battle Carracks, 10 Assault Ketches, and 20 Lance Sloops, Zahr-Tann's 15th Scout Fleet is to assist as they are able and provide early warning in case any local Problems decide to start coming our way.
    --[X] 2nd Heavy Militia is to accompany as security forces for the expedition
    ---[X] This is not to be a combat operation despite the forces being deployed, our objective is to salvage any artifacts from the human wreckage that may provide useful insights for our own Seekers, sure, it's crude and poorly developed--but the core principles are still useful, and we're hardly in a position to be picky for sources of how to rebuild our forge-craft without the blessings of the Phoenix Court. Withdraw if there is any significant risk of sustaining damage.
    -[X][WARRIOR] Deploy 2 Scouting Fleets from Zahr-Tann's forces to assist in scouting the regional Webway.
    -[X][WARRIOR] Have 4 Combat Brigs, 12 Battle Carracks, and 20 War Ketches accompany the 3rd and 5th Scout Fleets, the 3rd Heavy Fleet, and the 6th Line Fleet of Zahr-Tann, they are to serve as a Liberation/Rescue/Search force for Nacretinei once we've coordinated with their allies and gathered the data we can.
    --[X] They are additionally to be accompanied by the Vaul-Hammer Warhost and the Grand Warcasting Circle of Vau-Vulkesh, as well as the 2nd, 3rd, and 4th Battle and Line Hosts of Zahr-Tann, ideally we don't need the military strength, but it's better to have it and not need it. If further Reinforcements are required, they can be transported through the Webway Gates on our Brigs.
    [X] Plan Building Up To Aiding Others Soon
    -[X] [Steward] Move Existing Councils (5 AP)
    -[X] [Steward] Manage Diplomatic Affairs (2 AP)
    -[X][Bonesinger] Replacing Primary Power Distribution (2 AP)
    -[X][Bonesinger] Enhance Industry × 2 (6 AP)
    -[X] [Bonesinger] Seer Circle (4 AP)
    -[X] [Bonesinger] Continue ship repair (1 AP)
    -[X] [Bonesinger] Continue ship refits (1 AP)
    -[X][BONESINGER] Develop Basic Grenades (1 AP)
    -[X] Forge of Vaul: Aid a Construction/Repair project (Enhance Industry)
    -[X] Forge of Vaul: Aid a Construction/Repair project (Seer Circle)
    -[X][Seer] The Eye of Tzeentch (10 AP)
    -[X] [Seeker] Grav-Gun Hybridization
    --[X] Perfect Hybridization (6 AP)
    -[X] [Seeker] Reverse-engineer Haywire Weapons
    --[X] Haywire Bombs (6 AP)
    -[X] [Warrior] The Burden of Command (1 AP)
    -[X][Warrior] Design a Light Capital (Cruiser or Light Cruiser) × 2 (4 AP)
    -[X][WARRIOR] Chassis Militarization (2 AP)
    -[X][WARRIOR] Organize Troops (2 AP)
    -[X][WARRIOR] Develop Refit Profiles (3 AP)
    -[X][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
    -[X][Warrior] Deploy Zahr-Tann's 7th & 11th Scout Fleets to assist in scouting the regional Webway.
    -[X][Warrior] Prep for deployment to coordinate with Stel'ys-Ran and it's allies in the search for and possibly rescue of the craftworld Nacretinei
    --[X][Warrior] Zahr-Tann's 3rd Heavy Fleet, 6th Line Fleet, 3rd, 9th, 15th Scout Fleets,
    --[X][Warrior] 3rd-7th Battle Hosts, 26th-30th Line Warhost, 1st Armour Assault Warhosts, 1st Siegebreaker Warhost
    --[X][Warrior] Send 4 Combat Brig, 12 Carrocks, 20 War Ketchs
    --[X][Warrior] Grand Warcasting Circle, 3rd Heavy Militia Warhost, 4th & 5th Militia Warhost
    [X] Plan: Open the mystery boxes and build stuff
    -[X] [Steward] Move Existing Councils (5 AP)
    -[X] [Steward] Manage Diplomatic Affairs (2 AP)
    -[X][BONESINGER] Replace Primary Power Distribution Control (2 AP)
    -[X] [Bonesinger] Enhance Industry (3 AP)
    --[X][FORGE] Use the Forge (One Turn Completion)
    -[X] [Bonesinger] Seer Circle (4 AP)
    --[X][FORGE] Use the Forge (1d3 turn reduction)
    -[X][BONESINGER] Armour Foundry (Void Guard Warsuit) (2AP)
    -[X] [Bonesinger] Continue ship repair (1 AP)
    -[X] [Bonesinger] Continue ship refits (1 AP)
    -[X][BONESINGER] Refit an Escort (1 AP)
    -[X][BONESINGER] Develop Basic Grenades (1 AP)
    -[X][SEER] The Eye of Tzeentch (2 AP)
    -[X][SEER] The Hunger of Slaanesh (5 AP)
    -[X][SEER] The Jealousy of Nurgle (3 AP)
    -[X] [Seeker] Grav-Gun Hybridization
    --[X] Perfect Hybridization (6 AP)
    -[X][SEEKER] Reverse-engineer Meson Blasters
    -[X][WARRIOR] Organize Troops (2 AP)
    -[X] [Warrior] The Burden of Command (1 AP)
    -[X][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (4 AP)
    -[X][WARRIOR] Chassis Militarization (2 AP)
    -[X][WARRIOR] Develop Refit Profiles (3 AP)
    -[X][WARRIOR] Deploy forces to conduct an exploration and salvage mission in the Kronite System
    --[X] Send 1 Combat Brig, 4 Battle Carracks, 10 Assault Ketches, and 20 Lance Sloops, Zahr-Tann's 15th Scout Fleet is to assist as they are able and provide early warning in case any local Problems decide to start coming our way.
    --[X] 2nd Heavy Militia is to accompany as security forces for the expedition
    ---[X] This is not to be a combat operation despite the forces being deployed, our objective is to salvage any artifacts from the human wreckage that may provide useful insights for our own Seekers, sure, it's crude and poorly developed--but the core principles are still useful, and we're hardly in a position to be picky for sources of how to rebuild our forge-craft without the blessings of the Phoenix Court. Withdraw if there is any significant risk of sustaining damage.
    -[X][WARRIOR] Deploy 2 Scouting Fleets from Zahr-Tann's forces to assist in scouting the regional Webway.
    -[X][WARRIOR] Have 4 Combat Brigs, 12 Battle Carracks, and 20 War Ketches accompany the 3rd and 5th Scout Fleets, the 3rd Heavy Fleet, and the 6th Line Fleet of Zahr-Tann, they are to serve as a Liberation/Rescue/Search force for Nacretinei once we've coordinated with their allies and gathered the data we can.
    --[X] They are additionally to be accompanied by the Vaul-Hammer Warhost and the Grand Warcasting Circle of Vau-Vulkesh, as well as the 2nd, 3rd, and 4th Battle and Line Hosts of Zahr-Tann, ideally we don't need the military strength, but it's better to have it and not need it. If further Reinforcements are required, they can be transported through the Webway Gates on our Brigs.
 
Fatecaster torpedoes could end up being devastating, even if the weapon system is expensive. You could just rapid-fire auto-hit torpedoes that strike at the target's weakpoints. And considering that no warship is truly well-protected all over, there are a lot of juicy weakpoints to hit.

The problem is that torpedoes are, based on Rogue Trader, basically unmanned strikecraft.

If we can print out one of those from nothing in combat time then we should be able to do the same for other vehicles.
 
Dark Legacies
Hear now, O' listener, of weapons dark and terrible
Forged for an age of war with no equal
Hear now of Vaul's dread Talismans
That terrible array,
First of the Great Weapons to be forged
by Aeldari hands alone,
A thing of pride
and a thing of shame,
for the devastation they wrought,
lingers yet still,
for fools we were
who knew not what we had made.¹


In the midst of years uncountable², when our ancestors warred eternal² with the First Enemy³,
When the voices of the Teachers⁴ had been lost in the clashing blades,
All advantage was sought.

Learned we did, of our foe's greatest weakness,
that the Empyrean was a poison to them deadly,
and so in our hubris,
we sought to sunder the veil,
and pour its poison upon them.

Forged of Dread⁵, those pyramids of hate,
twenty was their number then,
nineteen now remain;
For lost was one dread Talisman,
within eternal stain.

Great bastion of Zerek'Laz⁶,
The Builder-Breaker's fane,
We sallied against ten thousand times,
yet every time in vain,
And so we thought to end that siege,
and render Star-God slain.

Nineteen we placed,
in great orb's chain⁷,
Ill-fated Twenty,
Battled into fane.

Great engines roared
As unleashed full,
the Talismans so dire,

The world screamed,
the veil tore,
as had been intended,
but fools we were,
to consider not,
the size and power there,
for even now it lingers,
that great and mighty tear,

A hurricane of that which is,
and that which never was,
and lost within it mighty hosts,
and relics evermore.

Woe to the Aeldari then,
for lost was holy prize,
Great Eldenesh's mighty helm,
Within that dread-storm lies!​



Annotations in the margins, unknown providence:
1: This section is in far more modern runes, and clearly a different hand—Added later.
2: The War in Heaven, presumably; as surviving records are distinctly muddled on its actual objective length
3: Interchangeably used to refer to the Necron and their masters—Annoying!
4: The Old Ones—Several other references corroborate that they seem to have vanished before the War's conclusion. If only a single one was more specific!
5: Possibly Null-stone? If so, appears to be one of the earliest references—original reason it was developed?
6: Name appears in Compendium of The Enemy by Feadrin-Lal, but not several later works; suggests that individual was actually killed?
7: Suggests a spherical array? or circle. Blast it, why couldn't they be more specific!


At Last war ended,
All foes away,
and scattered then,
was great array,
its use barred evermore,
Its keys were taken,
The Eye, The Hand,
The Cup and Crown,
The Rod and Robe,
Each scattered far,
to secret trove,
That such dread things,
May be forgotten.

Yet come one day,
the ancients feared,
a time when oaths would be arrearred,
So listen now,
Where each was placed,
dread relics all,

The Eye lies buried deep within
a world of mountains in the north,
Buried not far, The Hand is too,
Both far from heart and home;

Within the Ways¹ lie Rod and Crown,
Sealed in vaults long hidden;

The Cup lies at Asuryan's Hand²,
its powers sealed by his command,
To guide one to its fellows now,
is all that it retains³;

The Robe was given
to Everqueen,
and since that time
has not been seen.

Any two may wake our folly,
yet only at its least,
to order all,
All six must gather,
to horror yet unleash!​

Annotations in the margins, unknown providence:
1: Almost certainly the Webway.
2: The runes here are very archaic; seeming to indicate not the literal hand of a god, but rather a place called 'Asuryan's Hand.' Where this could be was presumably so obvious that they didn't get more specific, curse it.
3: suggests that the rest may be able to locate each-other somehow? Or that the 'cup' is some manner of scrying tool—targeting system?

Notes, in a different hand:
This is the third and last reference to the Helm of Eldanesh written postwar I was able to find, cousin. Narrowing down what the "dread-storm" is is up to you, though Esra-Esta suggests it may refer to the Worldwound in the southeast.
 
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The problem is that torpedoes are, based on Rogue Trader, basically unmanned strikecraft.

If we can print out one of those from nothing in combat time then we should be able to do the same for other vehicles.
indeed. torpedoes are much to complicatrd. what wouldn't be complicated is half a dozen wraithbone spike flechette bombs packed into a long hollow wraithbone missile tube with a compact rocket thruster at one end. it wouldn't be limitless ammo, but you could probably fit a few dozen compact thrusters into a strike craft and the technology to assemble the WSFB and WMT. a few hundred if you make it the main weapon of a sloop instead.
 
Yeah, sounds like a wincon quest. Appropriately mysterious and vague prophecy sending us who knows where.
Not so much prophecy as poetry meant to preserve critical information, but which relied on things that "everybody knows" for context, and are now in a palm trees situation where the modern Eldar looking at it don't know what it means. They can make educated guesses, but that only goes so far.
 
Yeah, sounds like a wincon quest. Appropriately mysterious and vague prophecy sending us who knows where.
I think this is saying that the talismans of Vaul created the eye of terror, so definitely not win condition. however, individual parts of it may be turned to clever uses.
suggests that the rest may be able to locate each-other somehow? Or that the 'cup' is some manner of scrying tool—targeting system?
for instance, a targeting system could be converted into a grand but expensive to use scrying device, or possibly be combined with the Necrons Tesseract prison idea to create some manner of device which penetrates into the warp to trap greater daemon servants we know enough about to target.
 
I think this is saying that the talismans of Vaul created the eye of terror, so definitely not win condition. however, individual parts of it may be turned to clever uses.

for instance, a targeting system could be converted into a grand but expensive to use scrying device, or possibly be combined with the Necrons Tesseract prison idea to create some manner of device which penetrates into the warp to trap greater daemon servants we know enough about to target.
The Eye of Terror was where the heart of the Aeldari empire was and was created when Slaanesh was born.
 
6 relics needed to activate the Talismans at full power (presumably necessary if we want to invade the realm of Nurgle), 2 needed to activate them at reduced strength (presumably still a very potent weapon). Eye, Hand, Cup, Crown, Rod, Robe.

Eye and Hand are both hidden in the Materium, relatively close to each other but far from the "heart and home" of the Eldar. Rod and Crown are hidden in the Webway. The Cup is at "Asuryan's Hand" and can in some way lead to the others. The Robe was last seen with the Everqueen.

Sounds like a massive quest to find even one of them, and like it would take a huge polity-wide effort amongst the Diaspora to gather all of them.
 
At Last war ended,
All foes away,
and scattered then,
was great array,
its use barred evermore,
Its keys were taken,
The Eye, The Hand,
The Cup and Crown,
The Rod and Robe,
Each scattered far,
to secret trove,
That such dread things,
May be forgotten.

Yet come one day,
the ancients feared,
a time when oaths would be arrearred,
So listen now,
Where each was placed,
dread relics all,

The Eye lies buried deep within
a world of mountains in the north,
Buried not far, The Hand is too,
Both far from heart and home;

Within the Ways¹ lie Rod and Crown,
Sealed in vaults long hidden;

The Cup lies at Asuryan's Hand²,
its powers sealed by his command,
To guide one to its fellows now,
is all that it retains³;

The Robe was given
to Everqueen,
and since that time
has not been seen.

Any two may wake our folly,
yet only at its least,
to order all,
All six must gather,
to horror yet unleash!​
So the Cup's probably in Slaanesh's hands and the Robe in Nurgle's unless Asuryan and Isha managed to cast them somewhere else before the Fall.

The Rod and Crown are somewhere in the Webway (wouldn't surprise me if the Clown has one or both of them) and The Eye and Hand are somewhere in realspace.

I think getting 2 from the Webway and/or Realspace is feasible and from there we can probably leverage the two to bust into Nurgle's realm to grab The Robe and then with Isha helping bust into Slaanesh's realm to grab The Cup.
 
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strangely enough, the talismans themselves might be what is easiest to find. not many warpstorms of that size that are that old should be around so their location will at least be easier to narrow down, unlike the keys.
 
And even with them at reduced capability Abaddon was still able to do a lot which makes you wonder what they are capable of when full operational.
 
indeed. torpedoes are much to complicatrd. what wouldn't be complicated is half a dozen wraithbone spike flechette bombs packed into a long hollow wraithbone missile tube with a compact rocket thruster at one end. it wouldn't be limitless ammo, but you could probably fit a few dozen compact thrusters into a strike craft and the technology to assemble the WSFB and WMT. a few hundred if you make it the main weapon of a sloop instead.

That sounds like a Weapon Forge, and their production volume isn't that high.

If we want to play 'infinite' ammo games with torpedoes, I think we're better off making ships with Webway portals that torpedoes can be transported through to replenish the stores, and have Foundries on the Craftworld printing torpedoes.
 
In cannon the Hand of Darkness was located on a world in the Gothic sector called Purgatory and the Eye of Night was located on a world called Ornsworld again in the Gothic sector but that is no guarantee that their there in quest so make of that what you will.
 
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