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Once your people were strong, part of a community that spanned the stars, stretching out from a...
1.1
Pronouns
He/Him
Once your people were strong, part of a community that spanned the stars, stretching out from a home world so distant your ancestors could no longer track their path of settlement back to it. Such tales of other worlds seem strange to you, for your own is...

[] Terrestrial (An Earth-like world with plenty of water, several large landmasses, and a variety of biomes)
[] Oceanic (A world primarily covered in water with many islands, shallow seas, and atolls)
[] Forest (A world overrun by megafloral, with as much space as possible taken over by colossal trees)
[] Desert (A dry world with a few significant bodies of water to provide rain)
[] Ice (A world undergoing global glaciation with most of its seas frozen into icecaps and harsh tundra and boreal forests around the equator)
[] Volcanic (A world wracked by cataclysmic seismic upheaval such that it is barely survivable by humans)

Deathworld Y/N?

Your ancestors had been given the tools needed to tame such lands, to make them your own, and for generations it had been like that and life had been good. Then the ships had stopped coming and your world was cut off from the outside universe. That had been your grandfather's generation, and as the years passed the isolation and shortages it brought drove men to desperation and strife. The very tools that had been used to reshape the world drove the conflicts and then were used in a final apocalyptic conflagration, shaping the devastation as you were a...

[] Colony World (Whether freshly established or used for resource extraction, your world was only sparsely settled and the damage was confined to a handful of major cities)
[] Settled World (Having at least a few centuries of significant settlement and development, there were at least a dozen cities with more than ten million people and at least a billion people living in some degree of technological comfort, although this also meant that the war has devastated much of the best living space)
[] Industrial World (Taken over to the machinery to build tools for other worlds in the galaxy, pollution was a problem before the bombs started falling to flatten the workshops and apartment complexes and has only become worse since)
[] Hive World (Reshaped by the pinnacles of human technology to support tens of billions in vast arcologies so rapacious for materials that the outside world was leeched of life, the effort necessary to destroy these wonders has ensured that no scrap of the planet has been left without some degree of pollution)

You survived the final warring and unleashing of the mad genius of Man upon your world through sheer dumb luck, being isolated from the worst of a devastation in a...

[] Wilderness (Sheer distance from all primary and secondary targets protected you from the final bout of conflict, but getting back to anything of significance will take some effort, perhaps more than a lifetime's worth)
[] Resort (For whatever reason, you were in a relatively bucolic setting far away from the major cities and too insignificant to hit and now you are left with prime real estate but little means to defend it other than isolation)
[] Bunker (Perhaps you were some forgotten military unit or perhaps you just saw the writing on the wall, but you were in an underground complex deep enough to be protected from the worst of it, and while well protected there is also little that can be done to expand)
[] Research Outpost (A place of learning and study, be it a university town or testing facility, you were far from anything of interest to take minimal damage, but not so far from the paths of travel to be completely cut off)
[] Ruins (Less energetic means of destruction already rolled through this place, taking it off the targeting list for the truly devastating weapons, although you could see their glow across the horizon the day the world ended)

Even before the final conflagration that consumed this world, you were an ambitious young [Man/Woman] of some standing and respect in your community, having come from a background of...

[] Military (A brilliant strategist, you have a flair for battle and gain a bonus military action)
[] Scholarship (A student and hopeful innovator of the devices and ways of the Old World, you are now one of its preservers and gain a bonus research action)
[] Wealth (Brought up among the business of doing business, you know how to organize and manage projects and gain a bonus project action)
[] Nobility (Whether formal or informal, your family has long held hereditary power and you have been well educated in all the subtle ways of keeping that power and gain a bonus intrigue action)
[] Politics (There are those who have power and prestige solely from birth, and then there are those who gather it with their ability to negotiate and inspire and you are one of them, gaining a bonus diplomatic action)

Because of these traits, the other survivors around you have appointed you leader... for now. There are other individuals in the community with standing who could make strong allies or dangerous rivals and you will have to make your decisions carefully. And those internal dangers pale in comparison to the horrors of the outside world that you will have to confront. Even if you dig through the ash of the Old World all your life you will never be able to recapture it all, but perhaps your those who come after you might be able to recapture some of it. Perhaps in time your distant children's children will be able to return to the stars and discover what went so terribly wrong.
 
Table of Contents
Table of Contents
Generation 0
1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13F
2.1, 2.2, 2.3, 2.4F
3.1, 3.2, 3.3F
4.1, 4.2, 4.3, 4.4, 4.5, 4.6, 4.7F
5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7, 5.8F
6.1, 6.2F
7.1, 7.2, 7.3, 7.4, 7.5, 7.6, 7.7F
8.1, 8.2, 8.3, 8.4F
9.1, 9.2, 9.3, 9.4, 9.5F
10.1, 10.2, 10.3, 10.4F
11.1, 11.2, 11.3, 11.4, 11.5, 11.6F
12.1, 12.2, 12.3, 12.4F
13.1, 13.2, 13.3, 13.4, 13.5, 13.6, 13.7F
14.1, 14.2, 14.3, 14.4, 14.5, 14.6, 14.7F
15.1, 15.2, 15.3, 15.4, 15.5, 15.6, 15.7, 15.8F
16.1, 16.2, 16.3, 16.4F
17.1, 17.2, 17.3, 17.4, 17.5F
18.1, 18.2, 18.3, 18.4F
19.1, 19.2, 19.3, 19.4, 19.5F
20.1, 20.2, 20.3, 20.4F
21.1, 21.2, 21.3, 21.4, 21.5, 21.6, 21.7, 21.8, 21.9F
22.1, 22.2, 22.3, 22.4, 22.5, 22.6, 22.7, 22.8, 22.9, 22.10, 22.11, 22.12F
23.1, 23.2, 23.3, 23.4, 23.5F
24.1, 24.2, 24.3, 24.4, 24.5, 24.6F
25.1, 25.2, 25.3, 25.4, 25.5, 25.6, 25.7, 25.8F
Interlude Voting 1.1, Interlude Voting 1.2
Interlude 1 Guidelines

Generation 1
26.1, 26.2, 26.3, 26.4, 26.5, 26.6, 26.7, 26.8, 26.9F
27.1, 27.2, 27.3, 27.4, 27.5F
28.1, 28.2, 28.3, 28.3.5, 28.4, 28.5, 28.6, 28.7, 28.8, 28.9, 28.Trip Planning
29.1, 29.2, 29.2.5, 29.3, 29.4, 29.5, 29.6, 29.7, 29.8, 29.9, 29.10, 29.11, 29.12, 29.13, 29.14, 29.15, 29.16, 29.17, 29.18, 29.19

64.1, 64.2, 64.3, 64.4, 64.5, 64.6F
65.1, 65.2, 65.3F
66.1, 66.2, 66.3, 66.4F
67.1, 67.2, 67.3, 67.4, 67.5

System Reform Discussion Thread

Omakes
Canon

The Aftermath Part 1 by 1234q1234q
The Aftermath Part 2 -Bad Seed- by 1234q1234q
The Aftermath Part 3 - Welcome to StarCom by 1234q1234q
The Aftermath Part 4 - Leaving the Cradle by 1234q1234q
Loot Analysis Part 1 by Kelenas
Loot Analysis Part 2 by Kelenas
Salvaged Lives by Kelenas
Hey Watch This by Slamu
BoB-OMB by Slamu
Musical Event by Slamu
Stumbling Over Success by Kelenas
Elsewhere I by Slamu
The War in Heaven Part 1 - Parallax by 1234q1234q
The War in Heaven Chapter 2 - The First Battle of Utgard, Part 1 - by 1234q1234q
The War in Heaven Chapter 3 - Not by speeches and votes of the majority... - by 1234q1234q

Semi-canon
The Freedom Fighter by butchock
The Peddler by butchock
Things We Do For Some Apples by Slamu
The Crossroads Inn by butchock
A Small Hunting Expedition by Kelenas
Mercantile Endeavours by Slamu
Teaching Difficulties by sebsmith
Quiet Lines by sebsmith
New Knight by Slamu
504 considerations by Slamu

The Greenhorn by butchock
Pile of Trivia by Kelenas
Pile of Measurements by Kelenas
The Long Way Home Part 1: Escape by Eri
The House of Dust and Ash by butchock
Doctor's Lair by Slamu
Noble Endeavors by Slamu
Mainline by Slamu
Show them All by Slamu
Joys of Doing Without by Slamu
The Professor (Intertwined Fates Part I) by butchock
The Mogul (Intertwined Fates Part II) by butchock
Day and Night by Ekans Ekans Ekans
Exploring Disaster by Powerofmind
Poking the Dragon by Ekans Ekans Ekans

Other
Stone Bones by ExplBean

Characters
Attributes
Diplomacy 32
Martial 33
Stewardship 33
Intrigue 27
Learning 34
Willpower 63

Education and Powers
Grandmaster Psyker
- Biomancy II (-2 Diplomacy, +0.5 Personal Combat, +2 Health, +1 Stewardship)
- - Rejuvenation
- - Invigoration
- - Alter Genetics
- Divination VII (+4 Stewardship, Martial and Intrigue, +2 Willpower, -1 Diplomacy)
- - Fortune
- - Lesser Future Telling
- - Least Psychometry
- - Lesser Precognition
- Telepathy I (+1 Intrigue)
- - Lesser Mind Reading
- - Least Psychic Shriek
- - Least Mind Edit
Warp Deadened IV
Grandmaster Sorcerer (-2 Diplomacy, +5 Willpower)
Lost to Time (Any Perils of the Warp roll other than Warp Feast can be substituted with Temporal Incontinence)
Favoured by the Warp
Exemplar of Stability
Consistent Phenomena - Haunting Breeze

Heritable Traits
Attractive
Quick
Searing Blood
Deathsight
Mother of Dragons
Iron Body (+3 Personal Combat, +3 Health, Counts as Integral Carapace Armour, Aging Halved)

Virtues and Vices
Eye of the Storm (+3 Martial, +2 Willpower, +1 Rest)
Paragon of Virtue (+15 Willpower, +14 Diplomacy, +9 Stewardship, +6 Willpower, +1 Intrigue)

Other Traits
Twin
Ambitious
Brave
Paranoid
Adamantium Will (+5 Willpower)
Poet
Gregarious
Existentialist

Chaos Traits
Alright by Khorne
Grudge of Nurgle (Nurgle is not happy with you. A roll of 7 or 77 counts as a roll of 1 for all purposes)
Cog of Tzeentch (Either you are impressive enough to warrant attention or Tzeentch has been planning this for a while. Either way, fate seems screwy around you)


Attributes
Diplomacy 16
Martial 43
Stewardship 16
Intrigue 17
Learning 18
Willpower 25

Traits
Brilliant Strategist
Ambitious
Iron Will
Unyielding Pride
Diligent
Scarred
Game Master
Discerning Lust
Charitable
Berserker
Unbridled Passion
Eldar Index (+4 Learning, +2 Willpower, + 1 Martial, +20 Diplo Rolls w/ Eldar, +20 Combat Rolls w/Eldar)
Brave
Focused Fury
Campaigner
Manoeuvre Leader (+10% Manoeuvre Actions in Combat)
Rough Terrain Leader

Gear
Wealth: 205
Survey Monocle +1M, +1S
Learning Tool +2L
Administrator - Dia Stone (You)
Bureau Chief of Foreign Affairs - Janice Rivers (15)
Legate - Jules Bertrand (17)
Prime Minister - Farrell Horizon (9)
Chief of Security - Armin Grace (18)
Provost - Sammael Vultin (21)
- Archival Tool +1L

Society
Administrator - Hereditary: Open Tannistry (Absolute Cognatic), Has Power of the Purse
Diplomacy - Bureaucracy
Martial - Achievement
Stewardship - Parliamentary Election, Head of Government
Intrigue - Appointment
Learning - Appointment
Private-Public Production - Both private business and government are involved in ownership of industrial production, increasing flexibility at the cost of losing control. Effect: -1 Government Economic Action, +2 Private Economic Action
Public Goods, Private Businesses - Small scale production and distribution by privately owned business is allowed, but the majority of large scale production is done by the state
State Backed Banks - A number of banks are allowed to compete with each other, with their deposits backed by state income in exchange for regulation of their business. Effect: Small Wealth Production Gain, Small Chance of Economic Catastrophe
Servant of the State - The Head of State is a ruler, not an owner, and receives a salary for service. Effect: Separate wealth pools, receives a personal salary, Increased Wealth Production
Ration Quotas - The State mandates minimum ration quotas for production but allows for private cultivation of luxuries once minimums have been met. Effect: Halves growth from surplus food, but increases Wealth Generation
Tariffs - Rather that controlling trade directly, you will simply tax it and let the merchants and entrepreneurs figure out the details. Effect: Moderate income from trade, moderate number of trade deals
Internal Trade - Citizens within the State are free to share and discuss technology, but are restricted from sale to actors outside the State. Effect: Small chance of theft via espionage, random boosts to projects
Internal Private Production - Private citizens are permitted to establish businesses for the manufacture and sale of weaponry, but only within your internal markets (Note: Depending on weapon ownership laws the only internal market may be the State). Effect: Weapons cheaper, but may end up with more than desired
Restricted Expression - Sometimes you need to hear when you're screwing up and you don't particularly feel like putting the boot down most of the time, but there are some things you just shouldn't say.
Equal - The law is the law no matter who you are, rich or poor. Effect: Increased Wealth Generation, increased democracy desire
Restricted Weapons - Weapons for personal defence and hunting can be owned by private citizens. Effect: Internal weapons market and sub-militia can be mobilized for defence if have weaponry not assigned to militia
Bureaucratically Appointed Judges
Jus soli
- Anyone born within your territory or to parents who are citizens is considered a citizen automatically. Effect: Increased immigration, +1% growth
Age of Majority: 20 - The world is complex and spending more time learning is never a bad thing, even if does mean that people take longer to start their careers and establish families. Effect: Effect: -2% growth, -1% artisan attrition, -1% academic attrition, more time for education
Treasury: 7059
Income Tax: 24020
Tariffs: 10682
Expenses: 35992
Net Change: -1291
Raw Resources Stockpile: 1
Raw Resources Net Change: 0
Refined Resources Stockpile: 11
Refined Resources Net: +3
+4 Shattersaw Salvage
+2 share of Shattersaw Lumbermill and chemical refineries
+4 Glenshade Manor Sawill
+1 Greengraft Chemical Refinery
+0.5 Refined Sap Filtrate
-4 Machine Shop
-4.5 Manual Manufactory​
Industry: 8.5
4x Machine Shop
4.5x Manual Manufactory​

Settlements
Prisoners 423
Labourers 1762 (300/300 militia; 300 Hardened Gendarmes)
Artisans 150
Academics 70
Soldiers 50

Activty Prisoners Labourers Artisans Academics Soldiers
Salvage Operation 373 427 60 20  
Garrison         40
Hydroponic Farm 50 50      
Machine Shop     50    
Industrial Sawmill   75 25    
Tree Gathering   150      
Total 423 702 135 20 40
Buildings (shared with 504s and Dragonflies)
4 Apartment Blocks (cap. 9000) (4 space + 4 power)
Solar Plant (12 space) - Generates 12 power
3 Hydroponic farms (cap 4500) (3 space + 7 power)
Industrial sawmill (1 space + 5 power) - Can process Dandriss trees into usable materials. Requires 1 space and 5 power. Refines up to 4 raw resources into 4 refined resources. Workers: 50 artisans and 250 labourers, not including tree gathering operation
Machine Shop (1 space + 1 power) - Requires 100 artisans
Industrial Fusion Reactor + - Generates 16 power for 1 space. Workers: 50 artisans and 50 labourers
Chemical Refinery x2 (2 Space + 4 Power) - Refines 1 raw resource into 1 refined resource, allows for the production of chemicals independent of UAM restrictions (e.g. explosives, chemical weapons, etc.) Workers: 250 labourers, 50 artisans, 10 academics
Multi-Purpose Teaching and Research Complex x2 (counts as either 1 Research Centre or 2 Teaching Centres) (4 space + 6 power)
Manual Manufacturory (1 space + 1 Power) - Converts 1 refined resource into 1 Industry. Workers: 1000 labourers/turn.
Barracks x2 (2 space + 2 power)
Barrack (1 space + 1 power)
Hunting Lodge (1 space)

27/28 power

Claimed Territory: 42/100
Population
Prisoners 250
Labourers 2700 (989/989 militia; 889 Hardened Gendarmes)
Artisans 245
Academics 150
Soldiers 130

Activity Prisoners Labourers Artisans Academics Soldiers
Research Project 1   100      
Research Project 2   100   10  
Hydroponic Farms 250 50      
Machine Shop     100    
Industrial Fusion Reactor   50 50    
Teaching Complex   500   100  
Barracks   100     80
Intelligence Centre   250 15 30  
Chemical Refinery   250 50 10  
Tree Gathering   200      
Total 250 1600 215 150 80
Buildings
Multi-Purpose Teaching and Research Complex (counts as either 1 Research Centre or 2 Teaching Centres) (2 space + 3 power)
Hydroponic Farms + Sap Purifier (cap. 3000) (2 space + 5 power)
Machine Shop + Weapons UAM (1 space + 1 power) - Requires 100 artisans
Dorms (cap. 3000) (2 space + 1 power) + Apartments LA (1 space + 1 power)
Industrial Fusion Reactor + Backup Reactor - Generates 22 power for 1 space. Workers: 60 artisans and 50 labourers
Chemical Refinery (1 Space + 2 Power) - Refines 1 raw resource into 1 refined resource, allows for the production of chemicals independent of UAM restrictions (e.g. explosives, chemical weapons, etc.) Workers: 250 labourers, 50 artisans, 10 academics LOCAL ARMOUR
Temple (1 Space) LOCAL ARMOUR
Barracks (1 Space + 1 Power) - Houses soldiers and steadily trains new ones. Increases Pop. Cap by 500 (soldiers only) and trains 10 new soldiers/turn for every 50 soldiers in the barracks, up to the barracks limit. Also doubles soldiers trained as part of an action. Workers: Min. 50 soldiers, 100 labourers LOCAL ARMOUR
Hunting Lodge (1 Space) - A space for hunters to gather, train, and relax, this structure produces 1 additional food and 0.25C income per militia in the settlement, improves research on certain projects, and can reduce the cost of certain unit upgrades. LOCAL ARMOUR
Intelligence Agency (1 Space + 1 Power) - Automatically provides counter-intelligence each turn and adds +30 to all Security rolls. Limit 1/polity. Workers: 250 labourers, 15 artisans, 30 academics. Construction Cost: 3 Industry, 200C/year of construction LOCAL ARMOUR
Manual Manufacturory (1 space + 1 Power) - Converts 1 refined resource into 1 Industry. Workers: 1000 labourers/turn.
Proving Grounds (2 Space + 1 Power) - Can either do independent research on military concepts or weapon design, or serve as a research centre for those sorts of projects. Workers: 200 labourers, 20 artisans, 20 academics.
Military Academy (1 space + 1 Power) Doubles the effectiveness of barracks at training soldiers, provides +1 military action/turn (bonus only provided once for entire polity), and officers retiring to civilian life effectively converts 2 labourers to 1 artisan and 1 academic/turn. Workers: 400 labourers, 20 soldiers, 10 academics. LA


Space and Power Available
18/20 Space Used
17/22 Power Used

Attrition/Growth
General: +1.5% - 5%/2 from food, 1% from jus soli, -2% from age of majority: 20
Artisans: -4%/20 years - Every 20 years lose 4% of artisan population to age
Academics: -4%/20 years - Every 20 years lose 4% of academic population to age
Population
150 prisoners
1486 Labourers (620/620 Militia; 620 Hardened Gendarmes)
141 artisans
86 academics
50 soldiers

Buildings
Apartments (cap. 3000) (1 space + 1 power)
Hydroponic Farm + Sap Purifier (cap. 1500/1500) (1 space + 3 power)
Temple of the Restful Sepulchre (1 space)
Multi-Purpose Teaching and Research Complex (counts as either 1 Research Centre or 2 Teaching Centres) (2 space + 3 power)
Machine Shop (1 space + 1 power) - Requires 100 artisans
Pre-War Sophisticated Hospital Facility (1 space + 4 power) - Lacks consumables but can provide top of the line medical care, greatly decreasing attrition and increasing growth. Increases growth by 5%, reduces attrition from disaster events by 5%, reduces healing time, and decreases apparent age of characters by 10 years. Workers: 20 academics and 100 labourers
IFR + Backup
Sawmill
Barracks
10/20 Space used
18/22 Power used
Population
Labourers 1150 (300 Hardened Gendarmes)
Artisans 0
Academics 0
Soldiers 50

Buildings
Hydroponic Farm (1 space + 3 power) - 1500 food
Apartments (1 space + 1 power) (pop. cap 3000)
Manual Manufactory (1 space + 1 power) - 1 Industry/turn
Gardens (4 space + 0 power) - They look pretty and can be reclaimed for space or used inefficiently as farm land (1 space occupied)
Solar Panels - 12 space for 12 power
Multipurpose Teaching and Learning Centre (2 space + 3 power)

20/20 Space
7/12 Power

Buildings
All Construction Costs are reduced by 1 Industry if a new building does not need a new structure built to house it

Hydroponic farms - You have enough seed to build facilities able to feed up to 500 more people. Workers: 1 labourer per 10 food generated. Req. 1 Space + 2 Power /1500 Food. Construction Cost: 2 Industry, 200C/year of construction
Backup Fusion Reactor - Generates 6 power for 0 space (must be attached to another building, 1 per building). Workers: 10 artisans.
Industrial Fusion Reactor - Generates 16 power for 1 space. Workers: 50 artisans and 50 labourers
Industrial sawmill - Can process Dandriss trees into usable materials. Requires 1 space and 5 power. Refines up to 4 raw resources into 4 refined resources. Workers: 50 artisans and 250 labourers, not including tree gathering operation. Construction Cost: 9 Industry, 250C/year of construction

Multi-Purpose Teaching and Research Complex (counts as either 1 Research Centre or 2 Teaching Centres) (2 space + 3 power). Construction Cost: 3 Industry, 200C/year of construction
Machine Shop (1 space + 1 power) - Consumes 1 Refined Resource/turn to produce 1 Industry/turn. Construction Cost: 3 Industry, 400C/year of construction
Apartments (1 Space + 1 Power) - Increases Pop. Cap by 3000. Construction Cost: 2 Industry, 200C/year of construction
Solar Power Generator (12 space + Gen 12 power). Construction Cost: 2 Industry, 200C/year construction, requires curtain wall but not armour
Chemical Refinery (1 Space + 2 Power) - Refines 1 raw resource into 1 refined resource, allows for the production of chemicals independent of UAM restrictions (e.g. explosives, chemical weapons, etc.) Workers: 250 labourers, 50 artisans, 10 academics. Construction Cost: 3 Industry, 200C/year of construction
Barracks (1 Space + 1 Power) - Houses soldiers and steadily trains new ones. Increases Pop. Cap by 500 (soldiers only) and trains 10 new soldiers/turn for every 50 soldiers in the barracks, up to the barracks limit. Also doubles soldiers trained as part of an action. Workers: Min. 50 soldiers, 100 labourers. Construction Cost: 3 Industry, 200C/year of construction

Proving Grounds (2 Space + 1 Power) - Can either do independent research on military concepts or weapon design, or serve as a research centre for those sorts of projects. Workers: 200 labourers, 20 artisans, 20 academics. Construction Cost: 3 Industry, 200C/year of construction
Manual Manufacturory (1 space + 1 Power) - Converts 1 refined resource into 1 Industry. Workers: 1000 labourers. Construction Cost: 2 Industry, 400C/year of construction
Military Academy (1 space + 1 Power) Doubles the effectiveness of barracks at training soldiers, provides +1 military action/turn (bonus only provided once for entire polity), and officers retiring to civilian life effectively converts 2 labourers to 1 artisan and 1 academic/turn. Workers: 400 labourers, 20 soldiers, 10 academics. Cost: 2 industry, 200C/year of construction

Hunting Lodge (1 Space) - A space for hunters to gather, train, and relax, this structure produces additional food and income based on the number of militia in the settlement, improves research on certain projects, and can reduce the cost of certain unit upgrades. Construction Cost: 1 Industry, 200C/year of construction
Dandriss Life Zoological Gardens (4 space) - Can either serve as a research centre on or research slot on Local Adaptation Techs. Workers: 100 labourers, 30 academics, 30 soldiers. Cost: 1000C
Pile Tree Curtain Wall - Expands the available space in a settlement by 1. Cost: 500C/year for 10 years, 200 labourers required to tend to the project until completion
Command Centre (2 space + 3 power) - A centralized command and control centre for coordinating armies, granting +1 Military actions a turn and +10 to all Military rolls. Workers: 500 labourers, 100 academics, 100 soldiers. Prereq: Must be built in capital city, must have a Barracks and Officer Academy present. Cost: 7500C
Research Centre (req. 500 labourers, 100 academics, active research project) - Adds 1d25 research points a turn to an active project and increases head researcher Learning bonus from x2 to x3

Teaching Centre (req. 250 labourers, 40X adv. pop(down from 50)) - Upgrades 10 labourers to X assigned profession (e.g. artisan, academic) and shifts up to 10 X attrition to labourer population (e.g. if artisans are assigned and would suffer 5% attrition in a year for a total of 10 artisans lost, instead 10 labourers are lost, but if it would be 6% for 12 artisans lost then 10 labourers and 2 artisans are lost)

Temple - Promotes 1 labourer to academic a year, improves happiness. Maintenance: 300C/turn

Hunting Lodge - Provides 1 meat grade food and 0.25C for every militia in the settlement with this building

Research Projects
Chemistry
Combat Drugs II 0/1000 - You have been able to develop a number of chemical cocktails to be able to boost soldier performance, but such crude blends of pain suppressing, energy boosting, and aggression enhancement can be further refined to have more potent effects and be less damaging to the user
Fast Cook Darts 92/1500 - The ClF3​ Darts can add a horrifying package to your weapons fire, but the chemicals within require time to cook to produce the explosively corrosive material, mandating long barrels and relatively slow round speed, making them incompatible with most of your EM weaponry. Perhaps a tweaking of the materials would let them cook faster and thus be useful with your weaponry
Improved Explosives III 138/2750 (Req. Nanotechnology II or Nanofire) - You have nearly reached the peak of the amount of volatile energy you can cram into a chemical agent, but there are a number of exotic chemical still available before you require exotic matter to get much more energetic
Improved Fuel II 138/1000 - While mostly useful for rocketry, this sort of fuel has potential to be competitive with fusion reactors in certain niche vehicle applications
Onslaught 47/1500 - An intense drug that massively boosts the capacity to engage in violence, it also causes progressive damage to the impulse control parts of the brain and the stress it places on the body can rapidly erode long term capacity
Pharmaceuticals IV 1531/2500 (Req. Nanotechnology I, Artificial Intelligence II) - The complexity of the next stage of pharmaceutical development requires both better matter manipulation techniques and better computational strategies

Computing
Artificial Intelligence III 120/4000 (Req. Quantum Computer or Fibre Optic Neuron)- Your current AI have a "true" capacity for adaptation and growth somewhat similar to a non-sapient animal, although their computing speed is high enough and their subroutines sophisticated enough that it requires special effort to identify them as being non-sapient in normal conversation (the ones that talk anyway). The next stage in the evolution of AI is of course to produce a sentient, sapient system at least as intelligent as a human, although this runs into a number of ethical and safety concerns. AI, Computing
Fibre Optic Neuron 401/2500 - A very simple concept to explain, the fibre optic neuron is essentially an artificial nerve cell that uses light signals instead of electrochemical potential propagation to produce signals. Combining the speed of artificial computing with the complexity of natural neural networks, the concept is an incredibly powerful one.
Networking IV 67/3000 (Req. Quantum Computer or Artificial Intelligence III) - The transmission and organization of vast amounts of information has become a process with complexity that rises faster than you can keep up with, requiring much more complex filtering systems. Computing
Operations Assistant 120/2000 - The pilots of advanced war machines, particularly the larger ones, are already pushed to the limits of human capacity to keep up with all the information and details. There are already assistant programs, but this would take things a stage further by introducing a sentient but non-sapient mind capable of taking care of numerous details that used to have to have a human take care of them. AI, Computing, Vehicle
Quantum Computer 657/2000 - Often an illusive dream for most computing science purposes, these peculiar machines are capable of astonishing feats of parallel processing via exploitation of the fundamental nature of matter at an atomic and smaller scale Computing
Scientific Automation I 120/1200 - While automating away labour tasks has always been easy, automating thinking has has always been difficult without another mind in place. Enter Artificial Intelligence and the capacity to take care of numerous little details that used to have to be done by someone with a degree Computing

Education Reform
Improved Teaching Methods V 17/2000 (Req. Networking IV or Cyborg Factory) - You have reached about the limits of what your society can do with the tools on hand and you will either need improved social connectivity or a massive increase in the availability of cybernetics Social
Improved University 17/3000 - Improving work flow and coordination should allow you to get more use out of a single university

Forbidden Knowledge
Complex Psi-Warp Interactions 99/3000 (Req. Warp Physics I) - You have learned how the Warp and psychic energy can interact, but you need more fundamental knowledge of the Warp itself before you can move on
Basic Psychoreactive Materials 850/5000 - Psychic powers obviously interact with the material universe, but there must be ways to harness these interactions more constructively. NOTE: Project costs only 1000RP if have access to a steady supply of known psychoreactive material
Basic Psybernetics 0/3000 (Req. Psy Science I and Basic Psychoreactive Materials) - You can safely integrate cybernetics with psykers and even generate some dangerously crude ways of amplifying non-psykers, but more sophisticated systems can be devised if you have better understanding
Basic Psi-Detectors 99/1500 - Right now your psi-detectors are basically high resolution brain scanners. If you could figure out ways to detect the Warp-real space reactions more finely you could probably get them down to the size of a briefcase
Dandriss Fauna-Warp Interactions 319/3250 (Requires some form of Warp energy) - While the plants have a notable interaction with Warp energy, you have not observed the effects on local animal species, which could have a completely different reaction or far more subtle changes. Local Adaption
Dandriss Life Secrets III 624/5000 (Req. Dandriss Flora-Warp Interactions) - After study of a wide variety of fauna, your researchers have been able to start isolating the conserved genomic points that are most likely related to their adaptive abilities
Dragon Cores 1154/3000 - The "hearts" of dragons contain the gruesomely degenerated remains of the people and Eldar captured for their strange reproduction cycle. They also seem to generate energy without an apparent source. Further study could have interesting applications. WARNING: 10% chance of something going wrong every turn. Horribly, horribly wrong. Local Adaptation
Psy Science I 658/800 - You now have confirmation that psychic powers are a thing at all, which means that it is now time to start delving into more about the mechanics and possibilities of psychic powers

General
Aeronautics IV 174/2500 (Req. Field Physics III and Gravity Manipulation I) - Your knowledge of aircraft in atmosphere and basic orbital mechanics are essentially done, but some of the new theories in other that are coming up offer new possibilities for new systems
Field Physics IV 0/7000 (Req. Gravity Manipulation I, Laser Physics IV, Plasma Physics III) - You have determined how to produce extremely fine variations in fields of force and, more than that, the earliest stages of force carrier inter-conversions. While at the moment that is "only" the crude conversion of the EM force to gravity, there are possibilities for further refinement
Gravity Manipulation I 0/5000 - You can use some very strange methods to convert EM fields into gravity fields, which because of the relative strength of the first and the peculiar space warping properties of the second can give rise to a number of incredibly useful sciences and technologies, but the task ahead of you is incredibly complex
Laser Physics III 526/1600 - Your knowledge of manipulating photons and coherency states has opened up new possibilities for optics and holographics
Materials Science IV 0/3000 (Req. Artificial Intelligence II, Field Physics III, Gravity Manipulation I, Plasma Physics II)- Your capacity to manipulate materials is now bordering on the magical, but the conditions required to go further are so extreme that the rest of your technology needs to catch up first
Miniaturization IV 257/6500 (Req. Nanotechnology II, Field Physics III)- You now have enough practical knowledge to produce your own microelectronics without requiring UAMs, but there is still further that you can go to make systems smaller and more energy efficient.
Nanotechnology II 755/1500 (Req. Miniaturization III) - A complex topic that is highly multidisciplinary, you have started to open up the limits of what can be achieved when you think small
Plasma Physics III 101/2250 (Req. Field Physics III, Gravity Manipulation I) - There are some very peculiar and interesting ways to manipulate plasma, if you know how to work with the forces involved
Robotics III 993/2500 - Your refinement of robotics continues to grow by leaps and bounds, with fully autonomous systems now possible
STC Design Logic 494/5000 - You have studied enough different design patterns and the logic behind them that you could discern the overall logic behind STC designs to have an overall understanding and to be able to construct your own STC patterns from the tech you understand. Adds +25% of total RP to all STC projects. Stacks with other Design Logic projects.

Infrastructure Design
Autodoc 839/1800 - Something of a step down from the UHM, this automated system would also be significantly easier to deploy everywhere, to the benefit of all Biomedical
Cyborg Factory 157/2500 - The cybernetic surgery provides an efficient way to distribute cybernetic implants and replacements, but the process could be made even better by combining together multiple surgery suites with dedicated manufacturing systems
Efficient Distribution 345/1000 - Superconductive wire has the possibility of massively improving the efficiency and capacity for centralization of power generation, if you can work out some of the infrastructural issues Industrial
Industrial Automation III 92/1300 (Req. Robotics II) - Getting the machines to do the work has been a time honoured tradition since Terra, although your capacity to do so has slipped somewhat. Researching this will further decrease your need for unskilled labour. Robotics
Innovation Centres 419/1000 - A brute force workaround for not having artificial intelligence on hand, these collections of servers can get around the issues AI can bring
Healing Centre 995/3000 - You have all the necessary pieces to make a truly miraculous hospital, but you need to work out the ideal distribution of devices and patient flow to bring everything together. Considered part hospital and part factory, the initial design ideas are certain ambitious, but the improvements to health would be exceptional Biomedical
Reactor Optimization 101/1000 - With your improved knowledge of plasma physics, you have come to realize that you have been running your fusion reactors incredibly inefficiently due to the fact that they have been left in Safe Mode due to no one knowing how to make them work any other way. A better understanding of their working parameters would allow for much greater amounts of energy to be produced Plasma
Static Shield 64/1750 - The return of the now nigh-mythical energy shields that the rest of the galaxy apparently has, these systems are far too power hungry to use on vehicles, but they could definitely be placed on buildings to reduce damage from storms or attack
UHM Optimization 933/2750 - The UHM is a powerful tool, but even if you understand how to make more you have only scratched the surface of the possible with the machine Biomedical

Local Adaptation
Acid Spit Treatment 404/2500 - With a few adjustments to the gastrointestinal tract, digestion of Dandriss biomatter directly by humans should be possible, with the side benefit of having easy access to corrosive spit in an emergency. Not recommended for individuals without the Steel Skin Treatment
Assembly Fruit 261/2000 - The parasites you found in the Diamondbacks have a number of interesting properties, including the capacity to induce physiological changes in plants and animals, causing them to manufacture the materials they need. Combined with your knowledge of the flora, this could let you produce a system to essentially grow basic tools straight on the trees
Cleaning Swarm 261/4500 - The Diamondback parasites have some concern for the health of their host and thus can be induced into cleaning and repairing tissue. This has obvious possibilities for human health, so long as you could ensure that they don't take up residence and actually do their job's properly.
Dandriss Human Hybridization 71/10000 - You have worked out how to introduce traits for two different biospheres to each other, so the possibility is now to begin genetic engineering of humans. Ensuring that the people produced by this are healthy in mind and body for the entirety of their lives is of course the biggest hurdle
Dandriss Wetware Computing 2499/2500 - The nervous systems of Dandriss life have a number of useful properties, but they do not take to the conditions of your wetware systems well. A bit of blending between Dandriss and Terran nerves should fix the issue from one direction or the other. Computing
Digging Deeper 199/800 - You can dig down deep enough to put new structures under the ground, but the last time anyone dug down further than a hundred metres or so was during the initial settlement of the planet. You will need to learn more about digging and digging in the hostile root networks of Dandriss.
Dragon Body Part Usage 235/1500 - Dragons are innately hostile and dangerous creatures, but their bodies have some useful materials in them. People already like to take trophies, but perhaps there are better uses for these parts?
Iron Bones Treatment 81/800 - There are certain Dandriss enzymes that can partially replace the calcium compounds in bones with stronger materials without causing death or disruption of calcium supply, if the process is properly managed. Tends to cause growth of bones though, resulting in increased size if managed properly and cancer if not
Medicinal Plants IV 266/5000 (Req. Dandriss Life Secrets III) - You think you have explored all of the possibilities of improving medicine via the flora of Dandriss, but there are hints of stranger interactions possible
Metallized Nerves Treatment 266/4000 - Originally seen in an attempt to reverse demyelination disorders, peripheral neurons given the experimental treatment in vitro underwent drastic colour change and carried signals much faster. How exactly this is achieved remains a mystery, although the metal content of the nerves has gone up
Steel Skin Treatment 81/1500 - Far more complex than replacing the minerals in bones is metallizing soft tissues, although both can be done in parallel. This treatment can give almost bulletproof skin and denser muscle, at the cost of also dying the skin blue-grey like in the condition argyria

Manufacturing
Camouflage Metamaterials 0/1800 - Some materials have some unusual properties that could be used to greatly improve thermal and optical stealth
Labour Drone 92/600 - A simple humanoid robot, these machines could be used in manufacturing or domestic labour, although there would be some additional expense in terms of maintenance if you went into widespread distribution
Nanofire 0/1300 - While the applications are mostly for demolitions, there are constructive things that can be done with this brittle ceramic of fused fullerenes encapsulating nanoparticles of aluminum, iron oxide, and magnesium. Just not many.
Plasma Steel 616/1200 (Req. Plasma Physics II, Field Physics II) - Created by generating plasma of iron and alloying agents and compressing in an intense electromagnetic field before being allowed to rapidly cool and solidify, this ultra-tough material can only be cast into simple shapes but is perfect for armour. You can currently make small amounts in the laboratory but for industrial purposes you will need better experience and knowledge with plasma and the compression fields
Ultralight Electronics 201/2000 - Your capacity for miniaturization has reached the point where you can now produce much smaller and lighter electronics, allowing more to be packed into smaller packages. This could be a major boon for disposable systems where weight is a major concern.

Military Concepts
Cyber Commander 460/1500 - With the prevalence of cybernetics and networking capacities, the tactical possibilities of networked warfare have yet to be fully explored

Personal Equipment
Cyber Enhanced Organs 1490/3500 (Req. Nanotechnology II) - Your current organ replacement technology allows for the replication of function, but you are fairly certain that you can make cybernetics that are even better than what biology can offer Biomedical
Light Carapace 220/1000 - The carapace you are using is fairly heavy, reducing mobility, but you think that you could work on the design a bit more to produce something easier to wear
Light Powered Armour 760/1200 - While it seems obvious to just slap some armour onto an exoskeleton, you need more design work than that to make it effective, particularly on the power consumption route
Marksman Eyes 941/1500 - Combining the Survey Monocle design with artificial eyes, the Marksman Eyes greatly improve accuracy with ranged weapons and general function. Biomedical
Microfusion Reactor 1590/2000 - While not exactly something that is easily hauled by a person, this fusion reactor does come in at under 100kg and could find use as a power source for a heavily augmented cyborg or in a small vehicle. Plasma
Synthetic Muscle 697/1650 (Req. Nanotechnology II) - While also having potential use elsewhere, making muscles out of stronger materials has obvious use. Just make sure to also replace the bones with adequately strong materials as well. Biomedical

Salvage
Municipal Reactor Design (Salvage x2) 851/6000 (Req. Plasma Physics II) - The ruins of the municipal reactor in Owl's Nest are just intact enough to do a study of them, although they are badly damaged and the machine is far more complex than you initially imagined. Plasma, Industrial
Shear pistol design (Salvage x1.25) 0/2500 (Req. MAD or Materials Science III to research) - A form of gravity manipulation and projection weapon, this weapon can fire either in a penetrating mode or a burst mode, using variable gravitational shears and tides to get different effects. Gravity, weapon

Social Reform
Dandriss Mysticism 23/400 - People who consume the recreational forms of the drugs derived from Dandriss flora often report a sense of oneness and communion with the planet, to the point that some even pursue it philosophically. There may be interesting social effects if this were pursued more fully.
Film Studio 295/500 - Your entertainment has exceeded impromptu avenues and old pre-Starfall records, but now is perhaps the time to begin thinking about how to produce it for mass distribution
Historical Park 55/450 - The need to remember your past is a deeply human one, and by preserving and presenting the world as it once was in a living context, it helps new generations have an understanding of their place in the universe. It may also have benefits for social stability.

Vehicles
Basic Bomber 512/600 - An unsophisticated "bomb truck" type design, this is all about dropping tons of munitions on ground targets
Flare Shield 102/10000 (Req. Field Physics V, Gravity Manipulation III, Miniaturization IV, Warp Physics II) - A mindbogglingly complex piece of machinery, you don't even know where to start in terms of researching it. You can still use it, but it will require at least a fusion reactor to run. Vehicle, Energy Shield
Gravity Plate Design 116/8000 (Req. Gravity Manipulation I) - The only part of the Viceroy you cannot replicate and the key to its efficiency is the anti-grav plates within it. If you could figure out how to build more you could make a ridiculous number of improvements to your vehicles.
Grand Caravan 145/600 - More of an organization than a technology per se, the grand caravan is a concept to get around the damage to the rail network by hauling all essentials for survival and productivity through the forest
Harvester Mech 92/1500 - Basically a moving sawmill on an upscaled centipede mech base, this enormous vehicle would eat its way through the forest and produce refined materials out the back
Light Mech Jump Jets 174/600 - With the personal design finalized and improvements in materials and aeronautics, you now think you could add jets to your lighter mechs
Orbital Shuttle 174/800 - A simple design, this would be your first SSTL spacecraft, although it would have to land at a friendly base to refuel
Superheavy Vehicle Theory 107/3000 - At a certain point, making bigger and heavier vehicles becomes pointless... unless you can rethink the entire concept

Weaponry
Anti-Orbital Railgun 2180/4000 (Req. Field Physics III) - Sometimes you just want to put a slug moving at escape velocity into something in orbit, and for that you need a really big gun. It would be a ridiculous power hog, but you could engage previously untouchable targets. You just need to get the small scale prototypes to stop tearing themselves apart in testing.
Battle Cannon 28/350 - Basically a howitzer meant for installation in a vehicle and with a generally flatter set of ballistics Heavy, CK
Boiler Pistol 1871/5000 (Req. MAD or Materials Science III) - Formerly dubbed "Mystery Pistol" testing has revealed this to be a "Quantum Phonon Coupled Transmission Laser Pistol" AKA Boiler Pistol. Photons of its laser shot couple with solid matter such that minimal energy is transferred. Against dense armour the shot just passes right through, but against light polymers or liquids (AKA squishy organic matter) it quite efficiently dumps its energy. Organic foes hit by it boil from the inside out and tend to explode, their armour turned into shrapnel against those near them. Can now be recharged and fired.
Crude Disruptor Field 64/2000 - Your knowledge of field physics can let you produce fields around matter that helps disrupt the bonds of other materials. The initial designs are probably only going to be good for industrial purposes or mounting onto mechs Field, Heavy
Grav Pistol 136/2000 (Req. MAD or Materials Science III) - A pistol sized gravity projector, it is far more useful against heavily armoured targets than lightly armoured ones as the mass of armour will crush its own wearer. (+20% RP generation from multiple intact specimens). Grav, personal
Heavy EM Rifle 349/800 - Too heavy for a normal person to use, this weapon straddles the line between standard EM rifles and the EM SAW design
Hypervelocity Missile 174/2700 - Better engines and hotter burning fuel means that you should be able to push missiles into the hypersonic regime
Intense Plasma Cutters 101/1200 - Improvements of knowledge of plasma and containment fields allows for the plasma cutters to be made even more intense and focused, producing a much more aggressive set of weaponry Plasma, personal
Man Portable Lascannon 112/3000 (Req. MAD or Materials Science II) - A man portable laser anti-tank system, what this weapon lacks in rate of fire it makes up for with sheer energy deliver (+20% RP generation from intact and salvageable specimens). Laser, heavy
Man Portable Multilaser 82/2500 (Req. MAD or Materials Science II) - A somewhat lighter version of a vehicle mounted light anti-materiel and anti-infantry weapon that uses a multiple lens system to project a veritable rain of laser fire (+20% RP generation from intact and salvageable specimens). Laser, heavy
Plasmagun 0/2500 (Req. MAD or Materials Science III) - A rifle sized plasma projector that allows an infantryman to be packing around a light anti-materiel weapon with little more bulk than their standard issue weaponry, although the weapon does not get nearly as many shots as a less powerful assault rifle (+20% RP generation from multiple intact specimens). Plasma, personal
Plasma Pistol 0/2500 (Req. MAD or Materials Science III) - A pistol sized plasma projector that allows an infantryman to be packing around a light anti-materiel weapon with little more bulk than a normal pistol (+20% RP generation from multiple intact specimens). Plasma, personal
Quasi Ideal Ferrimagnetic Materials 211/300 - By altering the fine grain structure of certain ferromagnetic/ceramic blends, materials that have a more idealized magnetic response curve can be produced, allowing stronger magnetic fields to be applied to them before they encounter non-ideal behaviour that prevents projectiles from achieving a higher ultimate velocity
Rotary Quench Gun 1790/4500 - With your knowledge of the systems necessary for the ultra rotary cannon and the rest of your EM weapon experience, you have the capacity to create a rapid firing anti-tank weapon. The bulk would be incredible though. EM, Superheavy

Xeno Knowledge
Mantis Interrogation 0/400 (Req. Live Mantis specimen) - To understand the motives of the Mantis attacks more intelligence on them is required. The majority of this project is figuring out how, either by working out their means of communication or mapping out their nervous system for more direct methods of interrogation

Note: Design Logic projects cause all other projects under their umbrella to advance by 25% of their total RP requirement

Note: Designs mean that if you have the parts you can assemble the design. Being able to build the parts from scratch is frequently another research project.
Bioweapon Cure - category, flavor text
Chlorine Trifluoride Darts - update flavor text While no one is crazy enough to carry around this extremely destructive material, the Face Melter Dragonfly gets around this by converting other materials into the corrosive during the firing process, which you could probably replicate. WARNING: Requires a minimum of 50 RP a turn to avoid a minor disaster
Hyperdrenaline - An advanced synthetic form of adrenaline, this provides a long lasting, non-addictive boost on demand, although it also places significant stress on the body
Improved Explosives II - You have institutional knowledge of how to make explosives with a tremendous amount of bang for their buck
Improved Fertilizer III - By carefully altering the chemistry for the fertilizers used in your hydroponic farms combined with plants capable of taking the bombardment of nutrients you are able to increase yield by 100%
Improved Fuel - It is relatively easy to make things explode, but experience with this has also improved your capacity to make things that do not quite react so quickly, allowing you to store more energy in chemical fuels, making them more useful for various applications
Improved Propellants II - You can pack a lot of punch into a chemical package. While this isn't of much use for personal weaponry, it is starting to make your heavier weaponry competitive with your heavy EM systems
Pharmaceuticals III - More complex synthetic medications allow for improved health and wellness while also returning fertility control to women, decreasing general attrition by 3%, improving happiness, and adding a bonus for characters wanting to actually get pregnant
Sap Filtrate Processing - The sap from the trees is toxic due to dilute metals that you process out. Right now the filtrate is a mass of organometallic sludge that is uneconomical to process, but now you gain 1 refined resource for every 8000 sap you collect
Sawmill Sap Collection - By collecting sap from harvested trees an amount of food can be collected equal to 100 units of sap per raw resources refined in a sawmill

Computing
Artificial Intelligence II - update flavor text You have worked out the principles of designing LAIs from scratch and can now incorporate these advanced programs into all walks of life
Autotracker - A not particularly sophisticated but still immensely useful LAI system, the autotracker greatly aids in aiming with sufficiently stabilized heavy weaponry. Computing
Ephemeral Engine - Update flavor text A very specific form of research computer, this device excels at more holistic processing and would be of immense use to researchers.
Muse Networking - flavor text
Networking III - update flavor text You have completely captured the basic principles of networking systems together and the free exchange of information. Overrun threshold reduced to >25 RP over rather than >100 RP over and research centres can be networked together to give a x4 multiplier for the primary researcher. On joint research project, the addition of a research centre also increases the multiplier for secondary participants to x2 Computing
Optical Computing - Rather than using electronic or chemical signals, you can use optical signals to carry information for processing, which if done correctly has a number of advantages, although it also has a few disadvantages as well. Computing, Laser
SmarTimer - An interesting piece of LAI software that integrates with not just your systems but the entire network and helps manage appointments and activities with speed and efficiency while remaining unobtrusive to an extent impossible for less sophisticated "dumb" time management software, allowing for 1 additional personal action, up to a maximum of 3 per turn
Wet-Optical Computing - update flavor text More than just tying brain matter and fibre optics together with electronics, this seeks to integrate both esoteric methods of computing directly with each other Computing
Wetware Computing - The brain is already a potent computer in its own right, and while there are certain ethical considerations in using neural tissue as a processor, there are certain advantages to be had as well. How such technology is used is up to the people who have it. Biomedical

Education Reform
Student Projects - Students just about to graduate should have most of the skills of their fully educated peers, so by making them work at projects related to your research you can squeeze extra productivity out of your teaching centres. Gain +10 RP a turn based on what classes are in (Academics can go to anything, Artisans go to Industrial Projects, Soldiers to Weapons or Military Projects). If no applicable project is being researched the RP will go to a random applicable project. Social
Campus Synergy - Multiple teaching centres in the same settlement increase the bonus from student projects as the increased interaction generates extra results
Continuing Education - By encouraging adults who have ostensibly already gone through the majority of their education to continue training even later in life, you should be able to improve the output of specialists from other institutions (temples, officer academies, etc.)
Improved Teaching Methods IV - update flavor text You have reduced the need for teaching staff by two-fifths and increased the students trained by 50%
Teaching Hospitals - Your doctors are also trained in ways to help pass on ways to pass on their knowledge. Hospitals now produce academics Social
Willpower Training - You have incorporated some of the knowledge on self control you have picked up into the standard curriculum, although it costs more. Currently cannot be streamed.
University - A center for learning, a University can induce large improvements in education, research, and administration by providing extensive facilities for such endeavours.

Forbidden Knowledge
Basic Psychic Research - Through observation of cloned brain material taken from ARE agents, you have been able to confirm the existence of psychic powers as an actual phenomenon, allowing you to formally research and discuss such things without sounding like a loon
Basic Psi-Warp Interactions - update flavor text Psychic powers are entirely dependent upon access to the Warp, so studying these interactions is fundamental to learning more.
Crude Psybernetics - You know how to integrate psyker brains with cybernetics, allowing for the augmentation of psykers or the implantation of psyker brains into others, if you are feeling particularly crazy
Crude Psi-Detectors - The size of a small vehicle, these medical scanners are capable of detecting tell-tale traces of psychic activity in the brain, although their size and high false-negative rate make them less than ideal
Dandriss Dragon Knowledge - update flavor text A new predator emerged recently that seems to target humans and Eldar, this species (or possibly genus, there are a variety of different types that could be different phenotypes of the same species or different species altogether) warrants further investigation, if only for survival!
Dandriss Flora-Warp Interactions - update flavor text The plants on Dandriss have peculiar reactions to the energies of the Warp of the kind that you are very interested in studying, but to get proper data you will need some way to control their exposure to said energies Local Adaptation
Dandriss Life Secrets II - By careful analysis of the genomes and metagenomes of the species involved in the incident at Glass Canopy, you are able to confirm that there is nothing particularly special about the location; the plants there are almost identical to those found elsewhere on the planet. What is however interesting is that of the differences that cannot be attributed to individual variation, the plants at Glass Canopy appear to have picked up a few thousand years of additional genetic drift in comparison to their peers. It appears that exposure to certain forms of energy are not merely causing rapid growth, but growth that is almost inter-generational rather than psuedo-cancerous, as was first assumed. Further analysis of the fauna has shown a number of deeply conserved alleles that could be key to these properties. Local Adaptation

General
Aeronautics III - update flavor text With most of the atmospheric design principles out of the way, you can reliably construct basic rockets, and most kinds of aircraft, useful for scouting, transport, and war
EM Weapons Design Logic - STC designs all tend to follow the same general logic for how they are laid out. If you can figure out this logic then you will be starting EM weapons design projects with some of the work already done.
Field Physics III - update flavor text (from I) You now understand how to manipulate the containment fields of your fusion reactors both theoretically and practically, opening up new avenues of research
Industrial Automation II - Getting the machines to do the work has been a time honoured tradition since Terra, although your capacity to do so has slipped. You have managed to make reductions to both skilled and unskilled labour. Robotics
Industrial Design Logic - STC designs all tend to follow the same general logic for how they are laid out. If you can figure out this logic then you will be starting industrial design projects with some of the work already done.
Laser Physics II - update flavor text You understand the basics of designing and building high intensity lasers that do not suffer excessive blooming or scattering in atmosphere
Materials Science III - Your knowledge of materials science includes a vast array of materials, including ones that require extreme conditions to produce
Miniaturization III - update flavor text Through careful study of pre-War technology, you have discerned most of the clues as to how to pack the same amount of technology into a smaller space, which has caused small benefits all around and opened up new research avenues.
Nanotechnology I - You have figured out the basics of working with matter on a nanoscale and the doors that opens up
Plasma Physics II - update flavor text You have more than just a summary understanding of how plasma behaves and how fusion reactors work, although your understanding is far from that of what it once was, and you are starting to realize that your power systems are running inefficiently
Robotics II - update flavor text You can build on your own semi-autonomous systems
Ukko STC Study - The design for the Ukko lets you build them, but study of the STC will advance your knowledge of Aeronautics, Materials Science, and Vehicle Reactors considerably. Provides +300 RP to each of those fields

Infrastructure Design
Autoplant - The Vehicle Foundry sacrifices flexibility for throughput and the Autoplant goes even further. While hardwired for a single design, it can run day and night with minimal supervision so long as it is supplied power and raw materials. It can even repair its own internal components.
Biomedical Design Logic - Complex biomedical infrastructural tools all tend to follow the same patterns so by understanding them this will make future research simpler, granting 25% completion
Backup Fusion Reactor - With the right parts you can build a backup fusion reactor. Industrial
Chip Foundry - A factory for fabricating microelectronics, it can also be used to push the boundaries of computing science by serving as a research facility for that branch of science and technology
Cloning Tank Design - You understand all the complexities of assembling new cloning tanks from scratch, opening up new possibilities. Biomedical
Compact Fusion Reactor - The backup fusion reactor is about the size of light vehicle, which makes it ill suited to being used in vehicles. Combining your knowledge of fusion and miniaturization, you could make something small enough to fit into a vehicle, providing nearly unlimited range. Vehicle, industrial
Compact Power Cells - These power cells pack a lot of punch and can be used to either give light vehicles without their own reactors extra endurance, or to give personal devices more power. Vehicle, personal
Cybernetic Surgery Design - This sophisticated suite makes the installation and integration of cybernetics quick and nearly painless. Biomedical
Dandriss Grade Lumbermill Saw Design - With the right parts you can build the automated industrial laser and plasma saws needed to efficiently segment the trees of Dandriss. Industrial
Efficient Grow Lamps - Shifting away from the impromptu incandescent grow lamps you have been using, these devices use more efficient blended LED structures to produce a mixture of wavelengths ideal for photosynthesis and the maintenance of plant, so that less energy is used for better results
Industrial Fusion Reactor Design - The size of a small building, this fusion reactor provides an enormous amount of power while essentially running on water. Able to power a significant amount of industry on its own, it is a potent piece of technology. Industrial
Life Support Tank - Using systems from the cloning tank and cybernetic systems, it is possible to create an integrated life support system, which is also a critical component of the UHM design Biomedical
Rooftop Solar - Analysis of the solar plants and experience with automated systems has shown you the possibility of how to reduce the size of the equipment so that you can fit it atop your buildings. While not getting the same coverage as a plant, you can still extract some power. Industrial
Solar Plant Design - A surprisingly sophisticated design, this automated solar plant includes both the regulation systems and power storage to even out the availability of power even when the sun is not shining at the required intensity. Industrial
Tree Smelter Design - With the right parts you can build the reactor vessels that can separate out the metals from the trees of Dandriss. Industrial
UAM Design - You can now make UAMs from scratch or from jail broken UAMs, allowing for much more industry to be automated. Industrial
UAM Jailbreaking - You have cracked the coding, and now all of your UAMs can build anything you have the design and raw materials for. Industrial
Universal Healing Machine Design - update flavor text An incredibly complex piece of medical technology, the UHM can nearly work miracles so long as it has a living brain and organic feedstock. Figuring out the design can also lead you to figure out how to build parts for biomedical technology. Biomedical

Local Adaptation
Barding - Almost like applique armour for human made AFV's, this barding makes roachrhinos even harder to take down
Dandriss Wildlife Feedstock - You can now produce Dandriss flora that you can safely grow and handle that can still be fed to the local wildlife
Diamondback Tiger Parasite - flavor text
Diamond Back Tiger Domestication - update flavor text A particularly ferocious species of predator, these creatures do however appear to have the sort of behaviours that could make them domestication targets
Dragonfly Domestication - The dragonflies of Dandriss are mostly predatory fliers that your academics tell you fill ecological niches similar to Terran birds of prey, and they suspect that they could be used similarly to the ancient art of falconry, and could be a boon to your jaegers
Edible Grenade Fruit - You have managed to develop several breeds of grenade fruit that can attached to wild trees to parasitize them and produce edible fruits, increasing the value of your harvests
Edible Local Harvest - Can collect sap and turn it into food at an efficiency of 6 food per worker with no power or space requirement. Causes 1% attrition at 100% of food supply
Extra Armour - By taking choice pieces of animal carapace, you can reinforce key components of your mechs with minimal extra weight, giving you extra survivability
Face Melter Dragonfly Domestication - A particular nasty species of Dragonfly, the Face Melter fires glass darts of corrosive capable of corroding and setting most materials on fire by hitting them with darts loaded with chlorine trifluoride. While not a dragonfly for beginners, this species has remarkable military applications, and its genome should reveal further secrets.
Face Melter Dragonfly Genetics - The Face Melter species has a number of strange and unique adaptations, and studying its genome and molecular biology could provide some very interesting insights
Fissile Material Harvest - You can harvest fissile and fertile isotopes from Pile Trees for your own purposes, which can include accelerating the growth of pile tree curtain walls or for energy generation. Sometimes very quick energy generation.
Improved Sap Purification - Allows construction of Sap Purifier. Improves sap yield to 8 food per worker and eliminates attrition.
Grenade Fruit Cultivars - The grenade fruit is parasitic, which means that it is uniquely suited to being grown in controlled conditions because a hydroponic feed can simulate a tree branch. The cultivated versions provide free access to personal scale explosives without requiring dedicated industry.
Leaf Armour - Specially bred and harvested leaves can be treated with some of the hardening agents for the building bark armour can produce personal armour that provides decent protection against small arms fire and blades. Cost: 1 Raw/50 Suits, 10C/suit
Local Building Materials - Can construct new buildings using the armoured bark of the trees, although they are not as good as the old materials. During disasters buildings made from these materials suffer attrition. Being inside a curtain wall made of pre-War armour reduces attrition taken by 10% (note: standard firestorm damage is 10% attrition)
Local Meat Purification - Now that you know how to purify the local meat, every soldier trained as a Jaeger automatically brings in 2 food a turn
Local Wildlife Carapace Armour - Some of the local fauna is better described of as AFVs than animals, and you have been able to take advantage of that by figuring out how to turn their carapaces into heavier armour for your troops
Hydroponic Adaptation - You can now cultivate a wide variety of Dandriss plant species hydroponically, improving your ability to cultivate pile trees for building curtain walls and opening up new research possibilities
Medicinal Plants III - update flavor text (from I) There are local plants that, with a bit of work, can be used to create some basic medicinal products. +1% growth
Pile Tree Cultivation - Pile trees have incredibly tough, dense bark that can withstand an immense amount of punishment, even when compared to the local flora. They however are also intensely radioactive, making their direct utilization a bit difficult, although you can also grow them outside of native sources of fissile material with the right tending.
Portable Sap Purification - Can collect sap without requiring permanent infrastructure. Can generally allow an individual to support themselves while on the move, although can also cause up to 1% attrition if only food source used
Recreational Plants - There are some chemicals in certain plants that, provided their source could be made less than immediately fatal to consume, could have a variety of recreational effects.
Roachrhino Domestication - The roachrhino is a large herbivore that is relatively docile, all things considered, and has demonstrated a capacity to be tamed, making it useful for meat and raw materials
Roachrhino Cavalry - With enough of the domesticated animals now available, you can work on breaking them in for riding and for combat purposes
Skyscraper Sculpting - Cutting down trees for armour imposes limits on how high you can build with them structurally, but by growing trees in place using hydroponic scaffolding and careful tending, you can essentially sculpt larger buildings into place
Terran-Dandriss Fauna Hybridization - update flavor text Having mapped a huge number of Dandriss life genomes and having some clues as to their interactions with the rest of the universe, it may be possible to start transferring genes between archival species from Terra and the fauna of Dandriss.
Terran-Dandriss Flora Hybridization - After a massively extensive genomic survey and insights into the full nature of Dandriss flora, you are now able to hybridize features from these two biospheres together
Underground Construction - update flavor text Building underground has risks and problems but at the very least it should provide the protection of an armoured curtain wall, along with experience in digging down on Dandriss.

Manufacturing
Biomedical Parts - While your jailbroken UAMs will let you produce anything you have the design for, working out how to build the parts from scratch would be useful Biomedical
Ductile Ceramics - Moving beyond conventional conceptions of what certain materials are, these non-brittle ceramics allow for superior performance in a number of areas where their thermal, chemical and mechanical properties elevate them above metals
High Temperature Superconductors - update flavor text Technically still requiring cryogenic conditions, these materials can nonetheless be maintained in a superconducting state requiring only moderate refrigeration rather than liquid helium or even liquid nitrogen. The applications are of course immense
Industrial Parts Manufacturing - You can build the components for most pre-War industrial machinery from scratch. Manufacturing type: Industrial

Military
Barracks Design - A singular structure for housing the living, training, and maintenance space for soldiers would greatly simplify how you recruit and organize them. Military
Command Centre - A centralized command and control centre for coordinating armies, this is a necessary component for anyone seeking to operate on a scale much larger than individual cities. Military
Command Throne - update flavor text While the "throne" is only the most outwardly obvious part, the concept of this piece of technology is to be able to rapidly assemble and display information for a single commander to give them a better understanding of battlefield conditions and to better coordinate forces.
Dragonfly Scouting - By integrating some of the more intelligent species of Dragonfly in with some surveillance gear, the Jaegers have a considerably improved ability to scout the woods Local Adaptation
General Staff Academy - update flavor text A complex topic, the qualities of good general officers is often at odds with the qualities of good junior officers, requiring a more complex way of thinking about the education of the officer corps
Mech Commander - By enhancing certain capacities, mechs can be used as command nodes for coordinating tactical elements by officers
Mech Legion - More than simply organizing mechs into squads, this is forming them up to ideally take advantage of their strengths in mutually supporting roles
Military Academy - A centre of higher learning for officers, it passes on skills of strategy, tactics, logistics, and leadership while also frequently providing education for non-military careers after retirement. Military
Proving Grounds - A complex for testing out new weapons and tactics, it can be used to research military or weapon design or serve as a research centre on said projects. Military

Personal
Archival Tool Design - A Limited AI for archiving information, if this device were in widespread use it could help your research efforts greatly. Analyzing it is also likely to lead to new research opportunities in computing and networking. Personal, AI
Armoured Exoskeleton - flavor text
Basic Cybernetics - Replacement limbs just as good as the originals and basic Mind-Machine Interfaces are the purview of this level, which leads to more advanced topics. Cybernetics
Blood Guard - update flavor text A sophisticated piece of cybernetics and nanotechnology, this implant serves almost like a complementary synthetic immune system Biomedical, Nanotech
Bodyglove Armour - flavor text
Flak Armour - update flavor text The standard body armour of most backwater security guards, flak provides decent protection against most light weaponry and is generally considered "better than nothing" by most professional soldiers elsewhere in the galaxy
Materials Analysis Device - A sort of cheat, your UAMs have far better capacity to produce materials than you do, so by using this scanner you can shortcut a lack of knowledge on the materials science for certain items
Muse - An evolution on the Learning Tool, by integrating the systems directly into the brain considerable boosts to intelligence and learning are possible.
Organ Replacement Cybernetics - update flavor text Replacing limbs is easy, but replicating the function of organs is not, even though replacing certain systems with artificial systems can be so much more efficient Cybernetic, Personal
Personal Boost Jets - update flavor text While flight is impossible, these miniature thrusters can be used to assist running, jumping, and acrobatics, although use without heavy augmentation to at least the legs is ill-advised. Personal
Personal Equipment Integration - By using MMIs it is possible to directly tie certain personal equipment into the nervous system, gaining certain benefits. Many personal items can now be installed inside a person. Cybernetic, Personal
Personal Scaling Gear - update flavor text The devices that allow Spider and Arachne mechs to walk up vertical surfaces involve a number of systems that could be miniaturized for personal use, allowing an individual to rapidly move up and down vertical surfaces normally considered impossible without external support
Survey Monocle Design - update flavor text A sophisticated miniaturized suite of sensors and measuring equipment, this is an extremely compact and advanced piece of hardware useful for military range finding and civilian purposes, and analysis can lead to more complex advances. Personal
Synthethic Carapace Armour - update flavor text Using your new knowledge of materials science you should be able to make a durable form of armour that is competitive with the animal carapace you are already using but somewhat lighter

Social Reform
Elder Shrine - update flavor text An outgrowth of wetware computing and Grave Tender philosophy, while preservation of personality indefinitely is currently impossible, it seems likely that preservation of knowledge and wisdom for centuries or even millennia would be possible if the elderly, the ends of their lives before them, were to donate their brains to continue on in a dreaming half-life. Biomedical, Computing
Knighthood - update flavor text While the nobility has mostly been a set of fancy hereditary titles for the rich who already owned property, the immense power of the larger vehicles and the amount of training required to get the full use out of them makes the creation of a military elite closer to the primordial origins of nobility a viable possibility
Mech Tilt - category, flavor text
New Social Models - update flavor text People grow increasingly distant from the Starfall, and there are growing movements to reform society towards current needs and to suit the new cultures that have emerged rather than clinging to the past. WARNING: May implement on its own starting after Turn 75, possibly triggering a revolution
State Museum - flavor text
Theatre District - flavor text

Vehicles
Advanced Fighter Concepts - update flavor text Improvements in your understanding of aerodynamics means that you have the capacity to improve the functionality of your fighters by introducing new features
Arachne Mech - flavor text
Basic Air Superiority Fighter - More or less a supersonic platform for guns and missiles to use against other aerospace targets
Basic Transport - This aircraft can be used to shuttle goods or people long distances, although it has no offensive or defensive capacities
Centaur Mech - update flavor text A medium mech design, this platform increases the number of legs to increase stability and carrying capacity
Centipede Mech - A variation on the land train, this design hooks together a number of oversized quad mechs in a train configuration. While slower, more expensive, and having less capacity to haul materials, the design is able to move through the forests with ease Vehicle
Drone Vehicles - update flavor text A simple enough system concept to replace the human element of piloted vehicles with machinery for semi-autonomous work, it does require a bit of work to get just right
Forestry Mech Design - These bipedal suits are designed for harvesting and handling Dandriss flora, which makes them fearsome weapons in a pinch, although their power supplies are noticeably lacking due to paranoia over that very fact. Useful in military and industry. Vehicle
Forestry Mech Militarization - The forestry mechs are industrial tools first and weapons by improvisation. By reworking their design you would strip out their uses in forestry but make them much more effective weapons of war. Vehicle, Military
Medium Mech Design - At up to 6 m tall, these bipedal walkers are capable of carrying full vehicle grade heavy weaponry or serving in massive industrial roles. Vehicle
Land Train - Basically just an oversized truck with a compact fusion reactor to haul trailers, this should be a cheap and efficient way to get people and cargo moving in bulk quantities through the rail network without having to bother with fixing the damaged energy systems for the original maglevs. Vehicle
Large Mech Design - Topping out at 12 metres tall and hundred tonnes, these immense machines beggar belief at the fact that they can move. In fact seeing them in action can cause vertigo and even panic attacks since they simply should not be by the human mind. Incidentally, your engineers think that you could go bigger Vehicle
Quad Mech - A four (or more) legged design useful as a utility or cargo vehicle, this platform can also have large, non-man portable weaponry squeezed into it, although no major armour can be applied in such a case. Vehicle
Spider Mech - An arboreal design, these small vehicles are meant for scaling and traversing the trees. Vehicle
Tarantula Mech - update flavor text The spider mech is capable of scaling vertical surfaces, but its size is restricted to medium mechs and under. The Tarantula design would allow for even large mechs to incorporate this scaling ability
Ukko STC - A potent CAS aircraft, this is an absolute bear of a machine designed for inflicting massive damage on ground targets and shrug off return fire. Vehicle, Aircraft, Military
Vehicle Reactor Reinforcement - You can mount a fusion reactor in any vehicle big enough to carry one, which gives you many more size options Vehicle, Plasma
Viceroy-class Low Orbital Personal Transport Design - update flavor text A SSTO craft capable of repeated launches before refuelling, several sub-systems will likely require their own research projects to build, or even understand, but even just obtaining the design should open up aerospace projects. Vehicle, aerospace, exotic

Weapons

AAA Mounting - A combination of a fast tracking mounting to sit lighter weaponry in, modifications to the weapons to avoid over stressing them while swinging them about to track an airborne target, and the electronics to aid in tracking said targets
Air-to-Air Missile - Adjusting the payload and guidance, you can build off the design you already have to produce a dedicated anti-air guided missile weapons Heavy, missile
Air-to-Surface Missile - Upping the payload and then making sure that the design is stable will give you an effective dedicated ground attack guided missile weapon Heavy, missile
Assault Cannon - A smaller version of the rotary autocannon with less range but a similar amount of punch, it could be fielded by your smaller mechs or mounted on lighter vehicles without sacrificing military capacity. Heavy, CK
Automated Sentries - While not exactly the most discriminating of systems, hooking emplaced sentries up to weaponry and an IFF system makes for a good method of protecting fixed locations
Autocannon - An automatic 40mm cannon, this weapon is not man portable but provides plenty of firepower for vehicles or static emplacements Heavy, CK
EM Battle Cannon - Definitely not meant to be fielded by anything less than a fairly heavy vehicle or as part of an emplacement, this design would be able to fire either massive hypervelocity penetrators or very large quantities of high explosive. EM, Heavy, Vehicle
EM Anti-Materiel Rifle - An aggressively potent weapon for being man portable, this weapon is of immense use against light vehicles and make for a potent sniper rifle. Personal, EM
EM Field Gun Design - While only barely man portable with a team to carry it, these weapons pack more punch than your light autocannons and can be loaded with a variety of munitions Heavy, EM
Field Guns - While a relatively simple concept that "basically" amounts to scaling up your slugthrower rifles, these heavy weapons can also be build without using your UAMs. Personal, CK
Flamer - update flavor text With access to better fuel, the ancient flamethrower may have a new lease on life on Dandriss
General Purpose Aircraft Missile - The man portable versions need a few adjustments to be of best use, but with a bit of adjustment a missile that can be fired at air or ground targets from an aircraft can be developed Heavy, missile
Heavy Quench Gun - flavor text EM, Heavy
Howitzer - Thus are large cannons capable of lofting heavy shells on a ballistic arc. Heavy, CK
Improvised Plasma Warhead - Basically a plasma bottle with a small breaching charge attached to it, this is a nasty package, if rather inefficient. There has got to be a better way to do this. Plasma
Lasgun - update flavor text While inferior to your EM weapons in every way except for logistics, a simple laser weapon would be superior to the chemical slugthrowers currently being used by your militia. Laser, personal
Light Autocannon - Combining together the required tolerances of the field gun with the feed mechanisms of the machine gun, you should be able to make a light autocannon somewhere in the 20 to 25mm range, able to be either emplaced, vehicle mounted, or even man portable. Heavy, CK
Long Las - update flavor text A high intensity laser sniper rifle, what it lacks in stopping power (which it doesn't really lack) it makes up for in ease of use and durability. Laser, personal
Machine Guns - While inferior in every way to your SAWs, you don't need UAMs to build these automatic weapons. Personal, CK
Military EM Personal Weapons STC - Design patterns for EM pistols, carbines, assault rifles, marksman rifles, and grenade launchers. Personal, EM
Missile Rack - A system for mounting missiles on planes or mechs or vehicles. Heavy, missile
MLRS Artillery - For those times when you want to literally rain death on a target, accept no substitutes. Also, because you are basing these off of your missile launchers, these have limited terminal guidance capacity. Can be mounted on ground vehicles. Heavy, missile
EM Squad Automatic Weapon Design - A large calibre, rapid fire electromagnetic accelerator, this is the basic squad level heavy weapon available to you Personal, EM
Plasma Bottle - These fuel cells for plasma weapons appear to contain live stellar core type plasma held in suspension, somehow. You don't really know how, but you can make more and reload them, although they can be a bit volatile
Plasma Cutter Refinement - After reworking the design to be lighter and to have less control over the beam focus in exchange for more robustness, you have a useful if not particularly mobile close range assault weapon Plasma, personal
Portable Missile Launcher - Of Pre-Fall design, these missile launchers and their missiles are guided (both in fire-and-forget and active guidance modes) anti-armour weapons, with limited capacity for engaging low altitude and velocity air targets. Personal, Missile
Quench Gun - update flavor text Essentially an EM cannon that uses superconducting materials to generate enormous magnetic fluxes, it sacrifices some tactical flexibility and rate of fire for raw penetrating power, with the technology also having some special properties that other EM weapons lack. EM, Heavy
Rocket Pod - update flavor text Sometimes instead of a single large missile you need lots of fast firing smaller rockets for the purposes of saturation and suppression. Heavy, missile
Rotary Autocannon - An extremely fast firing multi-barrel weapon, this is meant for mounting in aircraft or on fixed mounts for static defence or super heavy vehicles Heavy, CK
Tactical Thermonuclear Warheads - Crude in comparison to the pure fusion starbombs that ravaged your world, these 200kT and below warheads can still ruin someone's day. Can be delivered as bombs, missiles, or artillery to surface or air targets. Atomic
Ultra Rotary Cannon - update flavor text The rotary cannon design can be pushed much further, but it needs radical rethinking of the implementation of the core concept. This system would reduce platoons of soldiers to fine red mist with a single pull of the trigger Super Heavy, CK
Weapons Platform - Heavy weapons can now be mounted on small quad mechs to allow them to be carried by infantry squads with a lower compromise of mobility

Xeno Knowledge
Mantis Autopsy - update flavor text You will need to do a dedicated dissection of the Mantis with full scientific controls if you want to start learning about them
Mantis Power Armour Study - update flavor text While not offering substantially better armour than your carapace suits, these armours have several interesting systems that could be of value to replicate
 
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An Academia Nut quest I found when it started rather than after it ended?

You have my attention:

Proposed start:
[X] Forest (A world overrun by megafloral, with as much space as possible taken over by colossal trees)
Deathworld, Yes.
[X] Colony World (Whether freshly established or used for resource extraction, your world was only sparsely settled and the damage was confined to a handful of major cities)
[X] Research Outpost (A place of learning and study, be it a university town or testing facility, you were far from anything of interest to take minimal damage, but not so far from the paths of travel to be completely cut off)
[X] Military (A brilliant strategist, you have a flair for battle and gain a bonus military action)


Reasoning:

1. Megaforests mean a supply of food and basic building materials, without ruling out possible industrial resources, water, or the like. Further, being a Deathworld makes this planet of lesser interest to powers amongst the stars that may have records of its' existence. Also, interesting storytelling aspect.
2. Combined with the Death-World aspect, being a mere colony world should hopefully mean we aren't worth anyone off-world coming looking for us with conquest in their minds. If we were a 'resource extraction' type, that also means we've got some nascent industrial capacity, even if it's nothing serious yet, and there should be trained personnel surviving to pass that knowledge on.
3. This is an interstellar setting. Knowledge and technology will be essential, starting out of a research base guarantees the availability as such, as well as most likely some basic industrial tools. A few machine shops might not be able to mass-produce to meet the needs of a civilization, but they can build the factories (albeit slowly) that will.
4. We're on the tail end of a war, and a Death World. Martial prowess is essential. The businessman option is tempting, but survival first, and we can't just have everything.
 
[X] Forest (A world overrun by megafloral, with as much space as possible taken over by colossal trees)
Deathworld, Yes.
[X] Colony World (Whether freshly established or used for resource extraction, your world was only sparsely settled and the damage was confined to a handful of major cities)
[X] Research Outpost (A place of learning and study, be it a university town or testing facility, you were far from anything of interest to take minimal damage, but not so far from the paths of travel to be completely cut off)
[X] Military (A brilliant strategist, you have a flair for battle and gain a bonus military action)
 
[X] Volcanic (A world wracked by cataclysmic seismic upheaval such that it is barely survivable by humans)
[X] Industrial World (Taken over to the machinery to build tools for other worlds in the galaxy, pollution was a problem before the bombs started falling to flatten the workshops and apartment complexes and has only become worse since)
[X] Research Outpost (A place of learning and study, be it a university town or testing facility, you were far from anything of interest to take minimal damage, but not so far from the paths of travel to be completely cut off)
[X] Scholarship (A student and hopeful innovator of the devices and ways of the Old World, you are now one of its preservers and gain a bonus research action)
 
[X] Forest (A world overrun by megafloral, with as much space as possible taken over by colossal trees)
[X] Deathworld Y
[X] Colony World (Whether freshly established or used for resource extraction, your world was only sparsely settled and the damage was confined to a handful of major cities)
[X] Ruins (Less energetic means of destruction already rolled through this place, taking it off the targeting list for the truly devastating weapons, although you could see their glow across the horizon the day the world ended)
[X] Wealth (Brought up among the business of doing business, you know how to organize and manage projects and gain a bonus project action)

Ruins are great! Lots of other people and damaged stuff that can be brought back to function, and a foundation to rebuild on.
 
[X] Forest (A world overrun by megafloral, with as much space as possible taken over by colossal trees)
Deathworld, Yes.
[X] Colony World (Whether freshly established or used for resource extraction, your world was only sparsely settled and the damage was confined to a handful of major cities)
[X] Research Outpost (A place of learning and study, be it a university town or testing facility, you were far from anything of interest to take minimal damage, but not so far from the paths of travel to be completely cut off)
[X] Nobility (Whether formal or informal, your family has long held hereditary power and you have been well educated in all the subtle ways of keeping that power and gain a bonus intrigue action)
 
[X] Forest (A world overrun by megafloral, with as much space as possible taken over by colossal trees)
Deathworld, Yes.
[X] Colony World (Whether freshly established or used for resource extraction, your world was only sparsely settled and the damage was confined to a handful of major cities)
[X] Research Outpost (A place of learning and study, be it a university town or testing facility, you were far from anything of interest to take minimal damage, but not so far from the paths of travel to be completely cut off)
[X] Military (A brilliant strategist, you have a flair for battle and gain a bonus military action)

ETA: I was tempted by the Scholar background to really take advantage of the outpost, and definitely would have picked that if it wasn't a death-world, but the Military option should hopefully add some survivability especially in the vulnerable early game. No point having the best tech if you get steam-rolled before you build enough of it :)
 
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[X] Forest (A world overrun by megafloral, with as much space as possible taken over by colossal trees)
Deathworld, No.
[X] Settled World (Having at least a few centuries of significant settlement and development, there were at least a dozen cities with more than ten million people and at least a billion people living in some degree of technological comfort, although this also meant that the war has devastated much of the best living space)
[X] Research Outpost (A place of learning and study, be it a university town or testing facility, you were far from anything of interest to take minimal damage, but not so far from the paths of travel to be completely cut off)
[X] Wealth (Brought up among the business of doing business, you know how to organize and manage projects and gain a bonus project action)



Boom build. forest for easy resource and housing, settled world so we are industrially and population wise not crippled, research for the tech up and wealth for that extra action to have even more of a growth. No point in taking deathworld since int would eat into the actions and budget for no real reason. Build up fast and get enough growth to reestablish proper planetary defense. Hell we might even be one of the first to regain star travel if we play our cards right and are not going to be the indigenous populations greeting or warding of explorers, pirates and merchants since we are going to be said startravelers.
 
ACADEMIA NUT QUEST?!









[X] Volcanic (A world wracked by cataclysmic seismic upheaval such that it is barely survivable by humans)
[X] DEATHWORLD
[X] Colony World (Whether freshly established or used for resource extraction, your world was only sparsely settled and the damage was confined to a handful of major cities)
[X] Research Outpost (A place of learning and study, be it a university town or testing facility, you were far from anything of interest to take minimal damage, but not so far from the paths of travel to be completely cut off)
[X] WOMAN
[X] Military (A brilliant strategist, you have a flair for battle and gain a bonus military action)



LET'S DO THIS
 
[X] Volcanic (A world wracked by cataclysmic seismic upheaval such that it is barely survivable by humans)
[X] DEATHWORLD
[X] Colony World (Whether freshly established or used for resource extraction, your world was only sparsely settled and the damage was confined to a handful of major cities)
[X] Research Outpost (A place of learning and study, be it a university town or testing facility, you were far from anything of interest to take minimal damage, but not so far from the paths of travel to be completely cut off)
[X] WOMAN
[X] Military (A brilliant strategist, you have a flair for battle and gain a bonus military action)
 
[X] Forest (A world overrun by megafloral, with as much space as possible taken over by colossal trees)
Deathworld, Yes.
[X] Colony World (Whether freshly established or used for resource extraction, your world was only sparsely settled and the damage was confined to a handful of major cities)
[X] Research Outpost (A place of learning and study, be it a university town or testing facility, you were far from anything of interest to take minimal damage, but not so far from the paths of travel to be completely cut off)
[X] Woman
[X] Military (A brilliant strategist, you have a flair for battle and gain a bonus military action)
 
Proposed start:
[X] Forest (A world overrun by megafloral, with as much space as possible taken over by colossal trees)
Deathworld, Yes.
[X] Colony World (Whether freshly established or used for resource extraction, your world was only sparsely settled and the damage was confined to a handful of major cities)
[X] Research Outpost (A place of learning and study, be it a university town or testing facility, you were far from anything of interest to take minimal damage, but not so far from the paths of travel to be completely cut off)
[X] Military (A brilliant strategist, you have a flair for battle and gain a bonus military action)
 
1.2
[X] Forest
[X] Deathworld
[X] Colony World
[X] Research Outpost
[X] Woman
[X] Military

Dandriss is, by all historical accounts, a strange world even by the standards of the galaxy, and humans are most certainly not native to the planet. While relatively bucolic by the standards of other deathworlds in that the planet is not constantly trying to kill the population, the local life has run rampant, reshaping the surface in ways normally associated with intelligence. A chaotic riot of plant life has covered every available surface and then, according to the education of children, the plants went and drank the oceans. The great trees are utterly gigantic, their roots able to break apart stone and slurp up metals for incorporation into their armoured bark, the competition between the generations creating a mad arms race that makes the world so unexpectedly dangerous to human life.

Leaves with biodiamond and crystal blades? Dandriss had those beyond counting. Fall every autumn, the winds driving them in great storms of blades to try to cut down rival trees, or at the very least chip away at the bark, leaving a vulnerability for when the resilient debris and chips of metal dust eventually reached a critical mass and burst forth into apocalyptic firestorms that ran through every area, some annually, and then left toxic ash and asbestos in their wake. Trees that drank of deep ores and accumulated and manufactured organometallic toxins to try to poison their competitors and any animal life? While rarer, they were also in abundance. Parasitic vines that grew fruits loaded with high explosive compounds to propel their shrapnel like seeds into the bark of their new hosts? There were an overabundance of those. Wildlife that could survive in such forests? While rare they existed and had more in common with armoured fighting vehicles than terrestrial animals.

It was not an easy world to settle, even the civilian buildings needing to be built like armoured bunkers and forestry was more like mining, but the strange life made it appealing to investigate and the metal bark made for both exotic goods and an easy way to collect already mostly refined ores. Even the hazardous leaves could be exported as shiny curiosities. Unfortunately, the settlements were all too new, all too expensive and when the ships stopped coming the cost of trying to construct new buildings without outside aid became too great. Attempts were made to control population to prevent overcrowding or over extension of the hydroponic farms that kept the population fed, but that bred resentment and with each new natural or man made disaster the restrictions grew tighter and the populace complained more.

You were born in the slums of the capital city of Blackthorn and quickly signed up for the military, as those that did the bidding of the governor were guaranteed at least full rations and had the best chances of being able to successfully apply for marriage and reproduction licenses. While you weren't sure if you wanted to start a family, there were enough perks for those who did that it was an incentive to want to have an advantage if one day you decided that was what you wanted. You soon found that you had an incredible talent for soldiering and made a name for yourself. A bit too much of a name since you did not have the family connections to rise much further than you already had, and your competence had rubbed some of your superiors the wrong way. Hence you had been given the rank of warrant officer, a platoon, and shipped out to guard "an outpost of the utmost importance to the future of Dandriss", which coincidentally was about half a world away from Blackthorn.

The joke had, unfortunately, been on your superiors. You had no idea what had happened, what had tipped the situation over the edge, but by all accounts every settlement over 100,000 people on the planet had been hit by at least one starbomb, and act which had to have killed at least half the population outright and would likely doom the rest to starvation with the ruination of the farms that provided them food on a world with alien and often toxic flora. It was not a fate you are hoping to experience in person or for the people of Greengraft, the research town that was a subsidiary of Blackthorn University.

In the aftermath of the destruction of the world, the situation among the population of the research village was rather tenuous, considering that no one had particularly liked the appointed administrator, a man named Davion Kestrel who was some minor member of some branch family of the governor's family who had taken the appointment for some political scheme and really knew nothing about what the scholars of Greengraft actually did. While there had been those who wanted to follow Kestrel out of sheer inertia or the belief that the world would go back to the way it was before, the majority of the population had thrown their loyalty behind the academic leader, Provost Sammael Vultin, who had promptly handed control over to you due to being so badly out of his depth it wasn't funny. The fact that the soldiers under your command would only listen to you and thus he had decided that he did not want to gamble on trying to boss you around was a major factor, although that left you in a position of being the outsider with neither de jure authority nor the explicit consent of the masses.

The reports you were seeing were also extremely troubling. On the food situation with current rationing the settlement had about a year's worth of supplies, which could be stretched to two year's worth with strict rationing, but the people might go into open revolt if you tried to do that at this point. Worse yet, they definitely had the numbers to make a major showing of such a revolt, since your platoon was outnumbered by over thirty to one in terms of simple population, and with the forestry tools and hunting gear that could make some incredibly nasty weapons the numbers of potentially armed people still made trying to control through simple force almost impossible. Of course, they could also make a decently effective militia if put to proper use.

By the crude accounting you had used in your survey, you had about a thousand people who were really only useful for general labour, two hundred who could do more complex work that you had classified as 'artisans', and a hundred academics. The artisans and academics could do manual labour, but they would likely grow irritated and rebel if stuck doing things they felt beneath them for too long. From the surveys of the stores of gear, you could form a militia of sorts of about three hundred to supplement your professional soldiers, although they would need at least a month of drilling to make sure they would actually listen to orders most of the time.

A month you might not have. The nearest settlement, Shattersaw, had been struck by a starbomb that had shattered its core buildings, including completely wiping out the local garrison by all accounts. Most of the population had been killed by the blast and subsequent fires, but there were probably still thousands of survivors out in the woods, survivors who could become a problem if they were able to loot the remains of the garrison unchecked. Also, while most of the facilities had doubtlessly been destroyed, perhaps enough agricultural gear could be salvaged from the ruins of the city to keep Greengraft fed.

"Dia? Provost Vultin wishes to speak with you at your earliest convenience," Sergeant Finn Coil, your second in command for this whole mess, said, sticking his head into the office that had been handed over to you. Ah yes, you should probably get to talking with the Provost soon enough since he apparently wanted to do some things with his staff and research facilities. It would keep people busy, but then again you had no idea what your personnel needs were going to be so getting going on some sort of project seemed like a great way to get overly distracted. You might have to set aside the sort of meeting to discuss that sort of resource allocation for after you have made an expedition to Shattersaw.

Also, you needed to figure out what to do with the former Administrator, Davion Kestrel.

Talk with Provost Vultin now or later?
[] Speak with him now
[] He's a researcher, whatever he has to say can wait until after the expedition

Davion Kestrel is currently imprisoned, what do you do with him?
[] Speak with him, he might be useful
[] He can rot for all you care
[] He's a threat to your control of the situation, have him quietly disposed of
[] He's a threat to you and few liked him, publicly execute him as a show of force

You can send an expedition to the ruins of Shattersaw. Who do you bring? Raising a militia will take 1 month.
[] Take your platoon to quickly scout the situation (Take 40 soldiers)
[] Take your platoon and some porters to grab what you can to help stabilize the situation quickly (Take 40 soldiers and 100 labourers)
[] Take your platoon and a collection of specialists to look for the best finds (Take 40 soldiers, 100 labourers, 10 artisans, and 10 academics)
[] Raise a militia and take a significant force to gather goods with (Raise militia, take 20 soldiers, 150 militia, 300 labourers, 50 artisans, and 50 academics)
[] Raise a militia and take everybody (Raise militia, take entire population [will have option to resettle])

Occupied/Total
Labourers: 0/1000 (Militia: 0/300)
Artisans: 0/200
Academics: 0/100
Soldiers: 0/40

Rules: When mounting an expedition, the total number brought indicates the amount of goods that can be moved, artisans allow for more complex equipment to be recovered successfully, and academics can identify important technology. Soldiers and militia are used for fighting and can have an impact on diplomatic interactions.
 
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I am so fucking confused here it's not even funny.

I will be frank, I'm not good at 40K. Enough to get by and enjoy what I read, but formulating plans? Nuh-uh.

So...someone improve on this.

Talk with Provost Vultin now or later?
[X] Talk now

Davion Kestrel is currently imprisoned, what do you do with him?
[X] Talk to him, question him about his skills and knowledge.


You can send an expedition to the ruins of Shattersaw. Who do you bring? Raising a militia will take 1 month.
[X] Send an expedition

Labourers: 300/1000
Artisans: 40/200
Academics: 20/100
Soldiers: 15/40
 
You don't really need to know much about the setting, just the immediate concerns right now. At the moment it is safest to treat the situation like a standard post apocalyptic setting in a hostile environment.

However, if people feel that this was too open ended, I can provide a set of options for things to do rather than leaving it up to people to try to figure out themselves. I wanted to see what I could get away with in terms of detail. Also, if anyone has any questions on things as they stand at the moment, please just ask.
 
You don't really need to know much about the setting, just the immediate concerns right now. At the moment it is safest to treat the situation like a standard post apocalyptic setting in a hostile environment.
I noticed that after a bit. Hence why I was actually able to write something instead of fazzling about because I don't know what some things meant.

However, if people feel that this was too open ended, I can provide a set of options for things to do rather than leaving it up to people to try to figure out themselves. I wanted to see what I could get away with in terms of detail. Also, if anyone has any questions on things as they stand at the moment, please just ask.
You've actually given A LOT of detail and easy-to-follow options in the text. It's just that SV/SBers have a habit of overestimating the confusion and daunting-ness of the task when there aren't any X's and pre-made options to base ideas of.
 
Talk with Provost Vultin now or later?
[X] Speak with him now

Davion Kestrel is currently imprisoned, what do you do with him?
[X] Speak with him, he might be useful

You can send an expedition to the ruins of Shattersaw. Who do you bring? Raising a militia will take 1 month.
[X] Take your platoon and a collection of specialists to look for the best finds (Take 40 soldiers, 100 labourers, 10 artisans, and 10 academics)
 
Talk with Provost Vultin now or later?
[X] Speak with him now

Davion Kestrel is currently imprisoned, what do you do with him?
[X] Speak with him, he might be useful

You can send an expedition to the ruins of Shattersaw. Who do you bring? Raising a militia will take 1 month.
[X] Take your platoon and a collection of specialists to look for the best finds (Take 40 soldiers, 100 labourers, 10 artisans, and 10 academics)
 
Talk with Provost Vultin now or later?
[X] Speak with him now. He has the support of the people, and if nothing else, that alone makes him worth treating with some respect.

Davion Kestrel is currently imprisoned, what do you do with him?
[X] Speak with him, he might be useful. Make it clear that while we did not have him imprisoned, we're a soldier and our duty is to protect the citizenry. Sound out his reaction to that, get a feel for his personality/personal objectives.

You can send an expedition to the ruins of Shattersaw. Who do you bring? Raising a militia will take 1 month.
[X] Take most of the platoon, but leave Sergeant Coil and nine others behind to start training a militia (30 soldiers leaving). Bring 100 laborers, 10 artisans, and 10 academics to search for important equipment and recover it. Keep an eye out for non-hostile and potentially useful survivors on the way.

I think the reasoning behind all of this is fairly self-evident.
 
Talk with Provost Vultin now or later?
[X] Speak with him now. He has the support of the people, and if nothing else, that alone makes him worth treating with some respect.

Davion Kestrel is currently imprisoned, what do you do with him?
[X] Speak with him, he might be useful. Make it clear that while we did not have him imprisoned, we're a soldier and our duty is to protect the citizenry. Sound out his reaction to that, get a feel for his personality/personal objectives.

You can send an expedition to the ruins of Shattersaw. Who do you bring? Raising a militia will take 1 month.
[X] Take most of the platoon, but leave Sergeant Coil and nine others behind to start training a militia (30 soldiers leaving). Bring 100 laborers, 10 artisans, and 10 academics to search for important equipment and recover it. Keep an eye out for non-hostile and potentially useful survivors on the way.
 
[x] Speak with him now
[x] Speak with him, he might be useful
[X] Take most of the platoon, but leave Sergeant Coil and nine others behind to start training a militia (30 soldiers leaving). Bring 100 laborers, 10 artisans, and 10 academics to search for important equipment and recover it. Keep an eye out for non-hostile and potentially useful survivors on the way.
 
[x] Speak with him now
[x] Speak with him, he might be useful
[X] Take most of the platoon, but leave Sergeant Coil and nine others behind to start training a militia (30 soldiers leaving). Bring 100 laborers, 10 artisans, and 10 academics to search for important equipment and recover it. Keep an eye out for non-hostile and potentially useful survivors on the way.
 
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