Gestalt (Human Group Mind in WH40K)

Renegade Space Marine - Warhammer 40k - Lexicanum
Apparently even Space Marines rebel without necessarily falling to Chaos.

Massacre at Big Toof River
Ork mercenaries are a thing


Macharian Crusade
Macharian Crusade - Warhammer 40k - Lexicanum

Adrantis Five - Warhammer 40k - Lexicanum
There's at least one flourishing human civilization here in the outer regions of the Segmentum Pacificus.
The Macharius Crusade is due to genocide it in two hundred years with a comet, not for Chaos or anything similar, but because it refused to submit.
Rogie traders are known to employ ork boyz as muscle on their ships. A writ of trade allows them to make such deals.

Thats the thing. A Rogue Trader can legally buy and sell with us. They have the exemption to the "no xenos" rule.
 
Rogie traders are known to employ ork boyz as muscle on their ships. A writ of trade allows them to make such deals.

Thats the thing. A Rogue Trader can legally buy and sell with us. They have the exemption to the "no xenos" rule.

Xenos, not Heretics, which we are by definition. They're still obligated to kill Heretics on sight or if they can't, report it to the other forces to do so.
 
I bet if we don't take off our power armors we can fake it.

You habe a point though.

Nah, it's apparently flagrantly obvious on sight that we're not using officially sanctioned Imperial Tech, which means Heretic by definition. Hence the PDF at that one agri-world losing their shit the moment they could see us and triggering a full mobilization to try and murder us.
 
Nah, it's apparently flagrantly obvious on sight that we're not using officially sanctioned Imperial Tech, which means Heretic by definition. Hence the PDF at that one agri-world losing their shit the moment they could see us and triggering a full mobilization to try and murder us.
It's more likely that it was a combination of them being extremely paranoid and it being our first real interaction with Imperials which ended up with us making several mistakes that we learned from for next time we interact with them. It should be pointed out that the galaxy is a pretty huge place so it's not that odd if planet sees a ship design that they haven't seen before. Especially if it's one of the more backwater worlds that only gets ships every few years.
 
Rogie traders are known to employ ork boyz as muscle on their ships. A writ of trade allows them to make such deals.
Thats the thing. A Rogue Trader can legally buy and sell with us. They have the exemption to the "no xenos" rule.
That I didn't know.
The quote I mentioned suggests an official Imperial military force was using Blood Axe mercs with no censure.
It says interesting things.

It also suggests that the Ork menace is considered manageable if they are taking them from world to world without worry.
It suggests that it doesn't take one spore, or even a bunch of spores to establish Ork presence on a world, but that you actually have to saturate it, and reach some magic density for an infestation to take root.

Anyway, interesting places in Segmentum Pacificus:
Precipice: Ship graveyard. In space. Millions of miles wide, with ships of multiple sources. Human, abhuman and xeno adventurers. Opportunity to raid computer systems, and get intel, or just to avquire large amounts of refined metal.

Kalidar: Mining World. Death World. Psy-reactive crystal mining planet, most of the native population are mutants, and there's a large incidence of psykers. Lots of natives, lots of uninhabited desert planet. Five hive cities, and an abandoned sixth. No space defenses, horrible living and working conditions for the miners. Potential for massive Stress gain from viewing living conditions.

Menazoid Epsilon: Sabbat Worlds. STC site. Presumed Federation ruins.

Persepolis: Hive World outside Imperial jurisdiction. Due to be conquered in two centuries.

Adenai Five: Hitech human world.

Valuable Resources
Lorelei
: Psy-reactive crystal. Used in making Force Weapons, Psychic Hoods and the like. Proximity is associated with paranormal activity and a markedly greater incidence of psykers.

Blackstone: Also called Noctilith by the Admech. Depending on use, may amplify or nullify warp/psyker phenomena. Was used in creating the Blackstone Fortresses and Cadian pylons. Most commonly found on tomb worlds, but deposits are present elsewhere. A source of conflict between the Necrons and Imperium by the 42nd Millenium.
 
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Turn 14 - 40,139 CE, Respite, Eris Victorious?
"Waaagh!"

Two and a half-thousand Ork throats shouting make for a fearsome sound. Two and a half-thousand Orks shouting while charging straight at you, undeterred by the radiation-burns of nearby nuclear detonations still marring their skin, even more so. And yet, today their war cries are drowned out by the "crack-crack-crack" of Erisian multi-spectrum lasweapons.

The Ork charge never even reaches your lines - a few platoon of drones might have been overrun if things had gone slightly worse, but your forces react, if not swiftly, then still speedily enough, and by the time the Orks turn tail and run, not a single Erisian casualty has been suffered.

It's only the first of many Erisian victories.

Ork Horde:

2489 Feral Orks & Support (5 massively depleted & disorganized battalion-equivalents): 7101 GP
Estimated Troop Skill: Low (4 - 5)
Estimated Leadership Skill: Low (4 - 5)
Tactics: Waaagh! - ?
Effective Ground Power: 3,011

Erisian Ad-Hoc Reaction Force:

2 battalions of Athena IFVs, 0.5 battalions of infantry, 3 battalions of Spartan killbots: 21,800 GP
Troop Skill: (7*50%) + 1 = 4.5
Leadership Skill: 7
Numbers & Coordination Penalty: 5.5 battalions vs 5 heavily depleted battalion-equivalents
Tactics: Engaging the Enemy - no bonuses or penalties
Dice Roll: Average
Effective Ground Power: 9,754

Result: Crushing Erisian Victory, Orks obliterated


Ork Horde suffers 90.7% casualties
Erisian Ad-Hoc Reaction Force suffers no casualties

As the Orks charge and are gunned down, Eris is able to observe the "smear in the Warp" that accompanies their attack in detail. How it swells up and escalates as they begin their assault. How it synergizes with their every movement. How it becomes riddled with holes and imperfections as the Orks are devastated by Erisian firepower, and how it adapts to patch over and repair these holes, ultimately failing when the Orkish loses become too much to bear and their morale breaks.

It's fascinating stuff. You can't really claim to understand it. But neither are you wholly ignorant any longer.
  • Research Project: What is this "Waaaghh" thing? completed. 1,411,800 man-hours were required. Eris spent 1000 exp in order to gain the beginnings of an intuitive understanding of the Orkish Waaagh.
  • Tactical Information gained: The Orkish "Waaagh!" tactic comes in escalating levels of effectiveness depending on the scale of the Waaagh. The basic Waaagh tactic increases Orkish effective ground power by a modest amount.
  • Warp: 0 => 1
  • Martial (Ground): 7 => 8
  • The Ork attack in 40,136 CE was defeated. Eris gains 300 exp.
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One year later, the trend for easy Erisian victory continues. Two Ork hordes clash at the edge of the exclusion zone, only to find their brawl forcefully interrupted by sunlight-in-a-can from the sky. What remains of their forces is promptly confronted by a large Erisian army.

The Orks immediately forget about their little spat, and unite against the squishy humies. But the results of this sudden unity are lacking: Their nigh-complete obliteration at the hands of the humies only takes a few minutes longer.

Ork Horde:

4282 Feral Orks & Support (11 massively depleted & disorganized battalion-equivalents): 12,946 GP
Estimated Troop Skill: Low (4 - 5)
Estimated Leadership Skill: Low (4 - 5)
Tactics: Waaagh! - Modest bonus to effective ground power
Effective Ground Power: 5,181

Erisian Ad-Hoc Reaction Force:

4 battalions of Athena IFVs, 1 battalion of infantry, 6 battalions of Spartan killbots - 11 battalions in total: 43,600 GP
Troop Skill: (8*50%) + 1 = 5
Leadership Skill: 8
Numbers & Coordination Penalty: 11 battalions vs 11 battalion-equivalents
Tactics: Engaging the Enemy - no bonuses or penalties
Dice Roll: Average
Effective Ground Power: 25,482

Result: Crushing Erisian Victory, Orks obliterated


Ork Horde suffers 91.2% casualties
Erisian Ad-Hoc Reaction Force suffers no casualties

Over the past years, Eris' troops have learned how to properly use their advantages in accuracy, range and sheer firepower. Your people remain civilians at heart and by their way of life, but accumulated experience and skill shared through the Gestalt count for a lot. By now, your army can perform at the same level as an adequately trained, reasonably well-led, and fairly well-equipped Federation colonial militia.
  • Martial (Ground): 8 => 9
  • The Ork attack in 40,137 CE was defeated. Eris gains 300 exp.
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It's 40,138 CE.

Behind the frontline, in an armored Athena IFV refitted into a command vehicle, two men and one woman are observing the battle in progress. They're the closest thing Eris has to generals. None of them were ever soldiers, and one of the men was still a boy when the Reliant left Terra. But for whatever reasons, all three of them have made a study of war in the years since then. At first, it was just virtual reality strategy games and theory-crafting. Then, Eris suddenly had need for armed forces, and what had been a game before suddenly became a matter of life and death. And at some point, the Gestalt determined those three to be the best tacticians available. Thus, now they're in command.

It's the first battle in which Eris didn't rely on a nuclear bombardment to soften up the enemy. Things are going well.

Ork Horde:

2850 Feral Orks & Support, 150 Nobz, 3 battalion-equivalents: 9150 GP
Estimated Troop Skill: Below Average (6 - 8)
Estimated Leadership Skill: Low (4 - 5)
Tactics: Waaagh! - Modest bonus to effective ground power
Army Composition Modifier: 0.8989 (Erisian Main Battle Tanks are proving a though nut to crack)
Effective Ground Power: 4,468

Erisian Ad-Hoc Reaction Force:

2 battalions of Athena IFVs, 0.5 battalions of infantry, 2 battalions of MBTs and 5.4 battalions of Spartan killbots - 9.9 battalions in total: 39,800 GP
Troop Skill: (9*50%) + 1 = 5.5
Leadership Skill: 9
Numbers & Coordination Penalty: 9.9 battalions vs 3 battalion-equivalents
Tactics: Engaging the Enemy - no bonuses or penalties
Army Composition Modifier: 1 (no advantage or disadvantage)
Dice Roll: 17 (out of 21)
Effective Ground Power: 19,462

Result: Crushing Erisian Victory, Orks obliterated


Ork Horde suffers 89.5% casualties
Erisian Ad-Hoc Reaction Force suffers no casualties

Too well, perhaps...

"I don't buy it."

Her fellow wargame-enthusiasts nod their heads in agreement. This is entirely too suspicious.

"Same here. Orkyzorkus is smarter than that. This? This is just throwing away good troops." On the battlefield, a large group of Ork slingers hurl yet more of those explosive squigs at a group of Erisian tanks. Propelled by angular momentum and Orkish strength, the small screaming creatures fly for hundreds of meters before descending back to the ground. Most fail to hit anything but grass - one strikes a tank, blows up... and utterly fails to cause anything but the most superficial damage through the tank's armor.

"They are higher quality. Their charge was way better coordinated than what we usually see. And they're bigger too. Did you see those Nobz? I think one of them was even bigger than Orkyzorkuz."

The Nobz in question are currently in the process of being annihilated by a coordinated barrage of plasma shells, making for a much less fearsome sight than normal. But she's right: One them is even bigger than Orkyzorkuz was, even if he's currently melting.

"Maybe that's the point? Dispose of them, before... wait, what's that?"

An automated report arrives from the machinery that was left behind at Mining Site 4. The site which was stripped of personnel in order to assemble the forces needed for this battle.

The machinery is being moved. Eris can feel the presence of a faint Waaagh smear in the Warp at the mining site.

"Oh, that treacherous green asshole!"

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It seems someone is trying to loot your stuff while you're distracted. Technically, this isn't a violation of the agreement - he isn't sneaking up on you to attack your mining site. Then again, it's most definitely a violation of the spirit of the agreement.

[ ] Once your troops are finished here, they'll immediately move to the mining site and go Ork hunting. Let none escape.
[ ] Nuke the mining site from orbit. Hey, technically it's not a violation of the agreement. 500,000 emh will be required to replace lost machinery.
[ ] Screw the agreement - obviously it's not worth the paper it's not written on. Start nuking any of Orkyzorkus' forces you can locate.

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  • Martial (Ground): 9 => 10
  • Eris is now competent at ground warfare. No further skill will be gained by fighting a low-tech, low-skill opponent such as the feral Orks of Respite.
  • The Ork attack in 40,138 CE was defeated. Eris gains 300 exp.
  • "Project 002" MBT developed. 6,353,097 man-hours were required.
  • 6 battalions of "Project 002" MBTs are ready for deployment. 8,929,412 man-hours were required to get this done.
  • No additional barbed wire was produced. Analysis indicated that the benefits of additional barbed wire defenses in addition to those already installed would have been negligible.
  • 1 additional battalion of "Athena" IFVs is ready for deployment.
  • 7 additional battalions of "Spartan" Killbots are ready for deployment. 1 battalion still under construction. 884,767 emh remain before completion.
  • Development of Heavy Industry (Tech Level 3) continues. 9,849,378 man-hours were spent doing this. 24,240,855 emh remain before completion.
  • Eris gains 300 exp for 3 more years of skirmishing with the Orks.
  • Eris gains 300 exp for surviving another 3 years.
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Orbital surveillance indicates an unexpected, but not unwelcome development: Though the total number of Orks on Respite continues to increase, it does so slower than projected. You had expected them to multiply faster and faster each year, but in 40,139 CE, for the first time, they multiplied more slowly than in previous years.

The cause of this change is currently unknown. Eris will continue to monitor the situation.

In less welcome news, the Orks may multiply more slowly, but they're still multiplying faster than you can kill them, and what's worse, they're forming larger and larger hordes. Warbands of 10,000 or more Orks are very common at this point. The largest Ork horde observed so far numbered over 35,000 Orks - you nuked them, of course, but it's only a matter of time until more groups of similar size form.

A tentative proposal has been made by some members of Eris: So far, you have relied on your ability to share skills between gestalt members for your warmaking-skills. But war is nowhere near as complex a vacation as the scientific and technical expertise necessary to maintain your technological base. Conventional education is no real option when it comes to those, but the same is not necessarily true for soldiering. And by now you have the practical knowledge to design and implement a formal training program.

The expense, however, would be extremely high.

[ ] Yes. Though the cost may be high, it is a necessary step. Costs 900 man-hours per gestalt member per year. Starting 1 year after the project has been implemented, all of Eris' ground troops will perform at skill level 7 + perk bonuses for as long as the training is maintained. If training ceases, this skill level will gradually decline.
[ ] No. This is a mistake. You can't allow yourself to fight this conflict as if you were a conventional society - you simply don't have the manpower for that.

The effects of the Orks' psychic "Waaagh" field have not escaped Eris' notice. Far from simply strengthening their morale, the Orks seem to gain real physical advantages from this smear in the Warp. Analysis of combat recordings prove that the Orks actually become physically faster, stronger and sturdier when under the influence of the Waaagh.

Maybe Eris can achieve something similar? It's not something you've tried before, but you are in part a distributed warp entity.
  • Proposed Perk: Going Waaagh! Requires 100,000 emh (warp modifier applies), 1000 exp, and continued contact with orks. Possible benefits, specifics unknown.

Last but not least: You new MBT needs a name.

[ ] Write-In

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Your plan for this turn can cover however many years you want! Only whole years, please, I'm not going to simulate months and days. Simply decide how much your people will work to know how many man-hours you have available - then decide on what you wish to do with those man-hours, and give me a list of items numbered by priority.

[ ] Write in

There are 12.781 of you. You all work 50 weeks every year. How long will you all work each week?

Work Hours / Stress Caused

10 / 0 %
15 / 5 %
20 / 10 %
25 / 17.5 %
30 / 25 %
35 / 32.5 %
40 / 40 %
45 / 50 %
50 / 60 %
55 / 70 %
60 / 80 %
65 / 100 %
70 / 120 %
75 / 140 %
80 / 160 %
85 / 180 %

You have not suffered casualties in some time. No stress penalty.

You have Stealthy Space Observation Satellites (Tech Level 3) orbiting your colony. The star system is being monitored.

  • No threats have been detected.
  • Nearby star systems appear uninteresting.
You have Stealthy Surface Observation Satellites (Tech Level 3) orbiting your colony. Your colony has been surveyed.
  • Ore deposits have been found.
  • Orkoids have been found.

You can feed 10,000 people per year. Taking care not to waste any, this can be stretched to 15,000 people.

Total food production is:

  • Shipboard Hydroponics (Tech Level 3): Food for 10,000 people, can be stretched to 15,000.
    • 666,666 mh per year required
0 units of food (1 unit feeds 10,000 for one year, requires 1 cargo space) are being stored each year.
Current Food Reserve: 2 units

Your population benefits from regular juvenat treatments, extending the average expected lifespan to 240 years:

  • Genetics & Rejuvenat Facility (Tech Level 3): Extends the average expected lifespan to 240 years
    • 200 emh per person to maintain juvenat treatments, scientific productivity modifiers apply
      • 3,608,841 man-hours were required last year to maintain juvenat treatments

You have 1 unit of tech level 3 light industry up and running.

Total light industrial capacity is:

  • 8,400,000 mh per year (tech level 3)
Total heavy industrial capacity is:
  • None

Are there any new designs you want to develop, or things you want to build? List by priority, please.

Food:

Heated Greenhouse (Tech Level 1):
Properly isolated and made from materials actually meant for the job, with a cleverly designed passive heating system. All biodegradable waste is composted and used as fertilizer. With this, you at least won't have to feel like neo-barbarians scrambling in the dirt anymore.

Development cost: 4,000,000 effective man-hours (emh)
Construction cost: 2,000,000 emh
Production: 1 unit per year
Required workforce: 2.000.000 man-hours (mh) per year


Industry

Light Industry (Tech Level 1):
Simple Light Industry for technologically simple projects. Not that useful, but easier to design and establish than more advanced alternatives. A small fleet of mining vehicles keeps the whole factory supplied with resources.

Development cost: 16,800,000 emh
Construction cost: 8,400,000 emh
Capacity/Production: 8,400,000 mh per year

Light Industry (Tech Level 2):
Outdated by your standards, but there are entire interstellar civilizations who never reached this level. The ability to casually create plasma reactors and similar items is nothing to scoff at. A small fleet of long-ranged, fusion-powered mining vehicles keeps the whole factory supplied with resources.

Development cost: 33,600,000 emh
Construction cost: 16,800,000 emh
Capacity/Production: 8,400,000 mh per year

Light Industry (Tech Level 3):
The Federation would have considered this just barely adequate to run a civilian economy with. Not too different from the shipboard industry you had with you when you arrived on the reliant.

Development cost: 67,200,000 emh
Construction cost: 33,600,000 emh
Capacity/Production: 8,400,000 mh per year

Light Industry (Tech Level 4):
You have the science! Time to get the engineering. Design a more advanced light industrial complex, and improve your technological base.

Development cost: ?
Construction cost: ?
Capacity/Production: 8,400,000 mh per year


Heavy Industry Tech Level 1:
If you want to build heavy vehicles or starships, heavy industry is indispensable. It doesn't necessarily have to be sophisticated industry of course, just heavy.

Development Cost: 40,000,000 emh
Construction cost: 20,000,000 emh
Production capacity: 8,400,000 mh per year

Heavy Industry (Tech Level 2):
What kind of luddite powers their starships with deuterium-tritium fusion? Plasma reactors are where it's at! But before you can build the reactors you first need to build the industry, and before you can build the industry you first need to design it. You still won't be able to make replacement parts for the Reliant with this, though...

Development Cost: 80,000,000 emh
Construction cost: 40,000,000 emh
Production capacity: 8,400,000 mh per year

Heavy Industry (Tech Level 3):
Technological regression: Not even once!
Sure, coming up with designs for heavy industry that's actually up to spec is going to take a lot of time and work, but unless you want to downgrade, sooner or later you'll have to make the effort.

Development Cost: 160,000,000 emh
Construction cost: 80,000,000 emh
Production capacity: 8,400,000 mh per year


Fuel Refinery (Tech Level 2):
Deuterium and tritium will keep your reactors running in a pinch, but you can do better than that! Or at least you can once you've designed and built this refinery.

Development Cost: 33,600,000 emh
Construction cost: 16,800,000 emh
Production capacity: 8,400,000 mh per year - can only produce fuel

Fuel Refinery (Tech Level 3):
If you're gonna build a refinery, it should at least be a nice one!

Development Cost: 67,200,000 emh
Construction cost: 33,600,000 emh
Production capacity: 8,400,000 mh per year - can only produce fuel


Utility

Human Reproduction Center (Tech Level 3):
Growing their baby in a tank rather than in their bodies became fairly popular among women in the Federation once technology allowed for it. Though far from everybody chooses that option.

Development cost: 16,000,000 emh
Construction cost: 8,000,000 emh
Upkeep: NA
Utility: Might lead to a very minor increase in productivity by removing the need for pregnancy for soon-to-be mothers.

Cybernetic Augmentation Facility (Tech Level 3):
Cybernetics weren't all that popular in the Federation, and comparatively little research was being done on the subject. Still, the technology was available. A Cybernetic Augmentation Facility allows for the development, installation and maintenance of cybernetics.

Development cost: 16,000,000 emh
Construction cost: 8,000,000 emh
Upkeep: NA
Utility: Will allow for the development, installation and maintenance of cybernetics.


Population Modification

Neural Lace:

Formed by nanites injected directly into specific areas of the brain, the neural lace is the foundational implant for many other implants meant to interface with the human central nervous system. Functioning almost like natural neurons, the nanites form the bridge between implanted machine and brain that allows a person's mind to accurately interpret the signals received, and send intelligible signals to those implants in turn. While the human brain is theoretically capable of learning how to do so without assistance from a neural lace, the mental and physiological side effects can be severe, sometimes with rather detrimental consequences for a person's sanity. As such, Eris considers making neural laces available to the population an absolute necessity if mind-interfacing implants are to be used. However, to maintain the neural lace's effectiveness, the nanite treatment needs to be repeated every few years.

Development & Implementation cost: 4,500,000 emh to make this implant available to everyone within Eris who wants it.
Upkeep: 50 emh per person, uses science modifiers
Utility: Mind-interfacing implants become available.

Datajack:
This coin-sized dataport on the side of the head allows for direct mind-machine interfacing, enabling a person to directly access computers and information with their minds. A neural lace is necessary for the brain to be able to correctly interpret incoming input and respond with output intelligible to the machine. Even then it takes years to master mind-machine interfacing and most people never truly master the technique, making this technology quite a bit less useful than one would think... or that's how it would work, if Eris population wasn't already linked up to the gestalt all the time and largely finds the mental exchange of information with entities other than one's own self to come as naturally as breathing. Where others might struggle, you're pretty sure you'll have no problems.

Development & Implementation cost: 4,500,000 emh to make this implant available to everyone within Eris who wants it.
Upkeep: 50 emh per person, uses science modifiers
Prerequisites: Neural Lace
Utility: Improved science and engineering efficiency. Increased ground power for all manned combat units - units benefit more the more they rely on their equipment over their physical capabilities. The achievable ratio of automated to manned units increases by 0.2.

Wired Reflexes:
Improving human reaction time is actually rather tricky. The fact of the matter is that human neurons only transmit information at a certain speed, which is not very fast compared to what machines are capable of. Wired Reflexes get around this issue by replacing much of the peripheral nervous system and part of the spinal cord with nanites meant to mimic the functioning of natural neurons, similar to the nanites used for a neural lace, but optimized for transmission speed. The result is a major improvement to reaction time, though decision making is not similarly speed up. While completely replacing the natural nerves might make some people nervous, thankfully, the nanites used last for this augmentation are perfectly capable of lasting for a lifetime - though their transmission speed tends to decline over time, necessitating occasional renewed treatments if the benefits of having Wired Reflexes are to be maintained.

Development & Implementation cost: 4,500,000 emh to make this implant available to everyone within Eris who wants it.
Upkeep: 10 emh per person, uses science modifiers
Prerequisites: Neural Lace
Utility: Improves human reaction time. Increased ground power for all manned combat units - units benefit more the more they rely on their physical capabilities over their equipment.


Reinforced Skeleton:
In fact, not only the skeleton is fortified, but also ligaments and joints. As far as physical enhancements go, it is a very straightforward one, with no side effects other than minimally increased weight. The nanites used for this augmentation integrate into bones, ligaments and cartilage and greatly strengthen all of them. However, to maintain the effect, the nanite treatment needs to be repeated every few years.

Development & Implementation cost: 4,500,000 emh to make this implant available to everyone within Eris who wants it
Upkeep: 50 emh per person, uses science modifiers
Utility: Options for physical cybernetic augmentations become available. Enhances the sturdiness of your soldiers and thus the ground power of your manned units. Units benefit more the more they rely on their physical capabilities over their equipment.

Myomer Cyberlimbs:

Artificial muscle fibers are capable of much stronger and faster contraction than natural human muscles. Energy is supplied by small bio nano-batteries distributed through the implanted myomers, which can recharge off the host's metabolic processes. Stronger, faster, and at least in theory, better. In practice, you better have a reinforced skeletal system to deal with the strain your new strength will put on your bones.

Development & Implementation cost: 4,500,000 emh to make this implant available to everyone within Eris who wants it
Prerequisites: Reinforced Skeleton
Upkeep: 10 emh per person, uses science modifiers
Utility: Makes a person stronger and capable of faster movement, though it does nothing for endurance or reaction speed. Enhances the physical capabilities of your soldiers and thus the ground power of your manned units. Units benefit more the more they rely on their physical capabilities over their equipment.

Cranial Survival Kit:
Reinforcing the bones including the skull is already a good first step, but the Cranial Survival goes one step further in the quest to ensure survivability: Rather than just protect the brain from damage, this augmented neurocranium is capable of supplying the brain with sufficient oxygen and glucose for hours after the rest of the body has suffered catastrophic damage. Also included is a Pain Editor implant and an induced-coma functionality that should keep the experience from being too traumatic. Hey, it's better than dying!

Development & Implementation cost: 3,000,000 emh to make this implant available to everyone within Eris who wants it
Prerequisites: Reinforced Skeleton
Upkeep: 10 emh per person, uses science modifiers
Prerequisites: Reinforced Skeleton
Utility: Will reduce your human casualties by up to half... at least as long as you are able to rush your wounded into emergency care after or during the battle.


Erisian Baseline Genome (Tech Level 3):

You'll need a stable baseline before you can start genetically modifying your population in earnest. Clean up all the various mutations that have cropped up since the Federation's last genetic modification program concluded, and lay the groundwork for more in-depth enhancement.

Development cost: 80,000,000 emh
Implementation cost: 800 emh per person, inheritable.
Upkeep: NA
Utility: Will allow for genetic modification, and grants you 4 trait points. Prerequiste for all other genetic modification projects.

True Neuroregeneration & Improved Neuroplasticity:

Neurons, once dead, are not naturally replaced by the human body. While the nervous system is capable of compensating for lost neurons to some degree by rewiring what's left, this process is not perfect - and adapting to new additions to the body or significant changes which need to be administrated by the brain is especially tricky. Genetically modifying our people for true neuroregeneration and improved adaptive neuroplasticity would change this. The result would be roughly comparable to a natural neural lace, with the added benefit of a nervous system capable of fully recovering - at least in theory - from just about any survivable injury.

Development cost: 80,000,000 emh, 1 trait point.
Implementation cost: 800 emh per person, inheritable.
Upkeep: NA
Prerequisites: Erisian Baseline Genome
Utility: Functions as a natural neural lace. Mind-interfacing implants become available. Options to genetically modify the nervous system become available.

Natural Longevity (240 years):
If there is one major genetic modification the Federation ever considered universally applying to humanity as a whole, it is this one. The benefits of a long and healthy life are obvious. The economical benefits of no longer having to rely on juvenat treatments equally so - yet being the provider of those very same juvenat treatments was one of the most important factors that kept the Federation politically unified. As such, natural longevity was never made part of the species' genome, a decision humanity would eventually have cause to bitterly regret.

Development cost: 160,000,000 emh, 2 trait points.
Implementation cost: 1600 emh per person, inheritable.
Upkeep: NA
Prerequisites: Erisian Baseline Genome
Utility: A natural expected average lifespan of 240 years. Not cumulative with lifespan increases from juvenat treatments.

Fortified Skeleton:
In fact, not only the skeleton is fortified, but also ligaments and joints. As far as physical enhancements go, it is a very straightforward one, with no side effects other than minimally increased weight and some slightly odd dietary requirements during childhood and adolescence - and if those requirements aren't met, the person's bones will still grow just as strong as they would be for an unmodified human until the needed elements can be consumed and the skeletal system strengthens over the course of several months.

Development cost: 80,000,000 emh, 1 trait point.
Implementation cost: 800 emh per person, inheritable.
Upkeep: NA
Prerequisites: Erisian Baseline Genome
Utility: Functions as a natural reinforced skeleton. Options for physical cybernetic augmentations become available. Options for physical genetic enhancement become available. Enhances the physical capabilities of your soldiers and thus the ground power of your manned units. Units benefit more the more they rely on their physical capabilities over their equipment.

Natural Athleticism:
Cardiovascular exercise is for primitives. Advanced societies like you simply manipulate their genome, until they can eat all the sweets, gorge themselves on all the fatty foods, and spend all day lying on the couch playing virtual reality games, all while remaining as physically fit as a human can be. Comes with some aesthetical side benefits.

Development cost: 80,000,000 emh, 1 trait point.
Implementation cost: 800 emh per person, inheritable.
Upkeep: NA
Prerequisites: Erisian Baseline Genome
Utility: Natural peak-human fitness. Enhances the physical capabilities of your soldiers and thus the ground power of your manned units. Units benefit more the more they rely on their physical capabilities over their equipment. May also provide a minor benefit in face-to-face diplomacy with other humans.


Items

Camouflage

Radar-absorbent Camouflage Netting (Tech Level 1):
In addition to providing optical camouflage, the material used in this camouflage netting will also defeat most radar-based detection methods.

Development cost: 1,000,000 emh
Construction cost: 500,000 emh per building camouflaged (the Reliant counts as a building), up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Prevents / delays detection from orbit by optical methods or radar.

Emissions-Management System (Tech Level 2):
Advanced camouflage netting combined with a number of more advanced systems to help discharge excess heat from industrial processes deep into the ground rather than somewhere more easily detected.

Development cost: 2,000,000 emh
Construction cost: 550,000 emh per building camouflaged (the Reliant counts as a building), up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Prevents / delays detection from orbit by optical methods, radar, infrared sensors, and a number of other sensor systems.


Sensors

Surface Observation Satellites (Tech Level 1):
A number of satellites meant to observe a planet's surface. In addition to surveying the weather, these satellites can also survey a planet's surface. Your agriculture is fully enclosed and not all that vulnerable to the weather outside, but having the ability to predict the weather might still be useful. At the very least, your resource harvesting expeditions won't end up driving into the middle of a snowstorm. Might help your industry run slightly more smoothly. The satellites are equipped with maneuvering thrusters to adjust their orbit – or deorbit in a hurry, should that prove necessary.

Development cost: 1,000,000 emh
Construction cost: 500,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: You'll know what the weather's gonna be like and be able to survey the planet.


Space Observation Satellites (Tech Level 1):
A number of stealthy satellites meant to observe observe space and tip you off if anything approaches the planet. The high-resolution passive sensor systems on these satellites cover most of the electromagnetic spectrum, and various active sensors are available on demand. If anybody fires up a starship-sized plasma drive within the star system, you're going to notice. The satellites are equipped with rudimentary maneuvering thrusters to adjust their orbit – or deorbit in a hurry, should that prove necessary.

Development cost: 1,000,000 emh
Construction cost: 500,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Advance warning of visitors – hopefully. You'll also be able to make a somewhat informed guess about what you'd find in nearby starsystems.


Defensive Systems

Autogun Turrets (Tech Level 1):
Any wild animal that would trespass on your territory is going to regret it – briefly. The target-recognition software is a bit twitchy, but you'll make sure to equip everyone who has a need to go outside with IFF transmitters. In any case, for a group mind like you it shouldn't be to o hard to avoid friendly fire incidents.

Development cost: 1,000,000 emh
Construction cost: 500,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Keeps intruders out, by killing them dead.
Ground Power: 1000 GP
Traits: Automated, Light Unit,
- Attention: Automated units require human supervision from directly onsite.

Lasgun Turrets (Tech Level 2):
Any wild animal that would trespass on your territory isn't even going to have time to regret it. The target-recognition software is reasonably reliable, but you'll still make sure to equip everyone who has a need to go outside with IFF transmitters. In any case, for a group mind like you it shouldn't be too hard to avoid friendly fire incidents.

Development cost: 2,000,000 emh
Construction cost: 550,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Keeps intruders out, by killing them dead. With lasers.
Ground Power: 2000 GP
Traits: Automated, Light Unit,
- Attention: Automated units require human supervision from directly onsite.

Ground Combat Units


Killbot Mk1 (Tech Level 1):

A small and downright simplistic automated semi-tracked ground combat vehicle. Measures about 1.8 meters in length, 1.1 meter in width and 80 centimeters in height. Armed with a swing-mounted autogun. You also field variants armed with a rocket or grenade launcher. The target-recognition software is a bit twitchy, but you'll make sure to equip everyone who has a need to come close to these things with IFF transmitters. In any case, for a group mind like you it shouldn't be to o hard to avoid friendly fire incidents.

Development cost: 1,500,000 emh
Construction cost: 750,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Kills your enemies dead, with high-velocity metal.
Ground Power: 1000 GP
Traits: Automated, Light Unit,
- Attention: Automated units require human supervision from directly onsite.

Killbot Mk2 (Tech Level 2):
A small and economical automated semi-tracked ground combat vehicle. Measures about 1.8 meters in length, 1.1 meter in width and 80 centimeters in height. Armed with a swing-mounted lasgun. You also field variants armed with missiles or a grenade launcher. The target-recognition software is a bit twitchy, but you'll make sure to equip everyone who has a need to come close to these things with IFF transmitters. In any case, for a group mind like you it shouldn't be too hard to avoid friendly fire incidents.

Development cost: 3,000,000 emh
Construction cost: 825,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Kills your enemies dead, with lasers.
Ground Power: 2000 GP
Traits: Automated, Light Unit,
- Attention: Automated units require human supervision from directly onsite.

Erisian Automated Main Battle Tank "Project 002a" (Tech Level 3):

"Project 002a" is an Erisian main battle tank designed primarily for use against hostile armored vehicles. Equipped with a highly accurate and reliable 110 mm coilgun, however the true source of the tank's firepower isn't it's gun, but rather it's ammunition - high-powered plasma shells with limited guidance capability. A coaxial volkite weapon offers additional firepower against infantry and the tank features anti-grav hover capability for fast movement and excellent maneuverability. The entire vehicle has been automated to avoid putting any gestalt members at risk.

Development cost: 4,500,000 emh
Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: That enemy vehicle over there would look much nicer if someone turned it into molten slag, wouldn't it?
Ground Power: 3000 GP
Traits: Automated, Main Battle Tank, Medium Armored Vehicle, Anti-Grav
- Attention: Automated units require human supervision from directly onsite.

Erisian Self-Propelled Artillery "Project 004a"

Project 004a is an Erisian anti-grav capable self-propelled artillery howitzer designed to support Eris' armies from a distance. Like all of Eris' anti-grav vehicles it is capable of fast tactical and strategical movement and enjoys excellent maneuverability. Its 130 mm coilgun may seem underpowered at first, but that impression doesn't take into account the guns guided plasma shell ammunition, or its ability to maintain a rate of fire that would seem like pure fantasy to any Imperial artilleryman. The entire vehicle has been automated to avoid putting any gestalt members at risk, and each artillery vehicle is usually accompanied by at least one unarmed supply drone carrying several reloads.

Development cost: 4,500,000 emh
Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Reach out and touch someone. In a bad way.
Ground Power: 3000 GP
Traits: Anti-Grav, Automated, Self-Propelled Artillery, Light Armored Vehicle,
- Attention: Automated units require human supervision from directly onsite.

Erisian Ultralight fighter/gunship "Project 003a" (Tech Level 3):

At merely 7 meters length, Project 003 is downright tiny by the standards of atmospheric aircraft. This doesn't stop the single seat VTOL aircraft from providing Eris with fast and highly flexible firepower on the battlefield. Employing a miniaturized plasma fusion engine and twin articulated jet engines in place of more conventional options, Project 003 boasts incredible maneuverability and a respectable top speed capable of keeping up with many fixed-wing aircraft. The craft's forward mounted variable multi-spectrum lascannon is designed for use against both ground and air targets, and offers a low power rapid fire mode for use against soft targets, as well as a slower-firing anti-armor mode. Though doing so weighs down the craft, "Project 003" is also capable of mounting a number of hypersonic plasma missiles as a secondary armament. The craft's numerous advantages come at the expense of relatively light armor. The entire vehicle has been automated to avoid putting any gestalt members at risk.

Development cost: 6,000,000 emh
Construction cost: 1,200,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Death from Above!
"Ground" Power: 3000 GP
Traits: Automated, Flying, Multi-Role, Ultralight Aircraft, VTOL,
- Attention: Automated units require human supervision from directly onsite.


Erisian Jetbikes (Tech Level 3):

Fast and maneuverable, these jetbikes equipped with anti-grav technology can provide an infantry batallion with speed and maneuverability they would otherwise lack. A possible alternative to armored troop transports.

Development cost: 2,250,000 emh
Construction cost: 300,000 emh per battalion, up to 1/2 can be paid in alloys
Utility: Can be assigned to an infantry battalion, who gain the "Anti-Grav" and the "Light Vehicle" traits.

Erisian Attack-bikes (Tech Level 3):

Fast and maneuverable, these two-seater jetbikes equipped with anti-grav technology are somewhat larger than the unarmed variant, and have been armed with a forward-firing volkite culverin and two swing-mounted plasma grenade launchers. Designed to be used as a combat unit crewed by power-armored riders, rather than a mere means of transportation for infantry. In line with the principles of Erisian Drone Warfare Doctrine, the Attack-bikes will be equipped with with improved communication systems and advanced drone-command software.

Development cost: 4,500,000 emh
Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Manpower: 500 gestalt members
Utility: A fast attack vehicle
Ground Power: 5000 GP
Traits: Anti-Grav, Light Vehicle, Light Unit,


Erisian Ultralight Infantry (Tech Level 3):

You hesitate to seriously take this into consideration, but if necessary you could equip yourselves with some light equipment and field large numbers of infantry at fairly low cost. Scaled down low weight multi-spectrum lasweapons, plasma grenades, a few crew-operated support weapons and environmentally sealed (but not powered) carapace armor should at least grant you a fighting chance against your foes. In line with the principles of Erisian Drone Warfare Doctrine, the armor will be equipped with with improved communication systems and advanced drone-command software.

Development cost: 2,250,000 emh
Construction cost: 300,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Manpower: 1000 gestalt members
Utility: You'll kill your enemies dead, with advanced lasers. Pity you had to scale down the guns to save weight.
Ground Power: 2500 GP
Traits: Infantry, Very Light Unit,

Erisian Self-Propelled Artillery "Project 004"
Project 004 is an Erisian anti-grav capable self-propelled artillery howitzer designed to support Eris' armies from a distance. Like all of Eris' anti-grav vehicles it is capable of fast tactical and strategical movement and enjoys excellent maneuverability. Its 130 mm coilgun may seem underpowered at first, but that impression doesn't take into account the guns guided plasma shell ammunition, or its ability to maintain a rate of fire that would seem like pure fantasy to any Imperial artilleryman. The entire vehicle has been automated to avoid putting any gestalt members at risk, and each artillery vehicle is usually accompanied by at least one unarmed supply drone carrying several reloads.

Development cost: 4,500,000 emh
Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Manpower: 300 gestalt members
Utility: Reach out and touch someone. In a bad way.
Ground Power: 5400 GP
Traits: Anti-Grav, Self-Propelled Artillery, Light Armored Vehicle,

Erisian Ultralight fighter/gunship "Project 003" (Tech Level 3):
At merely 7 meters length, Project 003 is downright tiny by the standards of atmospheric aircraft. This doesn't stop the single seat VTOL aircraft from providing Eris with fast and highly flexible firepower on the battlefield. Employing a miniaturized plasma fusion engine and twin articulated jet engines in place of more conventional options, Project 003 boasts incredible maneuverability and a respectable top speed capable of keeping up with many fixed-wing aircraft. The craft's forward mounted variable multi-spectrum lascannon is designed for use against both ground and air targets, and offers a low power rapid fire mode for use against soft targets, as well as a slower-firing anti-armor mode. Though doing so weighs down the craft, "Project 003" is also capable of mounting a number of hypersonic plasma missiles as a secondary armament. The craft's numerous advantages come at the expense of relatively light armor.

Development cost: 6,000,000 emh
Construction cost: 1,200,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Manpower: 200 gestalt members
Utility: Death from Above!
"Ground" Power: 5600 GP
Traits: Flying, Multi-Role, Ultralight Aircraft, VTOL,
Items

Alloys (Tech Level 3):
Produce alloys which you can use to make all sorts of things at a later date. In essence, a way to store production for later - though at a loss.

Production Cost: 2 effective man-hours in light or heavy industry per 1 unit of alloys
Utility: Up to 50% of the cost of any Tech Level 3 item or building can be paid with alloys.
Cargo Space Required: 1 unit of cargo space per 160,000 units of Tech Level 3 alloys.

Fuel (Tech Level 1):

Fuel will keep your reactors powered and your ship flying. Fuel of a lower tech level can still be used by more advanced reactors, but it's much less efficient and you'll need more of it.

Production Cost: 80,000 emh per unit of fuel

Camouflage

Camouflage Netting (Tech Level 0):

It won't make you invisible, but it's easy to produce, cheap, and will prevent detection by some lousy satellite in orbit with a camera bolted to it.

Construction cost: 450,000 emh per building camouflaged (the Reliant counts as a building), up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Prevents / delays detection from orbit by simple optical methods.

"Chameleon" Camouflage System (Tech Level 3):

This combination of optical camouflage, emissions management, and a number of radiation-bending field generators will make detection by any sort of sensor system relying on the electromagnetic spectrum extremely difficult, at least unless whoever is looking takes a very close look. Thankfully the generators are easy to maintain and power, and don't require noteworthy upkeep.

Construction cost: 600,000 emh per building camouflaged (the Reliant counts as a building), up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Prevents, or at least delays, detection from orbit by nearly any sensor system relying on the electromagnetic spectrum.


Sensors

Weather Satellites (Tech Level 0):

A number of fairly crude and simple satellites meant to observe the weather. Your agriculture is fully enclosed and not all that vulnerable to the weather outside, but having the ability to predict the weather might still be useful. At the very least, your resource harvesting expeditions won't end up driving into the middle of a snowstorm. The satellites are equipped with rudimentary maneuvering thrusters in case you ever have to deorbit them in a hurry.

Construction cost: 450,000, up to 1/2 can be paid in alloys
Upkeep: None
Utility: You'll know what the weather's gonna be like. Might help your resource harvesting run slightly more smoothly.

Stealthy Surface Observation Satellites (Tech Level 3):
A number of stealthy satellites meant to observe a planet's surface. In addition to surveying the weather, these satellites can also survey a planet's surface. Your agriculture is fully enclosed and not all that vulnerable to the weather outside, but having the ability to predict the weather might still be useful. At the very least, your resource harvesting expeditions won't end up driving into the middle of a snowstorm. Might help your industry run slightly more smoothly. The satellites are designed and built to be hard to detect, and are equipped with maneuvering thrusters to adjust their orbit – or deorbit in a hurry, should that prove necessary.

Construction cost: 600,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: You'll know what the weather's gonna be like and be able to survey the planet. Stealthily.


Rudimentary Space Observation Satellites (Tech Level 0):
A number of fairly crude and simple satellites featuring radar and infrared sensors meant to tip you off if anything approaches the planet. Not exactly high tech, but if anybody fires up a starship-sized plasma drive within roughly a million kilometers, you're going to notice. The satellites are equipped with rudimentary maneuvering thrusters in case you ever have to deorbit them in a hurry.

Construction cost: 450,000, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Advance warning of visitors – hopefully.

Stealthy Space Observation Satellites (Tech Level 3):
A number of satellites meant to observe observe space and tip you off if anything approaches the planet. The high-resolution passive sensor systems on these satellites include a gravitic sensor system, and various active sensors are available on demand. If anybody fires up a starship-sized plasma drive within the star system, you're going to notice, and at close range the gravitic sensor system will be quite difficult to hide from. The satellites are designed and built to be hard to detect, and equipped with rudimentary maneuvering thrusters to adjust their orbit – or deorbit in a hurry, should that prove necessary.

Construction cost: 600,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Advance warning of visitors – hopefully. You'll also be able to make a somewhat informed guess about what you'd find in nearby starsystems. Stealthily.


Defensive Systems
Barbed Wire, Fences & Cameras (Tech Level 0):
Barbed wire and fences to keep out any wild animals – if there are any. Cameras to keep an eye on things. Might slightly slow down an infantry assault as well.

Construction cost: 150,000, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Keeps intruders out.

Volkite Turrets (Tech Level 3):
Any wild animal that would trespass on your territory is going to get vaporized. The target-recognition software is good enough that you could probably waive IFF transmitters, but you're still going to play it safe. In any case, for a group mind like you it shouldn't be to hard to avoid friendly fire incidents.

Construction cost: 600,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Keeps intruders out, by turning them into small heaps of ash.
Ground Power: 3000 GP
Traits: Automated, Immobile,
- Attention: Automated units require human supervision from directly onsite.


Ground Combat Units


"Spartan" Killbot (Tech Level 3):
A small, fast and utilitarian automated anti-grav combat vehicle. Measures about 1.8 meters in length, 1.1 meter in width and 80 centimeters in height. Armed with a swing-mounted multi-spectrum lasweapon. You also field variants armed with missiles or a magnetically-assisted plasma grenade launcher. The target-recognition software is good enough that you could probably waive IFF transmitters, but you're still going to play it safe. In any case, for a group mind like you it shouldn't be too hard to avoid friendly fire incidents.

Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Kills your enemies dead, with advanced lasers. Quite maneuverable.
Ground Power: 3000 GP
Traits: Automated, Light Unit, Anti-Grav
- Attention: Automated units require human supervision from directly onsite.

Erisian Light Infantry (Tech Level 3):

If you're gonna fight the various nasties of the universe, best to do it with proper equipment. You've reverse-engineered the Mark 11 Minuteman Pattern power armor you brought with you from the 25th millenium. Multi-spectrum lasweapons with underbarrel plasma grenade launchers, a few heavier support weapons, and environmentally sealed light power armor should grant you a fighting chance against your foes. Following development of the Erisian Drone Warfare Doctrine, the Minuteman Pattern power armor was refitted with with improved communication systems and advanced drone-command software.

Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Manpower: 1000 gestalt members
Utility: You'll kill your enemies dead, with advanced lasers. Those guns are heavy, but that's what power armor is for.
Ground Power: 4000 GP
Traits: Infantry, Light Unit, Power Armored,

"Athena" IFV (Tech Level 3):

More than just an armored battlefield taxi to move your guys from point A to point B, the infantry fighting vehicle designated "Athena" also features anti-grav hover capability for fast movement and a volkite culverin, as well as a swing mounted plasma grenade launcher. Capable of carrying 10 power armored men & women... or a bunch of killbots, if you prefer. Following development of the Erisian Drone Warfare Doctrine, the Athena was refitted with improved communication systems and an advanced drone-command suite.

Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Manpower: 300 gestalt members
Utility: Gets your people & killbots were they need to be, then keeps being helpful by vaporizing the enemy.
Ground Power: 5400 GP
Traits: Infantry Fighting Vehicle, Light Armored Vehicle, Anti-Grav


Erisian Main Battle Tank "Project 002" (Tech Level 3):
"Project 002" is an Erisian main battle tank designed primarily for use against hostile armored vehicles. The tank's turret is equipped with a highly accurate and reliable 110 mm coilgun, however the true source of the tank's firepower isn't it's gun, but rather it's ammunition - high-powered plasma shells with limited guidance capability. A coaxial volkite weapon offers additional firepower against infantry and the tank features anti-grav hover capability for fast movement and excellent maneuverability. In line with the principles of Erisian Drone Warfare Doctrine, Project 002 will be equipped with improved communication systems and an advanced drone-command suite.

Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Manpower: 300 gestalt members
Utility: That enemy vehicle over there would look much nicer if someone turned it into molten slag, wouldn't it?
Ground Power: 5400 GP
Traits: Main Battle Tank, Medium Armored Vehicle, Anti-Grav


Buildings

Food:

Rudimentary Greenhouse (Tech Level 0):

Throw up an improvised greenhouse made from transparent plastic. It's simple enough that you won't need to do any design work beforehand, and will be sufficient to allow for agriculture in this frozen wasteland - though not very efficient agriculture.

Construction cost: 2,000,000 effective man-hours (emh)
Production: 1 unit of food per year (enough to feed 10,000 people)
Required workforce: 4,000,000 man-hours per year (mh)

Hothouse (Tech Level 2):
A small plasma reactor keeps the plants in this actively heated and ventilated Hothouse warm and cozy. Synthesized fertilizer and biotech crops designed for the local soil ensure high yields, and numerous combine harvesters stand ready for use by your workers when it's time to bring in the crops.

Construction cost: 4,000,000 emh
Production: 1 unit per year
Required workforce: 1,000,000 mh per year

Hydroponics (Tech Level 3) (Shipboard Hydroponics Available):
There really is no need to rely on the sun for light. Or on the ground for soil. The biotech algae used in these increasingly automated hydroponic facilities receive exactly as much light as they're meant to, while floating in exactly the kind of nutrient solution they grow in best. The final product, once harvested, is further processed to add various flavors and textures to imitate meat, vegetables, etc - the taste is so convincing you'll never know you're eating algae.

Construction cost: 8,000,000 emh (+50% for the shipboard version, requires 25 units of free cargo space)
Production: 1 unit per year
Required workforce: 666,666 mh per year


Industry


Fuel Refinery (Tech Level 1):
Rather than devising a complete heavy industrial base, why not settle for something more simple and specialized, like say, a fuel refinery? Sure, it doesn't solve your maintenance problem, but it will keep your ship powered up and flying for the foreseeable future.

Construction cost: 8,400,000 emh
Production capacity: 8,400,000 mh per year - can only produce fuel


Utility

Genetics & Rejuvenat Facility (Tech Level 3):
The secret of eternal youth has been coveted by humanity since the earliest days of civilization, and possibly before that. Rejuvenat treatments bring the dream a little bit closer to reality. As long as a person receives regular rejuvenation treatments at this facility, their aging will be slowed enough to lengthen the average human lifespan to some 240 years. Eris's rejuvenation facilities are optimized for mass treatment, rather than to extending the lifespan of a few privileged individuals for as long as possible. In addition to rejuvenation treatments, this facility also allows for gene-tailored medical treatments and relatively simple genetic modification.

Construction cost: 8,000,000 emh
Upkeep: 200 emh to maintain treatments for 1 person, uses Science productivity instead of Industrial
Utility: Keeps your people safe from old age. At least for a time. Expected average lifespan with this is about 240 years.

Are there any Perks you wish to purchase?

  • Proposed Perk: Improved Group Mind Skillsharing III - Cost: 5000 exp, 900.000 effective man-hours of research
    • As before, but better.
  • Proposed Perk: Extended Range II - 3000 exp
    • As before, but better.
  • Proposed Perk: Instinctive Coordination II - 3000 exp
    • During combat, members of Eris benefit from an instinctive sixth sense for what other Erisians nearby are currently doing. Perhaps the range and accuracy of this sixth sense could still be improved?
  • Proposed Perk: Going Waaagh! Requires 100,000 effective man-hours of concerted psychic effort, 1000 exp, and continued contact with orks. Possible benefits, specifics unknown.

------------------------------------------------
EDIT/ As always, there's a three hour moratorium on voting.
 
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What a sneaky git, that Orkyzorkuz. He's got the right mindset to fight Erisians. Assuming we don't kill him, i wonder how he would do if he ever got into the wider galaxy.

He would make for a cool recurring enemy, that is for sure.
 
[X] Nuke the mining site from orbit. Hey, technically it's not a violation of the agreement. 500,000 emh will be required to replace lost machinery.

Time to demonstrate the treaty
 
I get the feeling the Nuking the mining site will throw the treaty out the window, even if its a technicality.

As for naming the MBT, was Ares taken. Cause if not I propose Grizzly.
 
[X] Nuke the mining site from orbit. Hey, technically it's not a violation of the agreement. 500,000 emh will be required to replace lost machinery.

Time to demonstrate the treaty
What a brutally kunnin' ork that iz.
Setting things up so there's a catch 22, either we legitimize basically breaking the treaty or we actually break the treaty.
 
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Okay, second round of thoughts:
Yes to more warp.
Nuke 'em.
Reduce workweek hours for maximum SCIENCE - anyone have a read on the best number?

I'm much less inclined to stick around without access to easy grinding.

Also, I hate the idea of regular army training, we are better than that.
 
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I'm concerned about trying to tap into the Waugh effect given that we need contact with Orks to pull it off, it seems.
It also seems like a good idea to bug out and find a new home elsewhere.
Personally... I'd like to find some Eldar and see what we can bum off their techniques...But ONLY that. Maybe we could in fact develop friendly relations with the Eldar...But then they might say, try to hook us up to that Slannesh-curse thing they've got going and use us as a replacement meal. And Dark Eldar we don't even want to find us- that empathetic feedback power of ours would be a field day for them! Torture one and hit a thousand! Quality and Quantity! Nooo thank you.
 
I'm concerned about trying to tap into the Waugh effect given that we need contact with Orks to pull it off, it seems.
It also seems like a good idea to bug out and find a new home elsewhere.
Personally... I'd like to find some Eldar and see what we can bum off their techniques...But ONLY that. Maybe we could in fact develop friendly relations with the Eldar...But then they might say, try to hook us up to that Slannesh-curse thing they've got going and use us as a replacement meal. And Dark Eldar we don't even want to find us- that empathetic feedback power of ours would be a field day for them! Torture one and hit a thousand! Quality and Quantity! Nooo thank you.

Our poor ship durability, though....
 
[X] Nuke the mining site from orbit. Hey, technically it's not a violation of the agreement. 500,000 emh will be required to replace lost machinery.

also how much EXP do we have this time?

Because we should continue this stuff, also for the militia...yeah I think the 900 work hours are worth it, just to keep things going.
 
Hmm.
We didn't use the Wall of Drones tactic in the first battle. Or did we?
Martial 10 yes!
[ ] Yes. Though the cost may be high, it is a necessary step. Costs 900 man-hours per gestalt member.
QUESTION
-Is this emh, or mh? Estimated manhours, or just manhours?
-Is it a onetime payment, or per year?
In less welcome news, the Orks may multiply more slowly, but they're still multiplying faster than you can kill them, and what's worse, they're forming larger and larger hordes. Warbands of 10,000 or more Orks are very common at this point. The largest Ork horde observed so far numbered over 35,000 Orks - you nuked them, of course, but it's only a matter of time until more groups of similar size form.
That's 10 battalions to 35 battalions.
30,000 to 105,000 raw GP.
We're going to need artillery.
It seems someone is trying to loot your stuff while you're distracted. Technically, this isn't a violation of the agreement - he isn't sneaking up on you to attack your mining site. Then again, it's most definitely a violation of the spirit of the agreement.
And air for rapid response.

Someone did call this earlier, as diversionary tactic to loot our stuff
And I did point out that he could do this sort of deal with a neighboring tribe. Didn't occur to me that he could use it to get rid of internal rivals within his own tribe.

Nice one.
Well, if Warlord Orkyorkuz is willing to ruleslawyer, we can ruleslawyer right back.
Nuke Conduct a controlled demolition of the mining site. Kunning is as kunning does...

Question is whether the treaty is worth keeping to after this, since the whole point was to save us the cost of having to rebuild entire outposts every year. If we have to do so anyway.....


QUESTION
Do we need the Treaty to meet the Ork contact requirements for Waagh research?
And do we start gaining Martial again if the size of the Ork forces keeps growing? Or does their actual skill have to improve?
 
The militia training will become less and less valuble as we level skill share. I think we should say no for now and focus on other things like research with those MHs.
 
The machinery is being moved. Eris can feel the presence of a faint Waaagh smear in the Warp at the mining site.

DOes any of that machinery happen to have remote controls or even a remote speaker.

Because if so, we could turn those on, and mention to the Ork that the smart talking boxes are ours, and that kidnapping them is an attack.

Edit: On a side note, the deal actually never mentions that the sneaking is only about attacking.

"Alrite. We stop da sneakin' up. But ya need to stop the giant 'xplosionz! And dan we hav a propa figth! Deal?" (The idea of not fighting at all seems to not have been considered, or maybe considered and then discarded as absurd.)
 
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Mhhh, stay for a couple of years more, then go search for a new planet and raze this one. I don't really want to be taking any chances with only 12k members. That doesn't seem to be worth it. Get some research done, upgrade our hydroponics farm onboard and then raze the planet so no Space Waaaagh can come from it that will bite us in the ass.
 
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