Into that Vast and Unrelenting Darkness (40K Xeno Civilization Quest)

As a suggestion think we should do more military tech since IIRC we were warned that there was some threat going to some up in time.
 
May I... May I just. Temple of the Lanternkeeper: 0/10, establishes Lanternkeeper Temple, a Holy Site that grants your people increased resistance to despair and hopelessness.

Request a light in the darkness of the warp? Fr this seems kind of important to start on. Also, despite my misgivings on use of blood it strikes me as quite easy to reframe that as something inherently tied to a love of life and noble self sacrifice. I'm not sure if that would really work against the more notable Warp gribbles, blood for blood throne and all, but hm.

A sick child tekket gets to go to wonderpark, and visits the temple there. Their family's (medically trained and equipped) colorful bond-drone has been strengthened by a ritual using lifeforce via a local artist who uses blood. Who am I to call that macabre in a bad way :V

We're CLEARLY playing space ferrets that have spiritually inherited a few Addams family quirks. I would love to meet Tekket Caitlin Doughty.

And quite frankly, the fact that the Tekket have monhun history makes me feel hopeful.
 
May I... May I just. Temple of the Lanternkeeper: 0/10, establishes Lanternkeeper Temple, a Holy Site that grants your people increased resistance to despair and hopelessness.

Request a light in the darkness of the warp? Fr this seems kind of important to start on. Also, despite my misgivings on use of blood it strikes me as quite easy to reframe that as something inherently tied to a love of life and noble self sacrifice. I'm not sure if that would really work against the more notable Warp gribbles, blood for blood throne and all, but hm.

A sick child tekket gets to go to wonderpark, and visits the temple there. Their family's (medically trained and equipped) colorful bond-drone has been strengthened by a ritual using lifeforce via a local artist who uses blood. Who am I to call that macabre in a bad way :V

We're CLEARLY playing space ferrets that have spiritually inherited a few Addams family quirks. I would love to meet Tekket Caitlin Doughty.

And quite frankly, the fact that the Tekket have monhun history makes me feel hopeful.
We definitely want Lanterkeeper and Toymaker pretty much ASAP. Those benefits are huge in the long run.
 
Curiously, there are some remnants of ships that have crashlanded in Meeklaks atmosphere: too deep for our vehicles to reach but still, apparently, intact. Some have theorized that they might perhaps be the remains of Destroyer ship technology, but we likely won't be able to confirm for some time. I'm going to put in my suggestion in to the Directorate for a permanent facility to be erected: more long term infrastructure is likely going to need to be erected to extract and explore the ships in any reasonable timeframe, considering their sheer size.
also look at this we found our first space hulk!
 
[x] Plan: Work it Weasels
-[x] Fleet Actions
--[x] Explore Galactic North
---[x] TKK Endeavor
--[x] Survey Naklis
---[x] TKK Accomplishment
-[x] Expansion Projects
--[x] Orbital Defense Arrays (0/10 --> 9/10)
--[x] CityShrines (0/10 --> 10/10)
--[x] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
-[x] Culture Projects
--[x] VR Simulators: (0/10 --> 4/10)
--[x] Lunar Salvage Cabals: (0/10 --> 10/10)
-[x] Faith Projects
--[x] Great Conclave (12/25 --> 25/25)
--[x] Temple of the Old One (0/10 --> 5/10)
-[x] The Booug
-[x] Academy Actions
--[x] Particle Field Generator (0/20 --> 16/20)
--[x] ShipShieldTek (18/20 --> 20/20)
 
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[X] Plan: Protection from Warp

[X] Plan: A Whole New World To Explore

[X] Plan: Work it Weasels

Deciding to approval vote. Primarily I do not want Space Madness because I think mitigating damage to biological living being will be significantly harder than maintaining/repairing the ships themselves. We have path to ships and modules being able to repair themselves after all thanks to Living Metal stuff. Even with all the wardings and protections biological beings are squishy and less able to repair than inanimate objects.
 
Deciding to approval vote. Primarily I do not want Space Madness because I think mitigating damage to biological living being will be significantly harder than maintaining/repairing the ships themselves. We have path to ships and modules being able to repair themselves after all thanks to Living Metal stuff. Even with all the wardings and protections biological beings are squishy and less able to repair than inanimate objects.
I mean, I suppose I could swap over to the Booug if the people voting for mine are okay with it. I just thought that between the Tekket doing Warp Transit requiring a bit more therapy (absolutely understandable even with more protected warp transit and something we are equipped to provide already) or literal daemons manifesting inside the ship, that a bit more therapy wasn't that bad an option.

The fact that the Booug inflicts less of a point penalty than the other two options has me wondering if the structural damage is going to be worse comparatively than the other recurring problems too.
 
[X] Plan: Protection from Warp
-[X] Fleet Actions
--[X] Survey Naklis
---[X] TKK Endeavor
--[X] Drydock
---[X] TKK Accomplishment
-[X] Expansion Projects
--[X] Orbital Forests (0/15 --> 9/15)
--[X] CityShrines (0/10 --> 10/10)
--[X] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
-[X] Culture Projects
--[X] Wonderpark Fungineering Guild (0/20 --> 2/20)
--[X] Frontier Explorer Compartment (8/20 --> 20/20)
-[X] Faith Projects
--[X] Great Conclave (12/25 --> 25/25)
--[X] Mystek Protective Wards (0/40 --> 5/40)
-[X] The Booug
-[X] Academy Actions
--[X] Particle Field Generator (0/20 --> 16/20)
--[X] ShipShieldTek (18/20 --> 20/20)

[X] Plan: Forward
-[X] Fleet Actions
--[X] Survey Naklis
---[X] TKK Endeavor
--[X] Drydock
---[X] TKK Accomplishment
-[X] EXP (28-1)
--[X] CityShrines +10 (10/10)
--[X] Lunar AutoRecycler +8 (10/10) +1 Nuclear
--[X] Living Metal Farming +9 (9/20)
-[X] CUL (14)
--[X] Blood for Art +10 (10/10) -1 Warp
--[X] Lunar Salvage Cabals +2 (2/20)
--[X] Frontier Explorer Compartment +2 (10/20)
-[X] FTH (19-1)
--[X] Great Conclave +13 (25/25)
--[X] Mystek Protective Wards +5 (5/40)
-[X] The Booug
-[X] ACD (18)
--[X] Particle Field Generator +16 (16/20)
--[X] ShipShieldTek +2 (20/20)


[X] Plan: Prep for War
-[X] Fleet Actions
--[X] Survey Naklis
---[X] TKK Endeavor
--[X] Drydock
---[X] TKK Accomplishment
-[X] Expansion Projects
--[X] Construct Valiant Class Ship (0/40 —>12/40)
--[X] Living Metal Farming (0/20 —>7/20)
--[X] Lunar AutoRecycler (2/10 --> 10/10) +1 Nuclear
-[X] Culture Projects
--[X] Lunar Salvage Cabals (0/10 --> 10/10
--[X] Frontier Explorer Compartment (8/20 --> 12/20)
-[X] Faith Projects
--[X] Great Conclave (12/25 --> 25/25)
--[X] Mystek Protective Wards (0/40 --> 5/40)
-[X] The Booug
-[X] Academy Actions
--[X] Particle Field Generator (0/20 --> 16/20)
--[X] ShipShieldTek (18/20 --> 20/20)

[X] Plan: A Whole New World To Explore
-[X] Explore Galactic West:
--[X] TKK Endeavor:
-[X] TKK Accomplishment:
--[X] Drydock
-[X] Orbital Forests: 9/15, generates CUL.
-[X] CityShrines 10/10, generates FTH and CUL, strengthens urban machine spirits.
-[X] Lunar AutoRecycler: 10/10, Construct Lunar AutoRecyclers, generating EXP, generates one Nuclear Material.
-[X] Blood for Art: 10/10, significantly increases CUL, costs 1 Warp
-[X] Frontier Explorer Compartment: 11/20, Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits. Requires Orbital Shipyard and a turn in dock to take effect.
-[X] Great Conclave: 25/25, Set up Great Conclave, generating FTH and providing a neutral mediating body for religious disputes between various spiritualities.
-[X]Shrine-Talismans: 5/10, upgrades TekShrines with Shrine-Talismen, increasing EXP.
-[X] The Booug: Antianima. Gain -1 EXP and -1 FTH to spend this turn. Fleets will gradually take structural damage every Warp-Jump: resets if given a turn in dry dock.
-[X] ShipShieldTek: 20/20, upgrades ShieldTek to apply to space fortifications and ships.
-[X] MagTek Reassembly Protocol: 10/10, Buildings and Fortifications gain MagTek Reassembly Protocol, repairing structural damage.
-[X] Particle Field Generator: 6/20, gain Crude Warp-Shield Technology, slightly increasing the safety of warp travel.
 
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It was fucking obvius this it was gonna happen, that was why i didnnt wanted yo go for warp drives before better protection
What additional Warp protection could we actually have done before we popped Warp Drives? We did two levels of mental health and therapy boosting actions, and finished Mystek Compartments by the time we did Warp Drives. All this we're dealing with is new stuff that we didn't know about the warp IC before we made a drive and as such weren't options. What we should have done is to research the Warp Drives much earlier, even before the Configuration fell, so that we would have actually had time to fix all this rather than being put in the situation we are in now: having to send out our first interstellar operations without adequate protection because we don't have the time to wait for all those projects to be done.
 
One could point out that this *is* a good initial Warp jump. Relatively few people went insane, and they didn't come back with any hungry daemons still attached to the ship. This is a great success. We can even actually use the thing with reasonable expectations of getting most of a ship back afterward, with crew who will actually be alright after some months of medical treatment and therapy.

Now, would it be a good idea to get at least the basic field generators before doing more than poking around testing the thing on short hops? Absolutely yes. But we can also remember that even with vastly more advanced Warp technology, you still end up losing a small but noticeable percentage of your ships to random failures or fluctuations. We couldn't really expect much better from something outright labelled as a CRUDE Warp Drive.
 
@Woltaire , Since your plan doesn't complete the Frontier Explorer Compartment. It would make sense not to drydock this turn. since otherwise you would need to do it again next turn to get it.

[X] Plan: A Whole New World To Explore
[X] Plan: Work it Weasels
 
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Funny thought I had, if we met any humans that haven't already been taken by the Imperium seems like that could be interesting. Since imagine that between the IMperium and the Ferret Federation that they'd rather join the Star Trek style society than the despotic hellhole that is the Imperium of Man. Especially if we run across human societies from the DAoT who managed to maintain their culture even if they lost most of their tech.
 
The big issue is that even during the early crusade the imperium is fucking huge, has the most consistent high tech, and the best psyker support among any non-eldar factions active at the time. Even if they liked us any human worlds would need a big reason to back us against them. Later on after Emps is throned we get some flexibility, especially with the warpstorms creating choke points, but there's still sheer numbers to consider. We'd need to do a lot of things very quickly and stop coming up with excuses to never fucking pull the trigger.
 
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