Of Lords and their Legions (A Necron Overlord Quest)

Voting is open
I'll be amending the other threadmarks to use this system but the long story short is that Daeloth presently has Dynastic shipyards while Kaisov has Dockyards (Imperial), the rest have only civilan rated space infrastructure
Would turning Kaisov's Dockyards (Imperial) into Dockyards (Yulenoth) be any different than doing it from the ground up?
 
Would turning Kaisov's Dockyards (Imperial) into Dockyards (Yulenoth) be any different than doing it from the ground up?
Unfortunately unlike modernising resource collection, shipbuilding isnt one you can do with half measures and Necron additions on imperial hardware. Necron ships will require Necron shipyards. So you would have to build them from the ground up. There are many thing that can be done with the shipyards though, some of which will make their way into the turns options.
 
On the shipyards, is the listed price for building it from scratch or for upgrading to the next level?

Wondering if it would be practical to upgrade Dealoth to the top end yards.
 
On the shipyards, is the listed price for building it from scratch or for upgrading to the next level?

Wondering if it would be practical to upgrade Dealoth to the top end yards.

Not particularly practical at the moment i'm afraid. They are full cost to upgrade from one to another. They don't however have to be expanded sequentially. If 25000 material is thrown at a planet it can go strait to a royal shipyard from nothing. Though it will take a full turn to construct
 
We will be probably never reach full capacity building on our royal shipyards for the foreseeable future. That would require us to to have a constantly growing source of resources that would allow us to sustain a constantly growing upkeep.
 
We will be probably never reach full capacity building on our royal shipyards for the foreseeable future. That would require us to to have a constantly growing source of resources that would allow us to sustain a constantly growing upkeep.
It's also when your large enough that hemorrhaging a fleet isn't an immediate death sentence but you still need to replace it right now rather than over the next decade or two.

I.e the Sarnekh shipyards are running at maximum capacity atm and probably for a while until they hit an equilibrium again
 
Years 25 - 30 of the restoration - options
You watch impassively as the final finishing touches are put upon the "Chariot of Prince's" The final ship to be restored to functionality for the Aghrekhun, the scythe, near half a dozen kilometres long, likely appears quite flimsy and fragile to imperial observers. Who despite your treaty are forced to remain several thousand kilometres distant from Daeloths shipyards unless permission is explicitly given by yourself or Sovenkh. Idly you wonder how many foolishly believe themselves able competition for such an engine of death as the 'Chariot'.

Finally, you receive confirmation that all necessary adjustments have been made and issue the command to activate the antimatter reactors. Perhaps the most dangerous time for the ship's construction, as the power to shatter continents is tested for the first time within the bowels of the ship. Within seconds, however, you know it to have worked correctly. As the engines receive marginal power and the ships active defences light up in an emerald green upon the crafts obsidian black hull.

Finally, the prince standing to your side speaks up, his lychguard having taken up positions at the edges of your viewing platform. Silver frames shining in the light of the sun against the backdrop of empty space.

"You have my thanks Levnekh, I once thought I would be cast adrift. Begging for scraps to have a chance at reclaiming my birthright, now however my fleet stands reforged, all thanks to the welcome you so graciously provided"

You turn to face him, watching as the Agrekh'un prince stares sightlessly toward his new flagship. "You have my thanks also, certainly I would not have achieved such a peace as I have without having added you ships to mine own, however temporarily it may end up being"

The exile prince lets out a laugh at that "Ah yes, your 'peace'. I look forward to watching from afar when this ceasefire draws to a close."

An interesting analysis, and one that draws close to your own opinion of the imperium trustworthiness. You are however not here to discuss that particular issue "It's decided then? You'll be departing shortly?"

Thotep finally turns to face you, or at least slightly to your left until he finally corrects. "Have no fear Levneck, you shall have the pleasure of my company for some time yet. There is still some time for me to gather support, and I'd prefer to have these talks when the Saunekh and Thotk aren't slaughtering each other's fleets. Still, I expect to launch my reconquest between the next five and seven years"

You nod slightly relieved, a lengthy timetable to leave was good. Indefinitely maintaining a dynasty in exile would be rather draining politically, but at least you would have some measure of warning to prepare. "A quite short dormancy then, I've been in sieges that have lasted longer than your exile will"

He turns back to the vessel now slowly existing your vast shipyards to join the other Aghrekh'un ships in orbit over your crownworld. "Indeed, and my hope is that such is how the other dynasties view this period. A brief interregnum before we are restored once more to our proper place among the dynasties."

"I imagine then that Agrekh'un would likely also be looking for more reliable friends than those they had prior to their dormancy"

The prince sighs and looks out upon the field of stars for some time. Seeming to be lost in thought before he answers. His voice far more quiet and contemplative "perhaps we would Levnekh, perhaps we would. Though that is a discussion for another day"

--------------------------------
You now turn your mind to the business of ruling. Gone now are the tumultuous years of your early rising, now you stand. If somewhat diminished from the days of your glory. Now you may safely plan far into the future safe in the knowledge that there should be no immediate cataclysms befalling you.


Total as of year 251210
Resource extraction47217
Tribute-4148.9
Fleet-30250
Defenses-6000
Mortal Maintanance-1925
Diplomacy-1625
Scientific-500
Intrigue-600
Balance2168
Expected total as of year 303378

Admin - none of your imperial payments have yet been factored in, but so long as your balance is positive at the end of the turn there will be no adverse effects

Next turn I will be doing a massive simplification of the resource system, but this turn it shall be kept as it is.

Also the name of the turn plan will be made into the threadmark title for the turns length to make delineating turns easier


Available ships (1 Great Scythe, 2 Scythes, 5 Light Cruisers, 8 Escorts)

Martial (1 action) (1 expended on Imperial request in Macetus subsector)


[ ] Conduct a review of Imperial tactics and strategies utilised in the wars of reclamation. (will no longer be available after this turn)

Though no battles of truly great scale occurred over the course of the war with humanities empire. Enough small scale battles happened that a review could give insight into the tactics of their smaller battle groups and patrols. This information disbursed among your commanders could give insight into how to approach battle with the far larger polity when engaging with smaller portions of their fleet.

Cost = 50
Actions = 1
DC = 30
Gain a bonus against small scale imperial fleets.


[ ] Carry out a raiding campaign
It is possible for us to strike directly at our foes. Set upon their worlds and plunder them utterly for their wealth. Bring these back to Daeloths forges and set the forge of war to blaze ever hotter and higher. (can be taken multiple times)
Actions required 1
DC variable

[ ] number and type of ships set upon this task
Potential targets
[ ] Imperial subsector you wish to target (would break the silver pact)
[ ] The Orks of the Eridor sector



[ ] Scout a sector
You know how the politics of the Necron realms are developing. However, closer to home you are almost blind to the territories that surround you. Send out some ships to map out the surrounding imperial space.

Select Sector to scout
[ ] Eridor (galactic south of Tevevene sector)
[ ] Villendiction (galactic northeast of Tevevene sector)
[ ] Tears of Ventha (galactic north-west of Tevevene sector)



[ ] Begin a campaign to subjugate a region
Our dynasty despite its recent and fantastic growth is still but a small speck amongst the wide and open starts. Yet there are opportunities aplenty for the Scholar lords. Let loose our hosts against the worlds of our enemies and allow us to claim them for our own.

Actions required - 1
DC variable

[ ] number and type of ships set upon this task

Name your target
[ ] Imperial subsector you wish to target (would break the silver pact)
[ ] The Orks of the Eridor sector




[ ] Scour a region
Sometimes it is necessary to destroy a world of our enemies entirely and leave nothing but rubble In our wake. Where a defeat would crush the spirits of our enemies, but we lack the strength to actually hold the world. Is but a single example. Or perhaps we simply wish to make a statement. It matters not to me, great one. Let slip our leash and we shall do as we have for thousands of years.

[ ] number and type of ships set upon this task
Name your target
[ ] Imperial subsector you wish to target (would break the silver pact)
[ ] The Orks of Eridor sector



[ ] Scout for other valuable worlds
The records of both the Sirano and the imperium for this area of space are incomplete. Build some small scouting vessels and investigate the nearby areas to attempt to discover if there are any valuable systems nearby which we could take advantage of. Space however is vast and there are many places to look. (can be taken multiple times)
Actions required 1
DC 30 (If worlds are present)
Cost = 200 refined material




[ ] Recruit and train a force of Sirano Marines
The battles of Daeloth revealed a key weakness in our ability to defend against boarding actions. The Warrior and Immortal Cohorts aboard our smaller vessels were simply too doctrinal and inflexible to react swiftly and decisively to surprise attacks from unforeseen vectors. Utilising knowledge gained in our eradication of the Krork from our world it would seem that recruiting specialised void soldiers from the Sirano and equipping them appropriately would fill this gap in our doctrine. Though having them aboard a ship would be costly.

successes required - 1
DC 25
Cost 200
Increases maintenance cost of ships by 5%




[ ] Build a Tomb Ship Requires a royal shipyard
Fleet killers, Single ship armadas. The bane of enemy admirals and the pride of dynasties. A tomb ship is the greatest declaration of might a dynasty can perform outside of the cryptek arts. To build one can beggar entire realms and entire systems will be dedicated to sustaining the vessels. Such though is the cost of a vessel that has the power to level small moons.

Actions 1
Must be built on a world with at least a royal shipyard
Costs 12500



Diplomacy (1 action)

[ ] Draft first contact protocols
This galaxy is if anything, even more hostile than the one we have seemingly so recently departed. Despite this, there is now no single unifying culture that controls nearly all of space, and who views us as their eternal enemy. In Imperial records, there have been hundreds of minor species in this segmentum alone, the capital of the Imperium. Who have varied from unrelentingly hostile to neutral in their temperament. Having our admirals and courtiers versed in introducing ourselves in the most favourable light could see great benefits far into the future.

DC 30
Actions required 1
Cost 25 refined material



[ ] Establish a training centre for human diplomats and courtiers.
Though you have now established diplomatic channels with the Imperium, you also have the ability to contact the myriad worlds of the Imperium at your leisure. The most isolated and independent of which may be willing to engage diplomatically with a Xenos empire. However, even in our dealing with the Sirano, our deathless nature has been found to be quite intimidating. A suitable solution to this is to utilise your substantial human population to create a diplomatic corps of human courtiers. Who may speak in your name, while maintaining a far friendlier facade than our own. First in this process would be the establishment of a training centre and the appropriate curriculum

DC 30
Requires two actions
Cost 250 refined material
Will allow the recruitment of an additional three (human) diplomats. Who do not suffer from the 'Deathless visage' modifier when interacting with mortals.



[ ] Formalise your claims to the Televene sector.
This should not be strictly necessary. The other dynasties should know and respect that the territory so close to your crownworld belongs to you by right. Especially now that you are exercising your will beyond the borders of your system. However, trusting the other dynasties has never come naturally to you. Officially claim the Human Televene sector as your own so that other dynasties must officially declare war if they contravene your territory.

DC 30
Actions required - 1
Cost 25 refined material




[ ] Reach out to a dynasty to see if there is anything you can offer each other
The many dynasties of the hidden realms have an equally great number of needs and wants among them, and most are in a position of greater strength than ourselves. Reach out to a dynasty and make an offer in order to see both them and us strengthened
DC variable
Actions required - 1
Cost 25 refined material
[ ] which dynasty do you wish to interact with
[ ] state the deal that you are proposing




[ ] Approach a polity to see if they would be interested in making deals
Though the imperium stands as the most powerful unified polity in known space. There are other races and factions who it may be beneficial for us to meet. Send out our diplomats to meet with these entities and entreat them to come to the table.

DC variable
Actions required - 1
Cost 25 refined material
[ ] Which polity would you like to interact with (The Adeptus Mechanicus counts as a separate polity from the imperium of man for the purposes of this action)



[ ] Establish more concrete vetting procedures when welcoming courtiers to your empire
With the discovery of several spies within your realm it has become necessary to ensure that the communications which travel to and from your dynasties embassies are more closely monitored. Establishing stricter vetting procedures and limiting the times and methods through which communications can occur means that taking information off of your worlds will be far more difficult. Of course, it also means that with no trust extended to them, and with many ambassadorial privileges rescinded, the Yulenoth seem much less open and trustworthy than they once did.

Cost 50
DC = 40
Actions = 1

Makes it significantly more difficult for spies to contact their masters. However it also makes your court seem significantly less welcoming. Lessening interest in your from the other dynasties




Learning (1 free action) (other is spent on mechanicus request)

[ ] Pursue research into cascade based FTL communications

Presently, outside of extremely power-intensive and immovable methods such as the wormhole technology contained in the court of lords. There is little ability for you to communicate with the other worlds within your realm other than directing a courier ship to venture forth and report. Presently this does not cause significant issues within your realm, for it is too small to suffer the great perils from delayed communication. However, it is your intention to grow, and cascade technology offers a solution to this particular issue.

DC 40
Successes required = 1
Cost = 200




[ ] Discover the secrets of the black immortals
The black immortals are a triumph of technology, far superior than any other individual Necron barring only the greatest of lords. They are far more resilient, and their weapons are more damaging than the smaller size of their chassis should allow. How this was accomplished is unknown to you, for you were ever barred from researching them by order of the Triarchs. Now, however, all orders bar Szarekhs last have been rescinded. All avenues are now open to you and it is well within your abilities to study these engineering marvels. Perhaps it is now time to discover what lies beneath their midnight black armour.
(may be taken multiple times)
DC - 70
Cost - 250

Which aspect of their construction do you focus on
[ ] Their armour. Harder than Blackstone and yet lighter than living metal (requires 2 successes)
[ ] Their musculature. Acting with far strength and speed above that of standard Immortal Carapace (requires 2 successes)
[ ] Their Sensor Suite. Seemingly near prescient in their response rates, accuracy and probability analysis (requires 2 successes)




[ ] Refine our understanding of Entropic reactors
Once antimatter reactors were the pinnacle of Necron energy production technology. Requiring the most capable of minds to create and produce them. The technomandrite cryptek conclaves guarded their knowledge with jealousy. However, no monopoly on such knowledge could be maintained forever. Thun now antimatter is well understood by the Necrons. Now it is time for the Entropic reactor to follow in the footsteps of its more primitive brethren. Have your scientists pursue the deeper mysteries of the technology. Have them create and master black holes on the moons of Daeloth and ensure that you can begin to fully grasp the technology and make it usable if expensive to employ such titanic power generation across the entirety of your realm.

DC - 70
Cost - 200
Required successes - 2




[ ] Pursue stabilisation in our canoptic minds
It seems the Agrekh'un have done something of interest. They have developed a method through which their canoptic servants are more easily controlled. Allowing ever more capable canoptic servants to aid their incompetent scientists in the pursuance of whatever struck their lords fancy. Though it also served to allow them to throw endless waves of canoptic warriors against the Orks with little but not no risk of rebellion. They will not willingly share this information with us. But now I know something can be done, it makes it ever so much easier to do it.

DC 65
Cost 25
Required successes - 2





[ ] Pursue a standardisation of the basics of Psychomantic technology
Psychomancers one and all are feared by the Necron nobility. Though they are also greatly desired by those self-same lords. Masters of the mind, these crypteks have bent the will of entire worlds. Forcing them to kneel, not through military might but by pure fear. Yet these are but one of many tools in the psychomancers arsenal. For, to the arts of these beings, happiness and loyalty are as easy to provoke from a mind as fear, and are perhaps even more useful. Over time, these crypteks also discovered unrelated technologies to make use of. It was a psychomancer who, when attempting to divine how to influence an individual's minds from afar. Instead discovered the secrets of teleportation. Since then psychomancers have strangely become masters of both fields. Psychological manipulation and teleportation.

Opens up several research options in basic psychomancy

DC 90
Required successes - 2
Cost 100 (mostly bribes to the cryptek conclaves to allow you to attempt this)




[ ] Pursue a standardisation of the basics of Ethermancy technology
Ethermancy, the master of the natural world. Focusing largely upon how to influence the natural phenomenon of the planets or the void your ships travel through. The most famous Ethermances have bent entire weather systems to their whim. Forcing hurricanes and storms the size of cities to appear around the surface of a planet. Or commanding the stellar winds themselves to direct their energies toward the foe. However, not every one of their abilities revolves around combat. Ethermancers were also the master terraformers of the Necrontyr. Capable of turning worlds from barren wastelands to magnificent vistas, the picture of the Throneworld. Now that you have one in your service, have them attempt to spread their knowledge. Have them standardise their techniques and abilities to allow a very rudimentary, but at least cogent understanding of their arts

Opens up several research options in basic ethermancy

DC 90
Required successes - 2
Cost 150 (mostly bribes to the cryptek conclaves to allow you to attempt this)




[ ] Pursue a standardisation of the basics of Transmogrification technology
Your own specialty, transmogrification is one of the newer cryptek disciplines in ascendance. Masters of transforming matter from one form to another. Transmogrification saw uses across nearly every aspect of necrontyr civilization. From the stellar forges made famous by the Nephrekh, whose trinary system gave them the power to crush any foe which came near. Or the silver legion, whose armour, crafted by a cryptek absorbed all weaponry fired upon them. Rendering them inviolate to all physical weapons. You have the opportunity here. To allow a more base understanding of your arts to spread to your people.

Opens up several research options in basic transmogrification

DC 100
Required successes - 2
Cost 100 (mostly bribes to the cryptek conclaves to allow you to attempt this)




[ ] Seek a prophecy from your chronomancer. (may only be chosen once)
Have Aztemikh look beyond the veil of time. Learning the secrets known only by those who can pierce the mists of chance and probability. Seek from him the knowledge to govern your empire and act in ways that are in your interests. Be warned, however, there are infinite paths stretching into the future and even the masters can see only so much. The answers given are often vague and prone to misinterpretation. Though many do suspect that this is merely a method for chronomancers to avoid punishment for false divinations
costs

cost = 50
actions = 1

- Aztemich prophesies = (artifice = 2 potential prophecies or re-rolls)
choose one of the following for each prophecy have (may be taken multiple times)
[ ] A re-roll to any single roll (this may be applied retroactively on any single roll during the turn)
[ ] A prophecy regarding future events (choose something to know about)



[ ] Pursue a standardization of the basics of Chronomatic technology
Chronomancy, the art of manipulating and managing the stream of time itself. The newest of all the disciplines, but to hear it from the masters of the art, the one with the most potential as well. Chronomancers have made themselves known within the Necron courts as prophets and oracles. The most notable of course being Orikan, Who still as you sometimes hear, travels from dynasty to dynasty working toward his own designs. They have crafted miracles and marvels, in some cases accelerating time in a certain region. in the case of your former flagship, it could lock entire vessels in a single second for a span of minutes. If your scientists could grasp even the basics of this technology, near anything is within your grasp.

Opens up several research options in basic Chronomatics

DC 100
Required successes - 2
Cost 100 (mostly bribes to the cryptek conclaves to allow you to attempt this)




[ ] Conduct an investigation into your warscythe
Your warscythe in the conquest of Kaisov displayed abilities unknown to Necron science. Yet it seems the Triarchs have mastered whatever technology it is. Delve into your warscythe and discover exactly how it can corrode metal in seconds, or seemingly drain the very life from its victims.

DC 40
Cost 25
Required successes = 1




[ ] Attempt to solve biotransference for the Sirano
We have been ...reduced in numbers since the great sleep and have no avenue for receiving replacements either than shamefully stealing directly from other dynasties or conquering and vassalising them entirely. The court mutters in discomfort whenever the subject is broached and the specifics themselves must be discussed at length. However it could be possible to bequeath the change upon chosen Sirano, perhaps in time, our numbers may be restored to their former heights and beyond. Though many view such a momentous step as... profane
(can be taken multiple times)

DC - 30
Cost - 50
Required successes - 2




[ ] Delve into the possibilities of the cascade drive (advanced)
I have delved into the secrets of hyperspace and revolutionised the designs made by your mortal servants my lord. In doing so it seems I have managed to pinpoint the largest holes in their theories and fixed the most glaring issues. However, that was the work of but a few years. With dedicated time and effort perhaps there is still space for a similar scope of improvements to be made.
(can be taken multiple times)
DC - 60
Cost - 300
Required successes - 2




[ ] Attempt to restore the Necron genetic code
The Void Dragon, Mag'ladroth in its fury, destroyed all records of the Necrontyrs genetic base code. Now, all that remains in the Yulenoths data vaults, perhaps the best outside of the Homeworld itself is the scraps written by a paranoid lord Millennia ago for his specific cloning alterations. Attempt to extrapolate from his own code the basic foundations of the Necrontyr. Perhaps given enough time and resources a breakthrough could be made. Alternatively, you may focus on the edge cases of data that the virus may have overlooked. Perhaps there are some clues hidden in plain sight which were never deleted in the first place.
(can be taken multiple times)
DC 50
Cost 25
Possible successes - 1 (locked until more samples are available)
Required successes - 5




[ ] Warp Detection
Though through my magnificence I have managed to create artifacts that can successfully monitor large scale or localised aetheric effects. We are still largely blind to the many and varied capabilities of the more subtle "sorcerers' of the Eldar, or even those wielded by the imperium. Delving into this realm may give us the ability to only discover that we are being affected by aether based effects. But allow us to divine exactly what those effects are.

Required successes - 2
DC - 70
Cost - 100




[ ] Investigate the pariah gene
There is a mutation in the human gene pool which appears to actively nullify aetheric abilities produced around those who carry it. Unfortunately, the effect on baseline humans leads these individuals to be marginalised by their society, thus significantly reducing the mutations ability to spread and multiply. Investigating this phenomenon may however allow us to induce such a gene in our human population, or if not, perhaps enhance the effect of these aetheric pariahs

Required successes - 1
DC 50
Cost 150





[ ] Spell disruption
We presently have the capability to on the battlefield, interrupt the flow of psionic energies created by those with a particularly powerful link to the aether. This is however a bludgeon rather than any kind of precision instrument. Gloom prisms and pylons simply drain the nearby area of any aetheric emanations. With the rudimentary detection systems I have created, and provided time, effort and ….volunteers. We may develop ways to interfere with aetheric trickery in a far more precise and hopefully, far more effective manner. Potentially leading towards pathways to disrupting the eternal curse on the Necrontyr.

Required successes - 2
DC - 70
Cost - 100



[ ] Disarm the process of biotransference
The process of biotransference was...hazardous to say the least. The superstitious refer to us having lost our souls. I hold that the C'tan harvested our connection to the Aether. Have us focus our efforts on discovering the flaws in the designs they gifted us with and I will ensure that any future Necrons will be forged with that link fully intact.
DC - 30
Cost -150
Required successes - 2



[ ] Create marvels
Have me forge a marvel beyond the ken of lesser races. Bend the laws of physics to our will and bind them to our purposes.
Cost - 1250

[ ] Define the scale of the marvel, who shall build it and any further requirements in its construction

Possible Scale of Marvel
build a legion's worth of infantry equipment
Arm a legion with several dozen enhanced vehicles
A device whose effects scale against entire battlefields.
A device to be fitted on a starship
A system scale marvel (1/4) completion)
A sector scale marvel (1/8)
A galactic scale marvel (1/20) would require a stellar forge to power it

Who could forge it
Nevanoch Artifice 4 (Psychomancer)
Aztemikh Artifice 2 (Chronomancer)
Hetamhet Artifice 4 (Ethermancer)



Stewardship (1 action)


[ ] Oversee constructions
Great one. Over my many years acting as your Imeert there have been projects great and small which could have been made more efficient. Allow me to lend my knowledge and abilities to these projects to have them run more smoothly.
(reduces the cost of a construction project)
(May only be taken up to two times)
DC 20
Cost 0

-[ ] Choose project to focus on



[ ] Colonise those worlds the Illithian league revealed to you
The Illithian league provided to you knowledge of four worlds of marginal worth within the Eridor sector. However despite their relative lack of material worth, these are valuable in their obscurity. Near no orks lay claim to any of these planets and in the event of an attempted reconquest by the imperium, your presence would likely be initially missed. Still despite the relative safety that this represents some level of garrison should likely be emplaced given the sheer distance between these colonies and your core worlds
DC 40
Costs 2000
- [ ] number and type of ships set upon this task



[ ] Terraform a world
Transforming a world to more suitably fit our desired preferences has never been the Necrontyrs primary method of finding habitable worlds. For the Old Ones had already created many choice options to pick from. Many of which were scarred and blackened by the conflicts that would come to their surface. This does not mean however that such tasks are beyond our arts. No, the processes are well known to us, largely however such things were put behind us in the biotransference. When one can survive in the vacuum after all, you do not particularly care whether there is grass or rock beneath your feet
Requires four actions
DC 50
Costs 500 per action
[ ] Select planet



[ ] Modernise resource collection across the subsector
Significant work has already been done on the Kaisov system, yet the remainder of our space is still largely utilising inefficient and ineffective Imperial technologies. this needs to be rectified if we truly wish to make ourselves known as a respectable dynasty of the Necrontyr

Dc 70 (Scoring lower simply means the work is not entirely completed)
Cost 2000



[ ] Forge a dolmen gate
Forgive my forwardness my lord but it must unfortunately be noted that our reach is limited. The Nilankh stretch their arm across the breadth of space via their dolmen gates, and the sole reason the Sarnekh have remained stable during the entire great awakening is only through their ability to rush forces throughout their great empire.
2 actions required
DC 30
Cost = 1250 per action invested
Upkeep - 1000 per turn once completed



[ ] Create a biotransference engine
My lord, forgive any impertinence which you may infer from my words, but the creation of a biotransference engine could be beneficial to us. Giving us a way to once again gather many great and true soldiers under a banner is a claim that no other dynasty could possibly attain. Of course, I speak only as your most leal servant and do not mean to presume above my station…
5 actions required
DC 40
Cost = 1250 per action invested



[ ] focus upon resource collection
There are places Overlord, where efficiencies could be made in our resource collection though i mean no offence toward you and yours. Allow me to attend to the matter and I will see that improvements limited though they may be can be made under my watchful eyes
(may be taken only once)

DC 20
cost 0
[ ] choose system to oversee in full



[ ] Lay the foundations of a stellar forge
A grand task worthy of only the mightiest of dynasties. Overlord, it would be an honour to even be given the privilege to begin such a task. Yet even for creatures so great in stature as ourselves, it must be said that this may be the work of decades or a century. Even laying the foundations, creating gravitic platforms shielded from the apocalyptic heat present so close to the sun will cast vast if not insurmountable resources. Though should our work continue undisturbed these vast foundations will eventually work toward constructing the stellar forge

4 actions required
DC 60
Cost = 1250 per action invested



Intrigue (1 action)

[ ] Infiltrate our enemies
Our enemies are near endless and our knowledge of them is limited to what we stole from their fleeing fleets. We must infiltrate their worlds to discover their secrets. We must know their minds and the minds of their followers before their pitiable lifespans are shortened even further. (may be taken multiple times)

Actions required - 1
Dc 45
Cost 25

[ ] on whom do you wish to spy (mechanicus/imperium are treated as separate entities)



[ ] Commerce raiding (If discovered this would break the pact)
This Imperiums greatest strength lies in the sheer number of resources it has at its disposal. We can take advantage of this to gather the materials needed to pursue a far more glorious campaign. Let loose the jackals to harry at the flanks of the foe and feast upon that which they bring back. (can be taken multiple times)
Actions required 1
DC variable

[ ] number and type of ships set upon this task
[ ] subsector you wish to target



[ ] Quietly move your Imperial dockyard to the Eridor sector
You now know of several potentially safe anchorages distant from any possible imperial oversight. Even without having a fully established colony present, it would be relatively easy to establish your dockyards in this isolated location while claiming they were dismantled to any imperial observers. Able to produce imperial ships for your own use, with hopefully none being the wiser.
DC 30
Cost 250



[ ] Infiltrate a rival dynasty
Though they are not officially our rivals the other dynasties are truly little better than the living and their intentions are not necessarily our own. We cannot allow them to act without our foreknowledge. Especially if they do so relatively close to your realm. Though I would rather demand their intentions directly, that is not within my power. Instead we should emplace courtiers whose mission is to infiltrate their lairs and retrieve their secrets for our own use.
Actions required - 1
Cost 25
DC 40

[ ] to which dynasty do you send your spies



[ ] Quietly reach out to isolated human worlds. (repeatable)
The humans have given us leave to travel throughout their realm. Though you will not push them so far as to go to their greatest systems, you could make your way to the more isolated human realms in their empire. To see what services the Necrons could offer to such isolated...vulnerable worlds.

DC 40
Actions required = 1
Cost = 100 per action invested



[ ] Scout the void
You now effectively have access to the entire galaxy. Though the human knowledge of even the denser parts of their empire is quite sporadic and missing significant pieces of data. Send out your scout vessels and see what lies in wait in the depths of the void.

DC 25
Actions required = 1
Cost = 100



[ ] Call a deathmark strike
Message the deathmark cult you have made contact with and begin negotiations for an assassination's contract
Actions required - 1
DC ?
Cost ?




[ ] Establish listening posts in a subsector
We shall establish listening posts throughout the enemies territory and cease to be blind to their doings. Their fleet movements and battles will be ours to know and should we do it with sufficient stealth. They shall never know that we were even there until it is time to strike
Actions required - 1
DC 35
Cost 150
Maintenance = 50 per monitored sub sector

[ ] which subsector do you wish to spy upon




[ ] Establish listening posts in the entire Televene sector (Will subsume the ones you have already established.)
We shall establish listening posts throughout the imperiums territory and cease to be blind to their doings. Their fleet movements and battles will be ours to know and should we do it with sufficient stealth. They shall never know that we were even there until it is time to strike
Actions required - 1

DC 50
Cost 900
Maintenance = 350



[ ] Give extraordinary powers to your agents and black lords
The black lords are not an office which one wears openly. It marks one as being a member of the overlords secret police. Empowered with great trust and great responsibility to report of underhanded or illicit dealings among your lords. Reports which you will utilise the Lychguard to apprehend. However this may not be enough as you uncover truly great and terrible secrets through your pursuit of the sciences. Grant your black lords the authority to execute traitors to your dynasty even without informing you of their wrongdoings. A drastic step and one which would not allow spies the opportunity to flee from possible forewarning. But one which could very easily be abused by your underlings.

DC 70
Cost 25



[ ] Root out any spies within the Yulenoth
Our dynasty must be kept clear of any potential spies. We will conduct sweeping investigations throughout our dynasty to ensure that any spies currently within are flushed out and slain.
Actions required - 1
DC ?
Cost 50
For each roll Lasthule will roll against each individual enemy spy (if any)



The Imperial Cult (1 action must be taken)

[ ] Turn over the psykers which are discovered on human worlds.
It is Imperial practice to collect all psykers from a planet and have them brought aboard the "black ships" to transport to Terra itself for training. Your able detection systems have identified far more psykers than that of an average Imperial world and thus the cardinal has impressed upon you the necessity to supply the Imperium with psykers before they potentially begin causing problems even while locked in stasis. Of course you suspect the true reason for her insistence is to simply block you from access to such a useful strategic resource.
Will result in you giving up access to the vast majority of your human psykers
DC 0
Cost 0
Actions required 1



[ ] Create a grand Cathedral on Kaisov
The cardinal has also spoken with you at length about the potential impurity that the citizens of the realm will have to endure simply by living under your rule. She has suggested that a way for them to be purified is via the construction of a truly monumental cathedral upon Kaisov. Built of only the most resource-intensive materials and the size of a mountain, the cathedral would certainly inspire those of faith upon the planet and would beggar a human realm. Fortunate for you then that you are not a human realm.

DC 0
Cost 1250 per action
Actions required = 4



[ ] Render unto the cult the story of the war in heaven
The cardinal has expressed a desire to know of how the war in heaven came to be and would have the story of your race written by her chroniclers in great detail. No doubt to wring some advantage from the knowledge of your race and its long, terrible history. However, it ultimately costs you nothing to have your storytellers speak to the imperials of thus. At least, so far as you know

(Locations of tombs and other strategic knowledge would be obscured)
DC 0
Cost 0

Respect = 10 = 3 free actions

Personal Actions 1 available


[ ] Assist a vassal
Help one of your department's pursue one of the goals that they are endeavoring to complete in your honor. Will add your relevant statistic to the roll


[ ] Go on campaign
Attach yourself to one of the military forces you are sending forth. You will not add anything to the roll but should it be appropriate, you will allow for a re-roll as you personally change the course of a battle.
(Utilizes your own martial statistic)


[ ] Create marvels
Forge a marvel beyond the ken of lesser races. Bend the laws of physics to our will and bind them to our purposes.
Cost 250
[ ] Of what scale shall these be made, and any further requirements

[ ] Forge for yourself some personal equipment (Learning)
Across the length and breadth of Necron space. There are lords who have had crafted for themselves items which have formed part of their mythos. Items worn on their person which have capabilities even on the strategic level. Such as Phaeron The'ans of the Bilok dynasty and his thousand stars. Or the Sautekh's premier general Imotekh, and his ability to summon a tremendous lighting storm to move with his army. Forge one of you own design, to wear upon your person to show yulenoth technical mastery upon the field of battle in a way your ancestors have never done

DC 70
Cost 50


[ ] attempt to delve deeper into Transmogrification theory (learning)
Over the past few decades you have had the opportunity to delve into transmogrification lore and sciences as you have not had the chance in eons. Use the next five years to do so again to reach new heights in your mastery of the physical.

Dc 95
Cost 200



[ ] Bring a proposal to the court of lords
You are not the greatest of lords but your accomplishments speak for themselves. Bring a proposal before the court of your region to have the result be binding on all lords in the local region.
-[ ] what proposal do you wish to bring before them



Activities that do not require any actions

[ ] List ships brought out of or placed into Mothball (if any)




Construction projects
[ ] place any standard constructions which the dynasty wishes to pursue here (these constructions do not consume actions) costs found in "standard construction costings"




[ ] expand/contract your diplomatic apparatus with a dynasty
Over a long enough period you do not risk insult to other dynasties by withdrawing or emplacing more diplomats. As this is now extremely unlikely to ruffle any overly proud feathers, lord Aken should no longer be required to supervise. (
Only a single diplomat can be added/removed per dynasty per turn)
Cost 25 refined material
[ ] which dynasty do you wish to interact with
[ ] do you expand or contract your embassy




[ ] Direct a spy to conduct an activity (does not take an action)
Great one. We have placed spies within the other dynasties ranks. If you wish them to turn their craven nature to proper use, you need only say the word
  • [ ] state spy location and task you wish to have it do (eg steal technology)
Scheduled vote count started by Lonkas on Mar 3, 2021 at 12:20 AM, finished with 36 posts and 19 votes.

  • [X]Political deliberations
    [X]Political deliberations
    -[X] Refuse, you will not be giving such tools to the Inquisition
    -[X] Purge the Malcetus subsector
    --[X] 10 Escorts, 5 Light Cruisers, 2 Scythes
    -[X] Create a 'clean' fabrication array
    -[X] Do not Mindshackle the representative
    [X] Go for it
    --[X] Construct their time dilators for them
    -[X] Purge the Malcetus subsector
    --[X] six escorts, four light cruisers two scythes one great scythe
    --[X] Aiding the Mechanicus is not a present priority for you
    --[X] Do not Mindshackle the representative
    [X]Plan learning is important
    [X] Construct their time dilators for them
    [X] Purge the Malcetus subsector
    - [X] full reserve
    [X] Aiding the Mechanicus is not a present priority for you
    [X] Do not Mindshackle the representative
    [X] Go for it
 
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12 hour moratorium

btw if anyone is wondering why you have relatively little cash to spend, your fleet has grown by about a quarter in the last year as the Agrekh'un finished repairing their bigger ships
 
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Alright. I think for diplomacy we really should get them human diplomats and put on the back burner officially claiming our systems. I dont think any of the dynasties are looking to eat us yet so we should be good. Other than that I say we maintain our title of science guy and go for some standardization of tech. L
 
Alright. I think for diplomacy we really should get them human diplomats and put on the back burner officially claiming our systems. I dont think any of the dynasties are looking to eat us yet so we should be good. Other than that I say we maintain our title of science guy and go for some standardization of tech. L
I agree with this, maybe we can also tell the humans about the War in Heaven, everyone loves a good story
 
[ ] Modernise resource collection across the subsector
Significant work has already been done on the Kaisov system, yet the remainder of our space is still largely utilising inefficient and ineffective Imperial technologies. this needs to be rectified if we truly wish to make ourselves known as a respectable dynasty of the Necrontyr

Dc 70 (Scoring lower simply means the work is not entirely completed)
Cost 2000
[ ] focus upon resource collection
There are places Overlord, where efficiencies could be made in our resource collection though i mean no offence toward you and yours. Allow me to attend to the matter and I will see that improvements limited though they may be can be made under my watchful eyes
(may be taken only once)

DC 20
cost 0
[ ] choose system to oversee in full
We are gonna need more income in the long term so this is needed
 
I've unfortunately got to study for my midterms so sorry I cant make a plan at the moment.

But there are three options that stand out to me:
1. We should officially decree the system as ours to prevent any... misunderstandings
2. Modernizing resource collection along with focusing on resource collection
3. This is the kicker, Submit a proposal to the Necrontyr. Tell everyone about the information we have on the degeneration of the Necrontyr and the avenue of "infection" of the Flayer Virus, and offer to immediately begin research into a cure provided the Dynasties could contribute an annual stipend. That and a guarantee that our Dynasty would be declared sacrosanct and untouchable by all other Dynasties due to the vital research we must preform for the future of all Necrontyr.

Edit: tldr, If your good at something, never do it for free. And since we are going to have to do said research anyways, might as well make sure we are paid by everyone for it.
 
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I've unfortunately got to study for my midterms so sorry I cant make a plan at the moment.

But there are three options that stand out to me:
1. We should officially decree the system as ours to prevent any... misunderstandings
2. Modernizing resource collection along with focusing on resource collection
3. This is the kicker, Submit a proposal to the Necrontyr. Tell everyone about the information we have on the degeneration of the Necrontyr and the avenue of "infection" of the Flayer Virus, and offer to immediately begin research into a cure provided the Dynasties could contribute an annual stipend. That and a guarantee that our Dynasty would be declared sacrosanct and untouchable by all other Dynasties due to the vital research we must preform for the future of all Necrontyr.

Edit: tldr, If your good at something, never do it for free. And since we are going to have to do said research anyways, might as well make sure we are paid by everyone for it.
Yeah im in agreement with this, we absolutely need to tell the others and the Triarch if they're listening
 
Time to establish a multi dynasty task-force or at least try to. If we do this right this could be the start of an alliance or a research agreement with the dynasties willing to work with us.
 
I'm would like to investigate the pariah gene. Maybe a chance to cut down on resources for the black spires(?) if humans can have their breeding directed for a predominance of blanks/nulls.
Also, since the Necrontyr don't travel via the Aether/Warp, is an Aethar Agitator a valid system marvel? Something that deliberately churns up the local Aether to slow or disrupt travel in the Yulenoth system to make invasion by Ork or Empire exceptionally difficult.
 
I'm would like to investigate the pariah gene. Maybe a chance to cut down on resources for the black spires(?) if humans can have their breeding directed for a predominance of blanks/nulls.
Also, since the Necrontyr don't travel via the Aether/Warp, is an Aethar Agitator a valid system marvel? Something that deliberately churns up the local Aether to slow or disrupt travel in the Yulenoth system to make invasion by Ork or Empire exceptionally difficult.

Unfortunately, none of your crypteks skill sets focus upon the warp, especially as it has been a neglected area of focus (They literally couldn't access it). You would have to do more research into psychic tech before you could have a chance at making that. Necrons are experts at stilling the warp, atm rather than disturbing it.

Also, voting is open
 
Plan: Knowledge is power, guard it well


[ ] Conduct a review of Imperial tactics and strategies utilised in the wars of reclamation. (will no longer be available after this turn)
[ ] Establish more concrete vetting procedures when welcoming courtiers to your empire
[ ] Establish a training centre for human diplomats and courtiers.
[ ] Formalise your claims to the Televene sector.
[ ] Investigate the pariah gene
[ ] Conduct an investigation into your warscythe
[ ] Modernise resource collection across the subsector
[ ] Quietly move your Imperial dockyard to the Eridor sector
[ ] Render unto the cult the story of the war in heaven
[ ] attempt to delve deeper into Transmogrification theory (learning)


First time writing a plan but I think this is how to do it lmao
 
[X] Conduct a review of Imperial tactics and strategies utilised in the wars of reclamation. (will no longer be available after this turn)
[X] Establish more concrete vetting procedures when welcoming courtiers to your empire
[X] Establish a training centre for human diplomats and courtiers.
[X] Formalise your claims to the Televene sector.
[X]Investigate the pariah gene
[X] Conduct an investigation into your warscythe
[X] Modernise resource collection across the subsector
[X] Quietly move your Imperial dockyard to the Eridor sector
[X] Render unto the cult the story of the war in heaven
[X] attempt to delve deeper into Transmogrification theory (learning)
Sorry didn't state it earlier but please vote by plan
 
Alright, let me just take a look and see what kinda plan I can come up with:
Wow, 3000 resources huh? Not a lot to work with.
2 major questions:
1. What happened to our banked reroll of last turn? Does it carry over or was it used for the roll not to be discovered dice?
2. It costs 250 for the action "Establish a training centre for human diplomats and courtiers", not 500 for two dice invested correct?
[] Plan Sacrosanct 0.1
[ ] Conduct a review of Imperial tactics and strategies utilised in the wars of reclamation. (will no longer be available after this turn) (50)
[ ] 2x Establish a training centre for human diplomats and courtiers. (250)
[ ] 2x Pursue stabilisation in our canoptic minds [25]
[ ] Colonise those worlds the Illithian league revealed to you (2000)
[ ] focus upon resource collection
[ ] Infiltrate our enemies, Mechanicus (25)
[ ] Render unto the cult the story of the war in heaven
[ ] Bring a proposal to the court of lords
-[] "We have discovered a great weakness shared by all of Necrontyr. We thought ourselves invincible to the perils of time, but we were wrong. In all of us lies a seed, of what will one day grow into a soul. A soul that will render all of us vulnerable to the Curse of the Flayer virus. We ask the all the Dynasties to bequeath to us three privileges so that we may dedicate the majority of our time on the research and production of a cure. "
1. That our Dynasty is to be declared Sacrosanct and all other Dynasties forbidden from partaking in hostile actions against us.
2. A small stipend of 500 resources per controlled/contested subsector a Dynasty controls to be paid to us per year, half of which will be kept in safe keeping by the Triachs to be paid to us once we deliver unto the Court the Cure.
3. In the event of an hostile action by a foreign species were to attack us, the Court will send fleets and armies to our assistance.
If all conditions are met, we will prioritize 2 dice per turn on the Cure.
 
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Banked re-roll does not remain. IC your chronomancer looked a year into the future and found little that was alarming, which gave you the confidence to move forward in the ways you had already planned.

I must have missed that because it seems overly expensive for what it would cost to build. it will be 2 dice costing 125 for each dice invested.

The proposal is certainly possible though dependant on rolls, the dyansties would also have their own stipulations for you.
 
Oh, and I have no clue which system we already used resource collection on. If anyone could look through the previous updates for that, I'll see what upgrades we can purchase with the money we have left.
 
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