What should your focus for the rest of the Quest be?


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Dendrite is lvl 2, too.
Shouldn't be. We don't have logic lvl 2.

I love that we're getting so big that most of our fuck ups are just bureaucratic errors.

Hi! Sorry, we've accidentally taken over your planet because of a minor miscommunication between two of our departments, please forgive us! Or, oh, I'm sorry, we've accidentally assigned the majority of our Choirs to an automated program set up centuries ago that we lost track of, oopsie.

TBH, it's not like they're lost.

We just need to (finally) design an upgraded scout cruiser, build a special task force full of them, then decommision all the old scouts.
So, that's 2 actions over 2 turns to free up 40 Choirs.
 
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Does each Choir assigned to this Song generates 0.01 General Action, regardless of what actions we take?
Or does it work like research boost, giving +0.01 General Action per Choir times number of General Actions we take a given turn?
 
Does each Choir assigned to this Song generates 0.01 General Action, regardless of what actions we take?
Or does it work like research boost, giving +0.01 General Action per Choir times number of General Actions we take a given turn?
Pretty sure it's the latter.

Anyway, this entirely obsoletes the maw, because even at lvl 1 it's situationally better. Sure, it'll devour the vast majority of our choirs, but we do actually have enough?
With just 2 actions, we can pull it to lvl 3.
 
And yeah, Devouring Mechadendrite will upgrade to Rank 2 when we level Logic up as well, which'll likely improve the rate of return.
 
Yeah. 1 Choir = .01 Action. So you may want to use more than 1 Choir here. And not put 3 out of 4 Choirs per Turn into Scouts to get more Choirs.
Oh yeah. Looking forward to seeing how our scouting is doing. But we should probably switch that to Lupus'. Or finally design the orrery-carrying scout and replace the current scouts with them.

Can we please do
--[] Humanity II, The Home II, Fire II, Unity II.
Now? I'm not sure what it'll do but upgrading our transit & communication songs seems dope. Especially because having a stable of level II melodies will let us start singing songs at level II.

Beyond that, I'm really excited about seeing what's going to happen with the eleven spirits. It's a 2 action investment, I'm hoping for something exciting narratively (and maybe mechanically?)

And yeah, Devouring Mechadendrite will upgrade to Rank 2 when we level Logic up as well, which'll likely improve the rate of return.
We can do that with the auto-ticker this turn, right? That'll be cool.
 
Oh yeah. Looking forward to seeing how our scouting is doing. But we should probably switch that to Lupus'. Or finally design the orrery-carrying scout and replace the current scouts with them.

Can we please do
--[] Humanity II, The Home II, Fire II, Unity II.
Now? I'm not sure what it'll do but upgrading our transit & communication songs seems dope. Especially because having a stable of level II melodies will let us start singing songs at level II.

Beyond that, I'm really excited about seeing what's going to happen with the eleven spirits. It's a 2 action investment, I'm hoping for something exciting narratively (and maybe mechanically?)


We can do that with the auto-ticker this turn, right? That'll be cool.

Sure, why not.

All that aside, @HeroCooky , at risk of invoking calamity, that should be two Psykana rolls.
 
040.M43 - A "Husband" Ship
Update on the Military Capabilities of the Black Ash Clan

During the years since their war with the Croaf Hegemony, the Black Ash Clan has managed to acquire several achievements, the least of which is the complete restoration of the Avenger Class Grand Cruiser taken as a prize from the Hegemony during their war, with notable achievements being the uplift of the worlds of The Disk, Vlooololot, and Streic Omega to a Low Imperial level of technology. Thanks to these and the repairs done on the shipyards of The Disk, their fleet has doubled in size, with Light Cruisers being constructed continuously of ~5 per decade, with ~10 Destroyers or Frigates in the same timeframe. It should be noted here that, though still harking back to their past as members of the Imperial Mechanicum, the Mechanicum Black Ash Clan has engaged in various techno-heresies, the most egregious of which is the changing of the Dauntless Mk2's Light Macro-Cannons to Medium Rotary Macro-Cannons and exchanging its Light Double Macro-Cannon Turrets with Light Triple Macro-Cannon Turrets. In addition, a new Frigate is being produced by the Clan, a 1.8km long ship with 4x80m Torpedos, one Light Rotary Macro-Cannon, and additional Anti-Voidcraft Defenses.

Additionally, they have begun on a "husband" ship to the 'Black Goat' (we are uncertain why they have decided to "marry" the two vessels together) in the Disk shipyards, called 'Dread Baron' and based upon their updated Dauntless Mk2 design.

On the note of the Black Ash Clan, a newly promoted data specialist within the culture section of SIIC has made an interesting proposal. According to them, the Black Ash Clan, a Feudal Autocracy whose culture can be summed up as "Matriarchal Knight Houses" in three words, would be more susceptible to having its worlds taken without bad blood erupting than previously assumed.

The data specialist noted that if we were to not merely introduce ourselves but also deliver a gift of 100 Karnivores to the Black Ash Clan within the same move, we would be able to disguise our efforts to turn Brans as the local population, acting as a gateway to each other's nation, being taken by the Federation. Particularly if we include some carefully curated media focused on the Knight Orders of our nation. This, in turn, may allow us to turn the world by having the local nobles declare the Right of Secession in favor of the Glimmering Federation and aid them in the upcoming Honor Duels to let them emerge victorious, with everyone's honor intact and the banner of the world raised to a new "Queendom."



If one were to talk about the communion with the Star Child that the Federation undertook when it failed to reach a consensus on how to deal with the Eleven Spirits, one needed to talk in metaphors, as trying to describe the interactions taking place in the Warp because of that communion with a yet-unborn deity would be fruitless at best, insanity-inducing at worst.

So let us imagine that the various parts of the Star Child were office workers put into a still-under-construction office by the CEO, with the Branch Manager yet to arrive at the building due to being lost on the highway system after an orgy of daemonettes stampeded into a newly opened Gothtopic.

So when these office workers got an email from one of their top five clients and customers, it was immediately opened and looked at. Only for the case worker to realize they didn't know how to answer the question asked for, and so bumped it up to their supervisor.

Said supervisor noticed the email, read through it, and had a moment of crisis before bumping it up to their supervisor.

Said supervisor then called an all-hands meeting to deal with the question.

It was, swiftly, decided that it was above their paygrade, and they bumped it up to the Branch Manager.

...

...

...oh god, they aren't answering.

The office caught fire, and two tribes formed in the ruins of the building, rejecting modernity by returning to primitivism. The overgrown ruins were soon home to pastures, woods, fields, and song and dance.

The last act of the workers, though?

Send back an answer that boiled down to: "As long as they don't have human worshippers, we cool."



Somewhere in space.

"Cryptek."

"Yes, Phaeron Sylphetk the Ebon?"

"Where are we."

"...in space?"

"Where in space."

"...thereabouts?"

"Crypetk."

"Yes, my Phaeron?"

"You gestured at an entire quadrant of space."

"..."

"You may now run. You have five seconds before I hunt you down for getting us lost. Again."

"Most gracious, my Phaeron."



You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).
The Devouring Mechadendrite - 0x Choirs.
A Glint of Genius - 10x Choirs.

[] [Free] Consecrate In Sacred Sand (Write-In World)
Works of generations started today.
(Gain: A Consecrated World.)

[] [General] Develop The Federations'...
-[] Food Production VII (1/2) (4x 50% Bonuses Remain)
-[] Civilian Infrastructure XVI (0/2)
-[] Heavy Industry VI (1/2)
-[] Void Industry XI (0/2)
-[] Medical Services VI (1/2)
-[] Military Industry VI (1/2)

(Gain: A boost in production focusing on the chosen option.)

[] [General] Colonize (Planet/s)
It is time to bring four more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Four colonized Worlds.
Habitable Worlds: ??? - 1 - Gigachad (Swamp, Boreal Forest, Boreal Swamp, Jungle), ??? - 2 - Gigachad (Small Hills, River Valleys, Atolls), ??? - 3 - Gigachad (Temperate Forests, Spiders, Lush Caves, Spiders, Flowering Savanna, Spiders)
Hostile Worlds (-1 Void Industry): Olutia - Grace of the Labors (Dry Tundra), Magisch - Hexe (Arctic and Island)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Terraform (Planet) - (Auto-Terraformation - 050.M43)
Thanks to the aid of the Irrita (against payment), we will be able to donate life to planets that do not yet have any of their own.
(Gain: Three Terraformed and Colonized Planets.)
Currently Terraforming:
Qulach's Forge - (Target Biosphere: Savannah and Flood Plains) - (Maximum Population: 9 Billion) - (Terraformation Time: ~340 Years) - (Finished: 260.M43)
Voxx Primus - (Target Biosphere: Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~570 Years) - (Finished: 490.M43)

Not Yet Being Terraformed:
Amut - (Target Biosphere: Volcanic Basalt Lichen) - (Maximum Population: 10 Billion) - (Terraformation Time: ~80 Years)
Litra - (Target Biosphere: Ice Bog) - (Maximum Population: 15 Billion) - (Terraformation Time: ~160 Years)
Trif - (Target Biosphere: Lilypad Ocean) - (Maximum Population: 20 Billion) - (Terraformation Time: ~250 Years)
Ivuh - (Target Biosphere: Planetary Mangroves) - (Maximum Population: 18 Billion) - (Terraformation Time: ~180 Years)
Scil - (Target Biosphere: Petrified Woods and New Growth Forests) - (Maximum Population: 35 Billion) - (Terraformation Time: ~230 Years)
Yeogawa - (Target Biosphere: Flowering Abdundance) - (Maximum Population: 46 Billion) - (Terraformation Time: ~220 Years)
X-14/RHO - (Target Biosphere: Dry Caves) - (Maximum Population: 9 Billion) - (Terraformation Time: ~190 Years)
Bob - (Target Biosphere: Badlands) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Llolanov - (Target Biosphere: Temperate Forests and Mild Arctic) - (Maximum Population: 9 Billion) - (Terraformation Time: ~140 Years)
Alabaster - (Target Biosphere: Early Life and High Oxygen) - (Maximum Population: 23 Billion) - (Terraformation Time: ~80 Years)
Horums - (Target Biosphere: Craggy Desert and Metal Fields) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Bakonu - (Target Biosphere: Bioluminescent Tundra) - (Maximum Population: 3 Billion) - (Terraformation Time: ~110 Years)
Hylcyon - (Target Biosphere: Windy Sulfur Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~80 Years)
Thule Prime - (Target Biosphere: Archipelago and Oceanic) - (Maximum Population: 7 Billion) - (Terraformation Time: ~140 Years)
Vlllul- (Target Biosphere: Rocky Temperate) - (Maximum Population: 9 Billion) - (Terraformation Time: ~250 Years)

[] [General] Voxx Primus Population Crisis Preparations
-[] Habitat Stations (1/2 to Void Industry)

(Gain: +1 Void Industry every three Actions, enough living space for ~25 Billion people per Action. Unhoused: ~20 Billion.)

[] [General] Construct the Planetmaw (0/12)
(Gain: Trait - Planetmaw (Permanently reduces all Development Costs by 1 Action (Minimum of 1 Action).).)

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[] Improved Medical Diagnostics
(Gain: Ilnesses are found, and thus treated, faster, improving QoL for the people of the Federation.)
-[] Minaturized Irrita Translation Algorithm
(Gain: The Irrita can now talk to other Federation species without requiring large, bulky, and specialized translators.)
-[] Safely Harmonized Cogitation Equilibrium
(Develop the means to allow multiple brains to communicate and act as a semi-coherent singular entity. Safeguards Included, thanks to New Dawn.)
-[] Noosphere Harmonized Interface and Directed Anti-Gravity Military Utilization
(Develop cheaper Noosphere-Access Augmetics and Grav-Chute Infantry.)
-[] Small Automata Experiments
(Gain: Automata and Automatization Research are fully unlocked.)
-[] Irritan Contagion Bombs and Clone Creation Improvement
(Gain: Ortillery Variant and vastly reduced problems stemming from Decanting new people like Thules.)
-[] Structural Integrity Studies and Yeeni Tool Glove Improvements
(Gain: 3 DP Equipment reducing/increasing Ramming Damage and improved Yeeni Tool Gloves.)
-[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves. Rotary Plasma-Macro Cannons.)
-[] Novel Infantry-Grade Weapons and Armor Development II (0.5)
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development (0.5)
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development II (0/1)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development II (0/1)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/1)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (1/3)
(Gain: 1 Frigate every Turn.)
-[] The Shatterprow (1/2)
The counter-part to the Starlance, the Shatterprow does not attempt to project its psychic might ahead of itself but instead focuses on enhancing and hardening the prow of the ship it is attached to, increasing a fearsome ramming attack even further without the need to fire continuously.
(Gain: 5 DP Weapon: Shatterprow. Requires a Choir to operate.)
-[] The Starlance (1/2)
Though named after the weapon that annihilated twenty-two Light Cruisers in its first showing against the Federation, the weapon is projected to be far weaker than its namesake, and, far more importantly, will not need a billion sapient souls to fire, nor the weird black stones used as amplyfiers. Situated in the prow of a ship and operated by a Choir, the Starlance projects a beam of psychic might against the enemy in a continuous stream at short ranges, with its destructive potential enhanced if a ship accelerates against its targeted foe.
(Gain: 7 DP Weapon: Starlance. Requires a Choir to operate.)
-[] Improved Psyker Staves (0/5)
The ability to create psychic focii is no longer a mere beginner's art within the Glimmering Federation, and with knowledge and familarity comes the ability to strive further than yesterday. With The Sun Melody having become a measuring-stick upon which one can see progress, its is estimated that further refinement will be capable of of reducing the damages incurred into "mere" full-body third-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Standard Psychic Hoods
Thanks to the work done in figuring out how to psychically atune and shape cloth and metals to weave together into one whole, a "Psychic Hood" for the layperson, the Celestial Choir is eager to not only begin large-scale disseminations of the knowledge and practice, but also delve deeper in their understanding on how they function, and can be improved.
(Gain: Primitive Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent.
Academic Publishing Institutes - +0.15 Research per Action Spent.
[Song - 10x Choirs] - A Glint of Genius - +0.10 Research per Action Spent.
The Horizon Program - (Ashan Families and Shipwright's Grove) - +0.2 Research per Action Spent.
The Psycademia 'Wings of our Crucible' - Allows Psytech to be researched under [General].
(0.2 Research Banked)

[] [General] Ministry of Subversion, Infiltration, and Interstellar Communication
A new age of peace dawns on the Glimmering Federation, and with it rises the required needs of its various branches and plans to come to fruition, from subverting hostile polities to maintaining friendly relations with good neighbors. Thanks to an expansion in its resources, the Ministry of SIIC can now focus on multiple things at a time.
[] The Grand Gift( Poison) (0/2)
a newly promoted data specialist within the culture section of SIIC has made an interesting proposal. According to them, the Black Ash Clan, a Feudal Autocracy whose culture can be summed up as "Matriarchal Knight Houses" in three words, would be more susceptible to having its worlds taken without bad blood erupting than previously assumed. The data specialist noted that if we were to not merely introduce ourselves but also deliver a gift of 100 Karnivores to the Black Ash Clan within the same move, we would be able to disguise our efforts to turn Brans as the local population, acting as a gateway to each other's nation, being taken by the Federation. Particularly if we include some carefully curated media focused on the Knight Orders of our nation. This, in turn, may allow us to turn the world by having the local nobles declare the Right of Secession in favor of the Glimmering Federation and aid them in the upcoming Honor Duels to let them emerge victorious, with everyone's honor intact and the banner of the world raised to a new "Queendom."
(Warning: Both Action Costs must be paid in the same Turn.
Gain: The Branus system could be turned, if the Honor Duels are won, to the Federation with relations with the Black Ash Clan intact.)

[] [AUTOMATIC] System Subversion (Choose Two)
With the allocated funds, a slow subversion of a singular system can be undertaken. However, these efforts can be focused and accelerated with dedicated attention.
(Gain: Allows you to slowly convert two [2] random system at a time to the Glimmering Federation without Action cost.)
Brans - Branus
Suspected Subversion Time: Halted
Modifiers: Peaceful Change Order. ~40 Years Suspected

Malusian - Malus
Suspected Subversion Time: ~20 Years.
Modifiers: N/A.
[] Formal Exchange Of Dipomatic Contacts (Watchtower Confederacy/Lords of Eternity/Black Ash Clan)
Just don't mention Brans. In fact, don't send anyone who knows about that. As for the others, prepare long-term mission kits.
(Gain: Chosen polity opens communications with you on a semi-regular basis.)

[] Economic Harmonization - (Ashan Families or Shipwright's Grove)
Though the Families/Grove and the Federation have been economically friendly and have closer ties, it is time to bring that relationship even closer together. Sharing a single market with shared standards (Read: The Federations) for people and goods, as well as allowing for foreign investment rights to be granted to both parties will cause both states to benefit and come closer together
(Gain: Closer relations and influence with and over the Ashan Families/Shipwright's Grove.)

[] Military Integration and Improvement
The Families have far less experience in the fires of war than the Federation. Increasing the standards of the Families and having an integrated chain of command will let both states come out ahead in the wars to come.
(Gain: Closer relations and influence with and over the Ashan Families.)

[] ISC Access - (Ashan Families or Shipwright's Grove)
The Federation's ISCs are eager to spread their markets and customer bases beyond the Glimmering Federation, willing to brave the (relatively safe and profitable) unknown.
(Gain: Disables one random ISC per Turn and improves relations with the Ashan Families/Shipwright's Grove greatly.)

[] [AUTOMATIC] Improve Relations (Choose Two)
Though tedious work, improving relations over time with steady hands instead of bold declarations and treaties will enable more of the latter to be wrought without any complications.
(Targets: Mashan Temple Authority, Van Zandt Free Duchy, Ashan Families, Shipwright's Grove, Black Ash Clan, Black Cat Company.
Gain: Slowly improved relations.)
Van Zandt Free Duchy
Current Relations: Extreme Malding
Trend: Slow Upwards Movement
Modifiers: N/A

Black Ash Clan
Current Relations: Who The Chik-an Fried FUCK Are You People?!
Trend: Establishing Contact (30 Years Left)
Modifiers: QM's Mercy.

[] [Military] Create A [Blazing Sun - 15x War-Packs] or 20x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Piscarian/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by soldiers with spiffy hats that will not be disobeyed. Piscarians are adept at wielding heavy equipment for long periods of time, but struggle in high-temperature environs. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed, and an Augmetic Legion consists of cybernetically enhanced humans, equipped with high-end implants and prosthetics that set them far above the human baseline, allowing for far more dangerous deployments. Light Units are better for low-logistic scenarios, while Medium Units rely more on regular shipments and strike a good balance between supply consumption and effectiveness. Heavy Units rely on solid logistics to continue working while offering an equal force concentration in return. A War-Pack comprises 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Four War-Packs or Six SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] Sector Battle Group Construction And Repair
-[] 2x Nomadic Fleets [Automatic] (0.6/1)
-[] Hydralisk and Necrolisk (0/1)
-[] Gryphon and Gorgon (0/1)
-[] Wyvern and Cyclops (0/1)
-[] 2x Long Range Anti-Duchy Specialist Fleets (0/1)

A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 (Heavy) Frigates, 4 Destroyers/Corvettes, and 3 Guide Ships. A Nomadic Fleet consists out of 1 Battlecolony, 2 Heavy Cruisers, 4 Light Cruisers, 14 Frigates, and 2 Guide Ships. A LRAD consists of 4 Pegasus-Class Command Cruisers, 10 Hydrus-Class Rad Cruisers, 8 Scutum-Class Shield Frigates, 8 Sagitarrius Lance Frigates, 4 Lupus Destroyers, and 4 Guide Ships. Building them in bulk is cheaper than in parcel, and once we have them all filled, we can think about constructing new ones!
(Information: All Action Costs must be paid to receive the ships.
Gain: Filled out SBG/Nomadic Fleets.)

[] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP), Temple Ship (25 DP)] - [20 DP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 42x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 6x Words of the Writ-Class Frigate, 2x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 1x Endeavour Light Cruiser, 5x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Werewolf (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 2x Falchion-class Frigate, 6x Sagitarrius-Secundus Lance Frigate, 1x Viper-Class Missile Destroyer, 1x Cobra Destroyer, 2x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Minotaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Leviathan (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Basilisk (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 4x Words of the Writ-Class Frigate, 4x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Nomadic Fleet 'Once-Forgotten-Joy' (21/21 Ship Capacity)
(1x Proof of Our New Path-Class Battlecolony, 2x Bastion of the Chronicle-Class Heavy Cruiser, 4x Quill of the Stars-Class Light Cruiser, 14x Ink of the Writ-Class Frigate)
-[] Nomadic Fleet 'Thrum-Of-The-Journey' (21/21 Ship Capacity)
(1x Proof of Our New Path-Class Battlecolony, 2x Bastion of the Chronicle-Class Heavy Cruiser, 4x Quill of the Stars-Class Light Cruiser, 14x Ink of the Writ-Class Frigate)
-[] Nomadic Fleet 'Illuminators-Of-The-Road-Not-Traveled' (21/21 Ship Capacity)
(1x Proof of Our New Path-Class Battlecolony, 2x Bastion of the Chronicle-Class Heavy Cruiser, 4x Quill of the Stars-Class Light Cruiser, 14x Ink of the Writ-Class Frigate)
-[] LRAD Alpha (4/40)
(1x Pegasus-Class Command Cruiser, 1x Hydrus-Class Rad Cruiser, 1x Scutum-Class Shield Frigate, 1x Sagitarrius-T Lance Frigate)
-[] Task Fleet Alpha
(38x Lupus-Secundus Torpedo Destroyer, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Task Fleet Beta (20/20)
(2x Andromeda-Class Command Ship, 14x Sagitarrius-Secundus, 6x Libra-Quartus Light Carrier)
-[] Task Fleet Gamma (20/20)
(2x Andromeda-Class Command Ship, 14x Sagitarrius-Secundus, 6x Libra-Quartus Light Carrier)
-[] Temple Ship/s
(1x The Pantagruel)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha - [3x Pyxis-Class Auto Construct]
(5x Circinus-Class Scout Sloop, 42x Pyxis-Class High-Grade Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
-[] Evacuation Fleet (30/30 Ship Capacity)
(4x Rustbucket-Class Conveyance Ship, 20x Auriga-Class Emergency Response Freighter, 5x Canis-Major Class Bulk Transport Liner, 10x Canis-Minor Class Bulk Transport Hauler)
-[] Lamenters Chapter Fleet (30/30)
(3x Andromeda-Class Command Ship, 3x Loyalty's Bloom-Class Scout Destroyer, 5x Risen Dirge-Class Boarding Ship (0/2 Companies), 4x Lantern Bearer Mk.2-Class Commandeering Ship (0/6 Companies), 6x Resurgence Mk.2-Class Torpedo Hunter (0/3 Companies), 5x Bloody Sunrise-Class Light Cruiser (0/8 Companies), 5x Bloody Sunset-Class Light Cruiser (0/8 Companies), 2x Thunderous Wings-Class Heavy Cruiser (0/8 Companies), 1x Eternal Promise-Class Temple Ship (0/8 Companies))
There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~20 Systems from Claimed Systems. Scouting Efficiency: 70% Three+ Systems, 45% Eight+ Systems, 25% Fifteen+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Four Melodies (0.8/1 - Auto Complete) - [Choose Melodies]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 36
Uncovered: Technology III, Revenant.
Secret: Slumber, Silence II, Perception II, and Grounding II.
Star Child: Hope III, Compassion II, Humanity II, Mercy II, Creativity III, Health II, Unity II, Innovation II, Machinery II, Logic II, Progress III, Protection III, Justice II, Wisdom II, The Sun III, The Home II, Death II, Ruthlessness II, Brutality II, Fire III, and Love.
Kil'drabi: Paths, The Void II, Struggle II, Community, and Family.
Irrita: Growth, Plants, Harmony, and Hunger.
Gain: Four Melodies newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Uncovered: Technology II.
Secret: Perception I, Silence, I, and Grounding I.
Star Child: Protection II, Fire II, The Sun II, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress II, Compassion I, Hope II, Health I, Death I, Justice I, Wisdom I, Innovation I, Machinery I, Ruthlessness I, Brutality I, and Mercy I.
Kil'drabi: Void I, and Struggle I.
Gain: A Song.)

[] [Faith] The Penitentia Rite
Implicitly allowed by a Conclave of the Droman Creed, it is time for the priests and Hymnals of the Federation to learn about and put into practice the safe creation of Penitentias, those whose soul and body have been entirely given to the judgment of the Star Child for crimes unforgivable by mortals, yet judgeable by their willingness to repent and be potentially erased by the disgust of the Unborn Divine.
(Gain: Penitentia Rite.)

[] [Faith] An Unborn Guide Sought Out (Write-In)
...
(Gain: Guidance on how to deal with, or gain, something.)


[] [Knightly Orders] Develop New Armaments (1/1.5)
We are all our own luck's smith, but the tools and training we receive play a gargantuan role in the work we shall create. So let us wield weapons of might, tools of glory, and stride forth with banners of augmented honor.
(Gain: More weapons, equipment, and Patterns to use during war.)

[] [Chapter] Recuperate and Expand (2/2.5)
With the most pressing matters dealt with, and aid denied by those in possible need, the Lamenters will not turn their attention to expanding their Chapter to better wage war against the horrors of the galaxy.
(Gain: The Lamenters gain eight Companies.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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The Devouring Mechadendrite - Technology II, Progress II, Creativity II, Logic, Song II

Bound To The Stars - Song III, Humanity, Protection II, The Sun II, The Home, Fire II
A Web Of Song - Protection II, Song III, Unity, Fire II, The Sun II, The Home

[] [Psykana] Conduct Four Melodies (0.8/1 - Auto Complete) - [Choose Melodies]
So, idea here.

- 2*Psykana
- Technology, Progress, Creativity, Logic
- Logic , Humanity, Home, Hope
- Free Psykana : [Free choice?]

This upgrades

The Devouring Mechadendrite - Technology II, Progress II, Creativity II, Logic, Song III => To lvl 3
Bound To The Stars - Song III, Humanity, Protection II, The Sun II, The Home, Fire II => To lvl 2
A Web Of Song - Protection II, Song III, Unity, Fire II, The Sun II, The Home => to lvl 2
A Glint of Genius - Technology II, Progress II, Creativity II, Hope II => to lvl 3
 
Oh shit, I just realized We lost the Star Child Communion option.

Uh, I guess he's a little busy right now,.

So yeah guys, I helped us dodge a bullet by paying attention to the formatting, yay me!

Also, we got an opportunity to spend 2 AP to ninja Branus honorably, at least if we win the honor duel.

Anyway, we're not quite at the point where we can do that, so we'll focus on some other important details. Van Zandt's gone up again from loathing to malding, but I'd like to have our fleets ready before the cease-fire ends.
 
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Oh okay. Do we need to do general actions for the boost to apply or any action will do?
It is specified that it boosts [General] Actions, Research Excluded, not any other category.
Does each Choir assigned to this Song generates 0.01 General Action, regardless of what actions we take?
Or does it work like research boost, giving +0.01 General Action per Choir times number of General Actions we take a given turn?
The latter.
All that aside, @HeroCooky , at risk of invoking calamity, that should be two Psykana rolls.
Did so. No Chaos or Faith proc. :sad:
Oh shit, I just realized We lost the Star Child Communion option.
YOU SAW NOTHING! DEFINETLY NOT ME ACCIDENTALLY DELETING THIS ACTION!!!

Edit: Also, the Red was due to not taking the Action leading to a Heresy getting spawned.
 
Well...our rock friends to the north...kinda have....human worshippers...yeah...less likely yes but uhhh....it's already gonna be an issue later
Well, clearly they're not human then.

Wacky things like that happen. Sometime a human is a 9 foot tall lizard, sometimes an alien is looks like a dude in a weird shirt.

Edit: Also, the Red was due to not taking the Action leading to a Heresy getting spawned.
Would it have been a fun heresy, or a genocidal one?

Also, we got an opportunity to spend 2 AP to ninja Branus honorably, at least if we win the honor duel.
Our knights are upgrading their gear right now, so we could take that into account while designing the better gear?
 
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Well, clearly they're not human then.

Wacky things like that happen. Sometime a human is a 9 foot tall lizard, sometimes an alien is looks like a dude in a weird shirt.


Would it have been a fun heresy, or a genocidal one?

I expect the answer there is "Both"

Anyway. Let me take a look-see at our options and see what the way forward should be.
 
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