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


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@HeroCooky I suppose that the "Advance 1 to unlock" is on the Rubicon thingy, or if we put actions on these new research actions would also remain the next turn?
Or do we need to finish them to keep them?
-[] Accelerated Mass-Production Of Rejuvenat (4/10)
(Gain: Improve Rejuvenat Access from 35% to 60%.)
-[] Deva Dreadnoughts (0/5)
(Gain: Deva Dreadnoughts.)
-[] Terminator Armor (0/2)
(Gain: Terminator Armor)
-[] Minaturized Knight Teleporter (0/5)
(Gain: Knights can now enact tactical teleports.)
-[] Novel Material Research (0/3)
(Gain: Gained through the visions of We Were, translated into reality by frustrating application of brute-force-reserach.)
-[] Squire War-Walkers (0/5)
(Gain: Smaller Armigers, practically larger Dreadnougths, though these do not depend on a soldier on the verge of death being interred within.)
-[] Novel Infantry-Grade Weapons and Armor Development V (0/5)
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development IV (0/3)
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development IV (0/3)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development IV (0/3)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization III - [2 DP Equipment] (3/5)
(Gain: Standardize 2 [Two] 2 DP Ship Equipments across all new Designs.)
-[] Shipyard Automatization VII (0/12)
(Gain: 2 SBGs or 1 Fleet Armada every Turn.)
-[] Doomcaller Weaponry and Armor (0/5)
There are some materials that repell psychic phenomena and works, which, in the right hands, prove to be a boon in our anti-daemon efforts. Thanks to them now understood, we can enact armor and weapon research to equip the Abyssal Order with equipment that will strike fear into the impossible and the ruinous.
(Gain: Anti-Daemon Templars.)
-[] Luminous Psyker Staves (0/30)
The ability to create psychic focii has long served the Stargrove Federation and the Celestial Choir well, and with millennia of knowledge and familiarity comes the ability to strive further than yesterday. With the Sun Melody having become a measuring stick upon which one can see progress, it is estimated that further refinement will be capable of reducing the damages incurred to mild irritations.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Luminous Psychic Hoods (0/12)
Thanks to the work done in figuring out how to psychically tune 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 dissemination of knowledge and practice but also delve deeper into their understanding of how they function and can be improved.
(Gain: Luminous Psychic Hoods are equipment that shields your Psykers from backlash to varying, but at least heavy, degrees.)
-[] 01000001 01100101 01110100 01101000 01111001 01110010 01101101 01100101 01110100 01110010 01101001 01100011 00100000 00101101 00100000 01001110 01110101 01101100 01101100 00100000 01010100 01101000 01101111 01110101 01100111 01101000 01110100 01110011 (33/50)
It is one thing to debate with reality to alter a state. Another to order it to cease reality by decree.
 
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Hey, I didn't say who it was who'd wake on the other side...:evil:
Chain...breaking...

--after all, that's why I gave Liber that name.

Liber is the root of Library.

But Liber is also the root of Liberty.

That's a really good pitch, fuuu---

I assume these votes aren't tied together? As in, plan votes are separate from Omnissian Daughter votes?

Okay guys now would be a good time to do the primaris option now it's might go away after this

think that we definitly need to grab rubicon (we only need 3 there
Just to note, we only need 1 Action for the Primaris for the 100% Survival to stay.
 
I think that we should drop new symphonies given that sharp drop is 1.5 per turn.

I think that we definitly need to grab rubicon (we only need 3 there because lamenters give 0.5 for free) and research (and either songs or faith).
@HeroCooky does Lammenters research into rubicon gets research bonuses from songs?
Can anyone confirm if "Sharp Drop" is -1.5 Tremors per turn? If that's true, we can keep Cry for the Future and Grand Design on for this turn, and get a bunch of Faith Turn boosted actions.
 
I think I'd like to do the Tyrant Daughter, who it sounds like is going to cause problems if she's not given a helping hand
Oh no, you giving them a helping hand makes them cause problems. >:3
@HeroCooky I suppose that the "Advance 1 to unlock" is on the Rubicon thingy, or if we put actions on these new research actions would also remain the next turn?
No, the Rubicon is the Lamenters catching a break. You need to finish all others for them to stay.
Chain...breaking...


That's a really good pitch, fuuu---

I assume these votes aren't tied together? As in, plan votes are separate from Omnissian Daughter votes?

Not tied. Independent of each other.
Honestly, telling me that someone shall "break the chainbreakers" doesn't make me think they're on the side of freedom.
Their full name is [Chainbreaker Tyrants]. Make of that what you will.
 
Ok. I'll go through in a couple of hours and update all of the ships designs, though I'd love help.

Sticking completed ship designs here:
Notes from Kil'drabi rules: Light Cruisers can mount Heavy Weapons. No Ship can mount Medium Weapons. Manufacturies and Repair Bays are half off for the Kil'drabi. We also have the Crusader Fleet Carrier Focus.
[Kil'drabi] Herald of the Path-Class Battlecolony
-Length - 28.001m
-Width - 6.001m
-Acceleration - 1.1 Gravities
-Armor - Deus-Ultima Pattern Armor
-Shields - Five Refutation-Pattern Void Shields
-Weapons - 90x Sawblade Gunnery Light Macro-cannon Turrets (90% cramming reduction applied), 90x Rotfang-pattern Plasma Macrocannon (90% cramming reduction applied), 20Anti-Voidcraft Defenses, 5x Riptide Heavy Cannonades, 4x Promise-pattern superheavy macro-cannons.
-Equipment - Ship Shrines (standard), Superior Gravimetric Engine Calculations (standard), Emergency Transition Warp Breakers, Auto-Loaders, Ears of Hare Bnuy, Lifeship Hangars, Arboretums, Voidshield-Surge Capacitors, Infused Armor-Plates/Icons to the Faith, Monumental Blessed Manufactories of the Five-Fold Faith, 8x Genetic Lineage Memory Banks/4x Iron Wombs/Five-Fold Armor, After-Burner Macro-Shells.

The Herald of the Path-class Battlecolony is best thought of as a rework of the Harbinger of Our Journey-class. It is still a refuge of a people, capable of birthing, feeding and supplying untold generations of Kil'drabi.

However, it has been reworked with even further enhanced survivability in mind, a much heavier heavier weight of fire and significantly beefed up defenses against small craft, such as the tyranid's swarming fleets. The Herald abandons the combination of missiles and macro-cannons to focus entirely on enormous numbers of heavily-boosted macrocannons amplified with specialized munitions, after-burners and guided by the Ears of Hare Bnuy. Further upgrades are made to the armor, with a holy blessing that will enhance its already-incredible toughness beyond all reason.


Budget: 180 DP
Hull: 5 for length, 5 for width, 5 for speed, 7 for armor, 5 for shields, 2 for Doctrine. Total 29
Weapons: 10 DP for Sawblade Macro-cannons (50% doctrine+90% discount for Battleship), 10 for Rotfang-pattern Plasma Macrocannon (same), 2 for anti-voidcraft defenses (50% doctrine+90% discount for battleship) 10 for Riptide Heavy Cannonades, 10 for Promise plasma macrocannons. Total 40
Equipment: 5 for warp breakers, 1 for auto-loaders, 8 for Bnuy ears, 12 for Lifeship, 12 for Arboretum, 12 for Voidshield-Surge Capacitors, 10 for Infused Armor, 5 for Icons to the Faith, 23 for manufactory, 10 for genetic lineage & iron wombs, 5 for Five-fold armor, 4 for After-Burner Macro-Shells, 3 for High-Explosive/Armor-Piercing/Cluster Munition] Macron-Cannon Shells Total 110
Sum: 29+41+110=180.
[Kil'drabi] Fortress of the Record-Class Heavy Cruiser
-Length - 5.400m
-Width - 1.000m
-Acceleration - 4 Gravities
-Armor - Light Fortress Armor
-Shields - Three Lattices
-Weapons - 4x Riptide Cannonades, 5x Anti-Voidcraft Defenses, 2x Promise-pattern Super-Heavy Plasma-Macro Cannons
4x Heavy Rotary Macrocannon Batteries, 1x Anti-Voidcraft Defenses, 2x Light Plasma Macrocannon Turrets
-Equipment - Ship Shrines (standard), Superior Gravimetric Engine Calculations (standard), After-Burner Macro-Shells, auto-loaders, armored lifepods, lattice hulls, Rapid Snapshot Targeting Solutions

The Fortress of the Record is similar in many respects to the ship that came before it, though with various upgrades stemming from the time since it was last built. The targeting systems have been redesigned based on the designs from the Duchy, and the weapons have been swapped out for much faster-firing variants that pack a heavier punch.

However, the largest difference by far is that the point defense suites have been quintupled. The knowledge of the Tyranid threat means that point defense is now a priority on all ships expected to be within close range of the enemy.


Budget: 33
Hull: 1 for length, 1 for width, 0 for speed, 2 for armor, 0 for shields. 2 for equipment tax Total: 6.
Weapons: 4x riptides for 8, 5x anti-voidcraft for 5, 2x Promises for 5. Total 16.
Equipment: After-burners for 4, auto-loaders for 1, Lifepods for 1, Lattice hulls for 2, targeting for 3. Total: 11.
Sum: 6+16+11=33.
[Kil'drabi] Sentinel of the Creed-Class Light Cruiser
-Length - 4.400m
-Width - 600m
-Acceleration - 6 Gravities
-Armor - Medium Triple Hull
-Shields - One Matrix
-Weapons - 2x Promise-class Plasma Battery, 4x Rotfang-class Light plasma-cannon, 5x Anti-Voidcraft Defenses.
-Equipment - Ship Shrines (standard), Superior Gravimetric Engine Calculations (standard), Large Repair Bay, Auto-Loaders, Small Blessed On-Board Manufactory, Armored Lifepods, Lattice Hulls

The Sentinel of the Creed follows in the footsteps of its predecessor, making using of the newer & faster-firing weaponry now available, as well as increasing the amount of point defense and small-craft killing ability by a factor of five. They also upgrade the onboard manufactories and repair capacity, better able to service a multitude of smaller craft and keep them functional in the field.

Budget: 30
Hull: length, width & acceleration for 0, armor for 2, shields for 0. Equipment tax for 2, total 4.
Weapons: 5 for promise, 4 for Rotfang, 5 for anti-voidcraft. Total 14.
Equipment: Large Repair bay for 5, auto-loaders for 1, Small blessed manufactory for 3, lifepods for 1, lattice hulls for 2. Total 12
Sum: 4+14+12 = 30.
[Kil'drabi] Spirit of the Writ-Class Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 7 Gravities
-Armor - Thick Medium Double Hull
-Shields - Two Arrays
-Weapons - 2x Light Plasma Macro-Cannon Batteries, 1x Small Burner-Seeker Mine-Layers
-Equipment - Auto-Loaders/After-Burner Macro-Shells/Snapshot Pinpoint Targeting Solutions/Emergency Maneuver Thrusters/Armored Bridges/Armored Prow/Armored Lifepods/Advanced Alloying/Spacious Crew Quarters/Ship Shrines

So, this is an open call for anybody excited about designing ships! We have 7 designs needed:
These get the special Holy Ship design rules here: And their own special rules here
---[] Herald of the Path Battlecolony (TBD)
---[] Fortress of the Record Heavy Cruiser (TBD)
---[] Sentinel of the Creed Light Cruiser (TBD)
---[] Warden of the Script Frigate (TBD)

Remember that these are Kil'drabi designs, so they're geared around protecting the battlecolony at all costs.
--[] Dreadnought Excidium (1400 DP, Dreadnought rules here) May not actually get built.
Then two Lamenter ships that don't get the Holy items:
-[] Strike Cruiser (Heavy Cruiser)
-[]Battle Barge (Battleship)
Here are Alectai's other designs for this tranche designs, if you want to compare.

And of course, the normal ship design rules are in the informational threadmark.
 
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My math sadly failed; hero avoided infinite AP glitch.

Anyway, plan for the turn:

[] The Slain Daughter, Killed By Injustice And Hatred

[] Plan: I want the fucking holy sigils this is a holy turn, if anything goes sideways it is this
-[] Drop all symphonies but "cry for the future"
-[] Consecrate "Palace of star"
-[] [We were] History of Imperium Sanctus after the opening of the great rift [... on the other hand... @HeroCooky does faith turn work on the "we were" or sands it would be nice to get five subsectors, I ask because I think that if it is boosted by holy turn learning origins of chaos i.e. war in heaven would be cool]
-[] [Chapter] Divinely Inspired Improvement Upon The Rubicon (0.5/4) [1 Action]
-[] [Psykana] Sing four Songs x3 [2 Actions plus clas in session action]
--[] Duty Humanity Ruthlessness Duty Hope
--[] As One We Avenge The Innocent's Slain - Humanity Unity Revenge Ruthlessness Justice
--[] Clockwork Dawn Sun Sunset The Star
--[] Unwavering, duty, cherish, humanity, honor
--[] A Tribe Called Celestia - Humanity Unity Technology Progress Void
--[] Time The Star Sunset the Sun Dawn
--[] Revenge Revenge Revenge Revenge Revenge
--[] Slumber Song Harmony the Star Comfort
[Four Songs that are chaos bait but not for a symphony with dirge for the innocent]
--[] Love Creativity Liberation Spirit Harmony (slaaneash is liberation and creativity without care for others, for slaaneash killed its pantheon and stands alone. And soloist is nothing to a choir.)
--[] Health Compassion Growth Logic Mercy (Nurgle is life without end, but also without growth, it is a state of constant "I am fine" comic, a god doctor needs to know when Mercy is fighting another day and when it is letting someone join the starchild)
--[] Strugle Brutality Honor Cherish Peace (Khorne is struggle without an end, brutality without purpose and a war without peace, to fight a good war one needs to cherish Peace)
--[] Protection Wisdom Prophecy Innovation Hope (Tzeentch is a change without purpose, being who uses those who lack protections of wisdom as puppets using false* hope, false* prophecies and false* innovations to further its own gains)

-[] [Faith] Sigils (Input 5 Sigils) [Cry for the future]
--[] [We][Chill][Self]
--[] [Them][Drink][Withering][Hurt]
--[] [Parent/s][Grow][Joy][Faith][Offspring]
--[] [Flower][Nutrition][Health][Place]
--[] [Righteous][Impale][Core][Them]
-[] Another cry for the future if I counted correctly

Edit: nevermind faith turn doesn't work on the songs
I understand that ships are cool but so are the songs and the sigils can you pls trust me this once
 
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I understand that ships are cool but so are the songs and the sigils can you pls trust me this once
Not even a single action for the Kil'drabi? I don't really object to doing sigils over doing 2 actions of dreadnaught, but how about:
-[] Rubicon
-[] Nomadic Fleet Redesign
-[] Sigils.

I'm also very uncomfortable leaving Cry on. We almost hit a warp storm already. We could probably leave Grand Design on because it's cheap, but if we're leaving a more expensive symphony on it should be the one that awakens an AI. Then we would get 2 of them.
 
Not even a single action for the Kil'drabi? I don't really object to doing sigils over doing 2 actions of dreadnaught, but how about:
-[] Rubicon
-[] Nomadic Fleet Redesign
-[] Sigils.

I'm also very uncomfortable leaving Cry on. We almost hit a warp storm already. We could probably leave Grand Design on because it's cheap, but if we're leaving a more expensive symphony on it should be the one that awakens an AI. Then we would get 2 of them.
We should not leave the grand design on as we aren't using it and can afford to not use it for a turn or two when building Note when we won't research. Also for leaving an AI on, I disagree, we benefit from making more stuff now during the faith turn than from waking them up now, I agree that we should at least wake up Duchy One before Tyranids come, but I want to make use of the holy turn (and also the dice gods tell me that we should take both sigils and songs)
 
We should not leave the grand design on as we aren't using it and can afford to not use it for a turn or two when building Note when we won't research. Also for leaving an AI on, I disagree, we benefit from making more stuff now during the faith turn than from waking them up now, I agree that we should at least wake up Duchy One before Tyranids come, but I want to make use of the holy turn (and also the dice gods tell me that we should take both sigils and songs)
I agree on the Grand Design. But... are you trying to roll another 55?

We need to do another ship design for the Kil'drabi, and they get a massive boost from the faith turn.

Also, we have QM confirmation that Psykana doesn't get a bonus from a faith turn:
No Psykana or Development. Other than that, go ham.
We'll do more songs later when we turn the AI symphony back on.
 
So we get a free A.I. that hopefully is in our side without any Chaos BS? Neat!

A lot of cool shinies to grab, would like it if we put at least one action into the Grand Note, but whatever.

Also here's a list of some [We Were]s I made, note that some of these may not be the safest or sanest but hey, just ideas.

-[] [We Were] Examine the Greatest, most terrible war in all of the galaxy's history, who were its combatants, what became of them, and show us how they affect our galaxy today (for war in heaven)

-[] [We Were] Examine the history of that weird Robot-Xenos that came by all those years ago with the green metal. (For anyone willing to bite the anti-material bullet that is the Necrons and their schizo tech)

-[] [We Were] Examine the fall of the Eldar Dominion, how could such a species fall, and what were its effects on the galaxy. (Many choirs will request eye bleach for this one, but we learn more about the Eldar and get IC knowledge about their gods if we don't have any already).

-[] [We Were] Examine The Lost and The Forgotten, the Emperor's lost sons, faces torn, names stricken from record, who were they, and what became of them which caused their erasure (Mystery box option in that we have no clue what happened to these guys in canon, and gives Herococky the chance to fuck with us however they want).

-[] [We Were] Examine the first species of the galaxy, or at least the first sentient species of the galaxy, see their triumphs and failures if only to draw any parallels to our own. (Aiming for the Old Ones but chances are we'll wind up getting the C'tan. Not sure if they have the same psyker detection stuff the Necrons have, however ironically enough looking at them would be safer then the Necrons because most of the C'tan are trapped in Rubix Cubes).

-[] [We Were] Examine the Raven Emoire, what is that all about anyway? Have they got any cool tech we can see? (Wanna see what drive Corax off his rocker?)

-[] [We Were] Examine any freaky warp phenomena that freak out the Ruinous Powers, see if there are any insights to be made. (Hoping we get knowledge of the Well of Eternity but be warned this may result in other things).

-[] [We Were] History of the Orks, where did they come from exactly and how did they come to be? Can we gleam anything from them psychically, biologically, or technologically?

-Side note but we definitely should do this before the quest ends because as far as I'm aware We Wereing the Orks is perhaps the safest way we can view the War in Heaven and learn of it without pissing if either the Eldar or Necrons because we'll be seeing and focusing on the Korks and seeing the others in the background

"But what about the Old Ones?"

What about them? They're all fucking dead. The only one that's left was shattered into a bajillion pieces by Slaanesh and is now a bunch of weird eldritch black orbs that hate light, they can't do shit to us.

"B-B-But Gork and Mork-"

-Will not give a rats ass unless we declared we were gonna go around krumpin Orks with Clonegrim, as of right now they're in the warp either wrestling each other or rooting on Ghazzy/whatever warboss has their attention.

-[] [We Were] Examine one of or the rest of the Star Child nations and how they differ from us. (And the vanilla safe choice)

-[] [We Were] Examine the history of the man that would be Teeln, our prophet (Hero did say this guy may have been isekai'd into 40K, so chances are we hit em with an existential crisis, but hey, it could be funny).

That's all I got for now, theoretically viewing the Old Ones themselves might be safe, as again, they're dead. But if anyone wants to view them then by all means I guess.
 
I agree on the Grand Design. But... are you trying to roll another 55?
noooo... What a foolish notion us getting another 55, surely you jest, I would be need to bribe dice gods themselves to even dream of such a thing.
We need to do another ship design for the Kil'drabi, and they get a massive boost from the faith turn.

Also, we have QM confirmation that Psykana doesn't get a bonus from a faith turn:
We'll do more songs later when we turn the AI symphony back on.
Fair enough as long as I get sigils, I can bear it...
 
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If we do wind up choosing a fellow Star Child nation hopefully they won't mind us viewing them, assuming they know who is viewing them.

If we can find the other Star Child nations I say we send someone over to say hi. We know that they probably won't be hostile (having the same god who wants you to cooperate, and knowing that your god wants you to get along helps with that) so chatting them up just makes sense.
 
If we can find the other Star Child nations I say we send someone over to say hi. We know that they probably won't be hostile (having the same god who wants you to cooperate, and knowing that your god wants you to get along helps with that) so chatting them up just makes sense.

I am all for sending some people out to greet them, though we should set up a big fleet for this, for all we know we may have to go through yet another Odyssey like we did the Lamenters.

Also I FOUND IT

Definetly Not Isekai'd Dude With Pope Hat

There was other posts Hero made about Teeln being an isekai-protag, but this one was the oldest I remember reading, the other may have been posted around when Teeln died.

So, all in favor of revealing the cruel truth that the world exists to sell cool looking plastic minifigures shout Yay!!!
 
I don't believe another Dreadnought is the way to go here, or is a big major fleet redesign, since we already made our current fleet under the auspices of a Holy Turn.

I'd rather grab some of those delicious Faith Techs instead, since those'll disappear. It'd be even better if we could build the Grand Note, but I think that's not an option right now.
 
I don't believe another Dreadnought is the way to go here, or is a big major fleet redesign, since we already made our current fleet under the auspices of a Holy Turn.

I'd rather grab some of those delicious Faith Techs instead, since those'll disappear. It'd be even better if we could build the Grand Note, but I think that's not an option right now.
Well, Nomad Fleets are way behind the times, they could use faith equipment.
Otherwise I support full hog for Rubicon.
 
I'd rather grab some of those delicious Faith Techs instead, since those'll disappear. It'd be even better if we could build the Grand Note, but I think that's not an option right now.
Grand Note's not touched by Holy Turn anyhow
No Psykana or Development. Other than that, go ham.
Anyways, hmmm.

Things to note about Faith Techs -- for me, 100% Survival on the Primaris are non-negotiable, and we're at High Warp Tremors so we're dropping every single Symphony unless someone wants to start a war or something and turn on Lament Me Not.

Anyways...

Works Generational operates on Nearest Number.

So let's split things up on 1 Action and 2 Actions.

1 Action

-[] Terminator Armor (0/2)
(Gain: Terminator Armor)

-[] Novel Material Research (0/3)
(Gain: Gained through the visions of We Were, translated into reality by frustrating application of brute-force-reserach.)

-[] Experimental Infantry-Grade Weapons and Armor Development IV (0/3)
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development IV (0/3)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development IV (0/3)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization III - [2 DP Equipment] (3/5)
(Gain: Standardize 2 [Two] 2 DP Ship Equipments across all new Designs.)
These are all 1 Action because we get 1.3 added to our Research Actions, and 0/3s get turned into 0/2s

2 Actions
-[] Accelerated Mass-Production Of Rejuvenat (4/10)
(Gain: Improve Rejuvenat Access from 35% to 60%.)
-[] Deva Dreadnoughts (0/5)
(Gain: Deva Dreadnoughts.)

-[] Minaturized Knight Teleporter (0/5)
(Gain: Knights can now enact tactical teleports.)

-[] Squire War-Walkers (0/5)
(Gain: Smaller Armigers, practically larger Dreadnougths, though these do not depend on a soldier on the verge of death being interred within.)

-[] Doomcaller Weaponry and Armor (0/5)
There are some materials that repell psychic phenomena and works, which, in the right hands, prove to be a boon in our anti-daemon efforts. Thanks to them now understood, we can enact armor and weapon research to equip the Abyssal Order with equipment that will strike fear into the impossible and the ruinous.
(Gain: Anti-Daemon Templars.)
5s get turned into 3s, there's 6 remaining on Mass Production which is now 4

Things that I'll think will remain for sure:

Squire War-Walkers, since those are Battlesuits. Proooobably Novel Material Research. Both of those are We Were sourced. Obviously the infantry stuff.

Not sure: Terminator, since no idea why it decided to wait until now to show up. Doomcaller is a little suspect but we DID just get the anti Psychic-materials, but who knows. Definitely not Grand Design dependent, though, at least.

Definitely Not The Degree Of: Deva and 60% Rejuvenat

If we ARE redesigning ships this turn, probably not a bad to standardize some equipment. Otherwise...

IF these are all pulled from Faith, then I'm grabbing Novel Material Research and Terminator Armor and then Primaris for my 3 actions, or grabbing Battlesuits. Hmmm.

Lots to think about.

I think the Kil'drabi Fleets don't need to be Faith Turned, they can just be regular upgraded, but to each their own. Tough considerations.
 
Voting is open
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