Well, no. We need to invest all our actions, we don't actually have any slack here. Just getting to 4 SBGs is 7 actions, 5 SBGs is 11 actions, and that's not counting everything else we must do to be ready to invade.
When we discovered Breskal and started panicking about all their fleets, HeroCooky said not to worry too much because they were in total war mode while we'd been coasting easy from the start.
I think it's time we stop, and get serious. All actions into Voxx Primus, because the alternative is that when Van Zandt starts this by invading into our Underhives, we're not ready and we have to watch them all die.
The ciunter here is that some programs might seriously make the above easier. For example, improving our production lines could knock some time of the SBG's up above.
Honestly just making a specific task-force with like 10 Sagitarius-S in it might be enough long-range punch to pick off the orbital stations from range. We could call it a Siegebreaker Flotilla, and have those formations be where we keep our Sagis, as sort of an attached detatchment to SBGs
As for the Fleet Action, once it's at 40 AP, I think we should spend it to get half a point of SBG Action (4 Carriers), spend the 36 FP to make it so that all of our ships are up to date, and then if there's any left (we might update more ships, who knows) spend the last four FP on Scouts.
Since number of SBGs matter, but so does the quality of the ships!
Speaking of upgrades, if we can, we really should upgrade the Andromeda's.
They're the literal linchpin of our fleets, and right now they would be the weakest part of our fleet.
Yeah, there are a lot of old descriptions running around that need to be updated, but I honestly can't be bothered to to all of them. It's good enough with the other stuff you ahve about interacting with Xenos, and I typically remember those when writing/offering you options to deal with stuff like that.
Yeah, there are a lot of old descriptions running around that need to be updated, but I honestly can't be bothered to to all of them. It's good enough with the other stuff you ahve about interacting with Xenos, and I typically remember those when writing/offering you options to deal with stuff like that.
It does, even if it technically doesn't have an Artillery Weapon like the pre-DAoT Tetratek ARc Cannonade is.
But... the Chamleon is a Frigate? Why would we design it as something that cost more FP and cannot possibly escape if it is discovered?
Like the point of a Stealth Delivery Frigate would be that if things really do get hot, it has pretty good shields and a very good turn of speed, whereas a Freighter would have shit shields and crawl.
Like the point of a Stealth Delivery Frigate would be that if things really do get hot, it has pretty good shields and a very good turn of speed, whereas a Freighter would have shit shields and crawl.
It'd exchange the ability to deliver far more over survivability in the event of detection, but TBH, I don't have much hope for a Chamleon to escape if it gets detected either, they'd be fighting against impossible odds.
Maybe equip it with emergency warp breakers, so that it can just jump out?
Two points.
First, we only need those artillery ships if we haven't infiltrated the defense stations. No point building out a whole artillery arm if we could instead just flip the stations to our side. Plus that would give us readymade defenses and void industry (probably).
Second, currently the Andromedas just sorta drop the fleet and skeddaddle to avoid putting choirs in the way of combat. If we outfit them as a combatant we might start losing choirs.
That being said, there's three ways I see as reasonable to refit them - repair ship, artillery ship or psyker ship. We could just do the first one, but we'd need to unlock the carronade for the second and probably a bunch of psytech for the third. Just a thought.
The Chameleon-Secondus Class Infiltration Carrier currently exists as nothing more than a sketch in the vaults of the planning bureau, as an announcement that they would be fixing the typo and creating a new version of the class led to howls of outrage, as generations of people had grown to love the name, to the extent that there were serious petitions with hundreds of millions of signatories to change the dictionary spelling of "Chameleon" instead of changing the Chamleon.
It also suffers from accusations of "Anti Piety" (for its lack of Ship Shrines) and being a death trap (for slightly reducing the Armor even as they increase the Shields), though these minor compromises were sufficient to make it the very last possible (non-Eldar) word in stealth by adding in Zero-Emissions Protocols.
As far as it goes, I'm obviously of the opinion that if we want to update the Chameleon, this is the choice. As you can see, it is very much a case where we could really use one more DP, so that we could bring back Ship Shrines, but as cool as they are I don't think lacking them will suddenly mean all is lost.
Because it has better shields (and shields are its main defense) and even more Stealth Gear.
It'd exchange the ability to deliver far more over survivability in the event of detection, but TBH, I don't have much hope for a Chamleon to escape if it gets detected either, they'd be fighting against impossible odds.
Maybe equip it with emergency warp breakers, so that it can just jump out?
As far as it goes, I'm obviously of the opinion that if we want to update the Chameleon, this is the choice. As you can see, it is very much a case where we could really use one more DP, so that we could bring back Ship Shrines, but as cool as they are I don't think lacking them will suddenly mean all is lost.
Because it has better shields (and shields are its main defense) and even more Stealth Gear.
OTOH, it's kind of lacking in mission equipment, having only 3DP worth of stuff that can actually help it infiltrate Vox Primus.
A stealth vessel equiped with
Propaganda Center - Be it a vox-caster, pict-recorder, or pamphlet, this center for propaganda is more than capable of churning out hundreds of methods to turn a population for or against any thing, opinion, person, action, or idea as long as it is allowed to work its magic unmolested.
OTOH, it's kind of lacking in mission equipment, having only 3DP worth of stuff that can actually help it infiltrate Vox Primus.
A stealth vessel equiped with
That's... interesting, but I dunno if it fits the mission profile? These ships are supposed to get in, drop off the Pilgrims/Supplies, etc, and then go back to get more, all while doing it very stealthily.
I'm presuming that they do more than one run a year, and in fact probably do at LEAST one a season, if not more, considering it'd take, like, two weeks per mission. Maybe three or four at the outside?
If they hang around, that's an added chance of being discovered, IMO.
Could... Could we give it a civilian cargo hold? That's what it really needs right? To transport supplies and infiltrators to the surface. It's already got a troop compartment for the latter.
It'd exchange the ability to deliver far more over survivability in the event of detection, but TBH, I don't have much hope for a Chamleon to escape if it gets detected either, they'd be fighting against impossible odds.
Keep in mind the Chamleon is fast as hell with 7Gs, while a Light Freighter can only get up to like 2.5gs and I don't think a lot of armor would help if you get caught within the orbital defense network.
Second, currently the Andromedas just sorta drop the fleet and skeddaddle to avoid putting choirs in the way of combat. If we outfit them as a combatant we might start losing choirs.
Then again, if we do a song or two our Andromedas can contribute a lot to a fight, and they're already going to be in the backline with as much protection as can be afforded and any weapons would certainly be long range.
Scheduled vote count started by HeroCooky on Jun 22, 2024 at 12:11 PM, finished with 53 posts and 17 votes.
[X] Plan: Hitting High Notes v 1.1
-[x] [Military] Fill Out Sector Battle Group
--[x] Sphinx (0/0.5)
--[x] Werewolf (0/3.5)
-[x] [Voxx Primus] Now is the time to press in on support, though make sure to keep things somewhat covert. Specifically, a few things can be done that have been done partially but not fully. First, escalate the trainers present, able to train out military grade units... even if they still have to use the carefully nerfed equipment as their core, if they're better trained, better fed, and better motivated the difference will show. Second, send in some engineers from... alternate sources who have an experience in that very special brand of amusement known as "Building Technicals." Tanks and Armored Cars and more cannot be hidden, but souping up "regular" groundcars and other vehicles to be far more impressive than they look will further strengthen the "gang." Also obviously help them expand factories, and so on, that's just obvious.
--[x] Additionally send two things of great value. First, more food and more seeds, the better to have holy days and lure yet more into the arms of the growing movement. Second, it is time to strengthen the medical push, sending more doctors beyond borders to further improve the health of the Under-Hive, and through it help make the adherents of this new drive happier, healthier, and more powerful. -[X] [Glimmering Research Publishing Institutes] The Academic Initiatives are flourishing, facilitating improvements to the efficiency of research and production. But those involved all agree that there are more opportunities that lie fallow. A collection of proposals have been made to improve the research capabilities of the Glimmering Federation by establishing publishing institutes throughout the Federation that focus on streamlining the communication and dissemination of research. Specifically, too often does critical research go unreported because of the difficulty of communication or the presence of negative results, or it is missed by researchers who aren't aware of what keywords to look for. This is in addition to the difficult of repeating difficult experiments because of vague instructions. These institutes would focus on fixing these problems by creating an integrated research reporting framework and rewarding well-demonstrated negative results just as strongly as positive results. Peer reviewers would be paid for their work, and basic science will be rewarded with prestige as strongly as exciting applied research. With these institutes, the saying "A month in the lab will save you a day in the library" will become a true joke instead of a painful reminder.
[X] Plan: Ships, Supply and Scouting
-[x] [Military] Fill Out Sector Battle Group
--[x] Sphinx (0/0.5)
--[x] Werewolf (0/3.5)
-[x] [Voxx Primus] Now is the time to press in on support, though make sure to keep things somewhat covert. Specifically, a few things can be done that have been done partially but not fully. First, escalate the trainers present, able to train out military grade units... even if they still have to use the carefully nerfed equipment as their core, if they're better trained, better fed, and better motivated the difference will show. Second, send in some engineers from... alternate sources who have an experience in that very special brand of amusement known as "Building Technicals." Tanks and Armored Cars and more cannot be hidden, but souping up "regular" groundcars and other vehicles to be far more impressive than they look will further strengthen the "gang." Also obviously help them expand factories, and so on, that's just obvious.
--[x] Additionally send two things of great value. First, more food and more seeds, the better to have holy days and lure yet more into the arms of the growing movement. Second, it is time to strengthen the medical push, sending more doctors beyond borders to further improve the health of the Under-Hive, and through it help make the adherents of this new drive happier, healthier, and more powerful.
-[x] [Psykana] Sing a Song (Choose at least Three below.)
--[x] Void I, Silence I, Perception I, Technology I
[X] Plan: Modernization project -[X] [Military] [Construct/Refit] A Fleet - [36 Fleet Points] [24 FP Banked) —[X] One Leo-Primus to One Leo-Class Vanguard, Twelve Libra-S/T to Twelve Libra-Q, Three Crux to Three Crux-S, and Four Taurus into Four Taurus-S in one Turn. —[X] 4x Chamleon Frigates, 5x Lupus-S Destroyers -[X] Irrita Food Production Aid (0/?) -[X] [Voxx Primus] Now is the time to press in on support, though make sure to keep things somewhat covert. Specifically, a few things can be done that have been done partially but not fully. First, escalate the trainers present, able to train out military grade units... even if they still have to use the carefully nerfed equipment as their core, if they're better trained, better fed, and better motivated the difference will show. Second, send in some engineers from... alternate sources who have an experience in that very special brand of amusement known as "Building Technicals." Tanks and Armored Cars and more cannot be hidden, but souping up "regular" groundcars and other vehicles to be far more impressive than they look will further strengthen the "gang."
[X] Plan: Offensive Planning
-[x] [Military] Fill Out Sector Battle Group
--[x] Sphinx (0/0.5)
--[x] Werewolf (0/3.5)
-[X] Write in- Begin the construction of Orbital Defenses around the Ultima Sagritta System. Focus should be on what can support each other and not to overextend, Planning of the Defense Stations should take into account the presence of at least one Sector Battle Group stationed in orbit around Ultima Sagritta for the foreseeable future. If there is time and room left in the budget Ground Base Anti-Orbital batteries should be built. Future expansion will focus on the further depth of the defenses and ability to base, supply, refit, repair, and service a Sector Battle Group in full at the system. -[X] [Voxx Primus] Now is the time to press in on support, though make sure to keep things somewhat covert. Specifically, a few things can be done that have been done partially but not fully. First, escalate the trainers present, able to train out military grade units... even if they still have to use the carefully nerfed equipment as their core, if they're better trained, better fed, and better motivated the difference will show. Second, send in some engineers from... alternate sources who have an experience in that very special brand of amusement known as "Building Technicals." Tanks and Armored Cars and more cannot be hidden, but souping up "regular" groundcars and other vehicles to be far more impressive than they look will further strengthen the "gang."
--[X] Additionally send two things of great value. First, more food and more seeds, the better to have holy days and lure yet more into the arms of the growing movement. Second, hope. We cannot promise that tomorrow the revolution will begin and all will be liberated, but careful news in the ears of those locals who are leading the movement of the deeds of the Convention of 700 will make it clear that theirs is a holy crusade, backed fully by the Federation who, by now, likely have a semi-mythical reputation as a land of plenty and great learning and so on.
[X] Plan: Hive Focus
-[X] [Military] Militarize The Schools Of Paladins
-[X] Hive Agriculture Expanded (0/2) -[X] [Voxx Primus] Now is the time to press in on support, though make sure to keep things somewhat covert. Specifically, a few things can be done that have been done partially but not fully. First, escalate the trainers present, able to train out military grade units... even if they still have to use the carefully nerfed equipment as their core, if they're better trained, better fed, and better motivated the difference will show. Second, send in some engineers from... alternate sources who have an experience in that very special brand of amusement known as "Building Technicals." Tanks and Armored Cars and more cannot be hidden, but souping up "regular" groundcars and other vehicles to be far more impressive than they look will further strengthen the "gang."
--[X] Additionally send two things of great value. First, more food and more seeds, the better to have holy days and lure yet more into the arms of the growing movement. Second, hope. We cannot promise that tomorrow the revolution will begin and all will be liberated, but careful news in the ears of those locals who are leading the movement of the deeds of the Convention of 700 will make it clear that theirs is a holy crusade, backed fully by the Federation who, by now, likely have a semi-mythical reputation as a land of plenty and great learning and so on.
The Oracle stood on the pedestal, wings fully raised and extended by his own will and effort. The deep-blue eyes on the near translucent wings stared into the past and the future just as the Oracle did, but never into the present—curse and blessing of the Gods in one. Slowly, a chittering escaped their mouth, burning through the smoke and vapor of the holy fires surrounding the temple's inner sanctum.
"The Stars burn, and War calls," he spoke, arms raised against the skies. "A million million minds churn in hatred and desperation, and War calls. Ships of metal clash in empty skies as flames of soul lick upon the noble and the worker alike, and War calls." The words spread unease among the gathered nobility of warriors and rulers. "War Calls. The Stars Burn. War Calls. A spawn unborn takes the sword to its progenitor's reign. War Calls as the Stars Burn. Hungering Maws eat worlds, and Slaved Minds are roused to slaughter." The unease broke into whispered words and conversations; flutterings broke the smoke from some as they tried to decipher the words. "The Moving Star has shattered our innocence; its War calls all. We shall bow, or we shall perish when it returns with its children in tow. There Is Only War Among The Stars."
The Oracle collapsed, falling from the pedestal as gasps of horror and shock rang out.
An Ill Omen.
Reality screams, a Wound In The Veil opens, a ship is spat from the Warp...and a hundred grasping hands of targeting methods caress its form before its captain and crew can shake off the unease of transition.
Their eyes see too late the plumes of engines and the pin-pricks of lights from missiles as lances spool up to fire. Their mouths speak the words of action and reaction too late, for their void shields are already flickering. Their minds are too sluggish to do more than return ineffective fire as the hull is broken in a hundred places.
The Warp Drive does not activate fast enough to escape back to the Duchy, Federation weapons biting deep into the hulk where a scout ship once was.
Contact between the nations has been made as quickly as one severed all knowledge of such for the other.
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).
[] [General] Develop The Federations'...
-[] Food Production VII (0/2)
-[] Civilian Infrastructure XIII (0/2)
-[] Heavy Industry VI (0/2)
-[] Void Industry X (0/2)
-[] Medical Services VI (0/2)
-[] Military Industry VI (0/2)
(Gain: A boost in production focusing on the chosen option.)
[] [General] Colonize (Planet/s)
It is time to bring two 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: Two colonized Worlds.
Habitable Worlds: N/A
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere), Abyssal Eye - Howling Gaze (No Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))
[] [General] Voxx Primus Population Crisis Preparations
-[] Habitat Stations (0/?)
(Gain: +1 Void Industry every three Actions, enough living space for ~10 Billion people per Action.) -[] Irrita Rush Terraformation (0/?)
(Gain: Ask the Irrita about the price to rush terraform some of your worlds and which ones would be best suited to do so.) -[] Irrita Food Production Aid (0/?)
(Gain: Possible aid or projects to blunt the food problem for the Voxx Primus Crisis.) -[] Evacuation Fleets - (Ship Design Write-In) (0/?)
(Gain: Evacuation Fleets to spread the Voxxians around.)
-[] Poke The Weird Ships
(Gain: Information?) -[] Production Line Rationalization Programs (0/2)
(Gain: Improved industry throughput.) -[] Sophont Workforce Requirement Reduction Considerations (0/2)
(Gain: Tiny increase in partly automated industries.) -[] Hive Agriculture Expanded (0/2)
(Gain: Further improve Hive nutrition production through various means.) -[] Burner Seeker Mines
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves.) -[] Snapshot Cogitation Improvements
(Gain: Missiles have increased Breakthrough against Hostile AM-Systems) -[] Tetratek ARc Cannonade
(Gain: Tetratek Advanced-Reach (Grade c) Cannonade Ship Weapon (4 Dp).) -[] Improved Servo-Skull Militarization Initiative
(Gain: Militarized Servo-Skulls. New Infantry Classes: Human - Scout Hive Trooper, Yeeni - Skull-Swarm Sovereign.) -[] Novel Infantry-Grade Weapons and Armor Development
(Gain: Infantry Weapons and Armor Upgrades.) -[] Experimental Infantry-Grade Weapons and Armor Development
(Gain: New Infantry Weapons and Armors.) -[] Logistical Infantry-Grade Weapons Development (0/3)
(Gain: Cheaper Infantry Weapons.) -[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.) -[] New Boarders for a New Age
(Gain: New Boarding Craft.) -[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.) -[] Shipyard Automatization III (0/5)
(Gain: 1 Frigate every Turn.) -[] Mind-Machine Interface Re-Examined (0/2)
(Greater Insight into already existing MMI methods and links.) -[] Reconstruct The Shattered STC-Fragment (0/10)
(Gain: An STC Fragment.)
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 Spark of Genius - +0.05 Research per Action Spent.
(0.15 Research Banked)
[] [General] Propaganda For The Foreign Masses (0/3)
With the Glimmering Federation struggling to digest its recent mass acquisition of systems and populations, some have raised the possibility of using the Federation's more diplomatic abilities and capabilities to subvert, convert, and then integrate new systems without causing mass casualties or widespread destruction. A Propaganda office outfitted with ships, Choirs, materials, factories, and a mandate to do just that should bring foreign systems into our sphere of influence and then the Federation as a whole. It will be pricy, though.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
[] [General] Free Movement and Friendship Declaration
Due to the Glimmering Federations' patronage of the Ashan Families, inconsistent as it was overwhelming in the industrial and economic sectors, they proposed opening the border between the citizens of both nations to seek employment and opportunity (with some limiting factors and clauses, security concerns still apply after all), alongside a Friendship Declaration between the two governments.
(Gain: Ashan Families like you more.)
[] [Military] Militarize The Schools Of Paladins
Though the schools created to equip and train our missionaries for all possible environments and situations have quickly grown to smooth out all failures and bumps in their curriculum, some military think tanks have poked at the possibility of creating a home-grown version of the Imperial Sisters of Battle mentioned in both records and the descendants of a squad on Saget VII. This would include streamlining the usage of the Militaristic Faith Orders to use them in battles on the front line and training those dedicated to spreading and defending the Faith of the Star Child as parts of the military directly in the use of bullet and sword in heavy power armor.
(Gain: Unlock Templars, boosting your military.)
[] [Military] Create A [Blazing Sun - 4x War-Packs] or 6x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/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. 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] [Construct/Refit] A Fleet - [36 Fleet Points] - [28 FP Banked]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Light Freighters at 3 FP, Frigates at 4 FP, Light Cruisers at 8 FP, Heavy Cruisers at 18 FP, and Heavy Freighters at 25 FP.
You can refit for 36 FP: One Leo-Primus to One Leo-Class Vanguard, Twelve Libra-S/T to Twelve Libra-Q, Three Crux to Three Crux-S, and Four Taurus into Four Taurus-S in one Turn.
(Gain: Chosen Fleet.)
[] [Military] Fill Out Sector Battle Group -[] Werewolf (0.5/3.5)
-[] Minotaur (0/4)
-[] Leviathan (0/4)
-[] Basilisk (0/4)
-[] Hydralisk (0/4)
-[] Necrolisk (0/4)
A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, and 4 Corvettes. 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.)
[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP)] - [8 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) -[] 38x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 4x Libra-Quartus Light Carrier, 2x Libra-Tertium Light Carrier, 2x Libra-Secundus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 1x Leo-Primus Heavy Cruiser, 3x Leo-Class Vanguard Cruiser, 8x Libra-Tertium Light Carrier, 2x Endeavour Light Cruiser, 4x Scorpio-Class Light Cruiser, 3x Crux-Secundus Class Heavy Frigate, 5x Crux-Class Missile Frigates, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Werewolf (9/10 Ship Capacity) - (Missing: 2 Andromeda, 4 Heavy Cruisers, 8 Carriers, 6 Line Holder, 3 Frigates)
(1x Andromeda-Class Command Ship, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer, 1x Sagitarrius-Secundus Lance Frigate, 1x Lupus-Secundus Torpedo Destroyer)
-[] Task Fleet Alpha
(2x Cobra Destroyers, 5x Taurus-S Troopship (0/25 SAG Capacity), 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Independent Operations Task Force
(5x Chamleon-Class Infiltration Carrier)
-[] Lamenters Chapter Fleet (8/10)
(1x Andromeda-Class Command Ship, 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 3x Lantern Bearer-Class Commandeering Ship (0/3 Companies), 1x Resurgence-Class Torpedo Hunter, and 1x Bloody Dawn-Class Light Cruiser (0/2 Companies), 1x Eternal Promise-Class Temple Ship (0/8 Companies))
-[] Scout Fleet Alpha - [3x Pyxis-Class Auto Construct]
(5x Circinus-Class Scout Sloop, 4x Pyxis-Class High-Grade Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
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: ~10 Systems from Claimed Systems. Scouting Efficiency: 20% Adjacent Systems, 5% Three+ Systems, 1% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] The Celestial Orrery (0/2)
Taking the first stumbling step in creating wonders by combining technological and psychic disciplines into one cohesive whole is a step that is fraught with dangers. Though we know that such psy-tech can be made that it can become the underlying linchpin of civilization itself, like the Hymns of the Machines, many dangers come with invoking the powers of the Warp without a mind to ward off the daemonic influences that inevitably try to take advantage. Yet, a step can be taken in a direction that will enable us to build familiarity without suffering titanic repercussions in failure. The first intentional psy-tech of the Federation shall be the construction of the Celestial Orrery. This large machine will show the nearest star system's planetary bodies and their stellar paths.
(Gain: 8 DP Equipment: Celestial Orrery. Improves scouting.)
[] [Psykana] Conduct Two Melodies (Choose two below.) (0.8/1 - Auto Complete) - [Choose Melody]
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: 30
Uncovered: Technology II.
Secret: Slumber, Silence II, Perception II, and Grounding II.
Star Child: Hope II, Compassion II, Humanity II, Mercy, Creativity III, Health II, Unity II, Innovation, Machinery, Logic II, Progress II, Protection II, Justice, Wisdom, The Sun II, The Home II, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void II, Struggle, Community, and Family.
Gain: Two 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 I.
Secret: Perception I, Silence, I, and Grounding I.
Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, and Health I.
Kil'drabi: Void I.
Gain: A Song.)
[] [Faith] The Great Heresies
Though it is infuriating to many that splits and cracks have already started to appear within the structure of our faith, especially when the Prophet hasn't even been laid to rest in his last resting place, these splits were inevitable. There was no way to prevent those who strayed from established Doctrine, so we must expend effort to bring them back into the fold, even if some start to whisper about altering Doctrine itself to incorporate some parts of their beliefs into ours.
(Gain: Reconcile, Syncretise, Legalise, or Crack Down on a Heresy.) -[] The Particularists
The opposite to the Anti-Particularists, they have twisted this section of the Creed to its utter limit: I believe that these Five, Omnissiah, Emepror, Motive Force, Body of the Faith, and Star Child, are Indivisible and One, and Two, And Three, Four, and Five. They believe one can pair the Five-One according to their "Co-Equal Hierarchy," represented by a square with four edges and the Star Child in the middle. In this, they claim that the Emperor and Omnissiah are on the Left and Right of the square, with the Community of Faith and Motive Force in the lower left and right, relating to each other in their respective roles and relations as they come together to create the Star Child. -[] The Anti-Particularists
The Droman Creed emphasizes the different qualities and roles of each of the Five, encapsulating the Co-equal Oneness of the Five-One, One-Five, yet some believe this to be a Pantheon. For the Anti-Particularists, this is the furthest from the truth, as they believe the Five-One to not be co-equal within their shared Divinity, but One-As-Five, mixing everything into one being by denying the uniqueness of each Five to not deny the Oneness of them all.
[] [Blazing Sun] Every World A Fortress (1.5/8)
No longer left aside.
(Gain: 4 War-Packs per Action, one per Planet.)
[] [Chapter] Fill Out The Chapter (1/2)
Unto the fields of training once more.
(Gain: The Lamenters are once again rebuilt.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
[] Plan: And Now for Something Completely Different -[] [Faith] The Great Heresies
--[] The Particularists
--[] The Anti-Particularists
-[] [General] Voxx Primus Population Crisis Preparations
--[] Irrita Food Production Aid (0/?)
If it's a threat we can face with ships, we'll at least be building up to that fact. If it's something else, I don't feel like there's anything we can do right now, especially since we have no IC-knowledge of what's going on.