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


  • Total voters
    331
[X][Title] Saint Theodorius of the Ancient Pack, Holy Martyr, Lord of Iron, Shield of the Innocent, the Charging Revenant, Eternal Lord of the Karnivore Who Woke
[X][Day of Veneteration] 23rd day of the fourth month of each solar cycle. Feasts are held, celebrations made, and parades ran in thanks of all Federation Armed Forces, but specifically towards the Order of the Blazing Sun. Sermons dedicate themselves for the day towards the Order of the Blazing Sun and their mighty Karnivores, extolling their strength and bravery against the foe. Special notice is made of the bond between pilot and machine spirit, with veneration given towards the Karnivore Who Woke and its mission to avenge the death of its Lord.
[X][Final Resting Place] A mausoleum is built on Perfinda, large enough to house both the Karnivore Who Woke and allow two additional Karnivores to march inside side-by-side to pay respects to Saint and Machine. Galleries are dedicated to displaying the achievements of Saint Theodorius and his Karnivore across their long lives in service to the Federation and Star Child. Five stained-glass windows portraying blazing Suns shine upon the interior of the main chamber housing Saint Theodorius and the Karnivore Who Woke, with giant silver candles holding eternal flames set just before each window.
 
[X][Title] Saint Theodorius of the Ancient Pack, Holy Martyr, Lord of Iron, Shield of the Innocent, the Charging Revenant, Eternal Lord of the Karnivore Who Woke
[X][Day of Veneteration] 23rd day of the fourth month of each solar cycle. Feasts are held, celebrations made, and parades ran in thanks of all Federation Armed Forces, but specifically towards the Order of the Blazing Sun. Sermons dedicate themselves for the day towards the Order of the Blazing Sun and their mighty Karnivores, extolling their strength and bravery against the foe. Special notice is made of the bond between pilot and machine spirit, with veneration given towards the Karnivore Who Woke and its mission to avenge the death of its Lord.
[X][Final Resting Place] A mausoleum is built on Perfinda, large enough to house both the Karnivore Who Woke and allow two additional Karnivores to march inside side-by-side to pay respects to Saint and Machine. Galleries are dedicated to displaying the achievements of Saint Theodorius and his Karnivore across their long lives in service to the Federation and Star Child. Five stained-glass windows portraying blazing Suns shine upon the interior of the main chamber housing Saint Theodorius and the Karnivore Who Woke, with giant silver candles holding eternal flames set just before each window.
 
[X][Title] Saint of the Living (Machine)Spirit
Open for further ideas and compromise, but the other vote is leaning to heavily into his being a soldier for my taste.
The Machine Spirit coming alive is the interesting part.
The rest feels... generic.
 
[X][Title] Saint Theodorius of the Ancient Pack, Holy Martyr, Lord of Iron, Shield of the Innocent, the Charging Revenant, Eternal Lord of the Karnivore Who Woke
[X][Day of Veneteration] 23rd day of the fourth month of each solar cycle. Feasts are held, celebrations made, and parades ran in thanks of all Federation Armed Forces, but specifically towards the Order of the Blazing Sun. Sermons dedicate themselves for the day towards the Order of the Blazing Sun and their mighty Karnivores, extolling their strength and bravery against the foe. Special notice is made of the bond between pilot and machine spirit, with veneration given towards the Karnivore Who Woke and its mission to avenge the death of its Lord.
[X][Final Resting Place] A mausoleum is built on Perfinda, large enough to house both the Karnivore Who Woke and allow two additional Karnivores to march inside side-by-side to pay respects to Saint and Machine. Galleries are dedicated to displaying the achievements of Saint Theodorius and his Karnivore across their long lives in service to the Federation and Star Child. Five stained-glass windows portraying blazing Suns shine upon the interior of the main chamber housing Saint Theodorius and the Karnivore Who Woke, with giant silver candles holding eternal flames set just before each window.
 
[X][Title] Saint Theodorius of the Ancient Pack, Holy Martyr, Lord of Iron, Shield of the Innocent, the Charging Revenant, Eternal Lord of the Karnivore Who Woke
[X][Day of Veneteration] 23rd day of the fourth month of each solar cycle. Feasts are held, celebrations made, and parades ran in thanks of all Federation Armed Forces, but specifically towards the Order of the Blazing Sun. Sermons dedicate themselves for the day towards the Order of the Blazing Sun and their mighty Karnivores, extolling their strength and bravery against the foe. Special notice is made of the bond between pilot and machine spirit, with veneration given towards the Karnivore Who Woke and its mission to avenge the death of its Lord.
[X][Final Resting Place] A mausoleum is built on Perfinda, large enough to house both the Karnivore Who Woke and allow two additional Karnivores to march inside side-by-side to pay respects to Saint and Machine. Galleries are dedicated to displaying the achievements of Saint Theodorius and his Karnivore across their long lives in service to the Federation and Star Child. Five stained-glass windows portraying blazing Suns shine upon the interior of the main chamber housing Saint Theodorius and the Karnivore Who Woke, with giant silver candles holding eternal flames set just before each window.
 
[X][Title] Saint Theodorius of the Ancient Pack, Holy Martyr, Lord of Iron, Shield of the Innocent, the Charging Revenant, Eternal Lord of the Karnivore Who Woke
[X][Day of Veneteration] 23rd day of the fourth month of each solar cycle. Feasts are held, celebrations made, and parades ran in thanks of all Federation Armed Forces, but specifically towards the Order of the Blazing Sun. Sermons dedicate themselves for the day towards the Order of the Blazing Sun and their mighty Karnivores, extolling their strength and bravery against the foe. Special notice is made of the bond between pilot and machine spirit, with veneration given towards the Karnivore Who Woke and its mission to avenge the death of its Lord.
[X][Final Resting Place] A mausoleum is built on Perfinda, large enough to house both the Karnivore Who Woke and allow two additional Karnivores to march inside side-by-side to pay respects to Saint and Machine. Galleries are dedicated to displaying the achievements of Saint Theodorius and his Karnivore across their long lives in service to the Federation and Star Child. Five stained-glass windows portraying blazing Suns shine upon the interior of the main chamber housing Saint Theodorius and the Karnivore Who Woke, with giant silver candles holding eternal flames set just before each window.
 
[X][Title] Saint Theodorius of the Ancient Pack, Holy Martyr, Lord of Iron, Shield of the Innocent, the Charging Revenant, Eternal Lord of the Karnivore Who Woke
[X][Day of Veneteration] 23rd day of the fourth month of each solar cycle. Feasts are held, celebrations made, and parades ran in thanks of all Federation Armed Forces, but specifically towards the Order of the Blazing Sun. Sermons dedicate themselves for the day towards the Order of the Blazing Sun and their mighty Karnivores, extolling their strength and bravery against the foe. Special notice is made of the bond between pilot and machine spirit, with veneration given towards the Karnivore Who Woke and its mission to avenge the death of its Lord.
[X][Final Resting Place] A mausoleum is built on Perfinda, large enough to house both the Karnivore Who Woke and allow two additional Karnivores to march inside side-by-side to pay respects to Saint and Machine. Galleries are dedicated to displaying the achievements of Saint Theodorius and his Karnivore across their long lives in service to the Federation and Star Child. Five stained-glass windows portraying blazing Suns shine upon the interior of the main chamber housing Saint Theodorius and the Karnivore Who Woke, with giant silver candles holding eternal flames set just before each window.
 
[X][Title] Saint Theodorius of the Ancient Pack, Holy Martyr, Lord of Iron, Shield of the Innocent, the Charging Revenant, Eternal Lord of the Karnivore Who Woke
[X][Day of Veneteration] 23rd day of the fourth month of each solar cycle. Feasts are held, celebrations made, and parades ran in thanks of all Federation Armed Forces, but specifically towards the Order of the Blazing Sun. Sermons dedicate themselves for the day towards the Order of the Blazing Sun and their mighty Karnivores, extolling their strength and bravery against the foe. Special notice is made of the bond between pilot and machine spirit, with veneration given towards the Karnivore Who Woke and its mission to avenge the death of its Lord.
[X][Final Resting Place] A mausoleum is built on Perfinda, large enough to house both the Karnivore Who Woke and allow two additional Karnivores to march inside side-by-side to pay respects to Saint and Machine. Galleries are dedicated to displaying the achievements of Saint Theodorius and his Karnivore across their long lives in service to the Federation and Star Child. Five stained-glass windows portraying blazing Suns shine upon the interior of the main chamber housing Saint Theodorius and the Karnivore Who Woke, with giant silver candles holding eternal flames set just before each window.
 
[X][Title] Saint Theodorius of the Ancient Pack, Holy Martyr, Lord of Iron, Shield of the Innocent, the Charging Revenant, Eternal Lord of the Karnivore Who Woke
[X][Day of Veneteration] 23rd day of the fourth month of each solar cycle. Feasts are held, celebrations made, and parades ran in thanks of all Federation Armed Forces, but specifically towards the Order of the Blazing Sun. Sermons dedicate themselves for the day towards the Order of the Blazing Sun and their mighty Karnivores, extolling their strength and bravery against the foe. Special notice is made of the bond between pilot and machine spirit, with veneration given towards the Karnivore Who Woke and its mission to avenge the death of its Lord.
[X][Final Resting Place] A mausoleum is built on Perfinda, large enough to house both the Karnivore Who Woke and allow two additional Karnivores to march inside side-by-side to pay respects to Saint and Machine. Galleries are dedicated to displaying the achievements of Saint Theodorius and his Karnivore across their long lives in service to the Federation and Star Child. Five stained-glass windows portraying blazing Suns shine upon the interior of the main chamber housing Saint Theodorius and the Karnivore Who Woke, with giant silver candles holding eternal flames set just before each window.
 
[X][Title] Saint Theodorius of the Ancient Pack, Holy Martyr, Lord of Iron, Shield of the Innocent, the Charging Revenant, Eternal Lord of the Karnivore Who Woke
[X][Day of Veneteration] 23rd day of the fourth month of each solar cycle. Feasts are held, celebrations made, and parades ran in thanks of all Federation Armed Forces, but specifically towards the Order of the Blazing Sun. Sermons dedicate themselves for the day towards the Order of the Blazing Sun and their mighty Karnivores, extolling their strength and bravery against the foe. Special notice is made of the bond between pilot and machine spirit, with veneration given towards the Karnivore Who Woke and its mission to avenge the death of its Lord.
[X][Final Resting Place] A mausoleum is built on Perfinda, large enough to house both the Karnivore Who Woke and allow two additional Karnivores to march inside side-by-side to pay respects to Saint and Machine. Galleries are dedicated to displaying the achievements of Saint Theodorius and his Karnivore across their long lives in service to the Federation and Star Child. Five stained-glass windows portraying blazing Suns shine upon the interior of the main chamber housing Saint Theodorius and the Karnivore Who Woke, with giant silver candles holding eternal flames set just before each window.
 
Vote closed
Scheduled vote count started by HeroCooky on Aug 6, 2024 at 11:22 AM, finished with 12 posts and 12 votes.

  • [X][Title] Saint Theodorius of the Ancient Pack, Holy Martyr, Lord of Iron, Shield of the Innocent, the Charging Revenant, Eternal Lord of the Karnivore Who Woke
    [X][Day of Veneteration] 23rd day of the fourth month of each solar cycle. Feasts are held, celebrations made, and parades ran in thanks of all Federation Armed Forces, but specifically towards the Order of the Blazing Sun. Sermons dedicate themselves for the day towards the Order of the Blazing Sun and their mighty Karnivores, extolling their strength and bravery against the foe. Special notice is made of the bond between pilot and machine spirit, with veneration given towards the Karnivore Who Woke and its mission to avenge the death of its Lord.
    [X][Final Resting Place] A mausoleum is built on Perfinda, large enough to house both the Karnivore Who Woke and allow two additional Karnivores to march inside side-by-side to pay respects to Saint and Machine. Galleries are dedicated to displaying the achievements of Saint Theodorius and his Karnivore across their long lives in service to the Federation and Star Child. Five stained-glass windows portraying blazing Suns shine upon the interior of the main chamber housing Saint Theodorius and the Karnivore Who Woke, with giant silver candles holding eternal flames set just before each window.
    [X][Title] Saint of the Living (Machine)Spirit
 
910.M42 - 60 Million Years
With a groan of electric static and the flickering lights of green powering up, eyes begin registering their environment for the first time in over 60 million years.

A hand of silver metal twitches and an arm of living metal moves as a mind shackled to unliving material begins to unbury itself from a coffin that had faithfully held the one within safe and secure for longer than entire species existed from their beginnings to the moment they were forever forgotten by the universe.

Except..."Phaeron Sylpheth the Ebon, I am heartened to see you waking without struggle," another voice, filled with static and buzzing, speaks from beneath the raised dais where the coffin had stood, the form of the Necron Phaeron slowly untangling itself from an eternal rest to stand, proudly, above the...lone...Cryptek in the vast and badly damaged throne room.

"..." seconds pass as Sylpheth ponders and questions before she speaks with a voice that is the law itself, "I am no longer Sylpheth. You may address me as Sylphetk, as the female form no longer suits me."

"As you command, my Phaeron," the Cryptek speaks, still kneeling and bowed. "By your leave, I shall oversee the rest of the tomb awakening-"

"Why are you the only one." It was as much question as demand. If the Great Awakening had been called for, there should have been tens of thousands in these halls witnessing his awakening and the awakening of their Dynasty in turn. Yet, none were here. Aside from two Lychguards, amongst the oldest of his personal guards, none stood within these halls. There were the various machines tasked with repairs, but they could hardly be counted upon as true Necrons.

"..." The Cryptek said silently. A moment passed before a disapproving prod by Sylphetk caused the...oddly familiar Cryptek to flinch. "There were...issues in the Long Sleep. None that cannot be repaired...but...we were all that could be awoken by the Tomb."

"Then send word to our worlds to render aid; it should not have been that difficult. ...why do I register elevated levels of mental stress within your mind, Cryptek?" Sylphetk spoke slowly and icily.

"The worlds of the Dynasty have, as far as we could be determined, been met with a rather...final end. We are likely the last to remain."

The words struck like the fist of a Krork, and the implications were like the thundering weapons of a C'tan before their imprisonment. "The...last? Have you ensured the veracity of this claim? What have our ships reported about the region of space where the worlds should have been?"

"..." moments passed again, and Sylphetk found that the Cryptek...Altokhe(?) seemed to...fidget in place. A bad feeling arose in his guts as he quickly pinged the fleets of the Dynasty.

No communication or status update was returned.

"Crypetk. Where. Are. Our. Ships."

"We believe they were all stolen by a small ship from a primitive, yet unknown, race within the last dozen centuries."

Silence.

A ping was sent to any and all assets of the Dynasty.

"...Cryptek. Where. Is. Our. World Engine."

"We lost the activation and IFF keys 19 million years ago, leading it to drift away from its assigned position."

"I am giving you five seconds to run before I hunt you down."

"You are most gracious, my Lord," Cryptek Altokhe spoke with deference before a snap of thunder teleported them out of the throne room within three seconds.

Two more seconds passed.

Then, an open hand snapped to the side and took hold of the proffered blade of the Lychguard, a primal scream of utter fury ripping itself out of the metal shell before the hunt for the Cryptek was on.



You Have 3 [Three] Actions. You have 1 [One] more Action due to owning Two Sub-Sectors worth of systems. 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 (1/2)
-[] Heavy Industry VI (1/2)
-[] Void Industry X (0/1)
-[] 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 three 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): N/A
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Terraform (Planet)
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: Two Terraformed and Colonized Planets.)
Currently Terraforming:
Maphara - (Target Biosphere: Tepui and Cenote) - (Maximum Population: 101 Billion) - (Terraformation Time: ~200 Years) - (Finished: 980.M42)
Nurn - (Target Biosphere: Fog Mountains) - (Maximum Population: 27 Billion) - (Terraformation Time: ~170 Years) - (Finished: 970.M42)
Git - (Target Biosphere: Megaflora) - (Maximum Population: 36 Billion) - (Terraformation Time: ~160 Years) - (Finished: 960.M42)
Ixcat - (Target Biosphere: Wet Tidally Locked) - (Maximum Population: 16 Billion) - (Terraformation Time: ~160 Years) - (Finished: 970.M42)
Nushar - (Target Biosphere: Dry Forests and Steppes) - (Maximum Population: 22 Billion) - (Terraformation Time: ~150 Years) - (Finished: 960.M42)
Twin Flower - (Target Biosphere: Earth (Sol (Irrita-Specific)) Biosphere Clone) - (Maximum Population: 48 Billion - Reduced by 40% for Non-Irrita) - (Terraformation Time: ~40 Years) - (Finished: 940.M42)

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)

[] [General] Voxx Primus Population Crisis Preparations
-[] Habitat Stations

(Gain: +1 Void Industry every three Actions, enough living space for ~15 Billion people per 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
-[] Poke The Weird Ships
(Gain: Information?)
-[] Duchy Engine Mysteries
(Gain: +1 Base Gravity Acceleration for all Ship Designs utilizing the engine patterns of the Duchy likely gleaned from the Black-Green ships the Spirit of Discovery keeps finding.)
-[] Micro-Warp Jumps (0/2)
(Gain: Micro-Warp Jump Engine Equipment. Does Not need banks of Psykers to be plugged into them. Sadly also weaker for it.)
-[] Phalanx Doctrine
(Gain: Unravel the mysteries behind this bizarre shield alignement.)
-[] Interlinked Cogitation Sharing
(Develop the means to allow multiple brains to communicate instinctually on a rudimentary surface level.)
-[] Noosphere Harmonized Interface
(Develop cheaper Noosphere-Access Augmetics.)
-[] Enhanced Factory Servitors (0/2)
(Gain: Tiny increase in mostly automated industries.)
-[] Ogryn Neural Cognition Enhancement Studies
(Gain: Potentially smarter (potentially up to a smart 5-year old!) Ogryn?)
-[] Directed Anti-Gravity Military Utilization
(Gain: Grav-Chute Infantry)
-[] Variable Macro-Cannon Shell Experiments and Lance Scattershot Module
(Gain: Macro-Cannon and Lance 3 DP Equipment)
-[] 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.)
-[] Expanded Snapshot Cogitation Improvements and Tetratek ARc Cannonade
(Gain: Missiles have increased Breakthrough against Hostile AM-Systems and Tetratek Advanced-Reach (Grade c) Cannonade Ship Weapon (4 DP).)
-[] Novel Infantry-Grade Weapons and Armor Development II (0/2)
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development II (0/3)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development II (0/3)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (0/4)
(Gain: 1 Frigate every Turn.)
-[] Reconstruct The Shattered STC-Fragment (1/9)
(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.
(0.90 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.
[] [AUTOMATIC] System Subversion
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 one [1] random system at a time to the Glimmering Federation without Action cost.)
Brans - Branus
Suspected Subversion Time: ~80 Years
Modifiers: No Official Contact (+~20 Years)
[] Free Movement and Friendship Declaration (Ashan Families/Shipwright's Grove)
The strengthening of friendly ties to our old neighbors, especially now that the Shipwright's Alliance and the Stellar Growth have united in one polity, will pay off over the decades and centuries, as nobody is an island, and all can grow to be united under the warmth of the Star Child's merciful luminescence.
(Gain: Chosen polity like you more, free movement of its people to your settlements and vice-versa.)

[] [AUTOMATIC] Improve Relations
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.)
Shipwright's Grove
Current Relations: Amicable
Trend: Slow Uptick

[] [Military] Create A [Blazing Sun - 9x War-Packs] or 12x 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] Sector Battle Group Construction And Repair
-[] Nomadic Fleet [Automatic] (0.6/1)
-[] Hydralisk (0/2)
-[] Necrolisk (0/2)
-[] Gryphon (0/2)
-[] Gorgon (0/2)
-[] Wyvern (0/2)
-[] Repair Minotaur (0/0.5)
-[] Repair Centaur (0/0.5)
-[] Repair Sphinx, Werewolf, Basilisk, And Lamenters (0/0.5)

A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, and 4 Corvettes. A Nomadic Fleet consists out of 1 Battlecolony, 2 Heavy Cruisers, 4 Light Cruisers, and 14 Frigates. 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 Fleet.)

[] [Military] Federal Fortification Initiative - (3/5)
Defensive stations can not substitute for fleets, but fleets cannot be everywhere at once. It is imperative that a portion of the Federation's industrial capacity is dedicated to providing every inhabited world with the bare minimum of static defenses.
(Gains: Defense stations comparable to an SBG around every Federation planet. Once completed, defense stations will be added to every new planet that joins the Federation by choice or force.)

[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP)] - [10 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)
-[] 29x Free Celestial Choirs
-[] Sector Battle Group Sphinx (27/30 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, 3x Aries-Secundus Class Corvette)
-[] Sector Battle Group Centaur (19/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 1x Endeavour Light Cruiser, 4x Scorpio-Class Light Cruiser, 2x Crux-Secundus Class Heavy Frigate)
-[] Sector Battle Group Werewolf (27/30 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, 1x Viper-Class Missile Destroyer, 4x Sagitarrius-Secundus Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Minotaur (18/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser)
-[] 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 (26/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 2x Scorpio-Class Light Cruiser, 4x Words of the Writ-Class Frigate, 4x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Lamenters Chapter Fleet (28/30)
(3x Andromeda-Class Command Ship, 5x Loyalty's Bloom-Class Scout Destroyer, 2x 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), 4x Bloody Sunrise-Class Light Cruiser (0/8 Companies), 4x 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))
-[] Task Fleet Alpha - [3x Lupus-Secundus Auto Construct]
(31x Lupus-Secundus Torpedo Destroyer, 1x Cobra 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)
-[] 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)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha
(5x Circinus-Class Scout Sloop, 22x 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: ~20 Systems from Claimed Systems. Scouting Efficiency: 50% Three+ Systems, 30% Eight+ Systems, 15% Fifteen+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Two Melodies (Choose two below.) (0.2/1 - 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: 31
Uncovered: Technology II, Revenant.
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 II, Wisdom II, The Sun II, The Home II, Death II, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void II, Struggle II, 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, Health I, Death I, Justice I, and Wisdom I.
Kil'drabi: Void I, and Struggle I.
Gain: A Song.)

[] [Psykana] Psytech Creations
-[] The Psycademia 'Wings of our Crucible' (0/4 (9))
A significant investment of Choirs, experience, dedication, materials, and esoteric thinking shall be the foundation of the Psycademia 'Wings of our Crucible' founded within Quintura Diablo on Diablo Major to unravel and disseminate the mysteries and blessings of technology married to Psychic might.
(Gain: Psytech is moved into Research and benefits from its Traits.)
-[] 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 (1/3)
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.)
-[] Mundane Psyker Staffs (0/2)
The ability to create psychic focii, no matter how primitive compared to what we have recovered from the handfull of Psyker Lords and their Acolytes on Voxx Primus we have slain, has already proven invaluable. Chanting the Melody of The Sun had, before the focii, required a full-body replacement and decades long therapy for the Choir channeling it if done without massive preparations and rituals. Now such a thing will merely require replacements for limbs turned into coal and some years healing from third-degree burns alongside reconstructive surgery.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Primitive Psychic Hoods (0/2)
Thanks to the work done in figuring out how to develop and create psychically-active materials and how they could be shaped into force weapons and focii, another avenue of research has opened up; psychically atuning and shaping cloth and metals to weave together into one whole so that it may protect the wearer when they channel the powers of the Warp.
(Gain: Primitive Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)

[] [Faith/Psykana] Holy Sigils
While...unorthodox for many, the use of holy symbols and geometry has not been a silent, or consigned, part of the Droman Creed. Many use strings of letters and numbers above their doors to invoke specific phrases and parts of the good book, just as others ink their skin or fur with the lines and colors of symbols used to convey faith and blessings. Yet, some Choirs have investigated the use of, potentially, empowering the same symbols with more than the faith of one, channeling into them the powers of the Warp sanctified by holy rituals to empower the righteous and pure of soul who adorn these symbols upon their person or the locations upon which they are inscribed.
(Gain: Holy symbols with power?)

[] [Faith] The Hallowed Armada
With the major Heresies of the Body of the Faith now mended as far as possible without veering into the territory of burning the fields to prevent a suspected blight, eyes, and minds turn from the halls of debate to the yards of construction. There, ships are built and maintained that have secured the safety and prosperity of the Glimmering Federation for generations, yet the faithful clamor for more to do their part where guns need to lay silent or where the death of a world must be signed. Both are equal in their burning need for those willing to pray and aid and those willing to consign billions to prevent fates worse than mere death.
(Gain: Sub-Turn to create, and get access to the template of, a unique Temple Ship.)

[] [Faith] Saint Candidates
-[] Thule YF/800 'Nagato'
-[] Daring Ignition

Some of the faith have shown the criteria to be declared a Saint.
(Gain: Look at potential Saint Candidates and decide if they are worthy of the title.)

[] [Blazing Sun] Run Exercises (0/?)
Sweat spilled now replaced blood lost later.
(Gain: Continued readiness.)

[] [Chapter] Recruit Once More (0.5/2)
Though this time, we shall no longer be bound by edicts ancient and irrational.
(Gain: The Lamenters will fill up their casualties once again and establish the 11th and 12th Company.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)

AN: Updated Maps, Military Forces, Saints, and Ship Construction (4DP Equipment).
 
Last edited:
[] Plan: In The Hood, Singing Songs And Building Stations
-[] [General] Voxx Primus Population Crisis Preparations
--[] Habitat Stations
-[] [Psykana] Conduct Two Melodies (Choose two below.) (0.2/1 - Auto Complete) - [Choose Melody]
--[] Revenant and Paths
-[] [Psykana] Psytech Creations
-[] Primitive Psychic Hoods (0/2)


That sudden appearance is very suspicious, and so I wanna get the Melody to figure out what the fuck is going on.
 
Hahaha OK, I'm not nearly as worried about the necrons at this moment.

God that's hilarious. I hope that Cryptek survives somehow.
 
Shrine of the Charging Revenant - Within the halls and bowels of this ship rests a shrine dedicated to Saint Theodorius of the Ancient Pack, the faith and prayers offered here bolstering the spirits of its crew and their resolve to emulate that unwillingness to back from duty and charge.
Hmmm.

Yeah, this does not seem useful. Our naval doctrine is not about charging into battle, it's about keeping the range open.

But that is of course the weakness of trying to have your cake and eat it too. If you grab a dozen different titles and mash them into one, you can not predict in what direction the effect goes.
 
[] Plan: In The Hood, Singing Songs And Building Stations
-[] [General] Voxx Primus Population Crisis Preparations
--[] Habitat Stations
-[] [Psykana] Conduct Two Melodies (Choose two below.) (0.2/1 - Auto Complete) - [Choose Melody]
--[] Revenant and Paths
-[] [Psykana] Psytech Creations
-[] Primitive Psychic Hoods (0/2)


That sudden appearance is very suspicious, and so I wanna get the Melody to figure out what the fuck is going on.
Hmm. We could also wait 4 turns. It doesn't sound like they're going to do anything immediately, and I don't think just unlocking revanant would help us. We'd probably need to figure out the right song and maybe some psytech. Though we're only 7 off from finishing off all of the melodies, right? Revenant. Paths, Community, Family, Ruthlessness, Brutality, Innovation?

I'm also unconvinced we need to make habitat stations right now. We just finished terraforming Node 17c, which should keep us for at least this turn.

I'd much rather make strides on the diplomatic front - especially with the Ashan or Stellar Growth.

Also, @HeroCooky I thought Phantom was done being infiltrated? Isn't it time to set a new target? Can we get some kind of ticker of Voxx population vs. housing?
 
Hmm. We could also wait 4 turns. It doesn't sound like they're going to do anything immediately, and I don't think just unlocking revanant would help us. We'd probably need to figure out the right song and maybe some psytech. Though we're only 7 off from finishing off all of the melodies, right? Revenant. Paths, Community, Family, Ruthlessness, Brutality, Innovation?

Our individual melodies are massively powerful, and oft ignored.

The Sun is a might lazer capable of destroying entire fortresses, for example.

I think, first and foremost, we should do the remaining faith actions. We got these as capstone on an important project, and it's become increasingly clear that if they're not done, people will forever ignore them.

[] Plan: Take our Reward (finally)
-[] [Faith/Psykana] Holy Sigils
-[] [Faith] The Hallowed Armada
-[]
[Faith] Saint Candidates
--[] Thule YF/800 'Nagato'


Also, if doing 3 faith actions in a single turn doesn't start a faith turn, I don't know what will.
 
Last edited:
I'd much rather make strides on the diplomatic front - especially with the Ashan or Stellar Growth.
Yeah, especially the Ashan b/c right now they're sitting on the gateway towards that World Engine. If we don't get there in time and setup our own defense, the Ashan Families will pretty much be fucked, especially if they go up towards our direction to get their shit back.
 
Shouldn't we finish "[] [Military] Federal Fortification Initiative - (3/5)" and repair our fleets?
Or if not repair them, get to work researching ship components and designing new ships to replace the old. Like the Aries-S definitely needs an overhaul.

And maybe get a new doctrine b/c our current one doesn't really do anything for anything that's not a carrier.
 
Shouldn't we finish "[] [Military] Federal Fortification Initiative - (3/5)" and repair our fleets?

Or if not repair them, get to work researching ship components and designing new ships to replace the old. Like the Aries-S definitely needs an overhaul.

And maybe get a new doctrine b/c our current one doesn't really do anything for anything that's not a carrier.
We've been doing military stuff for forever, hollowing out every other initiative for it.

It can take a backseat for the moment, for a little while. We have no immediate nearby threats, nothing to worry about, and a giant list of actions, including powerful rewards, that we have ignored for reasons both good and utterly stupid.
 
Our naval doctrine is not about charging into battle
Other meaning of "charge" applies here.
Also, @HeroCooky I thought Phantom was done being infiltrated? Isn't it time to set a new target? Can we get some kind of ticker of Voxx population vs. housing?
Overlooked that. A new target has been chosen for infiltration.
No. You will get a notice when things are going bad before they go bad.
 
Also it should be noted that we... like, really do need to do Habitat Stations this turn. The other two things are kinda up in the air, but we do need to keep on helping Voxx Primus, and a single action is hardly a great demand.

As far as "other things" go I'd honestly much rather poke Psytech some more.
 
Back
Top