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


  • Total voters
    330
893.M42 - Of Tense Politeness
Some more weeks of posturing and negotiations pass as both sides try to obtain the best deal possible from the other, walking back and forth over lines, agreements, and potential solutions to different conflicts of interest hashed out, discarded, renegotiated, looked over, internally agreed to, and then passed over for review to the other side, which sees the Van Zandt Free Duchy mostly agree to the demand of the Glimmering Federation to hold the system of Echish and create a Fleet-free Zone in Echish, Vlaus, and Kaig, with them adding Voxx Secundus to the list, alongside lowered War Reparations. In exchange, the Anti-Ork Spore Technology will be handed over, and a ten-year relocation interval choice in Voxx Primus will be implemented so that the people actually living there, and who are born and grow up in the decades that such an evacuation will require, can have their choice continually given, rather than assigned.

The sensible request to have diplomatic stations within the Fleet-free Zone is broadly agreed to in the same meeting as the Duchy proposal to have a single ship on either side of their nations monitor the other's FFZ, alongside an oath to not use Exterminatus-grade Ordnance in any potential war against each other.

With an atmosphere of tense politeness settling over the diplomatic gathering, the added header by the Federation to broadcast the proceedings to the people of Voxx Primus, Secundus, and the Federation as a whole is agreed to with mild confusion, as the Duchy can't really stop the Federation from sending out broadcasts within its own territory nor the systems currently being held or besieged by it.

But the same atmosphere of tense politeness immediately screeches to a halt and burns to the fucking ground when the matter of War Responsibility is touched upon again just as the Techpriests of each side return from their fistfights outside the conference hall, with a Lamenter, Chief Chaplain Beta, entering the talks on the request of the Glimmering Federation. The towering giant of a man, who is clearly a Space Marine, instantly causing the entire Duchy side to fall still and stare in awe and slowly growing dread at images of having to potentially fight against the man should things turn into a sudden and quick bloody massacre.

When Chief Chaplain Beta then, calmly and succinctly, tells the assembled mass of Duchy personnel that, no, the Federation will not take responsibility for the war, but that, instead, the Duchy will recognize that their use of a Chaos-infected Abominable Intelligence required the immediate intervention of the Glimmering Federation's Star Force and the entire Space Marine Chapter of the Lamenters to prevent the Hive World of Voxx Primus from falling to Chaos and an AI under its sway, laying out comprehensive evidence of the claim just made, frantically checked by utterly silent Duchy Techpriests.

A pause in the conference is called and graciously granted.

Several hours later, the Duchy Diplomats return and drop all demands for War Reparations and War Responsibility from the Glimmering Federation and will provide War Reparations to the same, as long as the Federation does not broadcast the conference or disseminates the evidence of the Chaos-Infection that befell 'the Awoken Machine-Spirit recovered from the Vaults of the Seventh Synodic Shrine of the Algorithmic Forge.'


Van Zandt Free Duchy Counter-Counter-Proposal
-Agree to the non-aggression pact for the next 200 years.
-The Glimmering Federation retains Echish.
-Voxx Secundus, Echish, Vlaus, and Kaig are declared a Fleet-free Zone, with no warships to be built or routed through, except for a singular monitor ship for each nation to check the other is holding up their side of the deal.
-Every ten years, all members of Voxx Primus may choose to stay within the Glimmering Federation or return to the Duchy. They will be transported out of Voxx Primus by either the Federation (overseen by sent delegates), moving them to van Zandt worlds and the Duchy taking over, or directly by the Duchy from Voxx Primus.
-Set up a diplomatic station within the Fleet-free systems to facilitate further communication.
-Agree to the mutual oath that forbids using Exterminatus grade weapons in any future conflict between us.
-You will not tell anyone about the Chaos-Infection that befell the "Awoken Machine-Spirit" aboard the Hallowed Cogitation of Creation.
-The Duchy will pay you [Equivalent: 1 Action] worth of War Reparations.
-You will not broadcast the conference or disseminate evidence of the Chaos-Infection that took the 'Awoken Machine-Spirit.'



Does the Federation Accept:
(6-Hour Moratorium)
[] Yes.
(You Accept.)
[] No. (Write-In)
(Write in your counter-counter-proposal.)
 
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900.M42 - For The People
With the end of the negotiations resulting in an agreement to cease hostilities against each other and establish a non-aggression pact for the next two centuries, the Van Zandt Free Duchy and Glimmering Federation turn their away from each other...well. One eye. The other is still firmly planet in such a way that it can give the other a firm side-eye regardless of what the other is doing.

For the people of Voxx Primus, this results in open warfare dimming into open skirmishes alongside the borders within the various Hives and a Cold War between the loyalists and the Glimmerlings.

However, the end of the war on Voxx Primus is not the end of the Voxxian Crisis, as now, with still over ~480 Billion people on the planet, the Glimmering Federation is hard-pressed to ensure that a path into the future is opened that does not require waiting nearly an entire century for its various terraforming projects to finish. While the majority of the Voxx Secundus population was evacuated to Howling Gale, and around ~30 Billion people from Voxx Primus followed, which filled the planet to capacity, at least another ~200 Billion people that are loyal, or at least willing to pick the Federation over the Duchy, remain on the planet, leading to some questions regarding whether effort and materials should be expended to build up the planet rather than grab the people off of it and re-settle them elsewhere.

This is further complicated by billions awaiting ships to the Duchy, but that only serves to ease tensions and reduce the strain on the logistics of both nations as their respective resettlement efforts get put into full swing.



Abandonment Choice:
(6-Hour Moratorium)
[][Voxx Primus] Keep The Planet
(-9 Civilian Infrastructure, -3 Heavy Industry, -8 Medical Services, -3 Military Industry)
[][Voxx Primus] Abandon The Planet
(You will abandon Voxx Primus.)



And, though happening alongside this matter, the Third Constitutional Convention convenes aboard Cradle Station to once more discuss matters of state, law, and much more.

Convention:
(6-Hour Moratorium)
[][Constitutional Convention] (Write-In Any Changes)
 
900.M42 - See Its Rays Spread
With the end of the ConCon, the never-ending works of the Glimmering Federation begin anew. A thousand hands for ten thousand tasks and a billion minds to a trillion trials.

Undeniably, the future will be rocky, but the people of the Federation are even more confident about one thing as the new century begins.

A New Dawn Will Rise Upon The Galaxy. And All Will See Its Rays Spread.



In shocking news to more than some of the Federation's highest movers and shakers, the Shipwright's Alliance and the Interstellar Growth have recently announced to the Federation that, after nearly seven hundred years of close cooperation, a mutual alliance and integration pact was proposed, and sealed between the two polities.

The new nation will now be known as the Shipwright's Grove.

For some, this represents more than a shock and a need for the Federation to invest in its diplomatic arm far more. Still, long-term plans have suddenly become much more feasible in far shorter time spans for others, especially those who have championed the creation of the Ministry of Subversion, Infiltration, and Interstellar Communication (SIIC).

Especially for those who have seen the prodigious ability of the Irrita to terraform planets at seemingly a whim when New Dawn R&D manages to stumble across a planet that the Irrita overseeing current terraformation efforts within the Federation claim to be capable of being transformed into a near-perfect copy of their homeworld.



"This is the Spirit of Discovery, we have returned from our-"
"WHERE ARE YOU FINDING THESE FUCKING SHIPS! THAT'S SEVEN NOW! SEVEN!"
"Look, we just do. Not our fault when ancient and forgotten civilizations leave their stuff lying around."



Somewhere, deep beneath the crust of a forgotten planet, a green light begins to blink on, and skittering legs of metal start to twitch...



You Have 3 [Three] Actions. The Van Zandt Free Duchy is paying you 1 [One] Action's worth of War Reparations. 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): Qulach's Forge - Node 17c (Acidic Atmosphere)
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)

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)
Node 17c - (Target Biosphere: Swamp and Cold Bog) - (Maximum Population: 27 Billion) - (Terraformation Time: ~4 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)
Twin Flower - (Target Biosphere: Earth (Sol (Irrita-Specific)) Biosphere Clone) - (Maximum Population: 48 Billion - Reduced by 40% for Non-Irrita) - (Terraformation Time: ~40 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?)
-[] Creative Anti-Gravity Military Utilization
(Gain: Prototype 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.)
Phantom
Suspected Subversion Time: ~10 Years
Modifiers: N/A

[] Duchy Refugee Seeding
With the Duchy initiating their withdrawal from Voxx Primus, seeding in covert agents into the refugee population to begin preparing the ground for the renewed war after being treated with rejuvenat to ensure long-term success will significantly ease the creation of Fifth Column elements and Collaboration Governments within the Breskal Sub-Sector.
(Gain: Vastly reduce further infiltration efforts into Sub-Sector Breskal.)
[] 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.)
N/A
Current Relations: N/A
Trend: N/A

[] [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] (0.4/1)
-[] 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)
-[] 25x 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]
(26x 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.) (0.0/1 - 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 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] What Are A Hundred Billion In The Face Of Faith?
"By the love of the Star Child, cease asking about this! It is something you aren't meant to understand, as the Divine cannot be understood in that regard! ...no, that is not an-...that is just straight up a 600-years old heresy created from first principles. Why."
(Gain: Massive boost to the conversion of Voxx Primus/Secundus refugees.)

[] [Faith] Saint Candidates
-[] Thule YF/800 'Nagato'
-[] Daring Ignition
-[] Theodorius of the Ancient Pack

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] Retain The Lessons Of War (0/0.5)
We will ensure that the knowledge gained by blood and sweat will only need to be learned by sweat by the coming generations.
(Gain: Lowered losses for your Armigers in future Urban Combat.)

[] [Chapter] Recruit Once More (0/2)
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 (both), Omake Bounty Board, and Military Forces.
 
905.M42 - Theodorius of the Ancient Pack
Like the last drop of melted wax upon a letter before a seal is firmly pressed down unto it, the first decade of the last century before the millennium ticks over witnesses the deliberation upon officially recognizing the sainthood of Theodorius of the Ancient Pack snap shut.

All hurdles are cleared, all points of contention are refuted, and all criteria are passed.

Theodorius of the Ancient Pack is Blessed, he is Venerable, and now, he will be declared a Saint.

But three matters still remain: his Title, his Day of Veneration, and his Final Resting Place.



Saintly Matters:
(6-Hour Moratorium)
[][Title] (Write-In)
(This will have a unique mechanical effect.)
[][Day of Veneteration] (Write-In)
(What festivities/sermons are held?)
[][Final Resting Place] (Write-In)
(Where will he be laid to rest? And what does the place look like? Remember: It must fit a Karnivore.)
 
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).
 
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912.M42 - Blessed Be My Faithful.
Temple Ship Unique Weaponry:
Notice:
These weapons are Extreminatus-grade and are thus not to be mounted lightly.
Cognition Core - A ticking clock of infinitesimal complexity crafted by fifty Kil'drabi master engineers over two centuries of work, unceasingly applying themselves to a creation that will see a world end. There is no doom more resplendent than one born by unraveling time. (30 DP)
Wings of Resplendence - A spinal lance of reality-shattering might, powered by banks of plasma-generators that unceasingly feed their might into its banks and lenses, all so that a world may find itself graced by an end born by the light of a hundred suns and a thousand furies. (30 DP)
The Final Seed - A curse of life given unto a world that will strangle all it finds. Its roots shall spread a rotten blight, its flowers shall beguile and find nourishment upon the corpses of all things, and the thorns it wields will crush and slice until even it is nothing more than a source of nutrients. (30 DP)
Stone of Luteus - A small stone thrown very, very fast against an object very, very slow. (30 DP)
Divine Damnation - Let Their End Be Swift. (55 DP)

Temple Ship Unique Equipment:
Hallowed Munitions
- With the inscription of holy symbols and the faith of the faithful, the weaponry aboard this vessel will find their foes lacking before their divine might. (5 DP)
Sigil Lenses - With holy inscriptions are these Lances elevated from mere destructive might to holy fury. (5 DP)
Blessed Pin-Ups - Though the subject matters of the arts adorning the strike craft of the Glimmering Federation may run the gamut from proper to scandalous, all are nonetheless blessed by priests before the battle is to commence. (5 DP)
Expanded Clerical Living Areas - Grown from merely a few dozen hab-blocks to hundreds, there will be no shortage of those trained or training in the faith and belief of the Star Child and the Droman Creed aboard this Temple Ship. (5 DP)
Sanctified Workshops - Within these workshops, skilled hands and unsharpened minds work as one to bring forth all the items, great and small, required to practice every ritual of the Droman Creed. (5 DP)
Liturgical Broadcaster - Be it a vox-caster, pict-recorder, or pamphlet, the people working here are experts in bringing the message of the Star Child to all who are willing to listen. By their hymns and their voices are the lowly elevated and the lofty humbled before the all-encompassing grace of the Star Child's benevolence. (5 DP)
Consecrated Printing Presses - There is no greater joy to be found than in a mind dedicated to the study of the sacred texts and the messages within, for the words of the Child have been written by their Prophet, sanctified by their will, and passed through the generations through the hands of their faithful. Blessed be those who learn, for they shall know the bliss to come. (7 DP)
Archive of the Omitted - Within these crypts, the genetic make-up of billions sleep in ever-dreaming slumber, waiting for the day when they are called upon to populate a planet as the descendants of the forgotten faithful. (7 DP)
Order of the Rising Mind - This Faith Order has been dedicated to the most challenging task imaginable; overseeing the uplift of a species from its classification as a Child within the laws and moors set by the Droman Creed and Glimmering Federation. (7 DP)
Vellum Scriptorums - Within these halls, scribes and priests carefully inscribe prayers and holy symbols upon vellum and parchment, distributing their works to the crew, the ship's machinery, and the fleet the ship accompanies. Such holy works strengthen the faith of all who look upon them. (10 DP)
Balms of the Body - There are many that ail, despite the work done by millions, and many more that suffer from diseases, injuries, and malformities that cannot be healed by the doctors and healers of their homes. Let this ship be a herald of the rising dawn, free of pain and misery. Let this ship be a beacon of hope and health, for none shall leave its halls without a cure. (10 DP)
Purgation Chambers - The road to cleansing one's soul from the taint of Chaos is lengthy, demanding, and oft fatal when not followed through its end. But the reward, to once more be the master of your own soul, is worth every challenge set against oneself. (12 DP)
Chambers of the Orders - Two eyes see more than one, and a thousand hands work more than two ever shall. Hundreds of Orders have made their home within these Chambers, providing services as far-reaching as combat to cooking, medicine, and self-reflection through meditation. (15 DP)
Star-Born Basilica of the Child - Thousands of worlds have never been touched by the grace of the Child, and billions of souls will never see its light through the sacramental stained glass windows so prevalent within the Federation, for building those temples that house them requires flocks that are not present upon those very same worlds. But the Star-Born Basilicas patiently await the day when they are called to rest their might upon the surface of a world and awe all who behold the transcendent divinity of the Star Child through its halls. (15 DP)
Oasis of Hymns - A small patch of thoughtful silence that fills the soul with strength and purpose, where the Psykers of the Federation can rest and center their minds against the horrors to come that they will gladly face again and again. (15 DP)
Void-Blessed Inscriptions - These men, women, and enbies of the faith plunge into the void without fear to set upon their charges; ships that seek to be blessed and protected against the coming tribulations by having their hulls etched with the holy symbols of the Star Child and the Droman Creed. (15 DP)
Monasterial Auditoria - Large halls dedicated to the debate of the laws, morals, and ethics of the Droman Creed and the education of new priests within the hallowed arts of oratory combat. For to spread the word of the Star Child requires fresh blood and willing minds, endlessly educated and endlessly raised from the millions seeking salvation. (17 DP)
Halls Of The Saints - Within these tombs, expertly maintained, a piece of the Saints of the Glimmering Federation rests, be it an item of importance for them, a piece of bone, or an augmetic that was removed with their blessing. These relics are more than hallowed trinkets; they are the physical manifestation of all that came before and rose in times of grand strife and need and all who fell to shield the innocent and the weak. (20 DP)
Celestial Tribunal - A vast court system where individual cases are judged according to the Droman Creed and where the faithful settle disputes before sanctified judges. (20 DP)
A Drop Of Divinity - Blessed Be My Faithful. (55 DP)



You Have 55 DP:
(6-Hour Moratorium)
[] [Temple Ship] Name
-[] Sketch (Purely Optional)
-[] Length
-7.200/7.300/7.400/7.500/7.600 Meters
-[] Width - 750/1.000/1.250/1.500/1.750 Meters
-[] Acceleration - 1/1.5/2/2.5/3 Gravities
-[] Armor - Thin Bulwark Hull/Medium Bulwark Hull/Thick Bulwark Hull/Thin Fortress Armor/Medium Fortress Armor
-[] Shields - One Lattice/Two Lattices/Three Lattices/One Aegis/Two Aegides
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)


AN: If you have more ideas for Equipment, let me know.
 
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913.M42 - A Coming Dawn
While the construction of the Pantagruel was underway, its hallowed and sacrosanct form growing from a mere skeleton to a muscular system in record times that left hundreds dead from fervor making them hide exhaustion and injury to continue working despite the efforts of the WUSSIES, another project of faith and worship advanced by leaps and bounds.

The use of holy symbols was not alien to the practitioners of the Droman Creed; many Orders used their symbols and icons of the faith as something akin to focii of worship in the absence of established shrines, with many more laypeople using strings of letters and numbers to denote passages in the sacred scriptures written by the Glimmering Quincpes to invite luck, ease the burden of the home, bring about fertility or good health, and ward of evils and daemons in one. Yet, though practiced for generations upon generations, the Celestial Choir had had little use for these symbols of the lay, for they had empowered motes of song and hymn to guide and guard their souls, minds fortified against horrors and terrors with a hundred different hums.

But the lay may have use of consecrated sigils they could themselves bring about, or those that could be created by the clergy of the Creed, their efforts to bring about divine touches and strengthen the influence of the Star Child upon the Materium with prayer and devotion enhanced by the actions and the efforts of the Celestial Choir. And, in return, so too would the Celestial Choir receive their due with the growth of Psykers that will be able to resist the malignant whispers of the Warp before faith has a chance to take deep root within the soul and to use the sigils empowered by song and hymn against the agents of disorder and Ruin alike.

So they convene in their thousands, one side filled with the holy and the hallowed, the other bursting with those blessed by the Sight and Voice, yet each devoted as one to the Star Child and its ever-present glory spreading across the dark abyss of the galaxy year by year.

And by the thousands, they begin to argue faith and psykery, doctrine and psykana, chants and hymns, Songs and Melodies, mathematics consecrated upon psychic insights against an ocean of discordant notes.

And one by one do the choices dwindle until only one remains, one that shall rise to become a bedrock for faith and psykery, its might and influence spreading ever onwards, ever silent, ever able to act as its makers design it to do. Let the worlds of man, aliens, and Chaos know this truth forever more: united they rose, and united they will inscribe their story upon the very fabric of reality, telling of that light upon the horizon.

For in the grim dark future of the 42nd Millennium, there is a coming dawn.



Holy Sigils of the Droman Creed:
(6-Hour Moratorium)
[] Flesh-Runes
(Your Holy Sigils will be carved into the flesh of your most devoted faithful, the blood spilled by willing souls denied to the Blood Good by the presence of the burning Faith thrumming within the same, even as the curved snakes and rivers of parted flesh burn themselves into the Narrative of the Warp with ease. The most potent option, yet the most painful and dangerous.)
[] Astrometric Tattoos
(With sharp lines and tiny circles of stars, planets, and their celestial dance do the Astrometric Tattoos seep and throb with power waiting to be unleashed, its might and energy expended with one singular goal in mind according to the systems injected by needle and ink into the faithful's skin. The most combat-oriented option, yet requiring foresight and patience.)
[] Lyrical Notes
(Music has always been the blessing of the Star Child to humanity and its followers, so why wouldn't one of its great blessings not be kin to such a grand idea? For in the notes of a song arranged in a rune is to condense the might of songs eternal into one. A variation of the Astrometric Tattoos, with much the same effects, yet subtly different in the time to create them and for them to recharge their might.)
[] Holy Mathematics
(In the steam of the machines can the voice of the Divine be found, within the levels of their oils their mood, and the groans of its God-Machines resound to its worries as all ought to as the Star Child's flock. In math, we find divinity explained; in math, we shall find salvation from all who seek us harm by binding chains of Materium and grinding gears of Mundanity. The most replicable option, but also restricted to those capable of computing the equations required to affect the Materium.)
[] Sacred Sands
(Patience. Days. Sands. Colors. Patterns of geometry consecrated and gentle. Do not seek the quick way to power nor the quick end to a foe. Seek; instead, the foundation of your soul you built with the construction of this mandala, its art and patterns wholly that of your soul, and its powers elevated all the more by your efforts. The most stable and longest-lasting option, capable of being replicated by even a layperson as long as they set to the task faithfully. Also, the most immobile one.)
[] [Write-In]
(Subject to QM Veto.)
 
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915.M42 - Cease and Desist
Thule YF/800, or 'Nagato' as she has been known during her life, had, during her short time within the cockpit of one of her home-systems SDF strike craft, not engendered herself as someone who, one day, would be seriously considered as a Saint Candidate, much less as anyone who would amount to much in her life. An accident that saw her left hand crushed and the nerves of her left shoulder fried saw to the latter, ending her career as a pilot as, while widespread and well-understood, the science of augmetics could not, yet, replace lost nerves to such a degree that this accident would be nothing more than a bump for her life.

Instead of hoping for a miracle or replacing large parts of her body and retraining herself to fly with the added weight and unused simulations from machinery merged into flesh, Nagato instead chose another path after several months of booze, a spiral of depression, and indulgences found in the flesh of others. Far from the glamorous life of service and advancement she had seen for herself, the life of a trainer for future generations of Thules was nonetheless one that held appeal, even if the stigma of it being held by dropouts and those who could not make the cut stuck to it, despite the work of Federation propagandists.

It was with some surprise, then, that Nagato found herself not merely enjoying the occupation but also found within it her calling and enjoyed the act of teaching others to excel in a craft she would never again take up.

And her students seemed to reflect that attitude, as they, without fail, managed to rank in the upper-most percentage of students year after year, the dozens of Thules studying under her never failing to place no lower than the 30th place, with many advancing from pilots or crew to flight leaders in record time after record time. It was a credit to her ability as a teacher...and miraculous when even the worst pilots began to flower under her.

It was only after her death that this irregularity was examined, and, without fail, all Thules that had been mentored by her placed not merely highly but were all placed, one after the other, in positions only given to those with the skills, instincts, aptitudes, and mastery demanded of the elites of the Federation. None of her students, even the ones already given up by the other teachers, failed to rise that high.

Digging further, it was found, and then officiated, that her Miracle was not merely in the raising of skilled pilots from the lowest and dedicated but also in the blessing of her school and the classroom she taught within, in particular, all who learned and graduated from it rising quickly, sharply, and with all the demanded certifications and skills of their new ranks, sometimes even despite the lackluster education given to them.

A Miracle that was not flashy but one that unveiled itself in the generations that came after and the pilots who learned under her.

Daring Ignition was an engineer aboard the 'Sanctity of Chastity,' dedicating his life and works to the engines of a Libra, leading the works of his fellow Engineseers with skilled hands and quick mind, mechadendrites working without pause at his command and with dedication safety that brought tears to the eyes of even the strictest WUSSIE.

In his free time, Daring Ignition was known to tinker and experiment with models of engines to further improve their fuel efficiency, output, and size, alongside dozens of minor things like maintenance requirements. Some of those improvements were added to the continuous development of better engines within the Federation, with the engines of the 'Sanctity of Chastity' sporting a dozen of those improvements deemed "too costly for mass-production" by his will and the captain's approval.

While his reclusive nature and propensity to favor the company of machines over that of fellow sapients was a disappointment to the many Thules aboard the ship thanks to his rare fur coloration and pattern alongside a giant statue of 1.83 meters, his ability to repair and improve upon the engines of the stationed Fighters and Bombers was decidedly not. Without fail, he managed to improve their every metric by an astonishing 8.34% across the board, and, without fail, he managed to slip away before the Thules of the improved craft could thank him for it. Yet, while he managed to avoid them, he did not avoid having himself become the center of the Thules writing community, leading to more than one Cease and Desist letter delivered via Servitor, especially after Chapter 532 'My Mechadendrite's Muse' of the popular ship-novel 'Wrench and Socket' was released.

But the Miracle he was credited with would be far more tragic, as, during a solar storm that knocked out the 'Sanctity of Chastity's engines, the ship was in danger of falling into a local Gas Giant. Despite the best efforts of the Engineseers, the Machine-Spirits of the engines refused to be roused, some actively working against the efforts of the same, while others completely ignored the prayers and rites of maintenance conducted.

With the time to abandon ship to ensure the lifeboats would not be swallowed by the Gas Giant's gravity coming ever closer, Daring Ignition decided upon a risky and ultimately fatal plan. The exact details of his Miracle have only been opened to Engineseers, the upper echelons of the Star-Mechanicum, and those responsible for his canonization, but it led to his death and the ignition of the engines before the ship was lost entirely. To this day, the 'Sanctity of Chastity' engines are 31.98375% more efficient than any other engines, regardless of the type installed or the modifications enacted.



Saintly Matters:
(6-Hour Moratorium)
[][Thule YF/800 'Nagato' Title] (Write-In)
(This will have a unique mechanical effect.)
[][Thule YF/800 'Nagato' Day of Veneteration] (Write-In)
(What festivities/sermons are held?)
[][Daring Ignition Title] (Write-In)
(This will have a unique mechanical effect.)
[][Daring Ignition Day of Veneteration] (Write-In)
(What festivities/sermons are held?)
 
920.M42 - A Mind Sighs Free Of Ruin's Taint
A Star Shines Freely. A Light Uncorrupted Cleanses. A Mind Sighs Free Of Ruin's Taint.

You Have 3 [Three] Actions. This Is A Faith Turn. All Action Affected Have Been Marked With Blue. 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 (1/2)

-[] 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: ~70 Years
Modifiers: N/A
[] 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), Temple Ship (25 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)
-[] 32x 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]
(34x 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)
-[] Temple Ship/s
(1x The Pantagruel)
-[] 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.) (0.4/1 - 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] The Sacred Sands
With faith, sand is elevated, with power, sand is made holy, with dedication, patterns etch themselves into reality, and with hopeful minds and steady hands, the works of one can affect the works of thousands. Let the Sacred Sands be spread to all and sundry, allow their might to lift the ailing and guard the workers, let their symbols and patterns carve into reality protections and guidance. The Star Child watches us all, and our hands are guided by their will forevermore.
(Gain: Spread the Sacred Sands and how to create sigils and symbols of health, protection, wisdom, home, and more to all within the Glimmering Federation.)

[] [Blazing Sun] Run Exercises (0.5/?)
Sweat spilled now replaced blood lost later.
(Gain: Continued readiness.)

[] [Chapter] Recruit Once More (1/2)
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.)
 
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930.M42 - Of Grand Discoveries
Though the Irrita had, at first, written off Voxx Primus and Qulach's Forge as candidates for terraformation, the planets were either too hostile to life as they could donate or too damaged by the trillions that had lived on and exploited it, a second examination, initiated by a persistent request by the High Council, revealed that, though both planets would never be able to sustain much life for millennia to come, even as one was scheduled to become a planet bursting with it, there existed a delicate path that could be walked on which a glassed marble and a toxic crust ridden with tunnels may yet become worlds bearing life once more.

And so, with the means and the permission of the Glimmering Federation, the Irrita set out to once again donate life to worlds that may have never known it again.

But as one hope rises, another dies. The last dredges of the evacuation by the Duchy carried out in one way or another that may grate at the Federation, noticed the swell of Xenos ships appearing in the void, and they were quick to leave whomever they couldn't bring with them. The Ministry of SIIC is quick to note that whatever goodwill or progress the progressive factions in the Duchy have made has been undone by the confirmation that the Glimmering Federation was not merely host to Xenos but used them to alter worlds "belonging by blood right" to humanity. The Free Duchy's rampant Xenophobia will swiftly allow paranoia to take the course unless drastic measures of goodwill or diplomacy are taken, and it will be unlikely that the ceasefire and the non-aggression pact will play out in its total duration.

SIIC would also notify the military planners of the High Council that they are reasonably sure that all worlds outside the Fleet-Free Zone will have the equivalent of one SBG's worth of ships within three decades.



For the Magi of the Star-Mechanicus, the decade of 920.M42 is a decade of grand discoveries and simple miracles.

In one corner, the Magi Biologis manage, under duress by the limitations placed upon them to prevent overworking, to complete a set of neural enhancements that can not merely be implanted into an Ogryn but will alter their very genes themselves to pass the ONCE on to their descendants, with the gene-templates of the Federation similarly updated at once. Though the ONCE has only been able to enhance an Ogryn's cognitive capabilities to that of a Human 6-year-old, those placed in industrial or military contexts have seen a...sharp rise in situational cognition, reducing accidents and injuries by 13.597% across the board. A grand achievement and a grand step for all Ogryn-kind, and thus, a grand step for all mankind.

For...nearly all other specializations of the Star-Mechanicus, it is a tiny slip of a tool that turns a routine inspection of one of the Green Ships into a cannibalistic frenzy of grant allocations of millions of specialists, technicians, acolytes, apprentices, Magi, and Arch-Magi seeking access to every ship whose insides are suddenly not merely accessible, but studyable!

The insights gained are...troubling.

Whoever, or whatever, created these ships...they are beyond the Federation. Beyond humanity at its peak. Beyond, mayhaps, even the reach of our weapons should they come knocking with fire and fury.

But they shall not be beyond retribution. To know even the fraction we know will enable our ships to fight against theirs, those...Necrons...as they call themselves, with far greater potency than before.

However, let us pray that such does not come to pass as these ships harbor weapons whose potency could only be guessed at...and we have no vessels that would withstand a barrage for more than a minute.



"This is terrible," Zamglony laughed, hands before his mouth, eyes filled with mirth and a sheen of wetness as he stared at the mess of colored sands that adorned the lower surface of the glass table, safely protected from the elements and accidental bumps with stabilizers and a surface atop its granules.

"I think it is beautiful," Valentina replied wistfully, staring at a work of three months, having taken nearly two hours each day to create the patterns to bring health and protection to her growing family.

"...it is," Zamglony replied, peering closer at the swirls and patterns, a smile etching itself into his face even as he tried to fight it. He was losing that fight.

So, instead, he kissed his wife.



+++Eppu+++
+++Oprhemu+++
+++Sub-Sector Macabre+++​

"How long?" The Viceroy of Eppu asked, hands steepled in deep concern mirrored in the sheen of his monocle.

"Less than three years," one of his aides said. There was a tremor in his voice, yet the Viceroy could not blame the young lad.

There was plenty to fear from an Ork WAAAGH barreling in their direction.

Especially one worth their fleet a dozen times over.



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 (1/2)
-[] 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)
Qulach's Forge - (Target Biosphere: Savannah and Flood Plains) - (Maximum Population: 9 Billion) - (Terraformation Time: ~340 Years) - (Finished: 260.M43)
Voxx Primus - (Target Biosphere: Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~570 Years) - (Finished: 490.M43)

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

[] [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
-[] 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 and Strike Craft Structural Studies
(Develop the means to allow multiple brains to communicate instinctually on a rudimentary surface level, and improved survivability of all Strike Craft.)
-[] Noosphere Harmonized Interface
(Develop cheaper Noosphere-Access Augmetics.)
-[] Enhanced Factory Servitors (0/2)
(Gain: Tiny increase in mostly automated industries.)
-[] 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.
(0.30 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: ~60 Years
Modifiers: N/A
[] 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] (0.8/1)
-[] Hydralisk (0/2)
-[] Necrolisk (0/2)
-[] Gryphon (0/2)
-[] Gorgon (0/2)
-[] Wyvern (0/2)
-[] Repair Centaur and Minotaur (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), Temple Ship (25 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)
-[] 36x 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]
(37x 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)
-[] Temple Ship/s
(1x The Pantagruel)
-[] 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.) (0.6/1 - 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.)

[] [Blazing Sun] Run Exercises (1/?)
Sweat spilled now replaced blood lost later.
(Gain: Continued readiness.)

[] [Chapter] Recruit Once More (1.5/2)
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.)
 
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