The House of Twilight [Destiny Nation Builder Quest]

1.27
Actions Available: 6 Actions + 5 Free Personal Actions

[x] Proteus: If the AI gives us back our people then agree to the AI's terms and leave for home. Don't offer the AI anything else. If it doesn't then continue negotiations. (1 Action)

The AI refuses. After all, if it gives up it's hostages, what possible reason would the Eliksni have to simply destroy it and it's cargo, taking the moon for themselves? The machine mind does not trust Twilight and fairly so. It had gambled on using hostages to ensure the safety of itself and the moon; losing those hostages would not benefit it in any way.

IFF signals from Proteus of the Baroness and her accompanying Captains are active, possibly meaning they are alive and well.

Moreover, the ships' sensors net around Proteus detect a gradual build up of energy somewhere on the moon. Whatever it is, the energy is extremely exotic and could not be cataloged or identified.

[x] Capricorn: Build 1 Helium Gen and 10 Helium Extractors. Then deploy them. (Costs 26,000 Helium, other costs are negligible) (3 Actions)

A small network of extractor platforms link up over the gas giant Capricorn station orbits. Ceaselessly, they suck up identified pockets of Helium 3, process them to remove any impurities, before transmatting them to the generator. There, filaments of pure superdense Helium-3 fuel are formed and packaged neatly into canisters.

The sudden case of a major build up does not go without notice. Wolf incursions, which had been at an all time low, skyrocketed as corvettes and skiffs began to regularly skirmish with Twilight ships. Most battles went in favor of Twilight, however the sheer number of incidents has run patrols ragged with little time to refuel or make repairs.

[x] Capricorn/Ishtar: Research the stations defenses. What kind of missiles do they use. Can we build our own and use them on ships? Also, make certain they're fully stocked and ready to fire. (1 Action)

Both Capricorn Station and the Ishtar Deep Research Facility are well armed with high powered particle beam weaponry and exotic missile technology. While the general idea is not foreign to the Eliksni, the actual level of disparity is quite high. While the technology can be used, reverse engineering of it will not be happening anytime soon.

It will be some time before the Archon can feasibly begin actual work on the machines. Even he has a few things to learn before understanding how the things even begin to work.

(Reach Technology Level 6 before Reverse Engineering can begin.)

[x] February: Upgrade Naval yard to Complex. Do not staff with workers. (1 Action)

The asteroid base is no longer inconspicuous. A framework of industrial fabricators and a spiderweb of girders now extends from it's rocky side. Wolf light ships have skirted the defensive bubble of the base, though they seem to be content to watch rather than engage for the moment.

Random Event!

On the fourth planet in the star system, there is an faint distress call. It does not match any known language, save for that of guttural noises. Thus far, however, all can be surmised from the transmission is that it is heavily encrypted and that it was pointed towards a place beyond this star system.

Whoever, or whatever, was sending this signal did not want just anyone to read the contents of this message.

Except the distress signal was superficially covered in Servitor data language.

[] Search the databanks for any other Platforms. (1 Action + 1 Servitor)(1d100 Salvage Roll, +20 Bonus)
[] Repair Network Nodes (4 Actions, 1000000 Spinmetal + 250000 Glimmer)(Result: 1d10 Roll to Determine maximum number of Rolls on Research and Technology)

[] Repair Hydroponics Level (100000 Spinmetal + 500000 Spirit Bloom + 150000 Glimmer + 2 Actions)
[] Hack the Vaults (3 Elder Servitors + 3 Actions + 3 Turns)

Repair:
1 Battlecruiser Wreck (45000 Spinmetal/11,250 Relic Iron + 2000 Helium Filaments + 60,000 Glimmer + 1 Actions + 4 Turns)

Datamine the Warsat:
(3d100 + Elder Servitor Tech Roll (+25 to results) + Progress (+10 to Results)) (Minimum of 2x 60 to Succeed) (2 Actions)

[x] Research: Automated production lines. (1 Action) (+2 to next 1d10 of 3d10 roll.)
[] Research Mod: Heavy Interdiction Turrets are a fancy way of designating a weapons system that only picks out enemies trying to flee. The turrets are largely useless in a prolonged battle, maintaining their charge. When a ship is about to jump with a fully spooled FTL Drive, there is window of around 0.5-1 second where the shields are weakened by the forming jump field and window generator. With a pinpoint and very high power strike this system can punch through the shields of any system under 8 Shields, disabling the hyperdrive and preventing escape. The main advantage is in preventing hit and run attacks which an attacker can use almost with impunity, but it can provide some limited support in battle. (+1 Firepower) (1 Roll per Battle, +70 to Succeed) (Cannot Mount on Corvettes or Frigates)(4 Actions + 500,000 Glimmer)

[] Research Mod: Exotic Matter Warheads cause an interesting gravitational effect. Depending on the mass of the exotic matter excited by the detonation of the warhead, they cause a powerful gravitational field which for a fraction of a second draws all matter within a certain radius towards the detonation point. The sudden gravitational shear causes unconsciousness, serious internal injury, metal fatigue, and other unpleasant side effects. Against larger vessels they are largely ineffective, since shields block the majority of the effect, but fighters are especially hard hit. While they do not fulfill the originally desired role of anti-ship duty, they can serve as an impressive replacement to point defenses. (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 500,000 Glimmer)

[] Research Mod: Subspace Shielding utilizes additions to the shield generator in order to shunt some incoming energy into subspace where it is harmless to the ship. The shields themselves do not grow stronger, but there are significant increases to system durability. (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 250,000 Glimmer)

[] Biofoam is a self-sealing, space-filling coagulant made from Essence of Spirit Bloom. It is also an antibacterial, tissue-regenerative foam polymer used by many Golden Age military forces. This foam keeps damaged organs in place and helps stop bleeding and hemorrhaging from wounds such as; lacerations, abrasions, contusions, punctures, thermal and/or electric burn wounds. While prohibitively expensive, it is an effective (if temporary) way to put otherwise seriously injured personnel back on their feet for the next day or so. The effects of biofoam are temporary, and after a time, usually twenty four hours, it simply breaks down. Therefore, it is normally a form of first aid, used only as a temporary sealant until proper medical attention can be sought. (+2 to 1d10 combat saves)(1 Action + 50000 Spirit Bloom)

[] Ion Cannons are extraordinarily similar to your Arc Burst weaponry, but taken in a completely different direction! While lethal to most conventional power systems and energy fields, the effects on... organics varies, depending on the level of technology protecting the crew. Whereas your Arc Bursts use the electrical bond of atoms to form superheated plasma, the Ion Cannon is almost entirely electrical energy in a sheathe of plasma. While causing no actual physical damage, it strips away shields and causes hardpoints to malfunction or become temporarily useless. (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)(2 Actions)


[] Neural Shock Rifles were originally attempts at producing a strictly non-lethal crowd control weapon. Designed with an area of effect and short to medium range in mind, the Arc-based energy weapon fires a 'web' of specialized arc energy that attacks the brain and nervous system of the enemy, rendering them ineffective for a few precious moments or outright knocking them out. Even a few seconds is enough for someone else to put a bullet to enter each and every one of their skulls. Although designed for prisoners and belligerents in mind, it is highly effective in a holding action. Even mechanical units are not unaffected, though larger units likely will be the least affected by the weapon. (+3 to 1d10 combat rolls against organics, +1 to combat rolls against mechanical, 1d10 to Stun)(2 Actions + 250,000 Glimmer)

[] Iron Wombs are artificial birthing chambers designed to grow and 'give birth' to newborns in an expedient time as feasibly possible. While no different to other children, it is a highly effective and efficient method to bolster the population. Due to the Wombs being designed for humans, it will be harder for this technology to be reverse engineered and modified for Eliskni use. (Increase population by 5% for every Creche every 4 Turns)(4 Actions + 500,000)

Voting Ends 8/01/16, 6pm PST
 
Last edited:
1.28
Actions Available: 6 Actions + 5 Free Personal Actions

[X] Proteus: Leave only one ship, the rest return to Capricorn +
Propose an alternative: AI must wake up the crew. IT saw, that the Human Golden Age is pretty much gone. Enough stalling and since "IT" does not want to trust anyone and Twilight can't trust it's crews safety to an "ignorant, paranoid virtual intelligence" it should reawaken it's crew and let them decide how to respond to these negotiations. IF Col-ship AI really has colonists best interests"at heart" it will awaken them, it will provide it's discovered information without tempering with it, and it WILL allow Baroness Erixas to explain her side of the story without interrupting her just as Twilight won't interrupt anything it has to say. (1 Action)


The AI refuses to comply, citing that it's priority is the survival of the colonists. It refuses to explain what it means by that.

[x] "Twilight never planned to take the colony crew hostage. We just wanted to reduce or outright avoid mass hysteria, panic, needless squabbling and potential casualties, both short-term and long-term. And we
• gave Cassini 2 intact, fully functional warships (there was next to no need to do so, and yet...),
• didn't kill anyone when there was Eliksni murders without proof,
• and even warned Wesley of rebels (OK, its a bit more complicated, but still all in all true).
If AI considers all "aliens" evil, and yes, its hostility and explanation WITHOUT RELEVANT INFORMATION wants for Twilight to be "evil". And that about leaving Cassini at their own station? We were upset because he siezed darkstar for himself and gave us nothing to show for our loss of life and resources. Tensions were high, and giving Cassini humans didn't want to deal with Twilight, it was safer for all involved to let them have "their own place". Furthermore you are guessing our motivations based on incomplete information. You may ask any of us, our Baroness and captured crew. Our intentions are not a lie." (Free Action)


Again, the AI refuses to be swayed.

[x] Calais: Call Wesley, perhaps he can pull rank on this damn AI. Assume he'll want something in return for the help, but that can be discussed after our people are back. (1 Action)

Wesley answers the call and arrives in a large cruiser of unknown configuration sporting a new insignia. He initially makes headway with the AI, forcing it to acknowledge his rank as the sole recognized human with any form of authority. When Wesley orders the AI to release it's prisoners, the accursed machine has the gall to refuse!

The human commander does not give it a choice, however. His cyber-engineers slice into external hardpoints via access terminals to force a connection to the Calais AI in order to brute force a patch in order to lock the Colony AI out of it's own systems, effectively 'Boxing' it.

Both Cassini and Twilight troops swarm the colony ship and secure it. The good Baroness and her people are unharmed, if a little starved on ether.

As it turns out, from what the Cassini scientists can understand, is that the colony AI is crazy as a bag full of cats. Whatever happened during the collapse drove the machine mind insane, in it's moments of lucidity, it could only focus on it's priorities without any form of reason or morality to prevent it to going to the extremes.

For the moment Cassini does not lay claim to the Proteus, but it is obvious that such a resource rich world cannot go unclaimed for long.


[x] Ishtar Research Facility: Build 200 more Creches. (1 Action)

Hundreds of Eliksni infants take their first breaths of the life-giving ether.

[X] Search the databanks for any other Platforms (1 Action + 1 Elder Servitor)(1d100 Salvage Roll, +20 Bonus + 25)

Two new platforms have been discovered. However, they do not appear to be harvesters, but rather spaceborne warehouses. Each hold roughly about five thousand units of usable Relic Iron.

[x] Capricorn: Staff the new Naval Yard Complexes. (2,000 Dregs) (Free Action)

Two thousand workers take their places at the yard complexes, ready to ply their skills.

[x] Build 8 Destroyers fully modded with Photon Cannons, and 8 Pilot Servitors to go with them. (2 turns to completion) (2 Actions)

The destroyers are easily built, the flotilla only need to be armored, weapons added, and fully kitted out.

[X] Research: Flame Pike: fast-response units with a very strong bite. Heavy Pike variant with build in Solar type furnace possessing scorch-cannon like projectiles that act as armor-piercing, termite-explosive like shots. Excess heat to stabilize the Furnace-core is used to create Solar type shield, providing it's pilots with additional defenses. (1 Action)

The Heavy Pike variant isn't as fast as the normal speeder, about a third as fast really, but it packs heavy armor and a canopy for the pilot. It's main guns were essentially two scorch cannons integrated into the vehicle and were able to fire long ranging shots that could damage multiple enemy units; however, it suffered from a very low rate of fire as typical of the weapon.

Due to the extreme volatility of the Solar Furnace powering the vehicle, multiple stabilizers bulge out from the core to prevent a breach. At the same time, however, despite initial expectations, attempting to use the excess Solar energy from the furnace only proved to encase the pilot in high temperature plasma and scorch fry them.

The feature was removed from the prototype. Attempts to use the vehicle for heavy assaults also proved to be problematic. Due to the heavy armor and stabilizers, it was far slower than normal Pikes and easily became a target. Should more than two stabilizers be flown off from weapons fire, the vehicle would become increasingly more likely to suffer a containment breach of his Furnace Core.

The results of that test proved to be more wholly destructive than the entirety of the pike's mounted scorch cannon shots during the entirety of the field test.

Engineers are unsure as to whether to continue attempting to perfect the design or abandon it.

[x] Send 100 Squires, 200 Dregs, 100 Vandals, 100 Human/Eliksni Knights, 20 Minor Servitors, 10 High Servitors, 10 Captains, Guardian AND 1 Light Stealth Cruiser Recneps-Syn to Mars to scout and information gathering. Remain undetected, gather as much information as possible and de-encrypt the message. Avoid combat with local forces, until we know what is going on. (1 Actions)

Light Stealth-Ketch Recneps-Syn manages to evade the vast majority of the Reef's patrols, only coming close to being detected when a pair of their fighter craft came far too close for comfort before peeling off.

The journey to the fourth planet of the star system is boring, but combat units practice their hand to hand or engage in other military exercises to pass the time. Others make children.

The Guardian and his Ghost keep to themselves, but the construct continues to monitor channels from the ketch's communications array.

The alien forces that have taken to occupying Mars do not appear to have sensors capable of penetrating the stealth technology the ketch is equipped with. However, the scans the ship took as they entered the atmosphere was worrying. The asteroid moon Phobos was visibly moving closer to the surface and the glittering on the asteroid itself showed extensive Cabal installations being laid down upon it.

The anomalous message appears to have been cut off recently, but it appears to have originated deep within the only major martian city of Freehold. The Cabal appear to have a very large presence here with clockwork patrols and high orbital sweeps of their cruisers and armed transports.

Choose a location to make base:
[] Olympus Mons
[] Stone Ruins
[] The Lost Oasis
[] The Ruins Within the Bay
[] Factory Ruins

[X] Datamine Luxury liner data core (1 Action + 1 Elder Servitor)

The ship came from Mars, hailing from a city-amusement park call 'Clovis Land'. Other than that, no other data can be recovered except for a list of what can be presumed as docking and access codes.

[X] Research: Servitor-Shanks {study the 'blueprints'; analyse the 'ready product'; talk with Refugees responsible for creating them, and find ways to improve on these designs} (1 Action) (3x 55s to Succeed)

There... aren't real means of improving upon the 'Servitor-Shank'. It is after all, a hastily put together servitor using shank parks to stretch out the ancient technology. By all rights, even eking out a wisp of Ether from what little biological waste that could be excreted was a miracle in of itself. The refugees were lucky that so many were able to come up with a general design. In lieu of having actual fully functioning Servitors on hand, it is the belief that such hybrid monstrosities were useless to Twilight House.

[x] Research: Drone-fighters – A VI controlled fighters engineered to operate in space and atmospheres. Since this has no pilot and won't act as a transport vessel, and considered semi-disposable, any 'transport space' and life support systems are removed, decreasing size and resource cost. Designed to be fast and maneuverable, with stronger weapons than Skiff turrets. Can coordinate and work with others (both drones and not) {Possible designs: #4104} (1 Action)

The requirement for it to not only be 'somewhat disposable', fast, maneuverable, and equipped with weapons stronger than skiff turrets was a project that had too many demands and too little practical means to actually meet those demands.

What does matter is that the engineers have managed to build a few prototype VIs for the prototype fighter, should anyone agree on what to sacrifice and whether or not to use the more expensive and rarer materials to meet the demands set before them.

[] Search the databanks for any other Platforms. (1 Action + 1 Servitor)(1d100 Salvage Roll, +20 Bonus)
[] Repair Network Nodes (4 Actions, 1000000 Spinmetal + 250000 Glimmer)(Result: 1d10 Roll to Determine maximum number of Rolls on Research and Technology)

[] Repair Hydroponics Level (100000 Spinmetal + 500000 Spirit Bloom + 150000 Glimmer + 2 Actions)
[] Hack the Vaults (3 Elder Servitors + 3 Actions + 3 Turns)

Repair:
1 Battlecruiser Wreck (45000 Spinmetal/11,250 Relic Iron + 2000 Helium Filaments + 60,000 Glimmer + 1 Actions + 4 Turns)

Datamine the Warsat:
(3d100 + Elder Servitor Tech Roll (+25 to results) + Progress (+10 to Results)) (Minimum of 2x 60 to Succeed) (2 Actions)

[x] Research: Automated production lines. (1 Action) (+2 to next 1d10 of 3d10 roll.)
[] Research Mod: Heavy Interdiction Turrets are a fancy way of designating a weapons system that only picks out enemies trying to flee. The turrets are largely useless in a prolonged battle, maintaining their charge. When a ship is about to jump with a fully spooled FTL Drive, there is window of around 0.5-1 second where the shields are weakened by the forming jump field and window generator. With a pinpoint and very high power strike this system can punch through the shields of any system under 8 Shields, disabling the hyperdrive and preventing escape. The main advantage is in preventing hit and run attacks which an attacker can use almost with impunity, but it can provide some limited support in battle. (+1 Firepower) (1 Roll per Battle, +70 to Succeed) (Cannot Mount on Corvettes or Frigates)(4 Actions + 500,000 Glimmer)

[] Research Mod: Exotic Matter Warheads cause an interesting gravitational effect. Depending on the mass of the exotic matter excited by the detonation of the warhead, they cause a powerful gravitational field which for a fraction of a second draws all matter within a certain radius towards the detonation point. The sudden gravitational shear causes unconsciousness, serious internal injury, metal fatigue, and other unpleasant side effects. Against larger vessels they are largely ineffective, since shields block the majority of the effect, but fighters are especially hard hit. While they do not fulfill the originally desired role of anti-ship duty, they can serve as an impressive replacement to point defenses. (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 500,000 Glimmer)

[] Research Mod: Subspace Shielding utilizes additions to the shield generator in order to shunt some incoming energy into subspace where it is harmless to the ship. The shields themselves do not grow stronger, but there are significant increases to system durability. (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 250,000 Glimmer)

[] Biofoam is a self-sealing, space-filling coagulant made from Essence of Spirit Bloom. It is also an antibacterial, tissue-regenerative foam polymer used by many Golden Age military forces. This foam keeps damaged organs in place and helps stop bleeding and hemorrhaging from wounds such as; lacerations, abrasions, contusions, punctures, thermal and/or electric burn wounds. While prohibitively expensive, it is an effective (if temporary) way to put otherwise seriously injured personnel back on their feet for the next day or so. The effects of biofoam are temporary, and after a time, usually twenty four hours, it simply breaks down. Therefore, it is normally a form of first aid, used only as a temporary sealant until proper medical attention can be sought. (+2 to 1d10 combat saves)(1 Action + 50000 Spirit Bloom)

[] Ion Cannons are extraordinarily similar to your Arc Burst weaponry, but taken in a completely different direction! While lethal to most conventional power systems and energy fields, the effects on... organics varies, depending on the level of technology protecting the crew. Whereas your Arc Bursts use the electrical bond of atoms to form superheated plasma, the Ion Cannon is almost entirely electrical energy in a sheathe of plasma. While causing no actual physical damage, it strips away shields and causes hardpoints to malfunction or become temporarily useless. (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)(2 Actions)

[] Photon Cannons fires an encapsulated antimatter sphere at the enemy, resulting in a matter-antimatter reaction made of heat, light, and radiation. Photon Cannons are most often deployed on ships in large batteries to make full use of their antimatter explosives. (1000 Relic Iron + 2500 Helium Coil + 500 Glimmer, Counts as 1 Mod)(+6 Firepower)


[] Neural Shock Rifles were originally attempts at producing a strictly non-lethal crowd control weapon. Designed with an area of effect and short to medium range in mind, the Arc-based energy weapon fires a 'web' of specialized arc energy that attacks the brain and nervous system of the enemy, rendering them ineffective for a few precious moments or outright knocking them out. Even a few seconds is enough for someone else to put a bullet to enter each and every one of their skulls. Although designed for prisoners and belligerents in mind, it is highly effective in a holding action. Even mechanical units are not unaffected, though larger units likely will be the least affected by the weapon. (+3 to 1d10 combat rolls against organics, +1 to combat rolls against mechanical, 1d10 to Stun)(2 Actions + 250,000 Glimmer)

[] Iron Wombs are artificial birthing chambers designed to grow and 'give birth' to newborns in an expedient time as feasibly possible. While no different to other children, it is a highly effective and efficient method to bolster the population. Due to the Wombs being designed for humans, it will be harder for this technology to be reverse engineered and modified for Eliskni use. (Increase population by 5% for every Creche every 4 Turns)(4 Actions + 500,000)

Voting Ends 10/16/16, 6pm PST
 
1.29
Actions Available: 6 Actions + 5 Free Personal Actions

[X] Begin talks on what should be done with the awoken in stasis. Discuss the matter with Wesley, and if he agrees with the idea try to find a ranking officer of some sort among them and unfreeze them to talk them through their situation. (Free Action)

With human technicians and a Supervisor to help override security measures, the first to be unfrozen is the Captain. At first, the middle aged Awoken human appeared to take in his new situation well. Two hours in, he began to complain of 'voices' in his head and undergo acute psychosis. He was forcibly restrained and promptly sedated.

Subsequent revivals showed the same problem; all members of the crew that were unfrozen quickly broke down as their mental faculties degraded rapidly.

Currently, the captain, two officers, and a colonist are being held in the ship's sickbay, restrained and sedated.

[X] The Lost Oasis. Scout before landing and be prepared to depart quickly if Cabal notice the incursion. (Free action)

Several skiffs converge on the site and eventually land on the two 'islands'. Choxas drew a deep breath of ether and the martian air, tasting the scents of the thriving flora in an otherwise sandy wasteland.

Trees, bushes, flowers, even buzzing insects were alive and growing without aid here. It seemed almost like a paradise, isolated from the Cabal and the wastelands around it.

Incomplete alien structures littered the area, from circular gates glowing with white energy, to towering stone structures interlaced with gealming bronze and steel. Two 'cannons' point towards each other from each island, propelling energy and matter to each other.

It was spacious and empty, devoid of enemies; Choxas would make this place a home in two heartbeats... but far off in the distance, a mountain of geometric stone and bronze gleamed in the sunlight. The same creators of this hidden paradise existed here, with active technologies. Was this peace a deception? Was this oasis a trap?

[X] Warn Wesley of the strange energy we've been detecting. (Free Action)

According to Wesley, logs on Proteus shows that the moon was a project of Clovis Bray of Mars, chosen for it's large deposits of Relic Iron and fertile land. Before being properly colonized, Proteus was a site for a number of secretive experiments, though details are rather scarce. A project name appears most appropriate for the anomalous energy signature however.

Project Mercury: Scintilla.

Again, there are no details on the project in question. Whatever this energy signature belongs to, it is a secret that is buried deep.

[X] Ask the Kellsguard veterans if they could train students in their ways. Their craft could strengthen the House of Twilight while they search for proper Kell. (Free Action)

Thirty six potentials for the Kellsguard are chosen and are immediately subjected for grueling training regimes. None are humans, however. It is no slight against the single pair arms, though. They're just 'too squishy' as one old Eliksni says with a shrug.

Due to the extreme nature of the training being subjected to the new recruits, it will take many months before they are declared acceptable to the Kellsguard's high standards.

Training Time: 11 Turns (Starts next Update)

[X] Ship 100 more Incinerators to the battle against the abominations. Purge it with fire! (Free Action)

The additional Incinerators come at a good time; much of the infestation has been pruned away, forcing much of the remaining abominations and mass to one end of the station. The cleansing will be done soon, that much is promised!

[X] Continue Research: Drone Fighter. Build the VI's a modular light fighter to allow changing configurations without requiring building of entirely new ship type every time. (1 Action)

With collaborative aid with the former Winter Shipwrights and the idea from a human engineer to use Servitor shells as a basis for the fighter, the Drone Fighter was born. With a basic servitor shell as the core, it is placed within a frame of wings and stabilizers. The primary VI piloting the craft is a highly modified Elder Shank mated to a Servitor intelligence, due to the parts from Servitors some drones that survive their engagements will learn from the experience. The 'eye' of the servitor is a stripped down particle beam weapon that can fire in pulses or a concentrated burst.

Drone Fighter Wing 2/2/2, 200 Spinmetal/50 Relic Iron + 100 Helium Filaments + 100 Glimmer + 1 Turn (24 Fighters)

[X] Research: Frames. Skeletal robots of human origin, Frames form the backbone of human industry. One of the Human Engineers has recently raised the question of whether or not they can be made cheaper than the Worker Shanks. He further points out that even if they are not, surely they could make for a better battlefield asset than the regular Shanks. (1 Action)

The prototype seemingly disappeared. Security feeds show it activating by itself and walking out of the lab. It's whereabouts are unknown and there is a station-wide search for it. Surely it couldn't have gone too far?

[X] Research: Gun emplacements: Anti-ship and anti-aircraft installations housing large, stationary guns to protect bases and space stations with. (1 Action)

Quick-firing and autonomous all purpose Arc-based turrets that could be quickly deployed to heavier versions of the Skiff's two pulse turrets that could be planted down for laying down direct ground or air artillery. A three story ball turret in a massive sponson can be built to fire at anything larger than a dropship if absolutely necessary, be it in close range or in high orbit.

Light Plasma Turret 6/4/10, 100 Spinmetal/25 Relic Iron + 25 Helium Filaments + 25 Glimmer (Infantry, Vehicles, and Fighter/Transport Craft Only)
Medium Plasma Turret 24/12/20, 1200 Spinmetal/300 Relic Iron + 800 Helium Filaments + 10,000 Glimmer (Can Target Light Ships)
Heavy Plasma Cannon 40/20/30, 20,000 Spinmetal/5000 Relic Iron + 4000 Helium Filaments + 240,000 Glimmer (Starships Only; Fighters, Small Transports, and Corvettes excluded.)

[X] Research: Uses for the goods raided from House of Winter (1 Action)

Being a programmable material, the Castilla Plating is a sleek and slippery but not too difficult to handle. Replicating more of it, however, is a difficult process. Shaping what little there is of the material is as easy as programming the shape, dimension, and density into it. However, the nano-scale and extreme precision is rather similar to how Engrams and Glimmer are programmed, except far higher in terms of architecture. The scientists in charge of the research beseech the Archon for additional resources:

Research Level: 25/100
Infusion Request: 2 Million Glimmer, 5 Actions per Turn of Research

[X] Begin forming House of Twilight's answer to Silent Fang. Find some veterans to quiet stealth operations and put them to training as many recruits as they are comfortable with handling. Equip all members of this new operations branch with Personal Cloaks. (1 Action)

Six hundred and ninety six Eliksni and humans, approximately two and one thirds respectively, form the Shadows, Twilight's response to the Wolve's Silent Fang organization. Equipped with infantry scale Optical Camouflage and high powered precision weapons, the Shadows embark on a journey of many months to ensure standards are maintained and that there is a clear command structure.

Training Time: 14 Turns (Starts Next Update)

[X] Build 2 Ascetics (2000 Spinmetal + 1000 Helium Filaments + 20,000 Glimmer + 6 Turns)(1 Action)

Two new Ascetics are now under construction at the yards. Due to their advanced nature, it will be some time before it is finished.

[X] Establish presence on Proteus, and in particular the mines, and set up a forward base by building C&C Complex and taking over the pre-existing structures. If the humans wish for a stake in the place, readily open negotiations. (1 Action)

A new Command Control center is established among the mines and farms as Twilight appropriates the preexisting shelter. Wesley's Cassini personnel join Twilight, but maintain their own habitats deployed from their cruiser. Wesley departs, leaving behind one Doctor Svetlana Markov to negotiate for the Cassini Fleet.

Markov proposes that the planet be divided equally between them, with Twilight taking over the south and the Cassini the north, starting from the equator. As this divides the number of farms and mines currently present, there should be no cries of swindling as there are already large stockpiles prefabricated structures ready to be taken advantage of.

Reward: +1 Action

[X] Attempt to open trade negotiations with the Awoken. We have excess metal, and they must have some things we could use. Why not try to work closer together? (1 Action)

The Awoken decline trade, but offer to form a Non Aggression Pact with Twilight.

[X] Repair 1 Battlecruiser Wreck (45000 Spinmetal + 2000 Helium Filaments + 60,000 Glimmer + 4 Turns)(1 Action)

The start of the repairs on the battlecruiser begins today. Thousands of workers weld shut the cuts and wounds covering the ship, giving off the impression of hundreds of thousands of stars flowing around the blackened hull.

Time to Repair: 3 Turns

[X] Send 2 Frigates guarded by a Destroyer to both of the platforms containing the relic iron to bring home the loot. Also sweep them for anything else useful. (1 Action)

Scout teams surveying the platforms discover an alien creature in a kneeling position with it's bony arms raised as if in worship. As they report it in, anomalous energy signatures begin to appear. Soon after, all teams began to report attacks by unknown creatures before multiple ships began to appear.

Both frigates return with moderate battle damage, claiming that they were attacked by dozens of small warships and aliens that bypassed their ship's shields somehow. The remains of many of these aliens have been gathered and sealed into a container. At least two subjects were captured alive and were being restrained. Sedation does not appear to have any effect upon them. One appears to be an armored foot soldier and the other an emaciated version without any form of armor and no eyes. Numerous examples of their weapons were also captured, but none work in anyone's hands.

Losses: 1 Destroyer, 300 Vandals, 300 Humans, 1 Pilot Servitor, 200 Elder Shanks
Time to Repair: 2 Frigates; 10,000 Glimmer, 2 Turns

[X] Begin counter-strikes against the increased Wolf raiding. Ambushes, strafing runs on supply depots, anything to make their attempts to harass us as miserable as possible. Use the new Destroyers for this. (1 Action)

Attempts to strike back on the Wolves are just that, attempts. Despite having the element of surprise on their side, the detachment of Destroyers fail to even make a dent in the Wolves as each skirmish mounts in damages and losses for Twilight's ships. The culimantion of the counter attacks results in the destruction of two Destroyers after Wolf reinforcements cut off their escape and surrounds them.

The ultimate fate of the two ships and their crews are unknown.

Losses: 2 Destroyers, 600 Dregs, 100 Vandals, 100 Humans, 2 Pilot Servitors, 20 Minor Servitors

[] Hack the Vaults (3 Elder Servitors + 3 Actions + 3 Turns)
[] Research Mod: Heavy Interdiction Turrets are a fancy way of designating a weapons system that only picks out enemies trying to flee. The turrets are largely useless in a prolonged battle, maintaining their charge. When a ship is about to jump with a fully spooled FTL Drive, there is window of around 0.5-1 second where the shields are weakened by the forming jump field and window generator. With a pinpoint and very high power strike this system can punch through the shields of any system under 8 Shields, disabling the hyperdrive and preventing escape. The main advantage is in preventing hit and run attacks which an attacker can use almost with impunity, but it can provide some limited support in battle. (+1 Firepower) (1 Roll per Battle, +70 to Succeed) (Cannot Mount on Corvettes or Frigates)(4 Actions + 500,000 Glimmer)

[] Research Mod: Exotic Matter Warheads cause an interesting gravitational effect. Depending on the mass of the exotic matter excited by the detonation of the warhead, they cause a powerful gravitational field which for a fraction of a second draws all matter within a certain radius towards the detonation point. The sudden gravitational shear causes unconsciousness, serious internal injury, metal fatigue, and other unpleasant side effects. Against larger vessels they are largely ineffective, since shields block the majority of the effect, but fighters are especially hard hit. While they do not fulfill the originally desired role of anti-ship duty, they can serve as an impressive replacement to point defenses. (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 500,000 Glimmer)

[] Research Mod: Subspace Shielding utilizes additions to the shield generator in order to shunt some incoming energy into subspace where it is harmless to the ship. The shields themselves do not grow stronger, but there are significant increases to system durability. (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 250,000 Glimmer)

[] Biofoam is a self-sealing, space-filling coagulant made from Essence of Spirit Bloom. It is also an antibacterial, tissue-regenerative foam polymer used by many Golden Age military forces. This foam keeps damaged organs in place and helps stop bleeding and hemorrhaging from wounds such as; lacerations, abrasions, contusions, punctures, thermal and/or electric burn wounds. While prohibitively expensive, it is an effective (if temporary) way to put otherwise seriously injured personnel back on their feet for the next day or so. The effects of biofoam are temporary, and after a time, usually twenty four hours, it simply breaks down. Therefore, it is normally a form of first aid, used only as a temporary sealant until proper medical attention can be sought. (+2 to 1d10 combat saves)(1 Action + 50000 Spirit Bloom)

[] Ion Cannons are extraordinarily similar to your Arc Burst weaponry, but taken in a completely different direction! While lethal to most conventional power systems and energy fields, the effects on... organics varies, depending on the level of technology protecting the crew. Whereas your Arc Bursts use the electrical bond of atoms to form superheated plasma, the Ion Cannon is almost entirely electrical energy in a sheathe of plasma. While causing no actual physical damage, it strips away shields and causes hardpoints to malfunction or become temporarily useless. (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)(2 Actions)

[] Photon Cannons fires an encapsulated antimatter sphere at the enemy, resulting in a matter-antimatter reaction made of heat, light, and radiation. Photon Cannons are most often deployed on ships in large batteries to make full use of their antimatter explosives. (1000 Relic Iron + 2500 Helium Coil + 500 Glimmer, Counts as 1 Mod)(+6 Firepower)


[] Neural Shock Rifles were originally attempts at producing a strictly non-lethal crowd control weapon. Designed with an area of effect and short to medium range in mind, the Arc-based energy weapon fires a 'web' of specialized arc energy that attacks the brain and nervous system of the enemy, rendering them ineffective for a few precious moments or outright knocking them out. Even a few seconds is enough for someone else to put a bullet to enter each and every one of their skulls. Although designed for prisoners and belligerents in mind, it is highly effective in a holding action. Even mechanical units are not unaffected, though larger units likely will be the least affected by the weapon. (+3 to 1d10 combat rolls against organics, +1 to combat rolls against mechanical, 1d10 to Stun)(2 Actions + 250,000 Glimmer)

[] Iron Wombs are artificial birthing chambers designed to grow and 'give birth' to newborns in an expedient time as feasibly possible. While no different to other children, it is a highly effective and efficient method to bolster the population. Due to the Wombs being designed for humans, it will be harder for this technology to be reverse engineered and modified for Eliskni use. (Increase population by 5% for every Creche every 4 Turns)(4 Actions + 500,000)

Voting Ends 9/27/16, 6pm PST
 
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Omake: Clovis Bray II is such a nerd. (Canon)
Clovisland, Meridian Bay
Freehold City, Mars


When Anne Bray found out that she was pregnant, she paid it no mind. It was only by the grace of her father Clovis the second that she did not have the thing aborted.

He wanted to see his line continued and see the potential in this new spark.

Anne wanted to continue her work without matters such as pregnancy to distract her. So she had the child removed and placed in a tank to gestate.

That was one of the many things that made Rachel hate her mother. She refused to call Anne such and the feeling was mutual.

Her mother didn't care for her and would have ignored her daughter for the rest of her life if she could. Her grandfather didn't quite love her, but showed her more emotion than that woman whose only contribution was the egg she was born from.

She had the best education and training money could buy, but it was her own mind and self-determination that saw Rachel through. It got her through Freehold's Academy of Sciences and Freehold Militia's training program. It saw her through the officer ranks until she had her own platoon to lead Freehold's finest.

That same determination was what foiled the terrorists that threatened myriad freedoms of Freehold and the interests of her family.

Sure, her mother was a complete bitch, but her uncles cared for her like she was their own and Grandad Bray wasn't completely void of empathy nor sympathy.

Rachel ended the terrorists' attack on the Bray compound, saving hundreds of lives with her own.

In recogniction of her deeds and loyalty to the family, Grandpa Bray asked Anne to save her. Anne did, in the most callous way possible.

Scanned her brain and put that in a body made of metal and Light. It was a violation of the soul that led to Rachel screaming in rage and horror as she woke for the first time in her Exo form.

Anne never looked more frightened in her life than when Rachel tried to murder her body in cold blood for taking her flesh and blood away.

By then, to separate the two before blood could be a spilt, Clovis II put Rachel in charge of the Extra-Solar Colonial Initiative. It was a planetary commission to reach a new height of the Golden Age, to reach distant star systems and colonize them. The Ishtar Collective already had one such colonization effort in the works and Old Clovie Bray the Second was not one to be beaten.

Faster-Than-Light drives were not quite far out of reach, but it would be decades to reach at minimum. NLS drives were fast, but not quite faster than the speed of light. None-Lightspeed being in the name, of course. The Ishtar Collective hadn't yet figured out how crack that either, so small comforts there.

Where the Collective commissioned seven colony ships, Bray built three massive ships, each measuring well over a kilometer in length and carrying upwards of forty thousand colonists; security and crew excluded.

Rachel would command these three gargantuan vessels in a race to reach the next star system. She only found out why Clovis II had rushed to build this fleet when the fighting began during their maiden voyage. The chaos still made no sense to her, but the colonists were frozen and the security force were fighting those... things. They were once human, but twisted beyond recognition. Only a few humans were left, though not untouched. Whatever it was, it did not affect Exos.

What did was the sheer horror swept through Sol as everything died. Rachel desperately hammered in the command codes to propel the ships to warp...

Lo and behold, two hundred years later, did she wake up to find the alarms screaming and a bunch of aliens on her ship.

And there were humans too. From Isthar, judging by the facial recognition programs from the security feed. The aliens left without a fuss and Rachel was given information.

The Golden Age had ended hundreds of years ago. Sol was a dangerous place now and the Collapse saw to the destruction of virtually everything she knew and held dear.

Whatever happened during the Collapse destroyed the enormous NLS drives, though judging by the damaged exosuits near the drives, she had an idea who had gone crazy and wrecked them.

Returning to Mars was a decision made by the command staff as a whole. Mars was their home ultimately and getting to the other Star System was impossible without major repairs at the shipyards. The same shipyards that needed access codes she didn't have. The same shipyards that were hidden on Deimos, which were surprisingly not occupied by the other aliens that had taken up building massive fortifications all across Mars.

Fortunately, she knew where to get a hold of those codes. Unfortunately, those codes were deep within Freehold, which was now crawling with alien patrols.

As such, she and a platoon of security guards armored up and headed down to Clovisland.

Heh. Clovisland. It brought a better memory of her family. A time when old Grandpappy turned a little strange in his old age. Big fan of the old animations from Japan and he had money and time to spare. But underneath the facade of fun and games, however, was an age old cunning where military technology was hidden in plain sight.

Of course, the damn music didn't stop her from cringing.

Space Battleship Yamato was built to an exacting detail as it happened. The Wave Motion Guns worked just as the old films said they should, the core was to the excruciatingly fine detail. Even the jumpships were made accordingly.

Her grandfather was such a nerd whenever he wanted to be.

But he was a fantastic nerd who literally went all out when it came to functionality. Rachel knew she could rely on him for this and planned accordingly. Clovisland was filled to the brim with prototypes and warships that withstood the test of time and the scouring Martian sands. She just needed time to excavate the hidden yards and military complexes.

But the alien invaders were steadily expanding their grip across Mars, it wouldn't be long before they had the entire planet covered in fortifications.

She wouldn't give them that chance.

"Space Battleship Yamato," Rachel Bray said with a tired smile and an internal cringe as her fellow bridge crew chuckled in sympathy. "Launch!"
 
1.3
Actions Available: 7 Actions + 5 Free Personal Actions

[X] Agree to the Awoken proposal, and ask them about possibilities of exchanging emissaries to facilitate further discussion. (Free Action)
Immediately, the Awoken who were present rejected the proposal. A moment later, they put a hand to their ears and frowned. Surprisingly, the Awoken Queen had spoken on the matter.

The leader of the Reef saw a benefit to this exchange and would select someone to live among the Twilight House while one of the Eliksni would do the same in the Reef. The Awoken do not like this, but they obey their Queen.
[X] Ask if the Cassini fleet would be willing to consider mutual defense pact. With House of Wolves stepping up raiding, it would help to keep both of our groups safe. Also tell them of the new aliens that attacked us with teleporting ships. (Free Action)
Cassini Emissary Giribaldi mentions offhand that they've been having skirmishes with these new aliens. So far, Calais Station's defenses have managed to fend them off and they have been appearing less often.

He forwards data on one of the known warships being used by these aliens in large numbers.

Frigate Equivalent
16/20/20 (Axion Dart Turrets, 1000 Troops)
[X] Suggest that the human personnel refrain from active combat operations or otherwise dangerous tasks for the time being. Offer them research and construction tasks instead, but don't deny anyone insistent on being in the fight. (Free Action)
The vast majority of Twilight's human population agree. Their rate of growth just wasn't high enough to match the Eliksni's. And with the rate of combat casualties the humans have taken, there would not be enough for viable genetic diversity.

Some however argue that they needed to do their part if they were to belong. A few have gone so far as to suggest that human military forces within Twilight be cybernetically augmented with to match parity and use the Iron Wombs in the medical wings across the station to boost their population.

[] Unlock Capricorn Station's Cybernetics Program for use in augmenting humans within Twilight. (3 Actions + 3d100, 3x 80 to Succeed)
[] Allow humans to use the Iron Wombs to boost their population (6 Actions)(+250% to Human Population Every 12 Turns)
[X] Immediately rally all ships around installations and raise fleet alertness for Wolf or other raids. Do not send ships out without heavy cruiser escort at minimum. (Free Action)
There were no attacks or even sightings of the House of Wolves. All was quiet.

Mars:
[X] Send a Ascetic to Mars. It will land at the Oasis and remain there to begin funneling troops in. (Free Action)
[X] Send a Frigate through the Ascetic transmat to the Oasis to deliver reinforcements of 50 iron guards, 300 reaver vandals, 20 noble captains, 100 Pikes, and 5 Elder Walkers. The Walkers and Pikes will be kept on the ship unless outright combat breaks out. (Free Action)
The petal-like wings of the Ascetic corvette twists open as it lands. A transmat systems are fed energy and above it, a frigate materializes after several minutes. There is a small cheer as additional troops began to transmat from the frigate down to the growing base.
[X] Send Guardian and 25 Iron Guard with personal cloaks to investigate the signal that got us snooping around Mars in the first place. Avoid engaging Cabal if at all possible: any missing patrols would likely be noticed quite soon. (1 Action)
By now the Guardian was used to having four armed armored aliens following him around. He isn't ungrateful for the help, but he was a lone wolf type of guy. Still, he owed these guys a debt and he hated debts.

Evading Cabal patrols wasn't hard, but it was a grueling task that required keen senses and paying a lot of attention. More than one squad of Cabal Legionnaires had to be dispatched in order to track down the faint echs of the distress call. After tracking all possible leads of the signal and the transmitters it had hopped along from, the Guardian's Ghost finally had enough data.

"Even though the signal has been cut off, I can still detect traces of it where it used to bounce around. I figured out where the highest concentration of these trace signals are, near the center of the Freehold." Said the Ghost, bobbing in the air as it projected a hologram of a large structure. "Unfortunately, from what I can get from the Cabal Battlenet, this is also one of the first places they took over. Its a stronghold with a heavy presence that would take an army to get in, let alone quietly."

The Guardian nodded. "Alright, we've done enough here, time to head back."
[X] Scout out Olympus Mons with 10 cloaked Iron Guard to see if quietly moving in is possible. If Cabal patrols get too close, return immediately. (1 Action)
There were no Cabal Patrols.

No, there was something else entirely. The party of Iron Guards pulled back as soon as they spotted a skiff enter warp. What were Eliksni doing here? From what House did they hail from? Were they renegades and refugees, seeking a home in the desert wastelands?
[X] Build 150 Light Plasma Turrets and C&C Complex (115 000 Spinmetal + 3750 Helium Filaments + 4750 Glimmer + 5 High Servitors)(2 Actions)
The Oasis is now ringed with two tiered line of defensive turrets, with a handful more within the settlement itself. An infantry attack would be gutted should such an attack be attempted.
[X] Try to build the C&C complex underground (we have sonic hammers to help in burrowing) and disguise turrets as well as they can be to avoid overt detection (Free Action)
The means of building a command center underground was not unfeasible. However, upon attempting to break into the ground, their hammers met instant resistance mere meters below.

The strange indestructible geometric stone and metal extended deep below the ground and they wept a thick viscous liquid that tasted like seawater.

Capricorn:
[X] Assign 3000 dregs and 1000 vandals purely on task of finding the missing Frame. Put 50 Elder Servitors on task to monitor the station's systems to make sure nothing is infecting them. (Free Action)
The Frame was found, deactivated, in front of one of the robotics assemblies. How it had managed to get so far and so deep into such a secured area was unknown.

What was known was that six Shanks were acting strangely and of the six, three had been captured and taken apart. They were infected with some sort of malicious data that was steadily spreading. From security feeds, it was determined that roughly seventy eight percent of the Shanks in Twilight had been infected with unknown consequences.
[X] Research: Drone Fighter Breachers. High-powered solar beams mounted on the fighter's chassis for sole purpose of allowing it to weaken enemy's shields, core through hull plating and forcibly enter enemy ships to cause chaos. (1 Action)
Sacrificing speed and maneuverability, what little armor and shielding that could be mounted, the Drone Fighter project 'Breacher' had been equipped with a limited use high powered particle beam that could, with some luck, cut through the starship grade armor of most frigates should shields be taken down. Once a hull breach has been made, the fighter would discard it's fighter frame and most of it's outer shell to act as a Combat Servitor armed with a rapid fire short ranged Scorch Cannon.
[X] Research: Habitation Shielding. An emergency shield for bases against imminent orbital bombardment or surprise raid from skiffs or other smaller craft. (1 Action)
Habitats were easy targets for virtually any weapon, so adding shields were an obvious choice. This however, made them four time as expensive, but many times more resilient and durable against enemy attack.
[X] Research: Arms and armor of unknown aliens. Attempt to find weaknesses in armor or ways to render weapons ineffective. (1 Action)
What could be determined was that the weapons operated on principles beyond known science. What was effectively bone, stone, steel, and chitin somehow managed to work as effective direct energy weapons somehow. Their armor, however, appeared to be purely chitin, with the cannonfodder creatures with a thin and fragile outer armor and their larger cousins with a more durable type. Both were more than easily capable to being taken out with conventional weapons.
[X] Interrogate the contained aliens personally. Be ready to stop any attempt of suicide. (1 Action)
Attempts to interrogate the captured aliens proved futile. The thin desiccated creature was found a dry husk with a distinct sunken chest. The other armored creature refused to speak, instead glaring fruitlessly at the Eliksni.
[X] Automate: Build 10 Drone Fighter Wings (2000 Spinmetal + 1000 Helium Filaments + 1000 Glimmer) and 30 Skiffs (6000 Spinmetal + 1500 Helium Filaments + 3000 Glimmer)(1 Action)
Within a month, they'll be done and you'll have a tidy little fleet ready for use.
[X] Build 8 Destroyers (12 800 Spinmetal + 960 Helium Filaments + 60000 Glimmer + 2 Turns)(1 Action)
Eight new hulls have been laid down.
[X] Build Helium Filament Generator and 10 Helium-3 Extractors (130 000 Spinmetal + 26 000 Helium Filaments + 350 000 Glimmer)(2 Actions)
Helium-3 will soon flow.

Proteus:
[X] Agree to the proposal. Begin getting the mines operational immediately. (Free Action)
Being automated mines, the only thing needed to do was to inspect them before pressing the button. The next month should see a great deal of Relic Iron flowing into your coffers.
[X] Also bring in the mining equipment we researched awhile back. See if it works as expected. (Free Action)
It works well enough, but not enough to match the efficiency of the human's mining equipment.
[X] Build 30 Naval Yard Complexes. Do not staff with workers yet (1 500 000 Spinmetal + 300 000 Glimmer)(1 Action)
A glittering spiderweb of shipbuilding girders and lines soon grows from the center of the web.

On a final note, Timor Refinery is now fully purged of the horrors that once infested it. Due to extensive and forceful eviction of said horrors, parts of the station have been damaged. The refinery is operational despite that, however, but will not be operating at peak efficiency any time soon.

Timor Helium-3 Refinery [Damaged]
+50,000 Helium-3 Units per Turn

[] Repair Refinery (1,000,000 Spinmetal/250,000 Relic Iron + 15,000,000 Glimmer + 3 Turns)

[] Hack the Vaults (3 Elder Servitors + 3 Actions + 3 Turns)
[] Research Mod: Heavy Interdiction Turrets are a fancy way of designating a weapons system that only picks out enemies trying to flee. The turrets are largely useless in a prolonged battle, maintaining their charge. When a ship is about to jump with a fully spooled FTL Drive, there is window of around 0.5-1 second where the shields are weakened by the forming jump field and window generator. With a pinpoint and very high power strike this system can punch through the shields of any system under 8 Shields, disabling the hyperdrive and preventing escape. The main advantage is in preventing hit and run attacks which an attacker can use almost with impunity, but it can provide some limited support in battle. (+1 Firepower) (1 Roll per Battle, +70 to Succeed) (Cannot Mount on Corvettes or Frigates)(4 Actions + 500,000 Glimmer)

[] Research Mod: Exotic Matter Warheads cause an interesting gravitational effect. Depending on the mass of the exotic matter excited by the detonation of the warhead, they cause a powerful gravitational field which for a fraction of a second draws all matter within a certain radius towards the detonation point. The sudden gravitational shear causes unconsciousness, serious internal injury, metal fatigue, and other unpleasant side effects. Against larger vessels they are largely ineffective, since shields block the majority of the effect, but fighters are especially hard hit. While they do not fulfill the originally desired role of anti-ship duty, they can serve as an impressive replacement to point defenses. (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 500,000 Glimmer)

[] Research Mod: Subspace Shielding utilizes additions to the shield generator in order to shunt some incoming energy into subspace where it is harmless to the ship. The shields themselves do not grow stronger, but there are significant increases to system durability. (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 250,000 Glimmer)

[] Biofoam is a self-sealing, space-filling coagulant made from Essence of Spirit Bloom. It is also an antibacterial, tissue-regenerative foam polymer used by many Golden Age military forces. This foam keeps damaged organs in place and helps stop bleeding and hemorrhaging from wounds such as; lacerations, abrasions, contusions, punctures, thermal and/or electric burn wounds. While prohibitively expensive, it is an effective (if temporary) way to put otherwise seriously injured personnel back on their feet for the next day or so. The effects of biofoam are temporary, and after a time, usually twenty four hours, it simply breaks down. Therefore, it is normally a form of first aid, used only as a temporary sealant until proper medical attention can be sought. (+2 to 1d10 combat saves)(1 Action + 50000 Spirit Bloom)

[] Ion Cannons are extraordinarily similar to your Arc Burst weaponry, but taken in a completely different direction! While lethal to most conventional power systems and energy fields, the effects on... organics varies, depending on the level of technology protecting the crew. Whereas your Arc Bursts use the electrical bond of atoms to form superheated plasma, the Ion Cannon is almost entirely electrical energy in a sheathe of plasma. While causing no actual physical damage, it strips away shields and causes hardpoints to malfunction or become temporarily useless. (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)(2 Actions)

[] Photon Cannons fires an encapsulated antimatter sphere at the enemy, resulting in a matter-antimatter reaction made of heat, light, and radiation. Photon Cannons are most often deployed on ships in large batteries to make full use of their antimatter explosives. (1000 Relic Iron + 2500 Helium Coil + 500 Glimmer, Counts as 1 Mod)(+6 Firepower)


[] Neural Shock Rifles were originally attempts at producing a strictly non-lethal crowd control weapon. Designed with an area of effect and short to medium range in mind, the Arc-based energy weapon fires a 'web' of specialized arc energy that attacks the brain and nervous system of the enemy, rendering them ineffective for a few precious moments or outright knocking them out. Even a few seconds is enough for someone else to put a bullet to enter each and every one of their skulls. Although designed for prisoners and belligerents in mind, it is highly effective in a holding action. Even mechanical units are not unaffected, though larger units likely will be the least affected by the weapon. (+3 to 1d10 combat rolls against organics, +1 to combat rolls against mechanical, 1d10 to Stun)(2 Actions + 250,000 Glimmer)

[] Iron Wombs are artificial birthing chambers designed to grow and 'give birth' to newborns in an expedient time as feasibly possible. While no different to other children, it is a highly effective and efficient method to bolster the population. Due to the Wombs being designed for humans, it will be harder for this technology to be reverse engineered and modified for Eliskni use. (Increase population by 5% for every Creche every 4 Turns)(4 Actions + 500,000)

Voting Ends 9/30/16, 6pm PST
 
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1.31
Actions Available: 7 Actions + 5 Free Personal Actions

[X] Allow humans to use the Iron Wombs to boost their population (4 Actions)(+250% to Human Population Every 12 Turns)
With the old Iron Wombs being put to use, the humans have begun educating each other on potential problems and what changes to their society will be expected. Each human family will now be in the upwards of double digits to meet the needs of the House.
[X] Request the use of Awoken ship's C&C center from humans. In exchange, they can take control of any other systems aboard they wish. Still maintain equal split of security, however. (Free Action)
Cassini humans are unsure whether that is still a good idea, but allow it. To compensate, they have severed the command center's connections to the Network Nodes aboard the ship.
[X] Reassure the humans who wish to fight that unlocking the secrets of cybernetic augmentation program is next on the list of research once immediately pressing matters have been handled. In the meantime, they are free to hone their skills in practice bouts with Eliksni if they wish. (Free Action)
Most humans are incapable of fighting even the most basic of Vandals. For one, they don't have an extra pair of arms or eyes, had less overall muscle mass, and simply weren't fast enough. Fortunately, a fair few are capable of just that with a high degree of consistent success. Those few are highly sought after by several families.
[X] Send one of Twilight's Barons to live among the Awoken, stressing the importance of his mission to maintain cordial ties with the Queen and her court. Also prepare to welcome the Awoken emissary, and prepare suitable quarters for them. We would not wish to appear as more barbaric than we already do. (Free Action)
The appearance of Baroness Reiksas is not welcome to many Awoken. She and her entourage of human bodyguards are shunned by the blue-skinned inhabitants of the Reef. She is received by the Queen and formally acknowledged as Twilight Emissary.

In return, one of the Queen's own is sent to Capricorn Station. The Queen's Emissary does not give her name nor rank to the Archon. Simply known as the 'Queen's Emissary' or merely 'Emissary', she stiffly acknowledges the position and has not left her quarters since.
[X] Send out call to other lesser houses or bands of Eliksni to join House of Twilight (1 Action)
Twelve Skiffs in Wolf Colors were brought to the edges of Twilight territory, impounded by local patrols. One wily dreg had stolen them in hopes of using them to bribe a way into privileged society. He was most delighted to discover that rumors of Twilight dregs not being docked of their lower arms were true.

Loot: +1 Reaver Dreg, +12 Skiffs

Some thirty three Shanks were discovered aboard a crippled hulk. They were infected with the same malicious code that currently plagued your own robotic servants.

Loot: +33 Noble Shanks (Infected)

A heavy transport in blue banners from the House of Wolves attempts to deliver a most insidious cargo of tainted Ether. The crew, as it turned out, were in actuality members of the Silent Fang. Of the hundred that were aboard, sixty-eight died in the firefight and the ensuing destruction of the ship. The rest, true to their name, disappeared silently without anyone being the wiser.

Losses: -45 Reaver Dregs, -12 Noble Vandals

Third of the Nine speaks once more. It has sent a lucky shape to the House in the Twilight, though it is small, the Third of the Nine believes it may be of use to the Fallen. Also, since it knows that it is but a small gift and that Twilight faces a terrible threat, it has disclosed a set of spatial coordinates of where said threat may be hiding...

Loot: +1 Salvaged Servitor Core, Intel

A destroyer led a fleet of Hive ships on a merry chase around the rings of Jupiter, laying waste to six ships and losing the rest in the fields when it hid within a large ice rock. Not long after, it detected a large heavy cruiser-type vessel emerging from within the depth of the Gas Giant.

[X] Repair Refinery (1,000,000 Spinmetal + 15,000,000 Glimmer + 3 Turns)
Timor Refinery sees an unprecedented amount of attention since the Collapse. Damage is extensive, but relatively simple to repair. In time, the Refinery will ensure that Twilight will not lack for Helium in any time.

Turns Remaining: 2

Mars:
[X] Get the team of 10 Iron Guards back to Olympus Mons proper and have them seek out signs of the allegiance of the Eliksni there. If one of the larger houses (Winter, Wolves, Devils) is present, we will want to know about it. If the arrivals are only a smaller house or wandering group, open communications with them (Free Action)
A worrying sign; the Iron Guards have not reported back since their initial report of 'moving in'.

Capricorn:
[X] Stop the spreading of the malicious code. Ask human techies for help and quarantine all affected units until they have been purged of the influence. If any of them turn hostile to house members, they are to be shut down with extreme prejudice. (1 Action)
Whatever this code is, it does not appear to be inherently harmful... Eliksni computers and Servitors are all infected, though the more advanced Elder Shanks and Servitors are able to resist the effects by sheer force of will.

Some human techies and engineers have joined the effort, but there is little fruit to be born. So far however, despite the high infection
rate, none of the infected machines have become malevolent in the process. Interestingly, the code appears to be adapting to outside stimuli with remarkable speed. Moreover, it reacts like a living creature.
[X] Research: Parasite Skiff. Skiffs currently act as both troop transport and fighter craft for every house. By removing the former and instead adding parasite bays for the new drone fighters, theoretically a skiff could effectively swarm its opponents. (1 Action)
A Skiff has been appropriately modified to carry drone fighters. Actually launching the drones is a difficult task, as they are liable to literally crash into each other. Instead of launching all at once, the rear most drones separate at a ninety degree angle, making way for the next pair. In total, this modified Skiff can carry a squadron of eight fighter drones. This is by far the smallest hangar modification to date.

Skiff Drone Carrier 2/3/3, 300 Spinmetal/75 Relic Iron + 50 Helium Filaments + 200 Glimmer + 1 Turn (Carries 1 Squadron (8) Drone Fighters)


[X] Research: Cybersecurity. Get measures set in place to avoid another incident of infected code all over, making sure that any further infections can be swiftly cut off from the rest of the networks and made easier to find and destroy in the future. (1 Action)
Attempts to quarantine the malicious code proves almost impossible. Every computer is infected, from what can be seen. In fact it seems the truth is downright horrifying. The malicious coding is only visible now. Ever since Capricorn Station had been activated, all technology had become infected with the dormant code.

A quick and dirty immunization was created to quarantine what little processes that were unaffected by this code, though there is precious little. Thus far, the only ones who appear affected are Twilight's computer systems.

The immunization, however, will not last forever. It is a temporary measure.

10 Turns until Immunization Fails

[X] Research: Space station shielding. Something to prevent hostile ships from just blowing Twilight installations to hell with impunity and to block any unwanted stealthy arrivals (1 Action)
Multiple shield generators are requires to provide a large and durable enough deflector shield to prevent total destruction. As such, a dedicated structure has been designed to do exactly that. A smaller version can be built to protect a far smaller area, it is by default far less expensive and time intensive to build.

Shield Generator 100,000,000 Spinmetal + 250,000 Relic Iron + 25,000,000 Helium Filament + 10 Turns (+1 Planetary Shield)
Theater Shield 2,500,000 Spinmetal/625,000 Relic Iron + 500,000 Helium Filament + 2 Turns (+100 Shield)

Proteus:
[X] Build 100 Robot Assembly Plants. Do not staff with workers yet (250000 Spinmetal + 100000 Glimmer)(1 Action)
A hundred new robotic facilities are waiting for workers on Proteus.

Timor:
[X] Build C&C Complex and 5 Helium Filament Generators. Have the Filament Generators to process as much of the refinery's output into Helium Filaments each turn as they are able. (250000 Spinmetal, 30000 Helium Filament, 501000 Glimmer, 5 High Servitor)(2 Actions)
A new command center is built into the Refinery. The current commander of the garrison comments that the panoramic view is rather scenic.

Loot: +1 Action

[] Hack the Vaults (3 Elder Servitors + 3 Actions + 3 Turns)
[] Repair Timor Refinery (1,000,000 Spinmetal/250,000 Relic Iron + 15,000,000 Glimmer + 3 Turns)
[] Research Mod: Heavy Interdiction Turrets are a fancy way of designating a weapons system that only picks out enemies trying to flee. The turrets are largely useless in a prolonged battle, maintaining their charge. When a ship is about to jump with a fully spooled FTL Drive, there is window of around 0.5-1 second where the shields are weakened by the forming jump field and window generator. With a pinpoint and very high power strike this system can punch through the shields of any system under 8 Shields, disabling the hyperdrive and preventing escape. The main advantage is in preventing hit and run attacks which an attacker can use almost with impunity, but it can provide some limited support in battle. (+1 Firepower) (1 Roll per Battle, +70 to Succeed) (Cannot Mount on Corvettes or Frigates)(4 Actions + 500,000 Glimmer)

[] Research Mod: Exotic Matter Warheads cause an interesting gravitational effect. Depending on the mass of the exotic matter excited by the detonation of the warhead, they cause a powerful gravitational field which for a fraction of a second draws all matter within a certain radius towards the detonation point. The sudden gravitational shear causes unconsciousness, serious internal injury, metal fatigue, and other unpleasant side effects. Against larger vessels they are largely ineffective, since shields block the majority of the effect, but fighters are especially hard hit. While they do not fulfill the originally desired role of anti-ship duty, they can serve as an impressive replacement to point defenses. (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 500,000 Glimmer)

[] Research Mod: Subspace Shielding utilizes additions to the shield generator in order to shunt some incoming energy into subspace where it is harmless to the ship. The shields themselves do not grow stronger, but there are significant increases to system durability. (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 250,000 Glimmer)

[] Biofoam is a self-sealing, space-filling coagulant made from Essence of Spirit Bloom. It is also an antibacterial, tissue-regenerative foam polymer used by many Golden Age military forces. This foam keeps damaged organs in place and helps stop bleeding and hemorrhaging from wounds such as; lacerations, abrasions, contusions, punctures, thermal and/or electric burn wounds. While prohibitively expensive, it is an effective (if temporary) way to put otherwise seriously injured personnel back on their feet for the next day or so. The effects of biofoam are temporary, and after a time, usually twenty four hours, it simply breaks down. Therefore, it is normally a form of first aid, used only as a temporary sealant until proper medical attention can be sought. (+2 to 1d10 combat saves)(1 Action + 50000 Spirit Bloom)

[] Ion Cannons are extraordinarily similar to your Arc Burst weaponry, but taken in a completely different direction! While lethal to most conventional power systems and energy fields, the effects on... organics varies, depending on the level of technology protecting the crew. Whereas your Arc Bursts use the electrical bond of atoms to form superheated plasma, the Ion Cannon is almost entirely electrical energy in a sheathe of plasma. While causing no actual physical damage, it strips away shields and causes hardpoints to malfunction or become temporarily useless. (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)(2 Actions)

[] Photon Cannons fires an encapsulated antimatter sphere at the enemy, resulting in a matter-antimatter reaction made of heat, light, and radiation. Photon Cannons are most often deployed on ships in large batteries to make full use of their antimatter explosives. (1000 Relic Iron + 2500 Helium Coil + 500 Glimmer, Counts as 1 Mod)(+6 Firepower)


[] Neural Shock Rifles were originally attempts at producing a strictly non-lethal crowd control weapon. Designed with an area of effect and short to medium range in mind, the Arc-based energy weapon fires a 'web' of specialized arc energy that attacks the brain and nervous system of the enemy, rendering them ineffective for a few precious moments or outright knocking them out. Even a few seconds is enough for someone else to put a bullet to enter each and every one of their skulls. Although designed for prisoners and belligerents in mind, it is highly effective in a holding action. Even mechanical units are not unaffected, though larger units likely will be the least affected by the weapon. (+3 to 1d10 combat rolls against organics, +1 to combat rolls against mechanical, 1d10 to Stun)(2 Actions + 250,000 Glimmer)

[] Iron Wombs are artificial birthing chambers designed to grow and 'give birth' to newborns in an expedient time as feasibly possible. While no different to other children, it is a highly effective and efficient method to bolster the population. Due to the Wombs being designed for humans, it will be harder for this technology to be reverse engineered and modified for Eliskni use. (Increase population by 5% for every Creche every 4 Turns)(4 Actions + 500,000)

Voting Ends 10/12/16, 6pm PST
 
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1.32
Actions Available: 7 Actions + 5 Free Personal Actions

[X] All Fleets and ships: be prepared for battle. That last Hive-destroyer chase confirmed, that the Hive are mobilising their dormant ships. (Free Action)
[X] Contact, and warn, the Awoken/Reef and Calais/Cassini Fleet and tell them of recent Hive mobilization around Jupiter. Suggest, just in case, they ramp up their defenses (Free Action)
Interesting enough, the House of Wolves repelled multiple Hive attacks on their operations with some losses. The Awoken and the Nine do not see any Hive imposing themselves on their respective homes (that you know of). Cassini suffers an enormous assault on Calais station; of which their primary defense, the Blackstar, was reportedly destroyed by multiple suicidal attacks. How fortunate for the advanced warning.

A major attack by the Hive was attempted upon Capricorn station, including the presence of at least one heavy cruiser type starship beyond the range of the station's defenses. Though the attack was repelled at the cost of three Twilight Cruisers and one Warlock Cruiser, the Hive launched thousands of Seed Ships on a collision course. Most were intercepted, but enough managed to get past the shields and impact the surface.

Capricorn Station has gained Status: Hive Infestation 280/1000 (if Hive Infestation reaches 1000, Hive Infestation will become Hive Nest 0/5000)
Hive Infestation contains: Thralls, Cursed Thralls, Acolytes, Chosen Acolytes

[X] Ask the Awoken if they would like their pilot delivered back over to the Reef. Since her ship was crashed and she is apparently still out of it, it seems to be only means of getting her specialized care (Free Action)
The Queen's approval is known, after the pilot was returned to the Reef.

A Royal's Respect 82/500
[X] Move the Vilesworn Sword back to the Shard's vault to complete the purification. Check on it regularly to prevent any unpleasant surprises (Free Action)
Each passing sees the ancient malevolent sword become smoother and less crude. It drinks the Light in greedily, until the darkness within is an odd sheen of the blade, down to the finest edge.

Purification: 2 Turns
[X] Gather up the former disciples of Aksor and see if they are actually useless or if the Archon can teach them and get more Eliksni qualified to commune with Servitors and possibly guide to Cult of the Great Machine (Free Action)
Of the roughly two hundred failed disciples, thirty one were fit for further training as the Archon's Disciples. Once sufficiently knowledgeable of Servitor technology, language, and protocol, they may yet prove useful.
[X] Seek out suitable Hive targets to attack and plunder knowledge about them from with both of the free Ascetics. Samples of their technology would also be nice, but focus should be on repositories of knowledge for now. Both of the stealthed ships are to have escort of three Heavy Cruisers, 2 Transports, 2 Destroyers with Photon Cannons and 3 normal Destroyers, all with full complement of Skiffs that they can carry (as well as any Drone Fighters they can take with themselves). These escorts are to stay out of detection range, but they are to be called in as reinforcements on instant that either of the Ascetics is discovered, and unless they are facing massively numerically superior resistance they are to assault and loot the targets immediately if called in. Otherwise the mission will remain as scouting. Both strike forces will consist of the following: 20 Striders ; 20 Noble Walkers ; 800 Reaver Dregs ; 10 Eliksni Squires ; 400 Reaver Vandals ; 50 Noble Vandals ; 10 Eliksni Knights ; 50 Reaver Captains ; 2 Barons ; 1 Lord Engineer. (1 Action)
Multiple Hive targets were compiled, from small outposts to what appeared to be hatcheries. Two were chosen:

A large hatchery hidden within one of the dead colony ships near the Reef. To this end, the Reef have sent one of their Paladins to coordinate. Estimated threat level was moderate. The task force emerged from FTL at the same time as the Reef's forces, quickly overwhelming the Hive's sparse defenses. Taking the ship was easier said than done. Attempts to find an area to transport troops to gain a foothold was impossible and the ship's rudimentary shields were reinforced with the Hive's foul arcane spells. What resulted was a slugging fest as both fleets battered away at the shields while the Hive continued to grow their army within and take the occasional potshot.

The other target was a fleet of some ten thousand transports holding station within an asteroid base near Pluto. The goal would be the destruction of these transports and taking the asteroid base with it's databanks intact. Estimated threat level was believed to be high.

Cassini joined Twilight in this endeavor, sending a force of some twenty flak frigates and six heavy cruisers with a strike force of at least four hundred marines and six thousand combat frames.

Dropping out of FTL at precisely where the best kill box was possible, thousands of Transports were shredded before the hive had time to react. Though about two thousand managed to slip away through portals, the vast majority were destroyed in a lethal crossfire. The asteroid base however, was lost. In an act of spite, the Hive wizards had destroyed the base with their dark sorceries, leaving nothing for Twilight or Cassini to salvage.However Cassini's captains managed to forcibly transmat several datapods from the asteroid base before the Wizards could do anything about it.

The Cassini have given you sixteen datapods and what appears to be an incomplete codex that they have created using what they have learned. The Hive language is decidedly difficult to translate, but each datapod offers a tantalizing piece to completing the puzzle. Should enough pods be collected, the codex can be finished, and the contents of the daapods translated.

Despite the Wizards' destruction of the base, sensors detect quite a lot of possible loot to be found within the former base.

(Optional)(Can be taken for four turns before exhausted)
[] Salvage Operation. 80% Chance to find ([1d10]d100)Loot. (1 Action + 1 Ship, Stackable)

16/100 Hive Datapods Collected

[X] Recycle all shanks and other fallen mechanical units we can get back into service. (Free Action)
17 Minor Shanks, 29 Noble Shanks, and 275 Elder Shanks are returned to service.

Capricorn:
[X] Find the source of malicious code by any means necessary and purge it from our systems. If it turns out to be an AI, hold off to establish communication if possible. Otherwise it is to be quarantined completely the second it is possible and deleted down to last line of code. (2 Actions)
A human was admitted into the infirmary, insisting that she was 'fine' and didn't need 'any help'. Contrary to her opinion the blue fireflies swarming around her head like a crown called for an immediate quarantine.

In under ten hours, over three hundred other individuals, all human, were taken into medical quarantine after exhibiting extreme aggressiveness, out of character behavior, or an outrageous amount of overwhelming joy. Each and every single person had one thing in common; a crown of golden fireflies.

Splendor: 1/10
[X] Research: Recruitment and training centers. Centers where the more specialized orders of the House (Splicer, Iron guard, Kellsguard, Knightly Engineers, Shadows etc) can set up regular recruitment, and members of the House can nonlethally hone their combat skills and earn promotions. (1 Action)
Recruitment centers are opened, but there is little in the way of actual recruitment. Perhaps in time there will be borne fruit.
[X] Research: Improved ship armor. Our ships have not lasted for long enough to defeat their numerically superior enemies in the past. Remedy that. (1 Action)
Development of a newer and tougher grade of neosteel is created for starship hulls, rendering them a good twenty five percent more durable.
[X] Research: Space Stations. Our most important bases are on them. It would be good to learn on how to create our own, either in empty space or onto asteroids. (1 Action)
Large outposts are the most that Twilight can manage at the moment. Still, stations aren't anything like starships and each one is a major investment of resources.

Design an Outpost.

Small Outpost:

Base Cost: 25,000 Spinmetal + 1500 Helium Filaments + (10 Structures) + 2 Actions

Large Outpost:
Base Cost: 50,000 Spinmetal + 3000 Helium Filaments + (25 Structures) + 5 Actions

Proteus:
[X] Build 4 Heavy Plasma Cannons and 20 Medium Plasma Turrets to watch over the settlement and all operations. Have them manned and guarded at all times and prepare for assault against the settlement. (104 000 Spinmetal, 32 000 Helium Filament, 1 160 000 Glimmer)(2 Actions)
[X] Staff 10 Naval Yard Complexes with Reaver Dregs. They can be of use building the ships they may one day be crewing. (Free Action)
[X] Build 20 Destroyers (32 000 Spinmetal + 2400 Helium Filaments + 150 000 Glimmer + 2 Turns)(1 Action)
[X] Build 10 Network Nodes (100 000 Spinmetal + 500 000 Glimmer + 50 High Servitors) (1 Action)
Proteus sees a flurry of activity as House Twilight fortifies their holdings and begins starship construction in earnest. Cassini watches patiently.

No sooner than the first few turrets are operational do the Hive attack. Tombships emerge from sickly tears of reality, engaging heavy turrets immediately. Not long after they were blown out of the sky. Cassini's humans are not idle either; their cruiser cuts down dozens attempting to catch it unawares.

No filthy Hive warrior or thrall ever sets a claw to taint Proteus that day.

Mars:
[X] Send the Guardian to see what happened to the scouting party of Iron Guards. If they are captured, he is to go in and get them out if possible: if he is attacked, he should call for reinforcements if the situation seems to warrant it. Also explain the sigils and colors of the largest Fallen houses to him, so he can tell us who the other Fallen on Mars are if he happens to run into them. (1 Action)
Your Guardian does not return from his mission. The last transmission from his construct was: "That's strange. Its almost as if... Clever sun-."
[X] Build 10 Medium Plasma Turrets around Lost Oasis and man them (12 000 Spinmetal + 8000 Helium Filaments + 100 000 Glimmer)(1 Action)
[X] Send another Frigate through the transmat with further reinforcements (50 iron guards, 300 reaver vandals, 20 noble captains, 100 Pikes, and 5 Elder Walkers)(Free Action)
[x] Build 1 C&C Complex, 100 000 Spinmetal + 1 000 Glimmer + 5 Pilot Servitor (1 Action)
Just in time too. As soon word was reached that Proteus repelled an enemy attack, the base at Lost Oasis immediately went to high alert. No sign of any enemies reached their eyes or ears, however. The presence of extra troops was a balm their souls, in any case.

+1 Action
February:
[X] Bring the 4 Engine units to February and see if they can be anchored onto the meteor safely enough to move the base without damaging it if possible. (Free Action)
With four massive engine units attached to the asteroid base, it doesn't take long to slave them to local controls. It also didn't take long before the temporary attachments simply tear off. Turning the asteroid mobile is almost certainly possible; but it would require permanently attaching the engine units to it.

Ishtar DRF:
[X] Research: Base-killer weapons. Design massively enlarged versions of usual Eliksni Arc turrets, and begin designing powerful enough versions to destroy ships or bases in single shots (meant for Flagship or possibly to be mounted on stations or asteroid bases)(1 Action)*
Massive turrets already exist in the form of Heavy Turrets, being literally large enough to count as a small starship by itself. Still, designing one to be as large as a capital ship isn't hard; its just a matter of scaling up an already solid piece of technology appropriately.

Designing a super heavy capital ship weapon for sheer overwhelming firepower isn't too difficult either. However, due to the modifications and the sheer size of the weapon it is prow mounted on Battlecruiser class vessels and above by default. And due to the enormous tie-ins to the ship's power grid, removing it would prove to be incredibly troublesome.

Due to this, it is vulnerable to attack... and should it be damaged or destroyed during charge up or firing... the results would no doubt be catastrophic.

Mounting them on a sufficiently large artificial satellite is a little easier. More than one would be possible even! But pouring such vast resources would be a risky endeavor. The design itself is so quickly made that the prototype that served as the initial testbed is ready for immediate integration.

Spinal Arc Weapon 80/20/20, 20,000 Spinmetal + 5000 Relic Iron + 50,000 Helium Filaments + 500,000 Glimmer + 2 Actions + 4 Turns (Counts as 4 Mods)(Permanent Mod
Special Ability: [Charge Spinal Cannon: 1d100 to Attack + 1d100 to Enemy Evasion + 3 Combat Turns, Cooldown: 6 Combat Turns]


EDIT: *I didn't implement the super secret penalty for this poorly worded research roll. Be glad for this.
 
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Actions Available: 7 Actions + 5 Free Personal Actions

[X] Upgrade: Neosteel (Mechs & Vehicles)(160,000 Spinmetal + 8,000 Relic Iron + 160,000 Shadow Bloom + 2,400,000 Glimmer)(4 Actions) {First activity}
Purpose designed neosteel plating replaces the aging armor of various vehicles and the heavy spider walkers, doubling their considerably durability significantly. Some splicers comment that 'it would be cruel to send shanks against our enemies; they would never expect a tiny little machine to be so hard to kill.'

(Double Armor Stat for all Mechs/Vehicles)
[X] Build 20 Frigates and 20 Pilot Servitors (160'00 Spinmetal + 2'400 Helium Filaments + 80'000 Glimmer + 16'000 Spinmetal + 375 Helium Filaments + 750 Spirit Bloom/Shadow Bloom + 15'000 Glimmer) (2 Action {10000-20=9980})
Twenty frigates, their armor freshly painted with solid purple, decorated in white and black, emblazoned with the four pointed star of the Twilight banner ease out of moors to join the Fleet.

+20 Frigates
[X] Ship Distribution:
• IDRF: current { 14 Heavy Cruisers ; 1 Battlecruisers ; 1 Carrier } add 2 Frigates,
• February Asteroid base: current { 3 Frigates ; 2 Destroyers ; 1 Heavy Warlock } add 3 Frigates, 2 Destroyers,
• Proteus: current { NONE } add 5 Frigates, 8 Destroyers,
• Mars, Olympus Mons: current { 1 Ascetic ; 1 Frigate ; 1 Stealth light cruiser } add NONE
• Timor [FIXED]: current { NONE } add 5 Frigates, 2 Destroyers,
• Capricorn current { 14 transport (1 Foundlings Gyre) ; 1 Heavy transport ; 5 Frigates ; 5 Light Cruisers (1 Heavily Damaged) ; 5 Corvettes ; 5 Heavy cruisers (3 has Ion Cannons) ; 1 Golden age Cruisers ; 11 Ascetics (+2 ready in 2 Turns) ; 2 Battle Cruisers (+1 in repairs ready in 1 Turns) ; 21 Destroyers (6 Destroyers with Photon Cannons) } add 5 Frigates, 8 Destroyers,
(Free Action)
The Fleet is appropriately redistributed amongst all of House Twilight's current holdings as ordered.
[X] Hive will not relent, Third of Nine gave us some spatial coordinates, We should covertly scout and gain intel what lurks there. From different places (Capricorn and Mars) send 1 Stealth vehicle each (Capricorn => Ascetics ; Mars => Recneps-Syn). Remain undetected but be ready to FTL-out of there at moments notice. (1 Action)
At the very edge of the solar system, where the Darkness is at it's strongest, is a large dark cloud of dark matter. Sensors cannot penetrate past the lightest cloud layers and entering the dark matter cloud would essentially render the ships almost blind, with sensors only capable of close range scanning. Of course, unless the unknown enemy had the ability to see past this sensor-hampering cloud, then they would be blind too. The dark matter cloud, however did not hamper FTL drives, so the stealth ships entered.

Entering the deep eventually revealed lightning storms and pockets of radiation, along with increasingly large rocky asteroids, eventually becoming dense enough to require the ships to slow down to maneuver properly.

The sea of asteroids is alarming enough, especially for so many to be so similar and in such numbers. Still nothing has been discovered just yet. Wherever and whatever this unknown threat is, it is proving most elusive.

(Dark Matter Cloud discovered at the Edge of the Solar System, can be explored &/or claimed)
[X] RISKY! The longer we fight, the more troops the Hive will get and by sheer number they will win the battle. Coordinate with Queen's Paladins to increase both our mission success. Concentrate multiple ship fire at one point at the dead colony ships near the Reef. If possible damage the ships hull around the middle, without destroying the ship itself. This could give us and the Paladins a chance to strike at the Hive where it hurts (Free Action)
Arc bursts slam into the colony ship's strong reinforced shielding, splashing harmlessly across the form-fitting Void shields. Dozens more home in and strike, to little effect. Hundreds of missiles hit again on the same spot to no avail. This continued for hours at a time, suddenly switching to another area. By this time, the entirety of the Reef's First Fleet arrives under the command of Armada Paladin Abra Zire. Mass accelerators fire all at once and the center hull of the colony vessel's shields shattered under the combined onslaught of the Twilight and Reef fleet.

As transport ships and skiffs began their attempt to land troops, dozens were destroyed by void-based flak fire. The shields were broken in the center, but more than a quarter of the ship's flak weaponry were focused in the breach alone.

To avoid unnecessary casualties, Paladin Abra opted to simply destroy the entire vessel from bow to stern. Needless to say, none of the Hive survived such a rigorous purge. The Paladin forwards her Queen's compliments to Twilight's effectiveness.

+15 A Royal's Respect
A Royal's Respect:
97/500
[X] Covertly (ANONYMOUSLY) send these same coordinates (above mentioned) labeled "HIVE" to the Reef, Calais and Wolves so that others might react/know one possible Hive location (Free Action)
The Reef and Calais are not foolish enough say they knew it was Twilight who sent them the coordinates, but they anonymously sent their own findings of the vast interior of the dark matter cloud at the edge of the star system. Of note is three separate gravitational anomalies, two of which are the site of two ancient human research stations. Ithaca and Benford Research Station. The House of Wolves is trying to be sneaky, but several battlecruiser squadrons were spotted heading deep into the cloud.
[X] {Just in case} All ships, fleets and bases be ready for Hive attack Round 2. Monitor the surroundings and ensure the Hive regret attacking us. (Free Action)
A battlecruiser is destroyed during an intense and violent attack on Capricorn Station by a large fleet of Hive transport ships and a handful of Cruisers. Most were destroyed, but two cruisers bodily rammed the battlecruiser one after another. Having lost it's shields fending off the first ram, the second sunk the enormous warship with all hands (some 3000 Eliksni and Humans)

-1 Battlecruiser
+15 Hive Datapods
Hive Datapods Collecte:
31/100
[X] Best defense is offense. We have few more Hive locations of different importance. To "strain" (if that is even possible) the Hive, distract and force them to consolidate their defenses, coordinate with the Reef and Cassini at some of identified Hive "targets". (1 Action)
A large Hive breeding ground within a rocky ice moon near Neptune is purified without so much as the Hive being capable of resisting the forces sent to purge them. There is an unusual lack of enemy warships present, however.

Reports of a Hive fleet gathering near Pluto is not unfounded. Some six heavy Hive ships of unknown configuration and design appear to be concentrating on the ice moon of Charon as there is substantial traffic heading down to the moon. A large battlegroup with elements of the Calais cruiser squadron, Twilight ships, and Reef Interceptors strike at Pluto. The Hive presence is far greater than expected and the battle quickly stalls into a stalemate with both fleets throwing potshots at each other. The Hive's purpose for being near Pluto is unknown to date.

Capricorn:
[X] Analysis: Malicious Code/MITES. What infected our technology starts to spread to humans as well, indicating that, somehow, this M-Code is capable of infecting organic beings, aka more evidence that this Malicious Code is also a form of nanotechnology. Twilight High Priest Archon and Lord Engineer Baroness Erixas, leading multiple teams are to analyze, de-encrypt and neutralize this "Splendor". (1 Actions)
There is no ground to start on, save for the infected humans. Splicer priests join the Archon and his Lord Engineer as they investigate the means of infection of this 'Splendor'. Whatever it is appears to be contained, however. Much of the malicious coding as disappeared as the numbers of humans infected rise to reach roughly four thousand victims. Though these 'victims' were more than capable of matching vandals with strength with their newfound strength. Some humans wonder if this effect can be given to them as well and an equal number of Eliksni wish to know if they can be given this same 'splendor'.

Splendor: 2/10
[X] !End the Hive infestation! Extermination teams lead by Arbiter, Baron Karthas and Archon are to locate and kill all Hive troops. (1 Actions)
-[X] Shanks, Walkers in front; Incinerator wielding troops some distance from other troops (far enough to not damage them, close enough to be protected by them)
Even with mighty heros leading the forces of Twilight, Capricorn faces it's greatest enemy as the Hive infestation gradually grows despite the damage inflicted upon the Hive forces. Additional reinforcements, however slim, make it to the Hive in the form of more Seedships.

+20 to Hive Infestation
Hive Infestation: 300/1000 (if Hive Infestation reaches 1000, Hive Infestation will become Hive Nest 0/5000)
Hive Infestation contains: Thralls, Cursed Thralls, Acolytes, Chosen Acolytes

Space:

[X] Salvage Operation. 80% Chance to find ([1d10]d100)Loot. (1 Action + 1 Ship, Stackable)
-[X] Send 1 Transport ships to both salvage and protect each other (1 Action)
The single transport ship sent into the cloud of debris returns with a handful of datapods.

+5 Hive Datapods
Hive Datapods Collecte:
36/100

IDRF:
[X] Research: Point Defence System= VI controlled Void turret network build in/around ships/bases. Primary function: targeting and deflecting/destroying incoming attacks & fighters ala 'Halo' PDG-style and as in 'Halo' in case of emergencies can be used as improvised attack option (1 Action)
Two designs are proposed, Choose One:

A flak-type of weapon that causes a widespread burst of explosive shards to cause premature detonation of enemy warheads or shredding lightly armored fighters.

Or.

A heavy repeater that sends a massive volume of fire downrange at the enemy, at the cost accuracy.
[X] Research: Modular Ship Design. Allows upgrades to be fitted onto ships without use of an Action. (1 Action)
Research failed.
Proteus:
[X] Salvage: Hive failed to invade this place and their 'First' invasion fleet is decimated, but they will return. Before they send more ships and troops salvage what remains. There might be something useful, something about their motivation, knowledge or something that might be used against them. (Free Action)
Additional datapods were discovered. Hive weapons technology is discovered to be partially biological in nature.

+23 Hive Datapods
Hive Datapods Collected:
59/100

Mars:
[X] Exploration: Mars, First stage. Using 3 of our (improved) Skiffs as scouts, stealthily explore The Timekeeper, Meridian Bay (The Ruins Within the Bay), Bastion, Meridian Bay (Stone Ruins). Use onboard sensors for analysis and mapping, no disembarking. Avoid heavy "traffics" avoid any possible intruders or detection. If needed, jump to orbit to avoid your pressures and return to base without attracting ANY attention. (1 Action )
The Timekeeper and and Bastion are both filled with Cabal Troops preparing to dig in. Their war with the vast numbers of machines continues to rage with little respite between the two. The stealth skiffs manage to observe the tactical abilities between the two factions and their individual capabilities. The Cabal are making use of several transport ships to deliver an enormous amount of supplies and vehicles to aid them in their battle against the machines.
 
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