The House of Twilight [Destiny Nation Builder Quest]

Mmm, I don't know... WHY indeed would a fanatic machine cult who see replacing flesh with metal and not caring much about potential lethality of it's experiments need to be watched in society that likely doesn't like mad scientists cutting them open with glee? Truly, there seems to be no reason :p

By that argument we'd have to watch each of the Eliksni in Twilight. They're all fanatical machine cultists after all.

I will note that such an ambitious plan to upgrade the humans will take more than one action and may require humans who know more about their biology than aliens who are many times more experienced with their own species. ;)

Do we have any humans with said skills? I mean I'd expect there to be a few doctors, but this sounds like it'd require actual experts.

Also:
[x] Research: Among the Splicers many talents is the art of Bio-hacking. That is to say, cutting the flesh open to insert improvements. Have them begin looking over both the stations Cybernetic Program and the Iron Womb cloning facilities. Their goal is to combine the two in such a way as that the clones will already be biologically augmented to some extent by the time they leave their tanks. (The goal is a sort of Spartan type upgrade for each human clone born.) (2 Actions)

Is two enough or do I need more?
 
By that argument we'd have to watch each of the Eliksni in Twilight. They're all fanatical machine cultists after all.
Well...It is like saying that good half of religious world are suicide bombers or domestic terrorists. They all have faith, right? Clearly they also blow up airports and initiate shootings.

The point is, Splicers' ideal is to replace flesh with metal entirely. They are wee bit further gone than normal Eliksni, who venerates servitors but would not exactly replace their limbs.

Is two enough or do I need more?
If you really want to use more, unlock the station's own cyber-aug program. It will most likely have superior results than something we try to kitbash together by ourselves. You can drop the meet and greet action for that I'd imagine: it serves no purpose whatsoever.
 
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I'm already doing that. The Splicers are supposed to look over both it and the cloning stuff to devise a way to make clones augmented from the start.
Uh, no...no you are not. The 3-action thing that was presented as option alongside humans being allowed to use iron wombs? That was unlocking the damn thing. You won't be looking at any of it when it is secured under digital lock and key still.
 
I edited my plan if anyone cares to look. I think it is better defined now. Switched the bioengineering research to research for space station shielding for now: it seems like it'd be useful for us.

Also @Tabi have you forgotten the free rolls for detecting threats each round from every single one of our C&C centers, or are they just rolled in the backround? Also, what about the +1 alien tech for anylysis from each of our network nodes? And how exactly does the thing with our big research nodes in Capricorn being able to "analyse Exotics (IE Shadow Blooms) to know their full capabilities and understand alien tech and more easily research it" work? Do we get free "analyze" action each round to figure out more about, say, hive tech or callista plating?

And last but not least, who has the control over the Awoken ships? They have C&C center, so if we do, we get one more action.
 
In ordering: no I haven't, you have just been lucky so far. Alien Tech is more of a secret bonus, but I apply it to a set of rolls every time non-mundane human and non-Eliksno tech is researched; like Arcane weapons (which is rare and usually luck is not on your side). I roll a set of die to determine if you get a freebie of some kind or not as a consolation prize... or something else entirely. Most of the time you fall just short of the prize.
 
In ordering: no I haven't, you have just been lucky so far. Alien Tech is more of a secret bonus, but I apply it to a set of rolls every time non-mundane human and non-Eliksno tech is researched; like Arcane weapons (which is rare and usually luck is not on your side). I roll a set of die to determine if you get a freebie of some kind or not as a consolation prize... or something else entirely. Most of the time you fall just short of the prize.
Cool. So it seems that 2 ships are ours and 2 ships are theirs...surprisingly even split this time. Does this mean the C&C center is ours to use?

I edited my plan further to take into account possible extra action and one other important variable. You'll find them at the bottom of my plan.

Edit: Also, Wrath of the Machine raid has given some relevations concerning the effectiveness of Fallen infused with SIVA. The final boss of that fights entire raid of specced up guardians, something usually reserved for hive gods and time-twisting Vex constructs. And he used to be just an Archon!
 
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If we're voting
[X] Plan Heuristic 2.0
seems reasonable. If there are some shortcomings...

Edit: Also, Wrath of the Machine raid has given some relevations concerning the effectiveness of Fallen infused with SIVA. The final boss of that fights entire raid of specced up guardians, something usually reserved for hive gods and time-twisting Vex constructs. And he used to be just an Archon!
No kidding. Any one of those "Big" leaders (insane Priests) are hell to fight. And if SIVA reproduction chamber was still intact almost all those Devil Fallen would be of similar strength given enough time.

Makes you wonder what would happened if SIVA type nanotech in successfully controlled and infused with Light ala Hive Arcane style...

And speaking on that front, is it me, or does SIVA looks/acts like the Vex?
• Mainly solar type weaponry,
• Organic mixed with syntethic,
• Aggressive and tries to survive/protect,
• Spreads almost everywhere...
 
What the hell are you talking about? Its an even split. I guess it just means you either have to share it or leave it alone. Or something.
I am talking about the fact someone will get utility out of that center, while someone else won't. I wanted to know if we are the ones that will, since I want to know if we will have that extra action to use. Thus I have to ask you, since if has not been clarified. I don't see where the confusion comes from.

Edit: And I might see where the confusion happened. I was under the impression that the awoken were split between several ships, what with several dices being rolled for it. My mistake there. But I still need to know if we can claim that command center.
 
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What the hell are you talking about? Its an even split. I guess it just means you either have to share it or leave it alone. Or something.
I am talking about the fact someone will get utility out of that center, while someone else won't. I wanted to know if we are the ones that will, since I want to know if we will have that extra action to use. Thus I have to ask you, since if has not been clarified. I don't see where the confusion comes from.
Ohh, so a joint Cassini-Twilight operation / expansion!

At first we shared a space station (we still need to fix it completely). Than we work on the same colony (Proteus). And now we can co-work in the same Colony Ship.
Ahh wonders of cooperation.
 
Ohh, so a joint Cassini-Twilight operation / expansion!

At first we shared a space station (we still need to fix it completely). Than we work on the same colony (Proteus). And now we can co-work in the same Colony Ship.
Ahh wonders of cooperation.
More like mutual reluctance of letting go of the price, but also wish to remain somewhat cordial.
 
More like mutual reluctance of letting go of the price, but also wish to remain somewhat cordial.
Well, that's a start.:oops:
Trust takes time and work. As the saying goes: "To earn trust you need to give trust"

It will take some time and effort on both sides, but the faster we learn to work together, the better are our chances agains (from least to worst): Cabal, Hive, Vex, Crota, Atheon, Oryx, SIVA, Ahamkara/Wormgods, WHIRLWIND/DARKNESS

{Eliksni are all over the place and there are always exceptions, we need ALL that we can get Humans, Eliksni, Cabal, Psion, Warminds, everything, to actually win this quest.}

Edit: Yes, that is my goal. As in punch the Darkness in the next millennium.
 
Mine I believe. You still need to answer in regards to that C&C center, though.

[X] Plan Heuristic 2.0
[X] Allow humans to use the Iron Wombs to boost their population (4 Actions)(+250% to Human Population Every 12 Turns)
[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)
[X] Send out call to other lesser houses or bands of Eliksni to join House of Twilight (1 Action)

Mars:
[X] Get the team of 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)

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 (1 Action)
[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)
[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)
[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)

Proteus:
[X] Build 100 Robot Assembly Plants. Do not staff with workers yet (250000 Spinmetal + 100000 Glimmer)(1 Action)

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)

ONLY APPLY IF THE AWOKEN COLONY SHIP C&C CENTER IS UNDER OUR CONTROL, THUS GRANTING US EXTRA ACTION:
Replace Space Station Shielding and Parasite Skiff research projects with:
[x] Unlock Capricorn Station's Cybernetics Program for use in augmenting humans within Twilight. (3 Actions + 3d100, 3x 80 to Succeed)

ONLY APPLY IN CASE THE WRITEUP IS CORRECT AND IT DOES NOT ACTUALLY COST US ACTIONS:
[X] Repair Refinery (1,000,000 Spinmetal + 15,000,000 Glimmer + 3 Turns)
 
1.
I hope that doesn't become a theme with them. We go to build something only for them to suddenly drop something down to block us.

It'd be even worse than them attacking us. :p
Who said Vex can't be subtle?

2. More seriously ran through numbers, and now Ether, Servitors, Drone Fighters, Resources are updated.
Don't forget we have
.....] 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)
[???] @Tabi Is it possible to build additional Recycling Modules to improve our expenditure?

In "Mods ... Done" I added Turrets/Cannons
Next population "boom" in 1.35 and 1.36.
Our Glimmer stockpile is decreasing we need some way to increase it....
What happened with:
Castilla Plating :

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

3. Here's the best I could get:

Ether, resources(Materials), ships, ... population.... , and base descriptions are updated

updated↓

And @Tabi? :

Updated Numbers
[{with some changes taken in account, NOT Final VERDICT}]

Twilight has about (= 12) ~178 Skiffs + Cult of the Great Machine Ship skiffs

Guardian "redemption" actions = 17/21
13 transport
1 Foundlings Gyre
1 Heavy transport
9 Frigates
5 Light Cruisers (1 Heavily Damaged)
5 Corvettes
19 Heavy cruisers (3 has Ion Cannons)
3 Golden age Cruisers
1 Carrier
12 Ascetics (+2 ready in 5 Turns)
3 Battle Cruisers (+1 in repairs ready in 3 Turns)
7 Destroyers
1 Recneps-Syn
(6 Destroyers with Photon Cannons)

8 Destroyers

+ 2 Ascetics {Ready in 4 Turns}

=~ 96
Skiffs =~ 178

Drone Fighter Wings =~ 20 {480 Drone fighters}
+ 100000 Pikes + 0 Heavy =~ 100000
138 Elder + 2000 Noble - 19 Elder + 2000 Noble - 20 Noble =~ 4099
3500 Noble + 3500 Noble =~ 7000
200 Elder + 2000 Engineer + 1000 Servitor-Shanks - 200 Elder =~ 3000
3970 {1825 Minor ; 885 High ; 63 Pilot ; 165 Elder ; 50 Arbiters ; 1 PRIME(Active in 11 Turns) ; 1 Cobbled Servitor ; } + 1 Failed Prime Shell {
+10'000 Minor Servitor Shells (75% off Servitor Production for the next 10k Minor Servitors) –(3 Pilot Servitors ; 20 Minor Servitors)
=~
3947 {1805 Minor ; 885 High ; 60 Pilot ; 165 Elder ; 50 Arbiters ; 1 PRIME(Active in 11 Turns) ; 1 Cobbled Servitor ; } + 1 Failed Prime Shell {
+10'000 Minor Servitor Shells (75% off Servitor Production for the next 10k Minor Servitors)
}
Guardian "redemption" actions = 17/21
Eliksni
Dregs:
28050 (27855 Reaver ; 175 Squires ; 20 Guilders ) + 10000 Reavers
=~ 38050 (37855 Reaver ; 175 Squires ; 20 Guilders )

Vandals:
6867 (4687 Reavers ; 565 Noble ; 1032 Elite ; 553 Knights ; 30 Elite Kellsguard~~Elite Vandals) –(100 Reaver)
=~ 6767 (4587 Reavers ; 565 Noble ; 1032 Elite ; 553 Knights ; 30 Elite Kellsguard~~Elite Vandals)

Captains:
693 (430 Reaver + 120 Noble + 41 Baron + 101 Lord Engineer (+ 1 Lord Engineer/Baroness Erixas))
=~ 693 (430 Reaver + 120 Noble + 41 Baron + 101 Lord Engineer (+ 1 Lord Engineer/Baroness Erixas))

1 Archon + 1 Arbiter

Creche:
{ +50 Dregs per 4 Turns; humans = ? ; in Chapter 1.5. 1 turn specials= Religious Babies ; Choxas luck ; Chapter 1.27 currently 100 Creches =~ 5000 Dregs/in 4 Turns
{population boom in 1.35 and 1.36}
}

Humans
{With the Iron Wombs +250% to Human Population Every 12 Turns}
5865 ( 1'634 humans ; 2'125 Engineer Squires ; 2'105 Engineer Knights ; 1 Guardian ) –(400 Humans)
=~ 5465 {no Ether consumption}

Awoken
+ 11000 =~ 11000 ??

Population:
38050 Dregs + 6767 Vandals + 693 Captains (and Barons) + 1 Archon + 1 Arbiter + 5464 Humans + 1 Guardian (+ 11000???? Awoken)
=~ 50 977 (61 977)
36 KellGuard will be ready in 9 Turns
696 (464 Eliksni and 232 Humans) Shadows (Stealth experts) will be ready in 12 Turns

What to do with Ether?
Production:
Minor (1825-180-50)*50 =~ 79750
Pilot (55-24-20-5)*50 =~ 300
High (885-5)*100 =~ 88'000
Elder 165*500 =~ 82'500
Arbiters 3000*50 =~ 150'000
Sevitor-Shanks 1000 * 1 =~ 1000

=~ 401 550

Old Storage: 2 994 244

Consumption:
(37855*3+20*3+175*4)+(4587*6+ 565*8+1032*10+553*11+30*10)+(430*15+120*22+41*40+102*60)+1*100+1*100
=~ 180 120

Recycling Systems
(30% of all Resources can be returned)


180120 * 0.3 =~ 54036

Result: 401550 - 180120 + 54036 =~ 275 466

275466+2994244 =~ 3 269 710 Now in Storage ??
2500 Dregs + 44 Pilot Servitors + 180 Minor Servitors + 2000 engineer Shanks (1 Engineer/Worker Shank == 1 Worker Dreg)

+ 1000 Workers + 2 Pilot Servitors + 50 Minor Servotors + 5 High Servitors
Old Materials Available:
Materials Available:
Glimmer: 247 814 325
Spinmetal: 2 745 670
Helium Filaments: 20 333
Relic Iron: 21'500
Spirit Bloom: 8'875

Exotic Materials Available:
Shadow Bloom: 881 410
________________________________________________
120 Spinmetal Farms (+600'000 per Turn)
50 Shadow Bloom Farms (+250'000 per Turn) +10 Shadow Bloom Farms (+50'000 per Turn){Proteus}
1 Glimmer Drill Platform (+20'000 per Turn) + The Small House of Merchants (+25% to Glimmer Production)
–10 Relic Iron Mines [income unknown]

Recycling Systems (30% of all Resources can be returned)

Relic Iron
:

x * 0.3 =~ x

21'500 + y - x + x =~ 21'500 Relic Iron

Glimmer production: 20'000 + 5'000 (25%) =~ 25'000 per Turn
Glimmer:

605000 * 0.3 =~ 181 500

247814325+25000-605000+181500 =~ 247 415 825 Glimmer

Helium Filament production: 500 * 10 + 500 * 10 + 500 * 10 =~ 15'000 per Turn
Timor Refinery + 5 He-3 Generators production: 5000*5 =~ 25'000 per Turn
Helium Filament:

32500 * 0.3 =~ 9750

20333+15000+25000-32500+9750 =~ 37 583 Helium Filament

Spinmetal:

508000 * 0.3 =~ 152 400

2745670+600000-508000+152400 =~ 2 990 070 Spinmetal

Shadow bloom:

x * 0.3 =~ x

881410+300000 - x + x =~ 1 181 410 Shadow bloom
Current Population Level: 3 (51 977?/100,000)(5465 Humans ; 11000???? Awoken)...............................................

Current Morale Level: 7 (2,000/20,000)

Current Culture Level: ? (200/3,000)
?(10,000/3,000)

Current Reputation Level: 4 (17/9,000)
?(9,200/3000)

Current Technology Level: 5 (1,200/6,000)

Current Wealth Level: 3 (270,000/300,000)

Destiny Points: ~20 + 10 ~~ 30 . ? (3 Okame)

Ground/planet side
Dreg 1/1, 1 Ether Sup.
- Reaver 2/2, 3 Ether Sups.

- Guilder 2/2, 3 Ether Sups [+0.05% to Glimmer Production]

- Squire Engineer 2/3/6, 4 Ether Sups (2 Shock Pistols, 2 Shock Daggers, Shock Grenades, Solar Shield) Special: Deploy Noble Shank (Shock Pistol, Solar Shield)

Vandal 3/3, 5 Ether Sups.
- Reaver 4/4, 6 Ether Sups.
- Noble 6/6, 8 Ether Sups.
- Elite 8/8, 10 Ether Sups.

- Technocrat 1/1/4, 6 Ether Sups [+0.05% to Tech Acquisition]

- Knightly Engineer 8/9/12, 11 Ether Sups (Wire Rifle, 2 Shock Blades, Solar Shield) Special: Deploy Shield Booster (+4 to all Shields)

Captain 9/9, 12 Ether Sups.
- Reaver 10/10, 15 Ether Sups.
- Noble 12/12, 22 Ether Sups.
- Elder 14/14, 30 Ether Sups.
- Baron 16/16, 40 Ether Sups.

- Lord Engineer 16/16/20, 60 Ether Sups (1 Shrapnel Cannon, 1 Shock Blade, Shock Grenades, Arc Shield) Special: Deploy High Servitor (Solar Cannon, Void Shield, Shield Booster: +10 to all Shields)


- Kell 90/90/90, 100 Ether Sups (+2 to Reputation, Culture, Morale Level)
- Archon 90/90/90, 100 Ether Sups (+2 to Reputation, Technology, Morale Level)
- Arbiter 90/90/90, 100 Ether Sups (+0/1/1 to all Organic Units. +1 to Culture Level)

Shanks
- Minor 2/2, 10 Spinmetal/2 Relic Iron + 2 Helium Filaments + 25 Glimmer (Shock Pistol)
- Reaver 3/3, 20 Spinmetal/5 Relic Iron + 2 Helium Filaments + 25 Glimmer (Shock Pistol)
- Noble 5/5/5, 25 Spinmetal/6 Relic Iron + 3 Helium Filaments + 25 Glimmer (Shock Repeater, Solar Shield)
- Elder 7/7/9, 40 Spinmetal/10 Relic Iron + 5 Helium Filaments + 50 Glimmer (Shock Cannon, Solar Shield)
- Repeater Shank 6/6/8, 200 Spinmetal/50 Relic Iron + 10 Helium Filaments + 500 Glimmer (Heavy Shock Repeater, Solar Shield)
- Tracer Shank 12/6/6, 200 Spinmetal/50 Relic Iron + 20 Helium Filaments + 1,000 Glimmer (Shock Repeater, Solar Shield)

- Worker Shanks 2/2/6, 200 Spinmetal/50 Relic Iron + 40 Helium Filaments + 500 Glimmer (1 Worker Shank counts as 1 Worker Dreg)
- Servitor-Shanks 0/0/0, 400 Spinmetal/100 Relic Iron + 1000 Helium Filaments + 5000 Glimmer (+1 Ether per Turn)

Servitors
- Minor 8/12, 1,800 Spinmetal/450 Relic Iron + 25 Helium Filaments + 25 Spirit Bloom/Shadow Bloom + 1,000 Glimmer (Void Blast, +50 Ether per Turn)
- Pilot 12/16/8, 3,200 Spinmetal/700 Relic Iron + 75 Helium Filaments + 150 Spirit Bloom/Shadow Bloom + 3,000 Glimmer (Enhanced Void Blast, Arc Shield, +50 Ether per Turn)(Allows for FTL for Ketches, +15 to Combat Rolls)(Can substitute for 1 High Servitor or 5 Minor Servitors)
- High 14/18/12, 6,400 Spinmetal/1,600 Relic Iron + 225 Helium Filaments + 225 Spirit Bloom/Shadow Bloom + 9,000 Glimmer (Enhanced Void Blast, Arc Shield, +100 Ether per Turn)(Can Construct Minor Servitors, +5 to Research & Culture)

- Elder 20/20/20, 12,800 Spinmetal/3200 Relic Iron + 675 Helium Filaments + 675 Spirit Bloom + 27,000 Glimmer (Enhanced Void Blast, Arc Shield, +500 Ether per Turn)(Can Construct Minor Servitors, +10 to Research & Culture)

- Arbiters 60/60/60 (Enhanced Void Blast, Arc Shield, +3000 Ether per Turn)(Can Construct Minor Servitors, +10 to Research & Culture)

—Ancient Prime 100/100/100 (+X Ether per Turn)(Can Construct & Upgrade Minor Servitors)(Currently Inactive)

Pike 6/4, 40 Spinmetal/10 Relic Iron + 5 Helium Filaments + 100 Glimmer (Twin Plasma Repeaters)

Heavy 10/8, 80 Spinmetal/20 Relic Iron + 5 Helium Filaments + 150 Glimmer (Twin Heavy Plasma Cannons, Shock Grenade Launcher)

Walker 80/80, 100 Spinmetal/25 Relic Iron + 15 Helium Filaments + 250 Glimmer
- Noble 90/90, 125 Spinmetal/25 Relic Iron + 15 Helium Filaments + 300 Glimmer
- Elite 100/100, 175 Spinmetal/50 Relic Iron + 25 Helium Filaments + 400 Glimmer
- Elder 125/125, 200 Spinmetal/50 Relic Iron + 25 Helium Filaments + 500 Glimmer

Striders 20/20, 1000 Spinmetal/250 Relic Iron + 150 Helium Filaments + 500 Glimmer (Arc Repeaters, Heavy Wire Cannon)
------- Technomage ?/?/?, ? Ether Sups (abilities ?)

Shock Dagger (+1 Atk)(Melee: Unit can carry up to 4)
Shock Blade (+4 Atk)(Melee: Unit can carry up to 2)
Shock Grenade (+8)(Grenade: Each consecutive unit type can carry 2 grenades)
Shock Pistol (+1 Atk)(Sidearm: Unit can carry up to 4)
Shock Rifle (+6 Atk)(Primary: Pulse Rifle)
Wire Rifle (+10 Atk)(Special: Sniper Rifle)
Shrapnel Launcher (+10 Atk)(Special: Shotgun)
Shrapnel Cannon (+60 Atk)(Heavy Weapon: Archon/Kell only)
Scorch Cannon (+20 Atk)(Heavy Weapon: Unit can only carry backups)
Scorch Rifle (+6 Atk)(Primary: Scout Rifle)
Flare Pistol (+2 Atk)(Sidearm: Unit can carry up to 4)

Arc AR available to be equipped to Elite organic combat units. (+6 to Attack. 1d10 roll for Stun; 5 to succeed; does not stack)
Incinerator available to be equipped to Captains and Ultras (+20 to Attack.)(Note: If the Incinerator is damaged or destroyed, the weapon may cause extreme damage to the equipped unit and any nearby allies.)
–––––– Shields and Armor: Guntlet(Dregs gain +2 to Armor, +2 Shield)
–––––– Iron Guard: (All Elites gain an additional +4 to all Stats)
–––––– Upgrade: Neosteel Infantry Scale Upgrade: (Double Armor Stat for all Troops)
–––––– Upgrade: Neosteel (Mechs & Vehicles)(160,000 Spinmetal + 8,000 Relic Iron + 160,000 Shadow Bloom + 2,400,000 Glimmer + 4 Actions)

Space/
Skiff 2/3, 200 Spinmetal/50 Relic Iron + 50 Helium Filaments + 100 Glimmer + 1 Turn (Carry 10 troops, +1 Walker/+4 Pikes)(1 Mod)

Ascetics 4/6/6, 1000 Spinmetal/250 Relic Iron + 500 Helium Filaments + 10,000 Glimmer + 2 Turns (Antimatter Missiles, Arc Repeaters) (Cloaking Field: This unit is always under Stealth) [Transmat Reinforcements: May summon up to 10 ships once per battle.]

Light Ships
- Transport 2/4/1, 10,000 Spinmetal/2,500 Relic Iron + 60 Helium Filaments + 1,000 Glimmer + 1 Turn (Light Plasma Turrets) (2 Mods)
- Corvette 6/12/3, 400 Spinmetal/100 Relic Iron + 60 Helium Filaments + 1,000 Glimmer + 1 Turn (Light Plasma Turrets, Mines)(4 Skiffs)(2 Mods)
- Frigate 12/12/6, 800 Spinmetal/200 Relic Iron + 120 Helium Filaments + 4,000 Glimmer + 1 Turn (Light Plasma Turrets, Light Prow Plasma Gun)(12 Skiffs)(3 Mods)
- Destroyer 24/12/12, 1,600 Spinmetal/400 Relic Iron + 120 Helium Filaments + 7,500 Glimmer + 2 Turns (Light Plasma Turrets, Medium Prow Plasma Gun, Torpedoes)(3 Mods)

Capital Ships
- Light Cruiser 24/24/12, 2,400 Spinmetal/800 Relic Iron + 320 Helium Filaments + 18,000 Glimmer + 2 Actions + 2 Turns (Medium Plasma Turrets, Medium Prow Plasma Guns, Torpedoes)(3 Mods)
- Heavy Cruiser 30/30/12, 4,800 Spinmetal/ 12,000 Relic Iron + 960 Helium Filaments + 32,000 Glimmer + 2 Actions + 3 Turns (Heavy Plasma Turrets, Heavy Prow Guns, Torpedoes)(12 Skiffs)(4 Mods)
- Battlecruiser 60/30/20, 9,000 Spinmetal/22,500 Relic Iron + 4,000 Helium Filaments + 140,000 Glimmer + 3 Actions + 4 Turns (Heavy Plasma Batteries, Heavy Prow Guns, Torpedoes)(36 Skiffs)(4 Mods)
- Carrier 12/60/40, 12,000 Spinmetal/30,000 Relic Iron + 4,000 Helium Filaments + 420,000 Glimmer + 3 Actions + 4 Turns (Light Plasma Turrets, Mines)(216 Skiffs)(6 Mods)
Done:
Heavy Interdiction Turrets (+1 Firepower) (1 Roll per Battle, +70 to Succeed) (Cannot Mount on Corvettes or Frigates)//some Ships have installed

Ion Cannons (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)(250 Relic Iron + 500 Helium Filaments)//3 Heavy Cruisers have installed

Photon Cannon (+6 Firepower)(1,000 Relic Iron + 2,500 Helium Coil + 500 Glimmer, Counts as 1 Mod)//...maybe all Ships have installed ?

Biofoam (+2 to 1d10 combat saves)(1 Action + 500 Spirit Bloom/can be substituted with Shadow Bloom)


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.)

Researchable:
Exotic Matter Warheads (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 5,000 Glimmer)

Subspace Shielding (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 2,500 Glimmer)

Neural Shock Rifles (+3 to 1d10 combat rolls against organics, +1 to combat rolls against mechanical, 1d10 to Stun)(2 Actions + 2,500 Glimmer)

Iron Wombs (Increase population by 5% for every Creche every 4 Turns)(4 Actions + 500,000 Glimmer)

(Ship-)Modifications

-Type 1 Hangers are tightly packed areas suitable for carrying a fighter wing, which can launch from the hanger one by one. Fighters are relatively useless against shielded vessels so their usefulness is in doubt. These hangars are meant for vessels that normally do not carry fighters, like Transports, Frigates, Destroyers, and Light Cruisers. (+24 Skiffs)
Cost to Mount: 1 Turn + 100,000 Glimmer + 250,000 Spinmetal + 1 Mod Slot

-Type 2 Hangers are actually integrated into the design, and can no longer function as cargo areas. Specialized launching catapults and optimized consumption of free space halves the launch time for fighters and doubles the number that can be stored in the same space. (+48 Skiffs) + 2 Turns +250,000 Glimmer + 400,000 Spinmetal + 1 Mod Slot

-External Fighter Mounts are hardpoints on the hull of the ship that allow for many smaller vessels to dock and be carried to another destination. This allows for an extremely large parasite craft to be carried elsewhere, however uncomfortable and unprotected they will be. Entering combat with parasite craft will inevitably result in early losses. (+48 for Light Ships, +96 for Cruisers, +120 for Battlecruisers)
Cost to Mount: 1 Turn + 100,000 Glimmer + 150,000 Spinmetal + 2 Mod Slots

-Extra Bunking and Life Support allows a troop presence on board in the form of 500 extra troops. This allows the ship to not only be secured against enemy action, but also carry a force to other worlds.
Cost to Mount: 2 Turns + 100,000 Glimmer + 100,000 Spinmetal + 1 Mod Slot

-Sleeping Pods are a step backwards in terms of comfort, but you can't deny the expensive pods are effective. By reducing the space required for troops and taking some of the life support load off the ship itself the number of troops can be double. However, in case of boarding action, the frozen troops obviously cannot be sent to defend the ship.
Cost to Mount: 1 Turn + 100,000 Glimmer + 100,000 Spinmetal + 1 Mod Slot
Capricorn Vault:
Hack the Vaults (3 Elder Servitors + 3 Actions + 3 Turns)

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

Eliksni Golden Age:
Prophecy Vault (Need GM's input on possible actions)

Exotic:
Shard of the Traveler (Write-in for definitive actions)

"Dead" Ghost (Write-in for definitive actions)

Vilesworn Sword (…HIVE WEAPON, !!!!DANGER!!!!)
Choose loot
[] 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)


Upgrade Unlock: Neosteel (Mechs & Vehicles)(160,000 Spinmetal + 8,000 Relic Iron + 160,000 Shadow Bloom + 2,400,000 Glimmer + 4 Actions)
some blueprints for some very interesting armaments.

+10,000 Minor Servitor Shells (75% off Servitor Production for the next 10k Minor Servitors)


bases/possible bases:

100 Creches in IDRF = population boom in Chapter 1.36 (+5000)
300 Creches in Capricorn = population boom in Chapter 1.35 (+10'000) and Chapter 1.36 (+5000)

Ishtar Deep Research Facility [IDRF]
28 Autocannon batteries
8 Missile Batteries

Infrastructure:
1 Command & Control Center (+1 Action)
1 Network Nodes (+4 Research Roll Saves: One research option can be rerolled up to four times.)
5 Network Nodes (+5 to 1 Research Roll, -1 Turn to Research, -1 Turn to Decryption, +1 Alien Tech for Analysis)(Can Stack)
4 Hangar Bays (36 Craft each)
1 Naval Yard Complex (Can Build 1 Capital Ship or 2 Light Ships)
10 Robot Assembly Plants
Fleet:
14 Heavy Cruisers
1 Battlecruisers
1 Carrier

Garrison:
50 Arbiters
100 Elder Servitors
500 High Servitors
1000 Minor Servitors
20 Pilot Servitors


Capricorn Station/Twilight House
Particle Beam Arrays & Missile Batteries
1 Zero Point Reactor
3 Main Hangars
92 Minor Hangars

Infrastructure:
120 Spinmetal Farms (+100,000 +500,000 per Turn)
50 Shadow Bloom Farms (+250,000 per Turn)
1 Glimmer Drill Platform (+20,000 per Turn)
1 Command & Control Center (+1 Action)
4 Naval Yard Complexes (Can Build 1 Capital Ship or 2 Light Ships) (currently 2 active)
100 Creches (+5000 Dregs per 4 Turns {population boom in 1.31}) + ( 100 Creches (+5000 Dregs per 4 Turns {population boom in 1.32}) )
40 Robot Assembly Plants (currently 10 active)
15 Mechworks ()
10 Network Nodes, (+5 to Research, -1 Turn to Research, -1 Turn to Decryption, +1 Alien Tech for Analysis)
50 Foundries (Opens upgrades to arms and armor) (currently 15 active)
{+5 Additional Rolls to Research per Turn, apply as necessary}
3 Helium-3 Extractors (up to 15'000 Helium Filament per Turn)
Fleets:
None.

Garrison:
Everyone else.


February Asteroid Base
Internal Defense System (+15 to battles inside the station)
1 Main Hangar
Basic Stealth (Outwardly resembles a large asteroid) (With Naval Yard Complex NO STEALTH)

February Asteroid Base systems:
C'n'C complex (+1 Action)
1 Naval Yard Complexes (Can Build 1 Capital Ship or 2 Light Ships) (INACTIVE)
Habitat Modules (+5000 Population)
Fleets:
3 Frigates
2 Destroyers
1 Heavy Warlock

Garrison:
4000 Dregs
850 Vandals
150 Captains


Neptune's moon, Proteus ({North}Half belongs to Cassini )
20 Relic Iron Mines
20 Shadow Bloom Farms
44 Habitat Modules
1 Colony Ship (1 C&C Center, 22 Hydroponic Farms, 4 Foundries, 4 Robotic Assembly Plants, 2 Network Nodes, 1 AVI) (NOT IN USE)
11,000 Awoken (in stasis)
30 Naval Yard Complexes (Inactive, no staff)
100 Robot Assembly Plants (Inactive, no staff)


Mars - Olympus Mons
Ascetic corvette acts like a beacon to transmat ships and supplies
150 Light Plasma Turrets

Infrastructure:

Fleet:
1 Ascetic
1 Frigate
1 Stealth light cruiser (Recneps-Syn)

Garrison:
100 Squires
200 Dregs
100 Vandals
300 reaver vandals
100 Human/Eliksni Knights
10 Captains
20 noble captains
50 iron guards
20 Minor Servitors
10 High Servitors
100 Pikes
5 Elder Walkers
Guardian


Timor Helium-3 Refinery [Damaged]

Infrastructure:
1 Command & Control Center (+1 Action)
+ 50'000 Helium-3 Units per turn
5 Helium-3 Extractors (up to 25'000 Helium Filament per Turn)


Located at House Twilight main base
{aka Capricorn}
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)
2 Golden age Cruisers
12 Ascetics (+2 ready in 5 Turns)
2 Battle Cruisers (+1 in repairs ready in 3 Turns)
21 Destroyers (6 Destroyers with Photon Cannons)


Stats (Naming stats of our existing units WITHOUT weapons):
Reaver Dregs = 2/2/0 + 0/2/2 (Gauntlet) + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 2/9/3
Squire Engineers = 2/3/6 + 0/2/2 (Gauntlet) + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 2/11/9
Guilders = 2/2/0 + 0/2/2 (Gauntlet?) + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 2/9/3
Technocrat = 1/1/4 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 1/3/4
Reaver Vandals = 4/4/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 4/9/1
Noble Vandals = 6/6/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 6/13/1
Elite Vandals = 8/8/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) + Iron Guard: (All Elites gain an additional +4 to all Stats) = 12/21/5 ?*
Engineer Knights = 8/9/12 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 8/19/13
Reaver Captains = 10/10/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 10/21/1 ?
Noble Captains = 12/12/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 12/25/1 ?
Baron = 16/16/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 16/33/1 ?
Lord Engineers = 16/16/20 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 16/33/21
Archon = 90/90/90 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) =90/181/91
Arbiter = 90/90/90 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) =90/181/91 ?

Will count in Plan expanses when a plan is CHOSEN
 
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