The House of Twilight [Destiny Nation Builder Quest]

Sorry, bad day, but how many god for************ times must I repeat myself: YOU CAN TAKE AND CHANGE IT!!!
And if you missed It also said "etc." which includes all other possibilities.
You asked what I thought about the plan. I gave my commentary. So cool it with that. And I have my own variation of this plan too. Behold.

[X] Plan Heuristic (With Compromises)
[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)

[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)

[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)

[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)

[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)

[X] Recycle all shanks and other fallen mechanical units we can get back into service. (Free Action)

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)
[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)
[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)
[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)

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)

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)
[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)

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)

Ishtar DRF:
[X] Research: Base-killer weapons. Design massively enlargened 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)

Edit: I am perfectly willing to drop some research if it will help us find compromise by the way. All of those just seemed like good research topics to focus on, but if you can direct my attention to something URGENT we need to do, I am more than willing to alter my plan.
 
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"Bad day" and I did apologise. Lots of research, but that was the idea before the M-Code.

Doubt these are urgent (and I most likely missed many others) here are some stuff that happened:

•Proteus== Project Mercury: Scintilla. And most likely Cassini will investigate it, and if they decide, be a bit aggressive to persuade House Twilight to do some thing as they see (IF the coup will be successful)

•Calais== Cassini Coup? Power play and Twilight could supply them with weapons secretly modified (and shielded agains inspection) to deactivate at certain command or in specific circumstances (play along and perhaps Wesley will either thank Twilight, give some data, or something else. y'know, 'the mystery choice'...)

•Around + Intel== Multiple other platforms are "occupied" by the Hive. Last time this was how we encountered Hive, by checking other Relic Iron storage facilities And now we have Third's provided information that indicates their possible location? We could scout it and find details for further attacks.

•February/reef== Reef Awoken who is in coma? Twilight human, Doctor Beckett, attends her. What is her situation, what happens when she wakes up? (hostile to Twilight?; will try to escape?; won't talk to Queen's Emissary?)

{New York and passkeys? Venus and Ishtar passkeys?} No, stop, these can actually wait, ignor.

•"Alien knowledge databanks?"== Alien databanks (Hive sub-section) in order to lift those -30, etc., for Hive tech analysis.

•Vilesworn sword== Last time we observed it:
…… it no longer fills him with dread. Or at least overwhelmingly so. It felt... muted. As though it's strength had been sapped. There is a silver-white edge to the roughly hewn bone and stone sword.

The blade is now wrapped securely in chains and force fields, in a sealed room guarded by Servitors and shanks.
though a gamble we could show/use it. Isolate and take 1 Hive Acolyte and let it see the blade to rise it's tongue. (might get some of it's language or actions as knowledge base or something?) {nigh-useless can ignor}.
OR
Try to get it's component structure, energy types and readings, etc.


I'm more than certain I missed something :eyebrow:.
Anyone, anything to add?
 
I don't recall the "alien knowledge databanks" option. Where did we get that? :O

I agree that scouting out possible Hive bases might be worthwhile, if only for knowing where NOT to go right now at least. I would also be up for trying to complete the purification of the Vilesworn Sword: a funny thing about Hive Swords that they are made of material (Hadium I believe) that absorbs the qualities of whatever energy it comes into contact with. So bathing it in light might actually be our fast track to getting a tool to get the tongues of our Hive prisoners wagging. We could also study the materials of it to replicate the effect, hopefully. Light-infused blades would be a godsend against the Hive, if only for the intimidation factor: they have not faced another user of Light since they took the system during the Collapse, I believe.

Regarding the awoken pilot, I believe we will have to transport her over to the Queen. Might add option to do it. Little we can do for her in our own facilities.

Edit: I added some free actions in to move the sword back in and resolve the situation with the Awoken pilot.
 
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I don't recall the "alien knowledge databanks" option. Where did we get that? :O
Sorry, Tabi mentioned we need "Hive Knowledge" to take off those mauls and now we have "Hive Knowledge (1/5)"...

Read too much between the lines and went for logical conclusion:
Alien Knowledge Databanks: Hive sub-section, Human sub-section, Awoken sub-section, Cabal sub-section, Vex sub-section, Jovian sub-section, etc.
 
...Well, that gives me an idea. If we need Hive Knowledge, the solution is simple: we have to rob Hive of their knowledge. The Darkness cannot apparently be robbed (much to the fear and respect of most Eliksni), but Hive can. Devil Splicers made Hive their tortured test subjects without too much trouble.

Now, to do that, we first need to scout for suitable targets. If I replace some research with scouting for Hive targets with our stealth ships to assault, would my plan get your vote perhaps?

And if it is that much of a sticking point, I am willing to amend putting 15 Naval Yards into action instead of 10 so we can build BOTH Destroyers, a small force of Frigates that can do their part in protecting Proteus while the more combat-capable Destroyers are being built for another turn still. How does that sound?
 
Hive targets you say? Hohoho.
Hey man, when it comes to Hive, you are either the hammer or the nail. And I don't feel particularly like being pounded :p

I'd call House of Wolves us a hand in staving off extinction of our entire species, but I doubt they'd listen. We are all but openly in war as things are after all. That Silent Fang thing was a dirty trick.
 
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Alright, the plan has been modified. I made sure to include sizeable escort to immediately attack and loot the targets if Ascetics are discovered, since Hive would shift troops to deny us the targets if we waited ANY after discovery.

Also, just for fun: if we ever decide to take the fight to Hive in fashion of TRUE shock and awe, maybe we could think big for assault units? It'd be nice to see their faces when something would tower over even Ogres :p
 
Ohh, when M-Code is dealt with, me want...

[X] Plan Heuristic (With Compromises)
It WOULD be funny if, when time comes to openly face the Hive in ground combat Fallen resort to fighting monsters with monsters of their own, wouldn't it? :p

Baron: <<Archon, the Great Enemy sends it's hordes towards our planet-bound facilities!>>
Archon: <<We have come prepared. Raise the shields, lock down the perimeter walls... And activate The Hunters.>>

None of the hive attack force survived that day.

Edit: And because it is something that may yet be relevant: young speaker
 
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[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)

Do we still have that pilot? Why do we still have this pilot? :???:

[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)

I thought we already did that one as well?

[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)
[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)

I would think the space station thing is just as simple as building a C'n'C in space, then building around it...

[X] Send another Frigate through the transmat with same amount of reinforcements, except for all Shanks are to be replaced with equal number of Dregs. (Free Action)

List these reinforcements. It makes it easier so we don't have to track down the last plan.

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)

Ten would be better I'd think. Should actually let it get somewhere a bit faster than 8 turns at least. Also, list the amount of resources used. They're each a Frigate's worth I think.

Edit: I am perfectly willing to drop some research if it will help us find compromise by the way. All of those just seemed like good research topics to focus on, but if you can direct my attention to something URGENT we need to do, I am more than willing to alter my plan.

Alright then, drop the space station and maybe the supership and big gun research. Instead double down on ship defenses with the shield subsystem research we've been sitting on.

Or did we already do that one?

Edit: I'm not actually certain how many actions that one takes by the way. I think it was four though.

Edit2:

Hey man, when it comes to Hive, you are either the hammer or the nail. And I don't feel particularly like being pounded :p

I'd call House of Wolves us a hand in staving off extinction of our entire species, but I doubt they'd listen. We are all but openly in war as things are after all. That Silent Fang thing was a dirty trick.

Nah, don't call the Wolves. They wont or cant do jack shit.

What we need is someone much, much, better.

Call the Kings.
 
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:eek:Ho-ly-****. Osiris and the banishment, Hive infiltrating Earth, Iron Lords and SIVA.
Guys, we have a fraking chance to prevent this canon-crazy from happening!!!

Do we still have that pilot? Why do we still have this pilot? :???:
She didn't wake up, so we tried to stabilise her. Concluded can't help her enough, decided to return to experts.


I thought we already did that one as well?
Purification = Round 2. Maybe we can get better Light infusion in such way.


I would think the space station thing is just as simple as building a C'n'C in space, then building around it...
If only, so far we used other stations
+ It'll need life support systems, artificial gravity, self-sustaining, adaptive environment, etc.

List these reinforcements. It makes it easier so we don't have to track down the last plan.
1 Frigate + 50 iron guards, 300 reaver vandals, 20 noble captains, 100 Pikes, and 5 Elder Walkers.


Ten would be better I'd think. Should actually let it get somewhere a bit faster than 8 turns at least. Also, list the amount of resources used. They're each a Frigate's worth I think.
We have already 4 build. We just attach them as experiment and then build more.


Alright then, drop the space station and maybe the supership and big gun research. Instead double down on ship defenses with the shield subsystem research we've been sitting on.
Super-ship and MEGA-gun is meant for the late game, that with ZPG we can build on statins as well (aka Death-Star expy)

Or did we already do that one?
No, but @Tabi offered:
[] 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)
, @HeuristicKeeper thinks it's too expensive, hard to convince him, especially when we need those actions for something else.

Edit: I'm not actually certain how many actions that one takes by the way. I think it was four though.
Making the mod, yes, researching alternative - no.

Edit2:



Nah, don't call the Wolves. They wont or cant do jack shit.

What we need is someone much, much, better.

Call the Kings.
:drevil:Hmmmmm
 
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Purification = Round 2. Maybe we can get better Light infusion in such way.

No I mean, the sword should be back in with the Shard already. Fairly certain we put it in a turn or two back.

Speaking of Light infusion. Tabi did say we can only get it at tech level 8, but if we can research the Hadium metal we might be able to make a limited production run of light infused weapons earlier than that.

If only, so far we used other stations
+ It'll need life support systems, artificial gravity, self-sustaining, adaptive environment, etc.

Yes. But we don't need to research those things. Our ships have them already and I seriously doubt we need to hold our workers hands so they understand that those would need to be included.

I would expect a price increase for the initial buildings, but that's all.

We have already 4 build. We just attach them as experiment and then build more.

...Oh right, we did pull the Wolf Depots engines didn't we.

Super-ship and MEGA-gun is meant for the late game, that with ZPG we can build on statins as well (aka Death-Star expy)

Then its better to not even bother at all. Its like the Japanese building Yamato. Its big, its loud, and its completely worthless when we could be building more ships for the same cost.

February at least is half way done for us. What with being prebuilt.
 
No I mean, the sword should be back in with the Shard already. Fairly certain we put it in a turn or two back.

Speaking of Light infusion. Tabi did say we can only get it at tech level 8, but if we can research the Hadium metal we might be able to make a limited production run of light infused weapons earlier than that.
I checked the last 9–10 updates and found only Initial purification and Isolation. We didn't put it back in.
+ As you said, if we could reproduce Hadium (a COMMON material) we could gain basic anti-darkness weapons.

Yes. But we don't need to research those things. Our ships have them already and I seriously doubt we need to hold our workers hands so they understand that those would need to be included.

I would expect a price increase for the initial buildings, but that's all.
Well blueprints is meant for standardisation otherwise we have [Servitor-Shank] level crud stuff.
 
Then its better to not even bother at all. Its like the Japanese building Yamato. Its big, its loud, and its completely worthless when we could be building more ships for the same cost.

February at least is half way done for us. What with being prebuilt.
Then it is better not to bother with February either. February is, and will always be, a space station, not combat craft. You may note that we have great many things "prebuilt", but we are not sticking rocket thrusters to them because it simply won't help us any.

And we ARE building more ships. Designs for ships that could actually inflict more than scratch damage against some monstrosities Hive and Cabal may unleash against us in space warfare are worth far more than focusing efforts on one meteor we don't even WANT to see combat, what with it's facilities being worth far more than any miniscule damage it could inflict before being blown into space dust.

I think trying to just "built onto empty space" is effort that would quickly earn a slap-down from Tabi. We want more bases? Let's do it right instead of trying to weasel our way through loopholes of "but this wasn't clarified at all so it haaaas to be legal!"

I am taking suggestions on what troops we should send as our Hive raiding parties should the Ascetics be discovered.
 
Then it is better not to bother with February either. February is, and will always be, a space station, not combat craft.

Actually, this is where you're wrong. February only needs three things at this point, Guns, Shields, and Engines. Its good to go with those, plus it can be further added on to indefinitely.

A ship meanwhile only has so many mod slots.

Now if you were to tell me you want to build a battleship, then I'd be on board. But you apparently want some sort of super-ship which is coming off as a copy of my idea for February only started from scratch. Its just not a good idea.

Anyway, what're you going to do? Keep the research or go for the shield sub-systems?
 
Actually, this is where you're wrong. February only needs three things at this point, Guns, Shields, and Engines. Its good to go with those, plus it can be further added on to indefinitely.

A ship meanwhile only has so many mod slots.

Now if you were to tell me you want to build a battleship, then I'd be on board. But you apparently want some sort of super-ship which is coming off as a copy of my idea for February only started from scratch. Its just not a good idea.

Anyway, what're you going to do? Keep the research or go for the shield sub-systems?
February does not have armor of a ship. It is made of ordinary celestial rock and few buildings we have built into it. Guns, shields and engines don't mean it won't be cumbersome craft, or that it can perform well in combat...or even move safely at speeds most ships need to to be deployed effectively. You know the speeds the wolf depot moved in, and just sticking more engines onto February would not help either, considering we have facilities on the surface of the thing and they'd be shredded at high speed.

And seriously? Your argument is that it is more worth it to lose countless actions to install all those things onto the meteor and lose it's utility as a base to get ONE hack job floating fortress that we cannot easily replicate? Yeah, that does not seem like worse idea at all [/sarcasm]

The shield subsystem research is, frankly, not very good from what I see. It is outdated piece of tech we had as option back when we were still 300 or so strong house. Yeeeah... not seeing the utility.
 
And seriously? Your argument is that it is more worth it to lose countless actions to install all those things onto the meteor and lose it's utility as a base to get ONE hack job floating fortress that we cannot easily replicate? Yeah, that does not seem like worse idea at all [/sarcasm]

You seriously expect me to believe this ship will somehow not cost us equally as many actions and resources? Really?
 
You seriously expect me to believe this ship will somehow not cost us equally as many actions and resources? Really?
Let's see. If the blueprints succeed, they take 2 actions. Then building the weapons and hull itself will likely take...possibly less, possibly more actions more, and resources of course. Let's be careful about the estimates and say that the hull costs 4 actions at least, since Battlecruiser costs 3...

That is actually something we need to ask @Tabi about. I noticed that the ships in first page had Action requirements (big ships at least), but smaller ones did not. Does it mean that the additional actions there are just added to the cost of normal 1 Action per buiding stuff, or can we build WITHOUT an action when it comes to the small ships? And if we want to build, say, 3 Battlecruisers in a turn, will it just cost us 3 extra actions or 9 (3x3)?

Anyway, back to the point. Even if the total cost of the big ship might near 10 actions (if we are being pessimistic), it still beats hack job meteor ship without adequate armoring, protection for all of it's facilities and slow as snails movement speed clear out of the water. The best thing is, though, that it can be replicated, unlike February. If you do something as big as either of these projects are, you might as well make sure you can REPEAT the experiment as needed.
 
@HeuristicKeeper ? @APL 123AZ ?
First we have 12(+2) Ascetics:
1 on Mars, acts as transmat ;
9 Guaranteed stays near Capricorn ; possibly send 2 (or more) to scout the Hive
(2 more build in ~3 Turns)

Heuristic? February stats

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

Garrison:
4000 Dregs
850 Vandals
150 Captains
In this sector February can act as a "Garrison", forcing incoming enemy craft to either bleed, or take other options + warning other bases.

And though it is a base, Wolves already know it exists and is watching:
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.
And if we make the base defended (We have Shield gen; Can build a quite some turrets/cannons; AND make it mobile)...
so showing, that Twilight has a "little" bite won't be that negative
«
Wolf Captain: <<Sir, we have report about Rough House base and… well>>
Wolf Baron: <<Spit it out, you…. By the Prime that's a LOT of guns! We'll, ehhh, come back later. Maybe.>>
»
:evil:eh, ehHH


Some Answers would be nice, but as far as I understood:
-To build 1 or more Capital ships we now need to spend minimum of 2 Actions {Light Cruiser; Heavy Cruiser} or 3 Actions {Battlecruiser; Carrier}
Though some explanation would be nice because:
Naval Yard Complex, 50000 Spinmetal/12500 Relic Iron + 10000 Glimmer + 1000 Workers (+4 Morale)(Can build only two Light ships or one Capital ship, up to Carriers. Costs of Capital Ships is the materials and 2 Actions.)
some contradictions can be found in such context...



BTW @Tabi Altered some of our build costs,
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)
Pike 6/4, 400 Spinmetal/100 Relic Iron + 50 Helium Filaments + 1000 Glimmer (Twin Plasma Repeaters)

Heavy 10/8, 800 Spinmetal/200 Relic Iron + 50 Helium Filaments + 1500 Glimmer (Twin Heavy Plasma Cannons, Shock Grenade Launcher)

Walker 80/80, 1200 Spinmetal/300 Relic Iron + 250 Helium Filaments + 1000 Glimmer
- Noble 90/90, 1500 Spinmetal/325 Relic Iron + 150 Helium Filaments + 1000 Glimmer
- Elite 100/100, 2500 Spinmetal/625 Relic Iron + 300 Helium Filaments + 2000 Glimmer
- Elder 125/125, 3000 Spinmetal/725 Relic Iron + 600 Helium Filaments + 3000 Glimmer

Striders 20/20, 1000 Spinmetal/250 Relic Iron + 150 Helium Filaments + 500 Glimmer (Arc Repeaters, Heavy Wire Cannon)
Everything's reasonable, just giving heads-up.

Troops!

Please read and find flaws, improve and decide whether or not to include this
I would suggest
Scouting Party: 4 Ascetics ; 2 Ion Heavy Cruisers ; 1 Heavy Cruiser ; 2 Transports ; 2 Photon Destroyers ; 3 Destroyers ; 1 Warlock Cruiser (all with Skiffs and Drone Fighters)
Troops: 2000 Pikes ; 100 Striders ; 100 Noble Walkers ; 4000 Reaver Dregs ; 10 Eliksni Squires ; 1000 Reaver Vandals ; 200 Noble Vandals ; 10 Eliksni Knights ; 70 Reaver Captains ; 14 Barons ; 5 Lord Engineers {Don't know what to do with Shanks and Servitors}

2 Ascetics act as scouts keeping ahead of the party being careful not to attract Hives attention, but all Transmat preparations are done. The rest of the party stays back and out of detection range, but be ready for battle. Transports come and help when they are called, otherwise stand back and wait.
Find suitable "prey" and 1 Ascetic calls in (excluding the Transports and remaining Ascetics) the party to ambush it. The fleet is to block all their communications, prevent alarms from being sent out to other outposts.
Use the element of surprise, mobility and every possible trick, show no mercy. "Heavy hitters" strike immediately, overwhelm their defences, destroy enemy communications and mobility. Destroy everything except the "main objective".

Ground forces:
Barons, Captains are like "leaders" = spearheading the attack, coordinating and maintaining order and the objectives of the mission. They are soldiers with a given task, see that it is successful. {generally:::
-Primary objective = secure a Hive "knowledge" texts, data pads, writings, objects [swords, relics, figurines, etc.] ;
-Secondary = leave no witnesses, no security footage, audio files, nothing;
-Tertiary = kill all Knights, Wizards, Orgs, Thralls, most of the Acolytes, etc.;
-Other = if possible secure very small number of prisoners, preferably few Acolytes, isolate, contained them ; CAREFUL)}
Dreds, Vandals = put Dregs to form solid defensive positions, phalanxes and assist where needed, while Vandals deal with/snipe the enemy. We cover each others back, Save as many of our forces as you can, work together and we will succeed.
Walkers, Striders = are "heavy units" = half drawing bulk of Hive attention, half as heavy artillery/support
Knightly Engineers, Lord Engineers = mainly tech support, open doors, break encryptions, field repairs, boost shields, etc. Attach a number to each "platoon" to maximise effect.
_______

2 Ascetics remains at back, stealthed, weapons at ready and are not to be called to fight. {aka "emergency exit" in case Hive reinforcements arrive, they remain undetected [depending on the situation] warn the party, and when signalled transmat EVERYONE out (leave no one behind)};
Otherwise fallow the original plan:
...the mission will remain as scouting.
 
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I don't want to assign ion cannon cruisers on this because we have no guarantees they work on magitech and they are our trump card. Assigning vehicles in abundance to base assaults seems bit risky to me too, and we should not assign so many troops that we can't bear losing them. This is a risky raid, not land grab.

Also, on february: we can just keep lots of ships near it. No turning it into cumbersome ship required.
 
I don't want to assign ion cannon cruisers on this because we have no guarantees they work on magitech and they are our trump card. Assigning vehicles in abundance to base assaults seems bit risky to me too, and we should not assign so many troops that we can't bear losing them. This is a risky raid, not land grab.
Emmm, we're attacking ship or outpost? Either way, we could take away Pikes and use normal Heavy Cruisers,
troops: 10 Striders ; 10 Noble Walkers ; 800 Reaver Dregs ; 10 Eliksni Squires ; 200 Reaver Vandals ; 50 Noble Vandals ; 10 Eliksni Knights ; 30 Reaver Captains ; 14 Barons ; 5 Lord Engineers ?

I can't reliably speculate how this will go down, and I hope Hive numbers won't be too much of a problem.

Also, on february: we can just keep lots of ships near it. No turning it into cumbersome ship required.
But arming it so it can defend itself like Capricorn and IDRF......
 
I think assigning just one Baron or Lord Engineer for each group would work better, or maybe two in case we want possible replacement right in field if the first one gets killed by the Hive. And I was under the impression the Hive don't really have big enough ships on the move quite yet to make tempting looting targets by themselves, but one never knows.

Besides, the raids only go forward in current plan if the Ascetics are discovered by the Hive and are forced to call in the reinforcements to avoid our window of lucrative lootings closing forever. I could change it to just assault once suitable target has been located if we are feeling really adventurous?

As for February: we cannot yet produce base defense guns that'd measure up to ones Capricorn is sporting. I am also not sure that Arc Turrets can be installed on the outer surface of it, what with open space being kind of hazardous spot to leave cannon crews onto (for fear of return fire if nothing else) and the gravity of the thing likely not being enough to give them stable footing.
 
1. I didn't say build these:
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.)
they just have similar names, see:
- Heavy Cruiser 30/, (Heavy Plasma Turrets, Heavy Prow Guns, Torpedoes)
- Battlecruiser 60/, (Heavy Plasma Batteries, Heavy Prow Guns, Torpedoes)

IDRF, (28 Autocannon batteries, 8 Missile Batteries)

2. IF the Ascetics are discovered, then my description is a go. Though "Alien Knowledge" is important, I rather we get some basis before we strike.

P.S. What did I miss here:
PERaA = Possible Eliksni Research and Analysis

1] 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)

2] 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)

3] 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)

4] Research: Supermassive ships. Begin developing a ship to serve as mobile base and flagship for the fleet, heavily shielded and armored. Create multiple types of designs of varying resource needs to avoid the problem of never having the means to build the most costly ones making the entire effort useless. (1 Action)

5] Research: Base-killer weapons. Design massively enlargened 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)

6 ONGOING ] Find the source of malicious code by any means necessary. If it turns out to be an AI, hold off to establish communication. Otherwise it is to be quarantined completely the second it is possible and deleted down to last line of code. (1 Action)
Analysis: Malicious Code. The Code has infected pretty much everything, safe system immunisation, in time, will fail; it's adaptive and has some similarities to Natacha, Calais AI.
1st Team: Archon and consists of 4 Lord Engineers, 30 Eliksni/Human Knightly Engineers and 30 Eliksni/Human Squire Engineers
2nd Team: Erixas and consists of 4 Lord Engineers, 30 Eliksni/Human Knightly Engineers and 30 Eliksni/Human Squire Engineers
Examine the code, find the source, it's exact nature, if possible, underlying goals (expect it to adapt and alter itself, find a pattern, and base structure that changes the least), and quarantine it.
IF the code is actually a human A.I., note possible locations of the data core and access terminal in station. If possible we could start peaceful talks and find an agreement but for now hold off to establish communication. (1 Actions)

7] Research: Modular Ship Design. Allows upgrades to be fitted onto ships without use of an Action. (1 Action)

8] Research: Battlenet. Better communication and coordination between units and ships, more chances to avoid signal blocks, secure communications against enemy spying. (1 Action)

9] Research: Salvaged Servitor Core (1 Action)

10] Research: Arc Flechettes. A regular flechette launcher fires four buring pieces of metal in a conical direction. The shots spreading out over time as they travel. A arc Flechette would instead lock the flechettes together in a spinning ring of lightning, significantly increasing the guns accuracy at range and doing rather nasty things to flesh upon impact. Its painful enough being hit by lightning after all, but the flechettes wont just stop their circular spin just they impacted flesh. (Chance to stun targets, if the weapon manages to hit flesh it will inflict grievous wounds effectively taking them out of the fight.) (1 Action)

11 Pending] Research: Continue working on Frames. (1 Action) == 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)

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

13] Hive, Cabal, etc. alien Knowledge= Self-improving translation matrix. Program/VI that based on real-life input (sounds, visual texts...) and existing information and references improves translation and expands it's databases (in case we stumble upon something like research penalty, again)

14] Stealth Satellite= Utilising active-camo and other stealth system principles and technologies as well as best sensors Twilight can build we create "StealthSat" for approximate and safe map, critical location, enemy position, etc. information gathering that can also ace as an early emergency system (hey, it might someday save our asses + I'm tired that we're getting attacked in-universe with [completely] no warning from time to time)

15] Mod: Point Defence System= VI controlled Void turret network build in/around ships. 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

16] "Combat prediction simulator/algorithm" – program, that based on previous data, users data setting and environmental changes using optical, audio, heat, vibration, and other systems warn the user (organic (Humans, Eliksni,....), synthetic (Servitors, Spider Walkers,....)) of imminent threat and let's user to react to enemies attack before they would get damaged ALA Spider-sense (Spiderman) or Armsmaster (Worm) style. {and the more "in combat situations" or data you have, the better this system becomes}

17] "Static Shock Core" – by integrating crystal inductors, semi-conductors, Shadow Bloom fibres and carbon-nanobateries increase all Arc based weapon power output (both firearms and vehicle/ship based) and allows for charging from environmental electric frictions.

18] "QEC" – Quantum Entanglement Communicators = allows instantaneous communication over any distance , cannot be intercepted between source and destination, allowing no "wiretaps." Secure and reliant comm systems.

19] "ZPR" – Zero Point Reactors = understand, learn how to build and miniaturise "nigh-perfect" energy generators. Pretty self-explanatory.

20] "Project: Ether" – |Osavror / Observer| an Servitor-Warmind hybrid AI that oversees HoT resource, technology and transportation logistics; Manages installation functionality, information and defences; And with other Servitors (And Ancient Prime) monitors system data, hacking, encryptions and any spying attempts agains/in all House Twilight bases (when successfully a stabile and trustworthy AI is created it's based and interconnected in all Twilight C&Cs). {Paired with QEC and ZPR}

21] 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)

22 Pending ?Failde?] 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)

23] 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)

Done] 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)

Done] 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)

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

FAILED=Useless] 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)
++++++++++

24] Research: Fireproof Exosuit. Many of Twilight's troops utilize Solar weaponry capable of swiftly starting fires. Makes sure they will never be at risk from high temperatures again. (1 Action)

25] Research: Black Boxing. Make sure the technology of House of Twilight will not spread without it's consent: include mechanism to fry and destroy any of the house's technology if it is in danger of being captured by enemies (or even accessed in wrong manner in case of extremely sensitive projects)(1 Action)

26] Research: Deadman triggers. A closed system within armor of the house members that activates upon death of the wearer, releasing the trigger of whatever payload the system has been loaded with prior to it (generally a high-yield explosive)(1 Action)

27] Research: Hunters. Massive bipedal mechs crewed by most experienced and fierce Eliksni, designed to assault heavily fortified positions or massive enemy groups. Armed with line of appropriately sized weaponry and high-powered sensors. (1 Action)

28] Research: Improved Research Equipment. See if humans or captured enemy equipment can help research and development units to develop more precise and efficient toolkits and scanners to use in creation of future inventions. (1 Action)

29] Research: Paracausal scanners. The Guardian's Ghost seems to be able to pick up things House of Twilight could never manage to on it's own. Try to see if it and the research department would be able to cobble together scanner of some sort for studying such things. (1 Action)

30] Research: Hive Weapon Materials. There has to be something that allows these weapons to exhibit their logic-defying properties. Find it, and see if it can be produced en mass. (1 Action)
 
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