The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)

Voting is open
@Durin What wording would make this acceptable?
I threw up a feasibility for a quest to retrieve pieces of the BCJ set since we know Rids can guide such an endevor and we can carry it out next turn most likely if all goes well. The feasibility I replaced was the one about using low AP artillery in concert with power armored infantry to make an amazingly effective creeping barrage against lightly armored units primarily because lesser daemons have armor on the level of BPA or better making that feasibility useless for the incursion.

So I don't think we need to go out of our way to divine other things that are useful for the incursion when we already have the BCJ quest.
 
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I'd prefer the Siren Teachings, mainly as it's a guaranteed outcome.
I would support this as well.
Magic: Ritual Creation (Anti Defense Decay/Defense Repair) - 2 Years
Magic: Ritual Creation (Best ritual to buff psyker cannon usage. Such as fateweaving to boost accuracy, a ritual to clear chaff, or a ritual to bend space to let them shoot over the horizon and over chaff.) - 2 Years
These have to compete with other things the Order of Rituals can do, and they aren't that big to justify maximizing their options. The first Ritual they can do is a big deal, as one infinitely greater than zero. But the second, third, fourth and so forth have sharply and rapidly diminishing returns. Also, Rituals aren't 'Do anything'. It would be much better to do something else in Tamia's slot.

For example, she could do Frigid Sea Siren Teachings. Or even Mentoring: Alpha really, although that's also into diminishing returns at this point. Or take options from Ridcully (Magic: Destructive Resonances) to improve their odds, then have him do Divinations or Alpha Mentoring actions.
Magic: Research: Destructive Resonances (Chaos Undivided) - 4 Years
Warp Echo: (Paper) - 1 Year
Divination: Attacks - 1 Year. Divine for the Trust, not Avernus.
 
These have to compete with other things the Order of Rituals can do, and they aren't that big to justify maximizing their options. The first Ritual they can do is a big deal, as one infinitely greater than zero. But the second, third, fourth and so forth have sharply and rapidly diminishing returns. Also, Rituals aren't 'Do anything'. It would be much better to do something else in Tamia's slot.

For example, she could do Frigid Sea Siren Teachings. Or even Mentoring: Alpha really, although that's also into diminishing returns at this point. Or take options from Ridcully (Magic: Destructive Resonances) to improve their odds, then have him do Divinations or Alpha Mentoring actions.
This point with regards to ritualists was discussed earlier mainly what are you going to have them do when they aren't using their one ritual? They have a singular breach sealing ritual that is only ever useful when a breach is created which only tends to happen at max in the latter stages of an incursion a few times per update so what are they going to do for the entire early stage of the incursion? And, what are they going to do when the hive they're in goes multiple turns without a breach? Sit there with their thumb up their ass the entire time?

No, that's probably one of the biggest waste of resources I've ever seen because the Order of Ritualists isn't made up of battle psykers they're pretty much sanctionites who are only considered battle psykers because they're on a battlefield period when in reality they're ten kilometers from the walls well casting their rituals. So, rather than having our ritualists sitting around doing nothing, it's better to have them counteracting one of the bigger debuffs there are in an incursion.

For the Emperor's sake defense decay inflicts a larger malus than a boosted favored, or low honored* and its malus matches the combined bonus of psyker cannons and silver moats even during shorter incursions, and you're trying to pull a "We can't justify this expense", and "Diminishing returns make this useless" like are you serious? And, this point goes equally for boosting psyker cannons as if we're able to banish the favored leading a siege that's often +20 to our roll, and if we're able to banish one of the honored leading the siege against us that can be anywhere between a +30 to +50 to our rolls!

These bonuses are worth magnitudes more than Frigid Sea Siren Teachings which we almost certainly won't be able to implement anything from let alone Mentoring: Alphas when we already have so many of them that having someone mentor them won't even have a worthwhile impact on the pass rate.

*And, that's being conservative since defense decay can rise to match the bonus provided by your defenses so for our small hives which roll +30 that's the same amount as the malus a weaker boosted honored would inflict and for Dis which rolls a +50 that's as much as the strongest boosted honored we know of.
 
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This point with regards to ritualists was discussed earlier mainly what are you going to have them do when they aren't using their one ritual? They have a singular breach sealing ritual that is only ever useful when a breach is created which only tends to happen at max in the latter stages of an incursion a few times per update so what are they going to do for the entire early stage of the incursion? And, what are they going to do when the hive they're in goes multiple turns without a breach? Sit there with their thumb up their ass the entire time?

No, that's probably one of the biggest waste of resources I've ever seen because the Order of Ritualists isn't made up of battle psykers they're pretty much sanctionites who are only considered battle psykers because they're on a battlefield period when in reality they're ten kilometers from the walls well casting their rituals. So, rather than having our ritualists sitting around doing nothing, it's better to have them counteracting one of the bigger debuffs there are in an incursion.

For the Emperor's sake defense decay inflicts a larger malus than a boosted favored, or low honored and its malus matches the combined bonus of psyker cannons and silver moats even during shorter incursions, and you're trying to pull a "We can't justify this expense", and "Diminishing returns make this useless" like are you serious? And, this point goes equally for boosting psyker cannons as if we're able to banish the favored leading a siege that's often +20 to our roll, and if we're able to banish one of the honored leading the siege against us that can be anywhere between a +30 to +50 to our rolls!

These bonuses are worth magnitudes more than Frigid Sea Siren Teachings which we almost certainly won't be able to implement anything from let alone Mentoring: Alphas when we already have so many of them that having someone mentor them won't even have a worthwhile impact on the pass rate.
But why Psychic Cannons when almost everything we have gotten about Psychic Cannons is 'don't use psychic stuff on them'? Also these don't match what Rituals do. Rituals are short term effects over a few days at most, an anti-defence decay ritual would work for a few days before all the ritualists get exhausted and the decay continues normally (in a multiyear incursion). Repair defenses also has the problem where Rituals are either precise OR powerful but not both. Repairing defenses is both precise, powerful and also needs the ritualist to work with technology.

In other words I don't think these ritual suggestions really work.
 
But why Psychic Cannons when almost everything we have gotten about Psychic Cannons is 'don't use psychic stuff on them'? Also these don't match what Rituals do. Rituals are short term effects over a few days at most, an anti-defence decay ritual would work for a few days before all the ritualists get exhausted and the decay continues normally (in a multiyear incursion). Repair defenses also has the problem where Rituals are either precise OR powerful but not both. Repairing defenses is both precise, powerful and also needs the ritualist to work with technology.

In other words I don't think these ritual suggestions really work.
I got WoG on the defense decay ritual back when we first started suggesting rituals and Durin said it would be extremely useful for the incursion to the point where I personally thought it might get chosen over sealing breaches when we did the "choose the best ritual for an undivided incursion" action.

And, I'm pretty sure the psyker cannon ritual got WoG on it as well since it was from the section of the ritual doc which had rituals that got WoG but even if it didn't I'd note that only one in four of its ritual suggestions could even be argued to be using psychic stuff on the cannon rather than its environment and even then the fateweaving idea is extremely unobtrusive and could be used on the crew rather than the cannon itself if necessary.

Edit: Alright, ya I found WoG on both.

The Fated Wallaby said:
2. Is a viable ritual one to fate weave projectiles etc.? For example to ensure our psy cannons hit their targets? Or do the cannons kinda make that impossible?
Durin said:
Sir LagsAlot said:
5. How viable is a ritual designed to counter defense decay for the incursion?
Durin said:
 
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Escort (Armor 2, AA 3, HP 2.4, Shields 1, Speed 6, +1 Power, 6 E Weapons)

Very Advanced Overcharged Plasma Reactor (+4 Power, -10% HP, -Hulks)
Heavy Armour Plating (-1 Speed, +0.75 Armor)
Aegis Void Shields (-2 Power, x3 Shield)
Heavy Engines (+2 Power, -1 Speed)

Golem (+30% HP/Shields, -30% Crew, -10% Cost)
Sturdy (+20% HP/AA, -1 Power)
Spinal Weapon Mount (-1 Power)
Depower Engines (-1 Speed, +2 Power)
Overpower Shields 1 (+25% Shields, -1 Power)
Overpower Shields 2 (+25% Shields, -2 Power)
Overpower Weapons 1 (+25% Weapons, -1 Power)
Overpower Weapons 2 (+25% Weapons, -2 Power)


Final Stats: Armor 2.75, AA 3.6, HP 3.36, Shields 5.4, Speed 3, -30% Crew, -10% Cost, -Hulks
Final Weapons (1.5=9): 6x Escort Disintegrators, 1x Attack Craft (4 Wings)
-18% HP, +38% Shields, -1 Speed, +50% Weapons, -Hulks

Born of the new Depower Engines allowing to trade -1 Speed for +2 Power and Disintegrators, have a Golem-A Frigate refit. Can drop down to Stable reactor to avoid that -18% HP and -Hulks, but +50% Weapons seems well worth the cost. UPR would presumably give +18% HP and ++Hulks which would be nice, but it's not worth +10% Cost/CP.
Discord said:
9. Would dropping Golems speed to 3 cause any problems?
9. a few, it would lock them to the same speed as the shis theya re escorting which makes repostioning without slowing down the whole fleet impossible
even 3.5 would stop it though
So we really don't want Armored Frigate Golem to be Speed 3. Assuming we can do "Slightly Depower Engines (-0.5 Speed, +1 Power)" (EDIT: Durin said we can), we should be able to do:
Escort (Armor 2, AA 3, HP 2.4, Shields 1, Speed 6, +1 Power, 6 E Weapons)

Ultimate Stable Plasma Reactor (+3 Power, +35% HP, +15% Hulks, +10% Cost & CP)
Heavy Armour Plating (-1 Speed, +0.75 Armor)
Aegis Void Shields (-2 Power, x3 Shield)
Heavy Engines (+2 Power, -1 Speed)

Golem (+30% HP/Shields, -30% Crew, -10% Cost & CP)
Sturdy (+20% HP/AA, -1 Power)
Slightly Depower Engines (-0.5 Speed, +1 Power)
Overpower Shields 1 (+25% Shields, -1 Power)
Overpower Shields 2 (+25% Shields, -2 Power)
Overpower Weapons 1 (+25% Weapons, -1 Power)
Overpower Weapons 2 (+25% Weapons, -2 Power)


Final Stats: Armor 2.75, AA 3.6, HP 3.36》4.44, Shields 5.4, Speed 3》3.5, Hulk Chance 30%》50%, -30% Crew, -10%》±0% Cost & CP
Final Weapons (1.5×=9)》(1.25×=7.5): 6×》4.5 Escort Disintegrators, 1x Attack Craft (4 Wings)
Compared to your proposal it has +32% HP (+12% HP+Shields overall), +0.5 speed (vital), +20% hulk chance (translates to -10% replacement cost/time, which more or less compensate the cost increase from USPR, and it increases the crew survival chance by a decent amount), -17% weapon slots, and +11% cost and CP. Seem like absolutely worth it to me.
 
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So we really don't want Armored Frigate Golem to be Speed 3. Assuming we can do "Slightly Depower Engines (-0.5 Speed, +1 Power)" (EDIT: Durin said we can), we should be able to do:
Escort (Armor 2, AA 3, HP 2.4, Shields 1, Speed 6, +1 Power, 6 E Weapons)

Ultimate Stable Plasma Reactor (+3 Power, +35% HP, +15% Hulks, +10% Cost and CP)
Heavy Armour Plating (-1 Speed, +0.75 Armor)
Aegis Void Shields (-2 Power, x3 Shield)
Heavy Engines (+2 Power, -1 Speed)

Golem (+30% HP/Shields, -30% Crew, -10% Cost)
Sturdy (+20% HP/AA, -1 Power)
Slightly Depower Engines (-0.5 Speed, +1 Power)
Overpower Shields 1 (+25% Shields, -1 Power)
Overpower Shields 2 (+25% Shields, -2 Power)
Overpower Weapons 1 (+25% Weapons, -1 Power)
Overpower Weapons 2 (+25% Weapons, -2 Power)


Final Stats: Armor 2.75, AA 3.6, HP 3.36》4.44, Shields 5.4》4.65, Speed 3》3.5, Hulk Chance 30%》50%, -30% Crew, -10%》±0% Cost, +10% CP
Final Weapons (1.5=9): 6x Escort Disintegrators, 1x Attack Craft (4 Wings)
Compared to your proposal it has +32% HP, -14% shields (+4% HP+Shields overall), +0.5 speed (vital), +20% hulk chance (translates to -10% replacement cost/time, which more or less compensate the cost increase from USPR, and it increases the crew survival chance by a decent amount), +11% cost, +10% CP. Seem like absolutely worth it to me.

Though if you think durability is that much more important here, OPW2 can be swapped with OPS2 for +8% HP+Shields (compared to my version, +12% compared to yours) but -17% weapon slots.
Huh, I hadn't seen the buff to USP to +15% hulk rate. That really pushes lowering replacement costs as the biggest benefit of Ultimate reactors.

Though I just realized that it actually works out squirrely because the CP increase, which devalues it a lot from what we were thinking.

Consider a VAO escort as the baseline, 30% hulks, 70% completely destroyed and need to replace. 100% CP cost however. That means to replace those ships would be 0.3*.5 + 0.7*1 = 0.85
The USP Escort has 50% hulks, 50% completely destroyed, but 110% CP cost. To replace those ships is thus: 1.1*(0.5*0.5+ 0.5*1) = 0.825
While you'd expect a replacement savings of 10% off the base price, and thus 75%, the 1.1x CP multiplier almost completely eats that.

For something like a VAO Boulder you have 65% hulks, 35% destroyed: 0.65*0.5 +0.35*1 = 0.675
A USP Boulder can reach a rather insane 85% hulks, 15% destroyed: 1.1*(0.85*0.5 + 0.15*1) = 0.6325

Mind the benefit of replacement cost reduction does stack up if you keep having to repair/replace the same ship over and over. So on classes that get obliterated every battle *cough*escorts*cough* it can be very valuable. On ships that can go a couple centuries between being destroyed, we may not get the value out of it before we're replacing it due to technological advancement rather than being lost in combat.

The benefit of preserving crew lives and experience is also more significant on ships lost more often, and which carry a disproportionate amount of our naval personnel, again escorts.

So by focusing on stability, ultimate reactors end up really favorable towards escorts as well as their existing niche for stealth ships. That's probably a reasonable space though.
 
So the choice is do people want to gamble that Aria might get a major combat boost from Manipulating Life-Force? Or do we just want to take Frigid Sea Psychic Teachings, and implement what little we potentially can in the 2 to 10 years we have next turn before the incursion hits?

Could, also use those 5 action years to implement daemonbane wards on Dis, and our Psyker Cities though of course since we've also been informed that if we don't do it the Eldar will but if we do, do it then the Eldar will set up additional wards for us instead. Personally, I'm kind of leaning towards this option over the others but it's up to you guys what we should do.

As a side note, we've been informed that we're allowed to cancel the Zigingzoon research without it being suspicious so I'll be doing that and using those action years elsewhere.
@Sir LagsAlot I would personally take the gamble... Seeing how little time we will have to implement Frigid Sea Psychic Teachings, the chances of getting anything useful from them in time for the incursion are almost 0, and whereas I admit that it is unlikely that we are getting the most powerful/useful Life Force Powers from this action, we will get at least some powers from a discipline that are really OP against Demons and Psykers, and that will undoubtedly help to preserve one of the most unique heroes that we have...
 
[X] Plan Countdown to Disaster

Munitorum (60 Years)
Locked: Upgrade weapons - 7 Years
Locked: Troll Steel: Militia - 10 Years
Remnant Homing Missles - 6 Years
Remnant Servos - 10 Years
Defensive Upgrade(Scholomance) - 3 (4*0.7 (Troll Expedite) = 2.8) Years
Defensive Upgrade(City of Glass) - 3 (4*0.7 (Troll Expedite) = 2.8) Years
Defensive Upgrade(Nogrod) - 3 (4*0.7 (Troll Expedite) = 2.8) Years
Defensive Upgrade(University of Salamanca) - 4 Years
Defensive Upgrade(Elixia) - 4 Years
Defensive Upgrade(Sakkara) - 4 Years
Remnant Battle Rifle: Helguard - 6 Years

Construct:
Small: Descents
Large: Sell to Trust
Huge: Sell to Trust
Gargantuan: Sell to Trust

Adminstratum (21 Years)
Wildlife Integration: Electric Mice - 2 Years
Mobile Walls - 7 (8*0.8 (Expedite) = 6.4) Years
Militarised Hive: Design - 6 Years
Nynye Underhive: (Hive in Avernus Spine or Lindon, not Dis) - 6 Years. Lonely Citadel.


Diplomacy (N/A)
Contact Khoswe - 1 action
Remnant Living Computers - 1 action
Nynye Underhive: Coordination - 1 action
Understanding the Trust (What are the most common forms of planetary government in the Imperial Trust?) - Bonus Action

Security Forces (12 Years)
Integrating Orichalcum - 6 Years
Ultimate Psyker Hunting - 6 Years

Explorator (20 Years)
Locked: Ordinatus Avernus - 6 Years
Locked: Explorator: Of Machine Spirits - 5 Years
Orichalcum Terminator Armour - 7 Years
Grand Conclave: Getting an understanding - 2 Year

Biologis (17 Years)
Cancel: Complete Examination (Ziggingzoon)
Biologis: Of Machine Spirits - 5 Years
Building up the Order - 8 Years
Waitwoods Forestry - 4 Years

Telepathica (20 Years)

Greater Divination (Standard)
1. Aid in baiting the Destroyer.
2. Destroyer Aid. If the Destroyer isn't baited into a battle swap for Eldar Choice.
3. Destroyer Aid. If the Destroyer isn't baited into a battle swap for Eldar Choice.
4. Destroyer Aid. If the Destroyer isn't baited into a battle swap for Eldar Choice.
5. Destroyer Aid. If the Destroyer isn't baited into a battle swap for Quartus Choice.
6. Eldar Choice.

Ridcully
4x Greater Divination +2 Free Greater Divinations - 4 Years
Deamonbane Wards: Dis - 4 Years
Deamonbane Wards: Psyker Cities - 1 Year
Divination: Attacks - 1 Year. Divine for the Trust, not Avernus.

Xavier
Telepathica: Of Machine Spirits - 4 Years
Teachings of Fenris - 6 Years

Tamia
Locked: Magic: Ritual Creation (Most Helpful Ritual in Undivided Incursion) - 1 Year
Magic: Ritual Creation (Anti Defense Decay/Defense Repair) - 2 Years
Magic: Ritual Creation (Best ritual to buff psyker cannon usage. Such as fateweaving to boost accuracy, a ritual to clear chaff, or a ritual to bend space to let them shoot over the horizon and over chaff.) - 2 Years
Deamonbane Warding Scheme: Salam - 3 (4*0.8 = 3.2) Years
Deamonbane Warding Scheme: Hives - 2 (3*0.8 = 2.4) Years

Aria
Magic: Arcane Fulcrum: Spreading Knowledge - 5 Years. Repeat as needed.
Manipulating Life-Force - 5 Years. Only begin if the above action is completed.

Other (20 years)
Locked: Bridge Runes: Elites - 10 Years
Locked: Rune of Enchantment: Elites - 10 Years

Personal (N/A)
Knowing Avernus (How do Avernites feel about Rotbart eventually stepping down, and being succeeded by the Hands?) - Bonus Action
Knowing Avernus (What are the most prominent recreational activities on Avernus?) - 1 Action
Governors Hands: Get to know them - 2 Actions
Personal Attention: Any - Remnant Living Computers. Bonus Action.

Feasibility (6)
See if we can update our research facilities to match the First World Ship's TL 30 labs with its technology or help - Explorator
Bombardment cannons for Avernus defense monitors - Munitorum
An expedition/quest to find and claim as many Black Crystal Jewelry pieces as possible guided by Ridcully and led by Rotbart - Munitorum/Telepathica
A continuing education system for adult Avernites, where they would be educated constantly, if at a slow basis? - Adminstratum
Armoring hive citadels with UDA - Adminstratum
Is it possible to use Logis Prophesizing in our educational system to improve the education system? Predicting likely talents of individuals, for example, or probable deficiencies. Or alternatively to compare differences in teaching styles and relative effectiveness, so on and so forth. - Explorator


Alright, complaints seem to have dried up over the last few hours and we're about twenty-four hours from when the update was posted so I present to you the mostly finalized version of my plan. Controversial sections I would divert your attention to are Aria's section, Rids' section, Tranth's section, and Max's section.

Note, I am still willing to hear complaints and suggestions at this juncture but it is currently very late so well I encourage you to post them I won't be able to respond for at least a few hours.
@Sir LagsAlot I would personally take the gamble... Seeing how little time we will have to implement Frigid Sea Psychic Teachings, the chances of getting anything useful from them in time for the incursion are almost 0, and whereas I admit that it is unlikely that we are getting the most powerful/useful Life Force Powers from this action, we will get at least some powers from a discipline that are really OP against Demons and Psykers, and that will undoubtedly help to preserve one of the most unique heroes that we have...
I have Aria doing daemonbane wards for Dis and our psyker cities as well the Eldar will do them for us if we don't do them if we do, do them they'll layer additional wards on top of them for us providing an additional buff to our defenses which I think will overall help more with the incursion than gambling with the Siren Teachings or Life Fore.
 
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I have Aria doing daemonbane wards for Dis and our psyker cities as well the Eldar will do them for us if we don't do them if we do, do them they'll layer additional wards on top of them for us providing an additional buff to our defenses which I think will overall help more with the incursion than gambling with the Siren Teachings or Life Fore.

Fair Enough, but @Sir LagsAlot I thought that we were doing the Orichalcum Terminator armorthis turn since it would be more useful to keep our héroes alive...
 
2. Since its a new turn, have any new T4s spawned (or has that not been rolled yet?)
2. not rolled yet

1. Is the Ultima compact hoping to bait the Destroyer?
1. yes

2. If we wanted to provide Rids support to that, would we just put him on Destroyer aid with a, if they fail to bait it into a battle do X?
2. yes

1. By Rotbart's estimation, how many battlefleets could a fortress world built up with mostly maxed Hive Neutron Guns take? Enough to force a planetary invasion?
Mostly for the Waitwood Forest relay plan to the Vestri League, as it would be effectively out of range of our fleet.
1. probebly enough to force an invasion

1. Oh. Has the Stone Troll Construction speed time boost come into play?
1. added

1.. Oh right, could we have the options for better work schedule?
1. not just yet

2. Have defense classes been updated yet?
2. so far no, they are one of the more specilsied classes that will be in the second wave, along with stealth, patrol and Astartes
No to building Defense Cruisers then.

3. By any chance could we ask about Trust worlds governmental systems with out Knowing Avernus action? Its not Avernus, but its worldbuilding and I am rather interested.
3. you could

4. Does a generals Admin score do anything for their armies in combat, mechanically?
4. it cuts down on supply issues
not normal a problem but if a siege drags on or your supply lines get thin it matters

5. Aria researched both grand banish powers during T15. Should those still be in the T16 update?
5. yes

6. Is there any danger of Divination: Attacks diving the Incursion and triggering it early?
6. no

7. Can we cancel Complete Examination (Ziggingzoon) to free up time for more important projects, or would that look suspicious?
7. you can

8. Could we ask the First Worldship for some lab tools for Tranth? Would it take a favor if so?
8 you can ak and maybe

9. Would dropping Golems speed to 3 cause any problems?
9. a few, it would lock them to the same speed as the shis theya re escorting which makes repostioning without slowing down the whole fleet impossible
even 3.5 would stop it though
Hm, would result in 1 useless Power. Tricky.

10. How safe do we expect our moon hives to be for the upcoming incursion, given the risk of on-planet conflict escalating off-world and/or C'tan/Necron forces approaching through the void?
10. totaly unknown
the main danger is if Necrons or C'Tan get invo.ved

11. Do we expect the Telepathica Machine Spirits action to be helpful with Admechs current crisis of faith?
11. myabe
depends on what it finds
Worth doing now then I think.

12. Just to double-check, are the daemonbane ward implementation actions for Dis and the psyker cities effectively a waste of action-years at this point since the Eldar will take care of everything related to that?
12. not quite, if you take themthen the Eldar will make other wards instead
Yeah lets do all that we can and add Eldar efforts on top.

13. Do we expect Manipulating Life-Force to improve Aria's combat prowess?
13. somewhere on that tree should be some pretty major combat boosts
you dont know where though

1. Is still possible to do the Black Crystal Quest feasibility now and then try to do the quest in the remaining years next turn before the Incursion arrives? Though it might not be adviseable.
1. it is possible

1. Assuming this turn's machine spirit conference doesn't end in civil war, would it be suspicious if we sent Tranth off to the First Worldship for a turn or two for more in-depth study next turn?
1. No

2. Would this cost any favors?
2. No

3. Do we need to do a feasibility for it this turn for this to be an option next turn, or can we just write it in next turn?
3. Write in

4. How much RM would it be per person to have the Remnant Trolls transmute all of Rotbart's, Jacob's, Mineyev's, Tranth's, Vlad's and the Companions of Varen's equipment that would benefit from it to Orichalcum?
4. 200 each
Though a lot would not benefit
500 if they wear terminator armour
you also cant trasmute terminator armour until tranth does the reserch project
Transmuting only makes sense for artifacts or maybe relics.

1. I would assume these prices are only for the pieces of their gear that would benefit? Because I specified only the pieces of their equipment that would benefit from it.
1. it is

2. How big of a punchline does the great joke Cegorach is setting up have?
2. hard to say

1. Is "Slightly Depower Engines (-0.5 Speed, +1 Power)" a viable option?
1. it is
This allows for 3 Speed difference between variants of the same class. I'm gonna look into that.

2. So could Kurnous do a minor Hunting-related blessing for his Hunters, then ask Russ/Primal to empower his blessing such that it is effective Major-god level instead of Minor?
a. Ditto, Isha with a Fertility blessing for the Eldar
2. yes
it would be pricy for Fenris though

3. Are we allowed to choose which heroes to keep on-planet and who to evacuate ahead of the incursion, or will we be forced to keep all of them on-planet no matter what?
3. you are

4. Given that the Black Crystal Sword was intended for killing C'tan...well it seems like a shame to have unleashed chaos for the damn thing and then have it not ever get to do that job. So could Rotbart hand it over for the fight against the destroyer?
4. no
Isn't destroyer a voidship sized eldritch space god? Really I dunno you sword that.

5. Does getting to know the Hands better count as a relaxation action?
5. yes

1. Do we think it is realistic to try and specifically aim Mogral's new vassals who joined for protection against the Trust to specifically discredit that claim?
1. you can

2. You are forced to keep them on planet? Or you are allowed to evacuate them ahead of the incursion?
2. youa re allowed to evecate then

3. Ah. Any reason given or just afraid of what might happen?
3. afraid of what might happen

4. is the trust considering sending over a new model fleet or two to the squat front for a decade or so? to buy them breathing room, or is that not deemed necasary?
4. more deploying some of the now obsolutedark age fleets
theya re more expandable

5. That reminds me have we taken Atlas or is that still too far away?
5. you ahve not
 
1. By Rotbart's estimation, how many battlefleets could a fortress world built up with mostly maxed Hive Neutron Guns take? Enough to force a planetary invasion?
Mostly for the Waitwood Forest relay plan to the Vestri League, as it would be effectively out of range of our fleet.
1. probebly enough to force an invasion
I don't think the Trust would approve giving the Vestri league our top level technology like Naval Neutron, so I doubt that's very viable anyway.

2. Have defense classes been updated yet?
2. so far no, they are one of the more specilsied classes that will be in the second wave, along with stealth, patrol and Astartes
No to building Defense Cruisers then.
Well the older defense designs had bonus armor that newly designed defense ships don't get. So we were probably just going to modify the original hulls a bit anyway. The defense cruisers maybe we can do better with a new design, but we definitely can't match the escort sized ones.

9. Would dropping Golems speed to 3 cause any problems?
9. a few, it would lock them to the same speed as the shis theya re escorting which makes repostioning without slowing down the whole fleet impossible
even 3.5 would stop it though
Hm, would result in 1 useless Power. Tricky.
I'm a little surprised 3.5 is enough. The 1 useless power can go to making it USP as in DeusFerreus' design. Though I'm not totally convinced this ends up better than our baseline model, but there's appeal in reducing casualties.

1. Is "Slightly Depower Engines (-0.5 Speed, +1 Power)" a viable option?
1. it is
This allows for 3 Speed difference between variants of the same class. I'm gonna look into that.
Only if you have a base before overpower or depower that's at a .5 mark. So the Cloud, or theoretically Very Heavy armor, but none of our designs use Very Heavy armor. The Cloud there's just no real reason to make a slow and a fast variant of.

4. Given that the Black Crystal Sword was intended for killing C'tan...well it seems like a shame to have unleashed chaos for the damn thing and then have it not ever get to do that job. So could Rotbart hand it over for the fight against the destroyer?
4. no
Isn't destroyer a voidship sized eldritch space god? Really I dunno you sword that.
IIRC the Black Crystal Regalia all scales to the user. So you just need something really giant wielding it, perhaps a giant mecha. That would probably get a rule of cool bonus too.
 
Would a Gridarvol-N with spinal Neutron Lances be at all useful, by any chance? Given how good the -R is against BBs and even potentially against low-tech PDRs I'm a little curious about a high-pen variant.
Gridarvol uses BB sized weapons by default and NL is Superdread weapon costing 5 SDR Weapons. If you are mounting weapons two step larger than what you should, it costs x15 Weapons so it would cost 75 BB Weapons, which Gridarvol can't fit because spinal rules.

If you want NL firepower on a lighter hull, build Spinal Accelerator Cruisers.

Lastly, -R is not bad against supercaps but is not build for it, Scorch is. G-Rs weapons have anti-capital Penetration so meant to shoot CRs and HCs, though notably Ragnarok Cannon can't really choose its target so it shoots everything.

Spinal weapon wise, it goes like this: Nova kills Screens, Ragnarok Capitals, Superlance Supercaps, Spinal Accel Hypercaps.

So we really don't want Armored Frigate Golem to be Speed 3. Assuming we can do "Slightly Depower Engines (-0.5 Speed, +1 Power)" (EDIT: Durin said we can), we should be able to do:
Escort (Armor 2, AA 3, HP 2.4, Shields 1, Speed 6, +1 Power, 6 E Weapons)

Ultimate Stable Plasma Reactor (+3 Power, +35% HP, +15% Hulks, +10% Cost and CP)
Heavy Armour Plating (-1 Speed, +0.75 Armor)
Aegis Void Shields (-2 Power, x3 Shield)
Heavy Engines (+2 Power, -1 Speed)

Golem (+30% HP/Shields, -30% Crew, -10% Cost)
Sturdy (+20% HP/AA, -1 Power)
Slightly Depower Engines (-0.5 Speed, +1 Power)
Overpower Shields 1 (+25% Shields, -1 Power)
Overpower Shields 2 (+25% Shields, -2 Power)
Overpower Weapons 1 (+25% Weapons, -1 Power)
Overpower Weapons 2 (+25% Weapons, -2 Power)


Final Stats: Armor 2.75, AA 3.6, HP 3.36》4.44, Shields 5.4》4.65, Speed 3》3.5, Hulk Chance 30%》50%, -30% Crew, -10%》±0% Cost, +10% CP
Final Weapons (1.5=9): 6x Escort Disintegrators, 1x Attack Craft (4 Wings)
Compared to your proposal it has +32% HP, -14% shields (+4% HP+Shields overall), +0.5 speed (vital), +20% hulk chance (translates to -10% replacement cost/time, which more or less compensate the cost increase from USPR, and it increases the crew survival chance by a decent amount), +11% cost, +10% CP. Seem like absolutely worth it to me.

Though if you think durability is that much more important here, OPW2 can be swapped with OPS2 for +8% HP+Shields (compared to my version, +12% compared to yours) but -17% weapon slots.
You should not be comparing it to the Speed 3 Golem though, but a Speed 3.5 not using an Ultimate Reactor as well as the Destroyer version. But yes with this WoG I will be redesigning for Speed 3.5.

Oh, Ultimates got a buff? Hm, +++Hulks does seem like it could be worth quite a bit, this could work. Gonna check. If not, I would use VA Stable and drop both OPS2 and OPW2. By the way you should be dropping OPW2 here instead of OPS2 given that this is a tank.

Golems -10% Cost applies to CP too, so Ultimate Reactors just delete with it for +11% Cost/CP.

Huh, I hadn't seen the buff to USP to +15% hulk rate. That really pushes lowering replacement costs as the biggest benefit of Ultimate reactors.

Though I just realized that it actually works out squirrely because the CP increase, which devalues it a lot from what we were thinking.

Consider a VAO escort as the baseline, 30% hulks, 70% completely destroyed and need to replace. 100% CP cost however. That means to replace those ships would be 0.3*.5 + 0.7*1 = 0.85
The USP Escort has 50% hulks, 50% completely destroyed, but 110% CP cost. To replace those ships is thus: 1.1*(0.5*0.5+ 0.5*1) = 0.825
While you'd expect a replacement savings of 10% off the base price, and thus 75%, the 1.1x CP multiplier almost completely eats that.

For something like a VAO Boulder you have 65% hulks, 35% destroyed: 0.65*0.5 +0.35*1 = 0.675
A USP Boulder can reach a rather insane 85% hulks, 15% destroyed: 1.1*(0.85*0.5 + 0.15*1) = 0.6325

Mind the benefit of replacement cost reduction does stack up if you keep having to repair/replace the same ship over and over. So on classes that get obliterated every battle *cough*escorts*cough* it can be very valuable. On ships that can go a couple centuries between being destroyed, we may not get the value out of it before we're replacing it due to technological advancement rather than being lost in combat.

The benefit of preserving crew lives and experience is also more significant on ships lost more often, and which carry a disproportionate amount of our naval personnel, again escorts.

So by focusing on stability, ultimate reactors end up really favorable towards escorts as well as their existing niche for stealth ships. That's probably a reasonable space though.
Ugh, are hulks are even less useful than we thought? We can't account for the value of surviving crew, we have no data on that. Repeated hulking is a factor, but depends on final Hulk chance, where if it's 50% the second time the ship is destroyed you have to roll the die again so get only half the benefit of +Hulks, on third destruction one quarter etc and that's complex math. The higher the total Hulk chance the more value +Hulks seems to have.

I'm lost. I'm gonna need some WoG or something on the value of Hulks before I can design with it in mind.

Large: Defence Cruisers
We have WoG that we don't have New Model Navy defense ships yes, so this is a nosiderable waste. I strongly advise selling the CPs.

Understanding the Trust (What is the most common form of planetary government in the Imperial Trust?) - Bonus Action
I would rather read about the most commons planetary governments in the Trust.

Understanding the Trust (What are the most common forms of planetary government in the Imperial Trust?) - Bonus Action

Grand Conclave: Getting an understanding - 1 Year
This seems extremely suspicious to me, for what possible reason would we not finish this treasure trove this turn other than imminent incursion? I mean Chaos knows that something is coming up, but so clearly saying that we expect it next turn seems very unwise.

Deamonbane Wards: Dis - 4 Years. Only take if the above action is completed.
Deamonbane Wards: Psyker Cities - 1 Year. Only take if the above action is completed.
These seem more than valuable enough to do even if the Fulcrum fails to me. Relying on Chaos giving us time next turn seems very risky. Eldar will help ward Dis, but if we do Daemonbane ourselves (do Eldar even have that ward?) they will just add a different one on top instead.

Making hive citadels out of UDA - Adminstratum
Not out of, necessarily, more likely just armor them with. UD Armor, not UD Body.

Armoring Hive citadels with UDA - Administratum
 
I don't think the Trust would approve giving the Vestri league our top level technology like Naval Neutron, so I doubt that's very viable anyway.
The idea is for Trust to colonize and fortify some worlds between us and Vestri to act as a Primal Highway basically, it would not involve giving tech to Vestri.

Well the older defense designs had bonus armor that newly designed defense ships don't get. So we were probably just going to modify the original hulls a bit anyway. The defense cruisers maybe we can do better with a new design, but we definitely can't match the escort sized ones.
We can refit those old classes surely. I know my NMN Defense Fleet does.

Only if you have a base before overpower or depower that's at a .5 mark. So the Cloud, or theoretically Very Heavy armor, but none of our designs use Very Heavy armor. The Cloud there's just no real reason to make a slow and a fast variant of.
3.5 and 6.5 with 5 Speed base is still a 3 Speed difference, but yeah x.5 Speed is rarely useful.
 
Ugh, are hulks are even less useful than we thought? We can't account for the value of surviving crew, we have no data on that. Repeated hulking is a factor, but depends on final Hulk chance, where if it's 50% the second time the ship is destroyed you have to roll the die again so get only half the benefit of +Hulks, on third destruction one quarter etc and that's complex math. The higher the total Hulk chance the more value +Hulks seems to have.

I'm lost. I'm gonna need some WoG or something on the value of Hulks before I can design with it in mind.
That's not really an effective way to think about it. Because we're going to be replacing the ships that are completely destroyed each time, and we're basically going to see the statistical average because they're so numerous. So you're basically just shaving like 3% off replacement costs each time they're wrecked. If we're spending all the time rebuilding fleets without much expansion and getting it wrecked a lot, then you can effectively get multiple times the value out of it. If our fleet is building up a lot without being destroyed much, the value is diminished.

The idea is for Trust to colonize and fortify some worlds between us and Vestri to act as a Primal Highway basically, it would not involve giving tech to Vestri.
Ah, I suppose that kind of makes sense. Though it would be a very expensive project. Fortress worlds don't come cheap.

We can refit those old classes surely. I know my NMN Defense Fleet does.
That's my point. If we can refit the old classes, then we can build defense cruisers to the old pattern and refit them when the new pattern becomes available.

3.5 and 6.5 with 5 Speed base is still a 3 Speed difference, but yeah x.5 Speed is rarely useful.
Granted, but 6.5 would basically never be useful. I was looking for cases where you'd have a usable 3 speed difference.

Though it did occur to me you could probably make speed 3.5 and 5 variants of golem pretty effectively.
 
1. Can Cegorach/Isha/Khaine tell us about Blackstone Fortress Doctrine in WiH?
a. How are they powered?
1. yeah, its baicaly pint he target in place then bring up the Blackstone/s
a. a Warp reactor

2. Will the Primal become empowered to a noticeable degree as we use it more and more?
2. not over the time frame that matters

1. With +Hulks now getting a big role with Ultimate Reactors, could you give us some examples of what +x% Hulks is worth? Because I am now completely lost when it comes to the value of Hulk chance and thus can't design with it in mind.
1. I would say that +5% hulks is worth around -2% price
though it various with ship and how ften you expect to repair it

2. Could the First Worldship have Teleporter Designs which are superior to our Teleporters? Transporters are pretty common Star Trek tech.
2. they are one of those techs that were rended useless by the changing Warp
their teleports make yours seem useless.
in the Sea of Souls
in the Warp they are a fancy way to cast yourself into Hell


Interesting! So USPRs +20% Hulks compared to its primary competitor VAOPR compensates for about 4/5 of the increased price alone, more for often destroyed ships so especially escorts. Gonna check my latest Ultimate Edition post with this in mind.


That's my point. If we can refit the old classes, then we can build defense cruisers to the old pattern and refit them when the new pattern becomes available.
I don't recall ever seeing our old ships actually being refit though, beyond applying a new tech here or there, we just build the upgraded design instead to my knowledge. Refits take shipyard time.
 
Isn't destroyer a voidship sized eldritch space god? Really I dunno you sword that.
If he has a necrodermis body, he'd actually be around the size of a large walker or a Knight Titan. Scout titan at most, presuming he's a tier larger than Forge World's Exalted models and extra large Avatar.
 
So finalized version of Golem-F
Escort (Armor 2, AA 3, HP 2.4, Shields 1, Speed 6, +1 Power, 6 E Weapons)

Ultimate Stable Plasma Reactor (+3 Power, +35% HP, +15% Hulks, +10% Cost & CP)
Heavy Armour Plating (-1 Speed, +0.75 Armor)
Aegis Void Shields (-2 Power, x3 Shield)
Heavy Engines (+2 Power, -1 Speed)

Golem (+30% HP/Shields, -30% Crew, -10% Cost & CP)
Slightly Depower Engines (-0.5 Speed, +1 Power)
Sturdy (+20% HP/AA, -1 Power)
Overpower Shields 1 (+25% Shields, -1 Power)
Overpower Shields 2 (+25% Shields, -2 Power)
Overpower Weapons 1 (+25% Weapons, -1 Power)

Final Stats: Armor 2.75, AA 3.6, HP 4.44, Shields 5.4, Speed 3.5, Hulk Chance 50%, -30% Crew
Final Weapons (1.25×=7.5): 4.5× Escort Disintegrators, 1x Attack Craft (4 Wings)
Compared to theoretical VASPR one (with OPS2 dropped) it has +13% more HP+shields and 15% higher hulk chance, in exchange for +11% cost and CP. So for the same cost you get more tankiness, they are only slightly more expensive to rebuild on average, and the crew has higher survival chances (both due to it being tougher and higher hulk chance), at a cost of 11% less AA, weapons and launch capability. Absolutely worth it IMO, considering what Golem was designed for (being a cheap-ish, disproportionately tough damage sponge, while minimising crew casualties).
 
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Here we go.
Ultimate Stable Plasma Reactor (+3 Power, +35% HP, +10% Hulks, +Stealth, +10% Resource/CP)
Ultimate Plasma Reactor (+4 Power, +15% HP, +5% Hulks, +10% Resource/CP)
Ultimate Overcharged Plasma Reactor (+5 Power, +5% HP, +10% Resource/CP)

Zephyr-A: UPR, +23% HP, +10% Hulks
Golem-A: USPR, +32% HP, -16% Shields, +15% Hulks
Hail: UOPR, +21% HP, +25% Shields, +5% Hulks
Cloud: UOPR, +21% HP, +0.5 Speed, +5% Hulks
Blaze/Scorch: UPR, +22% HP, +5% Hulks
Fissure: USPR, +43% HP, -20% Shields, +10% Hulks
Gjallarhorn II: UOPR, +25% HP, +10% Hulks
Gridarvol: UOPR, +12% HP, +10% Hulks
Gridarvol-R: UOPR, +22% HP, +10% Hulks
Boulder: UPR, +12% HP, +10% Hulks
Inferno: UOPR, +30% HP, +10% Hulks
So add +5% Hulks to everything, assume that every +5% Hulks equals -2% Cost/CP on average with more the more we expect the ship to be destroyed so more benefit to smaller ships and Brutes.

Zephyr-A: UPR, +23% HP, +15% Hulks
Looks like it could work? Still +4% cost on average and HP is least important for Harassers, but escort so +Hulks has higher value... but Zephyr is really damn sturdy for an Escort so there is that. Probably viable I think, but I don't expect much improvement.

Golem-AU: USPR, +32% HP, -16% Shields, +15% Hulks
Hm, I think that I should redo this, UPR might be a better idea and there have been developments with Golem variants
Escort (Armor 2, AA 3, HP 2.4, Shields 1, Speed 6, +1 Power, 6 E Weapons)

Ultimate Stable Plasma Reactor (+3 Power, +35% HP, +15% Hulks, +Stealth, +10% Resource/CP)
Heavy Armour Plating (-1 Speed, +0.75 Armor)
Aegis Void Shields (-2 Power, x3 Shield)
Heavy Engines (+2 Power, -1 Speed)

Golem (+30% HP/Shields, -30% Crew, -10% Cost)
Sturdy (+20% HP/AA, -1 Power)
Spinal Weapon Mount (-1 Power)
Slightly Depower Engines (-0.5 Speed, +1 Power)
Overpower Shields 1 (+25% Shields, -1 Power)
Overpower Shields 2 (+25% Shields, -2 Power)
Overpower Weapons 1 (+25% Weapons, -1 Power)


Final Stats: Armor 2.75, AA 3.6, HP 4.44, Shields 5.4, Speed 3.5, -30% Crew, -10% Cost, +++Hulks
Final Weapons (1.25=7.5): 4.5x Escort Disintegrators, 1x Attack Craft (4 Wings)
Compared to Golem: +9% HP, +38% Shields, -0.5 Speed, +25% (better) Weapons, +15% Hulks, +11% Resource/CP.
Sold.
Escort (Armor 2, AA 3, HP 2.4, Shields 1, Speed 6, +1 Power, 6 E Weapons)

Ultimate Plasma Reactor (+4 Power, +15% HP, +10% Hulks, +10% Resource/CP)
Heavy Armour Plating (-1 Speed, +0.75 Armor)
Aegis Void Shields (-2 Power, x3 Shield)
Heavy Engines (+2 Power, -1 Speed)

Golem (+30% HP/Shields, -30% Crew, -10% Cost)
Sturdy (+20% HP/AA, -1 Power)
Spinal Weapon Mount (-1 Power)
Overcharge Engines (+1 Speed, -2 Power)
Overpower Shields 1 (+25% Shields, -1 Power)
Overpower Weapons 1 (+25% Weapons, -1 Power)


Final Stats: Armor 2.75, AA 3.6, HP 3.96, Shields 4.65, Speed 3.5, -30% Crew, -10% Cost, ++Hulks
Final Weapons (1.25=7.5): 4.5x Escort Disintegrators, 1x Attack Craft (4 Wings)
Compared to Golem-D has +18% HP and +15% Hulks for +11% Resource/CP.
Probably not? Depends on if we rely on -D for Frigate duties too, which reminds me.
-D compared to -AU: -24% HP, -14% Shields, -20% Hulks. Ok, no. -D would require a -AU variant.
-DU compared to -AU: -10% HP, -14% Shields, -5% Hulks. Hm. I am not sure if such a difference is worth two variants.

Hail: UOPR, +21% HP, +25% Shields, +10% Hulks
Definitely worth it, especially since I suspect that adding those +10% Hulks on Hails already staggering Hulk chance increases its value. But even if not, still worth it.

Cloud: UOPR, +21% HP, +0.5 Speed, +10% Hulks
Hm. That +0.5 Speed could be swapped for additional +12% HP and +5% Hulks for +33% HP, +15% Hulks total. Not worth it most likely though, Clouds are already damn survivable and Harass needs firepower more than durability/replaceability.

Blaze/Scorch: UPR, +22% HP, +10% Hulks
Looks like no to me.

Fissure: USPR, +43% HP, -20% Shields, +15% Hulks
Probably worth it I think because Fissure is a Brute, and the most fragile one of our NMN ones so expect losses.

Gjallarhorn II: UOPR, +25% HP, +15% Hulks
This depends on how much exactly G-II will be shot at. It has absurd firepower for its durability so the answer is a lot, but how much precisely? Still, does not seem likely, as Harass wants firepower more than durability/replaceability and +HP matters little here.

Gridarvol: UOPR, +12% HP, +15% Hulks
Definitely worth it because Psy-Cannon specialist. Otherwise not.

Gridarvol-R: UOPR, +22% HP, +15% Hulks
I don't think so. G-R is absurdly tough already and not even a full Brute so we do not expect many losses. Could be wrong though.

Boulder: UPR, +12% HP, +15% Hulks
Dunno. Probably not.

Inferno: UOPR, +30% HP, +15% Hulks
No I don't think so, it would mean fewer Tachyons.


Conclusions

Definitely useful for Golem, Hail, and probably for Fissure. Some borderline viable designs too.
All the variants are used, USPR, UPR, and UOPR which I like quite a bit!

Final Judgement: Is now useful, but does not seem worth much of Tranth's beyond just resizing USPR for Golem and Stealth ships.
 
So finalized version of Golem-FB (I used FB to stand for "Frigate, Brute")
Escort (Armor 2, AA 3, HP 2.4, Shields 1, Speed 6, +1 Power, 6 E Weapons)

Ultimate Stable Plasma Reactor (+3 Power, +35% HP, +15% Hulks, +10% Cost & CP)
Heavy Armour Plating (-1 Speed, +0.75 Armor)
Aegis Void Shields (-2 Power, x3 Shield)
Heavy Engines (+2 Power, -1 Speed)

Golem (+30% HP/Shields, -30% Crew, -10% Cost & CP)
Slightly Depower Engines (-0.5 Speed, +1 Power)
Sturdy (+20% HP/AA, -1 Power)
Overpower Shields 1 (+25% Shields, -1 Power)
Overpower Shields 2 (+25% Shields, -2 Power)
Overpower Weapons 1 (+25% Weapons, -1 Power)

Final Stats: Armor 2.75, AA 3.6, HP 4.44, Shields 5.4, Speed 3.5, Hulk Chance 50%, -30% Crew
Final Weapons (1.25×=7.5): 4.5× Escort Disintegrators, 1x Attack Craft (4 Wings)
Compared to theret VASPR one (with OPS2 dropped) it has +13% more HP+shields and 15% higher hulk chance, in exchange for +11% cost and CP. So for the same cost you get more tankiness, they are only slightly more expensive to rebuild, and the crew has higher survival chances (bost due to it being tougher and higher Hulk chance), at a cost of 11% less AA, weapons and launch capability. Absolutely worth it IMO, considering what Golem was designed for (being a ridiculously tough damage sponge while minimising crew casualties).
Frigate is a name for a Brute Escort, so that's redundant.

Looks like we ended up with the same design! That's always nice to see. Interesting idea noting final Hulk chance on the statline.

Crew survival is of uniquely lower value for Golem because of the -30% Crew trait, but still nice.
 
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