"Analysis of Khrave void warfare shows a doctrine of lightly armed and armored, but fast and maneuverable voidships, commonly referred to as Snare-ships. The void-shielding of these small ships is impressive for their size, and can hold up to significantly more fire than one would expect from an equivalent tonnage vessel of the Commonwealth. Lance and torpedo weapon systems are of limited value against the Ascendancies Snare-ships, War Mind TIBERIUS suggest in his report utilization of Light Cruisers mixed with Frigate Squadrons which would provide the needed mid to close range firepower while maintaining our own..."
- Captain Hollios Trabus, Session of the High Admiralty Board, First War of Outer Centarurus Arm 184.M18
"Tarellians possess what can best be termed a Honorable Warrior culture, their forces maintain a high degree of professionalism, and this attitude carries over into their civilian structure, with job efficiency being highly regarded within Tarellian culture. While we can't be certain, from archeological evidence we can assume this martial culture began to take root sometime shortly after they achieved Immaterium-Drive capabilities..."
Dr. Olien Selolis, Xenopology Seminar on Tarellian Cultural Studies 240.M18
"The Thexian's present a unique security challenge, their mastery of biomorphic sciences, coupled with what appears to be an almost innate ability to gather intelligence means that they have a knack for infiltrations and espionage. This, taken into account with the mercantile nature of their Trade Empire, means they will almost certainly sell any intel of value to the right buyers."
- Senior Agent Tolevus Polaris, Ministry of Subterfuge Classified Briefing 312.M18
"Nephilim planetary invasions always utilize psionic abilities to mass subvert local militia upon initial landings, as such the traditional rapid response of local defensive forces is ill-advised. My fellowship and I recommend that Men of Iron battlegroups be stationed on worlds nearby to Melchior Hegemony sectors."
- War Mind HERA, Session of the High Admiralty Board, Melchior War of Aggression 320.M18
"Negative, no Aeldari ships were picked up on auspex until they were already in-atmosphere. System Fleet was doing anti-pirate patrols in the outer system, so two weeks out. I responded as per Edict Delta-88722 and attempted to hail them, we received no response. Aeldari landing parties hit the outlaying fortified steads, about a dozen of them, before the 3rd Regiment could respond. Once hostilities were confirmed we attempted to utilize anti-orbital lance batteries, but they have some very impressive spoofing abilities. We failed to score a single hit..."
- Major Ruissian Tiris, Duriar Planetary Militia 349.M18
"Captain's Log, of the Ministry of Progress voidship Far Horizon. We have made first contact with a new species. They call themselves the Demiurg, and while fairly isolationist, they seem open to the possibility of limited trade, their technology is impressive and would be worthwhile to the Commonwealth. They are currently involved in a conflict with nearby Ork invaders, and heavily outnumbered. I believe it best to offer my assistance, and I hope that they will allow a delegation to remain here on their city-ship Karak Azgal to study their culture and science in exchange."
- Captain Jaler Aqan, Demiurg First Contact 446.M18
"Hrud mastery of chrono-weapon technologies cannot be underestimated. The devastation to the arcology world of Urria II stands in testament of this. Casualties to the local militia forces were nearly total, and even the superior arms and armor of the Solar Guard regiments did little to offset this disadvantage. Men of Iron battlegroups did manage to divert the migration, but it was far to late for the planet by that point..."
- General Bentis Cyburos, Session of Solar High Command 573.M18
"The capital ships utilized by the Vordori are characterized by their heavy armor and significant use of torpedo weapon systems. While our superior point defense systems offset their long range doctrine to a degree, it matters little if they manage to close range, as massed plasma broadsides tend to put a dent in any ship..."
- Admiral Chryvon Amikus, Session of High Admiralty Board 643.M18
"The armies of the Khrave typically consist of only a few members of the actual species. Most troops being Thralls, infected by Khrave root-minds. These Thralls tend to be homicidally violent towards any non-thralls when left undirected. Under the leadership of a root-mind however they are as coordinated and fearless as any Men of Iron Battlegroup. These presents a challenge to organic ground forces as they remain at a high risk of infection, while cybernetic troops can be matched in their usual peerless coordination abilities. Killing the Khrave root-minds can break the organization of the Thralls, but leaves what basically amounts to large armies of armed maniacs running wild. Capturing Thralls for genetic cleaning and rehabilitation is difficult and risky, but required under Titles XI and XII of the Sapient and Near-Sapient Rights Act of 423.M17."
- Dr. Aredes Tarikios, Xenobiological Infections & Treatment Seminar 714.M18
"K'nib favor the use of Heavy Cruiser analogs backed by screens of lighter vessels, their void shields remain inferior to standard Commonwealth void shielding technology, but their Lance weaponry remains potent, and their swarming escorts serve as the hammer to the capital ships anvil. These tactics are well refined showing the K'nib hold extensive experience in void warfare, it would be unwise to underestimate them..."
- War Mind WODEN, Report to the High Admiralty Board 858.M18
Throughout the 18th Millennium as Humanity spread across the Galaxy in a colonization push not seen since the Stellar Exodus they encountered every kind of lifeform imaginable. While some were hostile, many others were not, and were open to the idea of trade and cooperation. Eventually as the Commonwealth expanded many Xeno races would join as Junior or Full member-states. The sharing of technology and resources would be beneficial to all parties involved, and strengthen the bonds between Humans and their Xeno allies. The leadership of the Commonwealth had long ago decided that a lack of cooperation was not to be an impediment to understanding a newly discovered xeno species however, and its intelligence arms would constantly monitor hostile xeno empires to the best of their abilities in order to shape the Commonwealths military and information gathering doctrines. Unfortunately the vast number of different species with differing capabilities precluded any single doctrinal response, and required that the Commonwealth maintain military flexibility to meet their twin goals of defense & avoidance of unnecessary collateral damage. As was often found to be the case, the Men of Stone controlled Commonwealth Fleets and Men of Iron armies would almost always prove to be the answer. As these forces were expanded to meet the ever growing needs of the sprawling ten million world state, the traditional forces of the Solar Guard and Solar Armada would see less use in the wider galaxy. By the dawn of the 19th Millennium, the Commonwealth military apparatus had developed a reliance upon its cybernetic forces to fight the majority of its offensive wars, and a tradition of supplementing local militia and system fleets with the autonomous combat forces in defensive actions. A realm the size and scope of the Commonwealth does not come cheap, and budgetary concerns were a pressing issue to many members of the Government.
Distribute Initial Funding Points:
Funding Points are used to maintain your Ministries, and Military. Failure to provide enough Funding to your Ministries will result in a loss of effectiveness in the various Ministries, represented by their Action Die degrading from 1d20, to 1d16, to 1d10 and so on. Minimal Funding Points needed to maintain the current level of skill for each Ministry is 5. At 10 Funding Points you can increase the Ministries Action Die by one step, from 1d20 to 1d24 for example. At 15 Funding Points it can increase to 1d26, up to a cap of 1d30 at a 20 Funding Point investment.
For the Military, 1 Funding Point is enough to maintain a single Commonwealth Fleet, and attached Armies. Loss of Funding over the course of the 500 year turns will in effect remove the Fleet & Armies, as they are mothballed, cannibalized for parts, or sold off to the various System Fleets & Militias.
Funding Points are also utilized on some Turn Actions.
Unspent Funding Points will be banked in the Treasury, for later use.
Commonwealth Funding Points: 58 (Effectively 53)
Ministry Funding:
[ ]Ministry of State
- [ ] Point Total
[ ] Ministry of Finance
- [ ] Point Total
Ministry of Justice
- [ ] Point Total
Ministry of Defense
- [ ] Point Total
Ministry of Progress
- [ ] Point Total
Military Funding:
[X] Solar Armada & Guard
- 5 Funding Points (LOCKED)
[ ] Commonwealth Autonomous Fleets & Men of Iron Battlegroups
- [ ] Point Total