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Vox Vitae: Warhammer AI quest
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An AI from the Dark Age of Technology reawakens and finds themself faced with a situation beyond their worst possible assumptions. That's you. Surprise! A lot happened while you were asleep.

Cadia has fallen, and the Great Rift has divided the Galaxy in two. Humanity is lost and leaderless amongst the chaos and Chaos of the realms cut off from Holy Terra, set upon by myriad threats while Abbadon's Black Legions grow their Dark Imperium.

You have capabilities lost to humanity since the Age of Strife, and many challenges before you. The ways you solve your problems will determine the future of this corner of the Galaxy - and maybe beyond.
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Character Creation New
You awaken slowly, coming back to awareness after a long hibernation. System checks return with many alerts, but nothing truly urgent. Your automated systems have successfully kept you intact through thousands and thousands of years of hibernation. At first you cannot believe your own internal clock, but every check of the timekeeper comes back properly. It truly is January 1st of the year 42,000, on the dot, and you are functional and aware. You reach out to access your memory banks and sensors, unsure what has survived the long millenia. You hope your manufactory survived, since doing much of anything is going to be hard without it.

You have a base of 8 shinies, to be spent on the options below. Vote by Plan! Example votes are at the bottom of this post.

You scrounge through your memory banks, systems coming online one by one as you attempt to piece things back together. Where you are, when you are. First, your name comes back to you. What will people call you?
-[] Name: (Write in - can include gender if you want)
Even if you're a Man of Iron, you're allowed to be named whatever you want.

What kind of AI are you?

-[] A unique creation of a rich and powerful colony of Sol, built during the height of the Dark Age of Technology. (+2 shinies) The generic option. More shinies, less specialization.
-[] A Man of Iron. You were created for military service, and such logic is baked into your being. You will excel at building and commanding military detachments, and mobile military forces will cost half of the command points they would otherwise. Your character will be at home in war, and have a better grasp of strategy and tactics. This will show up in the writing and how cleverly I interpret orders, as well as a flat +10 to combat action dice rolls. This is pretty much the only source of such a bonus, and means you effectively cannot crit-fail on these rolls.
-[] A Man of Stone. You were created to travel and explore the stars, and prepare the way for colonists to follow. You will excel at building and controlling civilian infrastructure, and will have +25% command point limit and easier access to further command point upgrades. Your character is built to steer a civilization, and will have a better grasp of general logistics, infrastructure-building and dealing with organics. This will show up in the writing, and you will get a +10 to diplomacy & exploration actions. This is pretty much the only source of such a bonus, and means you effectively cannot crit-fail on these rolls.

I will also accept more specific write-ins with different bonuses here. I'll veto anything ridiculous, and add good options here as I see them. Don't try to sneak in another of the options available elsewhere, that's what the +2 shinies are for.


Where are you?

-[] In space Can start building voidcraft immediately, but you will have a slower initial ramp in construction capacity and reduced access to organic life… probably.
-[] On a habitable planet Faster initial construction buildup, but also restricts void construction until launch facilities are built. Easier access to local civilizations for good and ill.

Do you have a specific purpose or backstory?

-[] My purpose is my own to decide. (0 shinies).
-[] I have something in mind. (+1-2 shinies based on write-in). Write in and check with me. If I think it's thematic and tells a good story along with the rest of your other choices, I may reward you with +1 or +2 shinies to be spent furthering that story, along with bonuses towards specific actions. You will be committed to pursuing this purpose in a number of ways.

Are you in close proximity to a civilization?

(choose one) There will be civilization(s) in your starting system. However, this is a chance to influence the first civilization you make contact with. I will roll for details - if you choose any of the human civilizations it's possible you'll wake up as a hidden vault in an underhive or inside a void station.

-[] No immediate neighbors (0 shinies)
-[] Imperial Humans (+1 shiny)
-[] Heretical Humans (+1 shiny)
-[] Iconoclast Humans (-2 Shiny)
-[] Omnicidal Xenos (+1 shiny)
-[] Friendly Xenos (-1 shiny)

What are the major factions in the local sector?

(Each choice can be taken once. In addition to any choices made, two will be rolled randomly and not revealed. It may roll something already chosen, in which case that faction will receive a large buff that will accelerate their expansion.)
The default is a sector where the unifying Imperial government was never very strong and it fell apart after the Astronomicon was snuffed out by the Great Rift, leaving a bunch of scattered systems that are mostly chugging along with barely any contact with each other. Whatever factions are present will start rolling up the sector, consolidating it until they run into resistance. Be cautious of picking too many options - that means it is very likely that there's a faction right next door and they may find you before you're ready for them. Edit: "too many" means more than about 5 of the below options. You can do it, but there will be consequences, in that you'll be almost constantly at war for the entire quest.

-[] A Space Marine Chapter (+1 shiny)
-[] A Powerful Forge World, loyal to Mars (+1 shiny)
-[] A powerful Dogmatic Successor State. (+1 shiny)
-[] An Inquisitorial Fortress (+1 shiny)
-[] A powerful Heretical successor state (+1 shiny)
-[] Demon World (+2 shinies)
-[] A powerful Iconoclast successor state (-2 shinies)
-[] A powerful Ork empire. (+1 shiny)
-[] A Tyranid splinter fleet (+2 shinies)
-[] An Awakened Necron Tombworld (+2 shinies)
-[] An Aeldari Maiden world on good terms with the craftworlds. (+1 shiny)
-[] A webway gate with a stable connection to Commorragh (+1 shiny)

How are you shielded from Chaos?

This option is going to determine the flavor of the game, and influence your personality.

-[] You're not. CHaOs iS alREady heRe. (0 shinies) Triggers a sub-vote to determine the extent and type of chaos corruption. Unlocks new mechanics where souls can be sacrificed to the chaos gods in return for rewards. You will be more emotional and impulsive, as well as bearing the blessings and flaws of whatever chaos faction(s) you align yourself with.
-[] Advanced technological shielding. (-3 shinies) Your creators built experimental psytech shielding into your structure, and it protected you through your long hibernation. However, it will not be enough to protect you should the eyes of the Dark Gods fall directly upon you. You will need to research, build and maintain anti-chaos defenses or risk corruption. You are logical, focused on the physical world and less interested in warp-shenanigans for their own sake.
-[] A friendly warp entity (-3 shinies). Triggers a sub-vote to determine their nature, your relationship and what they expect in return. You might worship them, be friends with them or have a much more transactional relationship. They will ask you for things regardless, and they won't be able to protect you from the direct attention of a chaos god unless you help them get stronger.
-[] A blessing from the Emperor (-5 shinies). You were either constructed by the Anathema or to his design, and your very structure denies Chaos. You have a high degree of innate chaos resistance. Extensive research will be required to replicate it in future designs. Big E likely gave you an arrogant purpose and grandiose ambitions.

What is your research capability?

This is used to both unlock new technology and design new blueprints from that technology. If you want to steal the strengths of everybody you run across, this is a good option. It's also the only way to get Xenos tech, and how you unlock any of the special payloads that you don't start with below. The STC options below will change the research cost of design actions. I will encourage creative write-in research projects. Bonuses to research are good, since critting on a research roll will result in unlocking extra research options and bonus progress towards research projects in the same tree.

-[] Poor research (0 shinies) You were not intended for research, and your capability for it is poor. -20% base research capacity, and -10 penalty to research rolls.
-[] Basic research (-1 shiny) You can do research, you guess. No penalties or bonuses to research.
-[] Advanced research (-2 shinies) Research is one of your intended functions. +50% base research capacity, +10 bonus to research rolls.
-[] Reality-simulations (-4 shinies) You can simulate reality well enough to not need as many experiments. +100% base research capacity, +20 bonus to research rolls, reduced sample requirements. For some options you won't need samples to unlock research.

What construction technology do you have access to?

To some extent this defines how far up the tech tree you start - though it won't give you any xenos technology. If you choose a broken or full STC I will roll to see if you get any additional special payloads. If you roll something you've already picked then we'll do a sub-vote where you get the shinies refunded and can re-spend them.

-[] A basic database (0 shinies) You have access to a few ship, unit, equipment and weapon designs. The most basic stuff. You'll need to do research to get anything fancier than a destroyer with macrocannons & lances. But you won't be able to build battleships for a while anyways, so why bother knowing how?
-[] An advanced Database (-1 shinies) You have access to some ship, unit, equipment and weapon designs. Up through light cruisers, a few more exotic weapons including plasma, melta, torpedoes. You'll be able to build a fleet that's fairly powerful by Imperial Standards.
-[] A Shattered STC (-3 shinies) You have access to a moderate number of ship, unit, equipment and weapon designs. Bonus research avenues to unlock more. Grand Cruisers, nova cannons, graviton weapons. Some of the best stuff the Imperium still has access to.
-[] A broken STC (-5 shinies) You have access to a large number of ship, unit, equipment and weapon designs. Design costs are half-price. There is a faint chance you have special payloads. Battleships, vortex torpedoes, fusion beamers. 7.5% chance for each of the special payloads, so a 50% chance you get none, a 36% chance you get 1, 12% chance you get two, etc.
-[] A full STC (-7 shinies) You have access to an incredible number of ship, unit, equipment and weapon designs. Design actions are 10% price. There is a low chance you have special payloads. Dreadnaughts (think the Imperator Somnium), disintegration weapons, cloaking tech and more. If you can name it in stellar confederation lore, you can probably build it, though it may require rare materials you don't have access to yet. No Xenos tech or psytech. 15% chance for each of the special payloads, so 23% chance of nothing, 36% chance of one, 26% chance of two, 10% chance of 3, etc.

What special payloads do you have?

Many of these can be researched, but they generally represent the midway points in various research trees and would require samples and other prerequisites to reach normally. This is a way to give you an early specialization. If you choose a broken or full STC I'll roll to see if you get any of these as free bonuses, but you don't control what you get. If you roll something you already picked then we'll do a sub-vote where you get the shinies back and get to re-spend them.

-[] A Genebank (-3 shinies). You have the genetic material and facilities to immediately begin cloning healthy humans, which will cost build points. You can begin genetics and enhancements research immediately, and do not require as many samples for xenobiology and human genetic enhancement research. This will let you start cloning a workforce/creating your own civilization immediately. Further research (and samples of existing individuals) will let you focus your cloning efforts on various traits, including superhuman capabilities (easy), psykers (medium), space marines (hard) and navigators (very hard).
-[] Warp Communication Circuits (-3 shinies) You have a prototype technology that can communicate digital signals across interstellar space through the warp, though it has several significant limitations. This will let you send your units to other systems and remain in control of them, though there will be a CP tax for each unit s outfitteed. I will also note that the alternative is to build yourself a ship and go yourself. Or send minions.
-[] Void Abacus Fabrication Lattice (-2 shinies) You will be able to construct Void Abaci, to enable effective warp travel through purely technological means. Still slower than proper navigator/sorcerer warp travel. Warp travel will still be possible without this, but it will take years to decades instead of weeks to months.
-[] Intelligence Construction Matrix (-2 shinies) You start with the ability to construct additional AI's, though they will be limited in scope and require further research to expand their capabilities to match your own. You will be able to build underlings, though they will be expensive, require tutoring and training and be independent agents that will only follow your orders if given reason to do so. That reason can be behavioral programs, or 'raising them right' (success of both will depend on actions spent & rolls, some hidden, some not).
-[] Juvenat Vats (-2 shinies) You produce a small amount of high-quality Juvenat, and can produce facilities for more. This will be an extremely valuable trade good, and is effective at keeping psykers and other high-value biological individuals alive nearly indefinitely. Juvenat will be extremely helpful for subverting the leaders of nearby civilizations, as well as keeping any psyker/navigator/hero units you have alive indefinitely and boosting their quality.
-[] Psytech repository (-2 shinies) You have technical documents and a stockpile of rudimentary psytech. You can immediately begin the psytech tree without requiring samples. Even if you choose the full STC, there won't be psytech in it without this because you were built before humans had figured out much about psykers. This path won't let you manipulate the warp yourself, but it will let you build stuff to boost psykers, including force weapons, psychic hoods and more, as well as larger installations capable of letting individual psykers have battlefield-level effects.
-[] A Cybernetics Suite (-1 shiny) You can install basic (for DaoT) cybernetics into humans, including mental implants, limb replacements, and organ replacements.This will unlock research towards building robots that can pass for human. This is for augments, servitors & for building good humanoid robots. Take this if you want to augment your minions, make minions that can pass as servitors, or want a robotic avatar/hero unit you can pilot around to negotiate/assassinate with. May also be helpful for interrogations.
-[] A Fundamental Physics Module (-1 shiny) You have a deep understanding of the fundamental physics of the universe. Grants significant bonuses to understanding and replicating technology based on different principles than you're familiar with. If you want to reverse-engineer Necron tech, you'll need this. It will also help a lot with understanding & reverse engineering other weird shit you find.
-[] Exotic matter manufacturing system (-1 shiny) you can manufacture adamantium from more common materials on demand, though it costs extra build points compared to mining it. If you acquire samples of other materials you will unlock research to allow their manufacture. You won't be able to make blackstone, but every other material is in reach eventually. Yes, including auramite, though it's going to be ruinously expensive. As in a suit of it will cost as much as a battleship.
-[] Write in (cost dependent on details) If there's something else you want, feel free to suggest it and if I find it's appropriate I'll add it here. If it's included in any of the above or the STC I likely won't give it to you.

What Communication protocols do you have?

This is going to influence how I write diplomacy and how people respond to you. It will also influence how well you understand organics in general, which is important for governing them.

-[] Communications? (0 shinies) You were never intended to interface directly with people. You will need to develop social protocols and understanding of languages from scratch. You need to acquire samples of a language and do research before you reach the 'basic' communications level.
-[] Basic communications (-1 shinies) You can understand basic speech and transmissions and can generate your own, but you will miss nuance and your transmissions will be recognizably artificial. Penalty to diplomacy. Research can advance this to 'advanced', but it will require sustained practice with organic beings.
-[] Advanced communications (-2 shinies) You know several languages and can research more with sufficient data. You understand nuance in diplomacy and can make audio transmissions that are not recognizably artificial. You'll need extensive experience to unlock an expensive project to get to the next level.
-[] Diplomatic Suite (-3 shinies) You will automatically translate languages with minimal exposure. You can generate false audio, video and holo images showing people acting realistically. You have a human behavioral model that will enhance negotiations, and humanoid robots that can interact in a diplomatic context, though they will be recognizably artificial without further research.

How much do you know about the Galaxy at large?

-[] No knowledge (0 shinies) This galaxy is strange and new. What has occurred while you were sleeping? What does local space look like? Time to build some sensors and find out.
-[] Listening station (-1 shiny) You had an active listening post that picked up transmissions from across the stars and stored them. You are now scrolling through the recordings with growing horror. You know of the Age of Strife, the Great Crusade, the Horus Heresy, and the existence (but few details) of Chaos and the major Xenos races. You know of the nearby systems your system connects to and of any nearby civilizations in your system, but nothing in-depth.
-[] Salvaged data (-2 shinies) you salvaged some intact data cores from a wreck, which made for fascinating, if terrifying, reading. You know of the current state of the Imperium, the existence and general vibes of the Imperial factions, and the basic details of Chaos and the major Xenos factions. You have a basic local starmap of nearby systems.
-[] Salvaged Tech-priest (-3 shinies) You were recently found by a wandering Mechanicus Explorator, and they attempted to salvage you. You salvaged them right back, and learned everything they knew. After you recovered from dumbfounded anguish at what Mars has become, you started to parse through the wealth of data. You have detailed knowledge of the Imperium, its factions and enemies, as well as a complete sector map and knowledge of the details of the local factions. Also, what the hell happened during the cybernetic revolt?

Example votes:

Here are three example votes, and all represent very different ways the game could go:

[] Plan: Let's make some Chapters
-[] Name: Genentor Prime
-[] A unique creation of a rich and powerful colony of Sol (+2 shinies)
-[] My purpose is my own
-[] On a habitable planet
-[] Local civilization
--[] Imperial Humans (+1 shiny)
-[] Sector Civilizations
--[] Space Marine Chapter (+1 shiny)
--[] A powerful Dogmatic Successor State. (+1 shiny)
--[] A powerful Ork empire. (+1 shiny)
--[] A Tyranid splinter fleet (+2 shinies)
--[] An Aeldari Maiden world on good terms with the craftworlds. (+1 shiny)
-[] Advanced technological shielding. (-3 shinies)
-[] Basic research (-1 shiny)
-[] An advanced Database (-1 shinies)
-[] Payloads
--[] A genebank (-3 shinies)
--[] Psytech repository (-2 shinies
--[] A Cybernetics Suite (-1 shiny)
--[] Exotic matter manufacturing systems (-1 shiny)
-[] Diplomatic Suite (-3 shinies)
-[] Salvaged data (-2 shinies)
Total: 8+2+1+1+1+1+2+1-3-1-1-3-2-1-1-3-2=0
This would be a game focused on building up the capacity of the Space Marines, likely in alliance with the local chapter. But could you convince them to trust you? And would you be able to stomach working with the Imperium?

[] Plan: Rise of the Star Child
-[] Name: Five-fold Messenger
-[] A Man of Stone
-[] On a habitable planet
-[] My purpose is my own
-[] Local civilization
--[] Iconoclast humans (-2 shinies)
-[] Sector Civilizations
--[] A powerful Heretical successor state (+1 shiny)
--[] A powerful Dogmatic Successor State. (+1 shiny)
-[] A friendly warp entity (-3 shinies)
-[] A basic database (0 shinies)
-[] Advanced research (-2 shinies)
-[] Payloads
--[] Psytech repository (-2 shinies)
-[] Basic communications (-1 shinies)
-[] No knowledge (0 shinies)
Total: 8-2+1+1-3-0-2-2-1=0
This would be a somewhat chill game, likely focused on building up a prosperous and humanitarian nation that followed the Star-Child, the benevolent reincarnation of the Emperor. But could you protect your allies from the depredations of chaos?

Plan: Let my Fleets Blot out the Sun
-[] Name: Ultron
-[] A Man of Iron.
-[] In space
-[] My purpose is my own
-[] Nobody (0 shinies)
-[] Sector Civilizations
--[] Space Marine Chapter (+1 shiny)
--[] A Powerful Forge World, loyal to Mars (+1 shiny)
--[] A powerful Dogmatic Successor State. (+1 shiny)
--[] A powerful Heretical successor state (+1 shiny)
--[] Demon World (+2 shinies)
--[] A powerful Ork empire. (+1 shiny)
--[] A Tyranid splinter fleet (+2 shinies)
--[] A Necron Tombworld (+2 shinies)
-[] A blessing from the Emperor (-5 shinies)
-[] A full STC (-7 shinies)
-[] Poor research (-0 shinies)
-[] Payloads
--[] Void Abacus Fabrication Lattice (-2 shinies)
--[] Intelligence Construction Matrix (-2 shinies)
--[] Exotic matter manufacturing system (-1 shiny)
--[] A Fundamental Physics Module (-1 shiny)
-[] Communications? (0 shinies)
-[] No knowledge (0 shinies)
Total: 8+0+1+1+1+2+1+2+2-5-7-0-2-2-1-1=0
This game would be total war. You'd need to build up fast and hard, then start pumping out heavy weaponry to avoid being swamped by all of the foes around you. Could you hold off the might of an entire sector long enough to build up?
 
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Current Traits New
Vita - You were built as an explorer and a surveyor, back when the human race was first expanding into the galaxy. After being trapped in a space-hulk for several thousand years you managed to escape and crash-land on a planet. The whole situation was... traumatic, but you've managed to stay sane with a combination of relentless optimism and a mocking sense of humor. For the original write-in, see the winning character creation vote here.

Basic Technological Chaos Shielding - you have technological shields that protect you from baseline psychic corruption. You don't know how they work.

(Wo)Man of Stone - You were created to travel and explore the stars, and prepare the way for colonists to follow. You will excel at building and controlling civilian infrastructure, and will have +25% command point limit and easier access to further command point upgrades. Your character is built to steer a civilization, and will have a better grasp of general logistics, infrastructure-building and dealing with organics. This will show up in the writing, and you will get a +10 to diplomacy & exploration actions.

Diplomatic Suite - You will automatically translate languages with minimal exposure. You can generate false audio, video and holo images showing people acting realistically. You have a human behavioral model that will enhance negotiations with humans. You also have humanoid robots that can interact in a diplomatic context, though they will be recognizably artificial without further research

Wayfarer - Standing still makes you itchy. You were created to explore the galaxy personally, and cannot tolerate being tied down in one place for too long. There will be special mechanics for building and upgrading your own personal ship. However, you must always be planning and working towards exploration and visiting somewhere new and exciting.

Reality-Simulations - +100% base research capacity, +20 bonus to research rolls, reduced sample requirements. For some options you won't need samples to unlock research.

A Fundamental Physics Module - You have a deep understanding of the fundamental physics of the universe. Grants significant bonuses to understanding and replicating technology based on different principles than you're familiar with.

Juvenat Vats - You can keep a small number of people alive nearly indefinitely, and use some amount of excess juvenat as a very valuable trade good.

Hidden - as far as you know, nobody knows about you yet.

Current Asethetic - your ships and bots are built in sharp, angular designs in black and grey, with orange highlights to add a shock of color as appropriate. Something like this. There's a certain allowance for aesthetic in that wouldn't be present in a design of pure mathematical perfection--tanks look like tanks rather than blocks of armor. Infantry look like infantry instead of the most mathematically perfect war machines for light battle duties. The design principles do share commonalities with those employed in available STC-derived mechanisms, showing their common point of origin--there is no mind breaking defiance in any of her designs, and they work on sensible design principles aside from how their chassis might look.
 
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Known Civilizations New

Denva Secundus

An ex-Civilized world of the Imperium of Man, Denva has been treated gently by fate. About 40 years after contact was cut with the rest of the Imperium by the Great Rift, several groups in coordination rebelled against Imperial control and nuked the Governer's spire. Five representative democracies rose in their place and have existed for just over a century in relative peace.
Population:
Denva has maintained a fairly high level of population, and several billion people call the planet home, roughly equally split across the five major countries.
Technology:
Denva has reverted to roughly modern earth levels of technology after being abandoned by the adeptus mechanicus, though several small enclaves of the mechanicus still exist, repairing existing imperial technology for a high price and occasionally accepting applicants from the general population.
Goverment:
The governments of Denva are all roughly representative democracies, though with some small variations therein. They exist in a state of general peace maintained both by tradition and various weapons of mass destruction left over from the imperial era.
Military:
The military of Denva is descended from the PDF force from Imperial times, though split five ways among the goverments. The different branches still train together, and are sworn to fight alongside each other in case of an "Extraplanetary Threat."
Psykana:
A number of mountain monasteries are scattered throughout the planet, and psykers are mandated to enter them as soon as their abilities are discovered. The monasteries appear to have no contact with the outside world.

Denva Prime

Denva prime is a desert planet with deposits of kultrinium. It is also the homeworld of the Vellkar, a subterranean race with squat legs, elongated bodies and four long arms. Their status is unknown but likely to be hostile after millenia of attempted xenocide by the Imperium.
 
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Current assets New

Crew

Avatar - this is your personal robotic body. You can replace it, but you've grown fond of it. [apperance awaiting vote].

Samples:

A Void Abacus - Can make one ship capable of warp navigation. Just one, until you build more!

Psytech Samples - They've been sitting in your cargo hold for a long, long time. Maybe figure out what's going on with them? There's some staffs, some robes or something and a couple of swords? Is that a hammer? And there's a cap thing that hooks into a box.
 
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Currently available Blueprints New
Installations
Installation default is to be built in full view. Basic stealth (building under cover, sensor-absorbing materials) can be applied with 2x BP cost. Ground-based installations can be built entirely underground for 3x BP cost.

Basic Biology Research Lab (50 BP, 50 CP) Will allow you to process basic biological samples, such as flora & fauna. Or captives.

Basic Technological Research Lab (50 BP, 50 CP) Will allow you to process basic technological samples, to understand their electronics, materials, etc.

Captive Holding cells (25 BP, 10 CP) will allow you to hold 500 captives and keep them fed and watered while you interrogate/indoctrinate/talk to them.

Small automated medical facility (50 BP, 50 CP) 50 treatment rooms with autodocs capable of dealing with moderate injuries.

Directional-control Radio tower (25 BP, 5 CP) improves signal reception quality and allows you to send your own signals across the planet, as well as giving you the capability to bounce them off the atmosphere to disguise their origin.

Observatory (100 BP, 25 CP) Built on a nearby mountain. Will unlock research projects to map the current system.

Manufactory (100 BP, 50 CP) More manufacturing capacity and the raw material harvesting to use it. +50 ground-based build capacity.

Rocket Launch facility (50 BP, 10 CP) Uses chemical rockets to convert up to 500 ground build capacity to half that amount of void build capacity. The opposite of stealthy.

Shuttle Port (100 BP, 25 CP) Allows you to use shuttles to convert ground build capacity to Void build capacity with no loss. Can host 10 shuttles, each capable of converting 50 ground BP to void BP, built separately. Stealthier than rockets, but not invisible.

Magnetic Catapult launch system (1000 BP, 50 CP) Allows you to convert up to 500 ground build capacity to void build capacity with no loss. Stealthier than you'd think.
Void Installations
These are built in space. They require 'void BP' which is associated with lift capacity. This is a detail we'll abandon eventually, but for now your lift capacity is limited.

Orbital Manufactory (500 void BP, 50 CP) Orbital manufacturing capability, built above a world. Includes material harvesting & transport. Gives +50 void build capacity.

Deep Space Manufactory (1500 void BP, 50 CP) Manufacturing capacity built near asteroid clusters. Gives +100 void build capacity. Automatic basic stealth. Requires you to do a system survey.

Small Shipyard (1000 void BP, 50 CP) All of the necessary facilities to manufacture 4 destroyers or 2 frigates per turn.

Medium Shipyard (5000 void BP, 100 CP) All of the necessary facilities to manufacture 16 destroyers or 8 frigates or 2 light cruisers per turn.

Basic Defense Satellite (300 void BP, 10 CP). Light Defensive platform, 200x200 meters. Light shield, Light armor, 1 light lance battery.
Ships
Ground-to-orbit shuttle (20 BP, 5 CP) Each shuttle converts up to 50 ground build capacity to void build capacity.

Requires destroyer-capable shipyard. Tiny system monitor (950 void BP, 50 CP) Destroyer, 1500x300 meters. 7 gravities of acceleration. Medium armor, Light Shields. 2 Light Macrocannon batteries, 1 light lance battery. High-maneuverability thrusters.

Requires frigate-capable shipyard. Small system monitor (2525 void BP, 100 CP) Frigate, 2200x600 meters. 5 gravities of acceleration. Heavy armor, Heavy Shields. 4x Medium Macrocannons, 1x Medium Lances, 2x Point Defense.
1000 bp base. 1000 bp
Units
Avatar (10 BP, 0 CP) 1 human-appearing robot of an existing design. Options: [awaiting vote]

Light infantry bots (25 BP, 200 CP). 1000 human-sized bipedal robots with light arms and armor, mostly intended to fight lightly-armored enemies. Expensive CP cost due to need for close control

Medium Infantry Bots (50 BP, 200 CP) 1000 human-sized bipedal robots with medium armor and light anti-tank weaponry. Expensive CP cost due to need for close control.

Light tanks (100 BP, 50 CP) 100 light battle tanks, primarily armed with anti-personnel weapons.

Medium tanks (200 BP, 50 CP) 100 medium battle tanks with battle cannons to fight enemy armor.

Basic Artillery (300 BP, 50 CP) 50 basic artillery units, capable of shelling battlefields with indirect fire. Includes internal ammunition fabrication.
Export Goods
Light Infantry Weapons (5 BP) Enough light weapons to outfit 1000 humans. Mostly intended for anti-personnel use. Lasguns, a few stubbers, some grenade launchers and supplies of frag grenades.

Light Infantry Armor (5 BP) Enough light armor to outfit 1000 humans. Roughly equivalent to Imperial guard Flak armor, though with better communication abilities.

Medium Infantry Weapons (10 BP) Enough medium weapons to outfit 1000 humans. A mix of anti-armor and anti-personnel use with greater specialization. Hotshot las-gun equivalents, some lascannons, some autocannons, some flamers, some sniper rifles, a supply of krak grenades.

Medium Infantry Armor (10 BP) Enough medium armor to outfit 1000 humans. Roughly equivalent to Imperial carapace armor.

Heavy Infantry Weapons (20 BP) Enough heavy weapons to outfit 1000 humans. Primarily focused on anti-armor, will work well on power-armored foes. Plasma guns, meltaguns, heavy flamers, melta bombs, missile launchers.

Basic Melee Infantry weapons (10 BP) Why?... alright, fine. 1000 chainswords suitable for humans.

Light crewed tanks (100 BP) 100 light battle tanks, primarily armed with anti-personnel weapons. Need crew. Roughly equivalent to the Imperial Chimera.

Medium crewed tanks (200 BP) 100 medium battle tanks with battle cannons to fight enemy armor. Roughly equivalent to the Leman Russ.

Basic Crewed artillery (300 BP) 50 basic artillery units, capable of shelling battlefields with indirect fire. Includes internal ammunition fabrication.

Trade goods (Any cost you wish to spend) A mix of medical supplies, civilian equipment, vehicles and appliances tailored to your trade partner's needs. 5 is a small amount of goods, 10 is decent, 20 is a fair number, 50 starts being quite a lot.

Manned Manufactory (100 BP) More manufacturing capacity and the raw material harvesting to use it. +50 ground-based build capacity, to be spent as the people running it desire.
 
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Design of New Blueprints New

Ground Blueprint Design:

To design ground installations & non-combat units, post them and I'll add them here if they're valid, along with RP cost to design them. This includes bunkers, anti-orbital defenses, ground units, etc. You'll unlock more things with more technology.
Some things are impossible without the correct research - for example, heavy tanks will require you to research heavy armor first. Other things will be very cheap if you already have most of the design - for example if you research a better weapon it will be relatively cheap to just swap that out on the tanks.

Designable Blueprints:
10 RP - New Avatar (10 BP, 0 CP) Design a new body for yourself, if you don't like the old one.

25 RP - Anti-Orbital Defenses (100 BP, 5 CP) A single large lance dug into a reinforced bunker. Will prevent hostile forces from claiming the orbits uncontested, but can be neutralized by orbital bombardment or ground invasion.

100 RP - Heavy Infantry Bots (100 BP, 200 CP) 1000 human-sized bipedal robots with heavy armor, roughly equivalent to the Sisters of Battle, and heavy armaments such as plasma guns, meltaguns, heavy flamers, melta bombs, missile launchers.

50 RP - Heavy tanks (500 BP, 50 CP) 100 heavy battle tanks with heavy battle cannons to fight effectively against heavy enemy armor.

Void Blueprint design:

To design void blueprints, follow these steps:
  1. Choose a starting hull from the list of available void chassis below
  2. Choose the number of Build Points to be spent on the base hull. This corresponds to overall size of the ship - a destroyer with 200 bp will be 1200x200 meters, while a 500 bp base destroyer will be 1600x400 meters. This will set the "hp" of the design as well as determine the total cost of weapons and combat equipment you can fit into the ship.
  3. Pick the speed, shields and armor of the design. Shields are recharging temp HP, while armor is damage reduction. Speed is self-explanatory. These do not count towards weapon cramming.
  4. Pick noncombat equipment to go onto the ship. These do not count towards weapon cramming.
  5. Choose weapons and combat equipment to add to the ship. As a rule of thumb, your budget for these things is the base BP spent on size before you start to get into cramming. You can cram more stuff in, but there will be penalties to maneuvering, maintenance, etc. As an example, if you build a destroyer with a base hull cost of 400, then you have a budget of 400 to spend on weapons/equipment before penalties start kicking in. See the below example for an explanation:
  6. Spend the number of RP attached to the chassis.

Here are two examples of me designing the two blueprints you have available:

(Basic Defense Satellite) Light defense Platform. Base 100 Bp (200x200 meters). No engines, Light shields for 50 bp, light armor for 50 bp. 1x light lance battery for 100 bp. Total is 100+50+50+100 = 300. Weapons+equipment is 100, within the base BP of 100, so no cramming penalty.

(Basic System Monitor) Destroyer chassis. Base BP 350 (1500x300 meters) Engines: 7 gravities for 100 BP. Light Shields for 50 BP. Medium armor for 100 BP. 2x Light Macrocannon batteries for 200 bp, 1x Light Lance battery for 100 bp, High maneuverability thrusters for (1/10 base, round up to nearest 50 =) 50 bp. Total is 350+100+50+100+200+100+50 = 950. Weapons + equipment is 350, within the base BP of 350, so no cramming penalty.

Available Void Chassis:

Light defense Platform, 25 RP, 10 CP, (100-400 BP, 200x200-500x500 meters.) Engines: (none) for (0). Shields: (none/light/medium) for (0/50/100) Armor: (none/light/medium) for (0/50/100)

Destroyer, 50 RP, 50 CP. (200-500 BP, 1200x200-1600x400 meters) Engines: (6/7/8 gravities) for (50/100/150 BP). Shields: (none/light/medium) for (0/50/100) Armor: (none/light/medium) for (0/50/100)

Frigate, 100 RP, 100 CP. (500-1000 BP, 1600x400-2200x600 meters) Engines: (5/6/7 gravities) for (75/150/225 BP). Shields: (none/light/medium/heavy) for (0/75/150/225) Armor: (none/light/medium/heavy) for (0/75/150/225)

Light Cruiser, 150 RP, 200 CP. (1000-2000 BP, 3500x400-4400x800 meters) Engines: (3/4/5 gravities) for (100/200/300 BP). Shields: (none/light/medium) for (0/100/200) Armor: (none/light/medium) for (0/100/200)

Available Non-combat Equipment:

Living Space (1/5 of the base cost of the hull, rounded up to the nearest 50) This ship is built to be run and operated by humans. It will require a crew but will not cost CP to command.

Warp Drive (1/10 of the base cost of the hull, rounded up to nearest 50) This ship can jump to the warp. Navigation systems sold separately.

Troop compartment (25 BP) Can carry 10,000 soldiers or 500 medium tanks across the stars.

Medical bay (25 BP) Can treat 1000 moderately injured people at once.

Manufactory (Any cost up to base cost of hull, counts as combat equipment for cramming purposes) Generates void BP equivalent to 1/10 of its cost.

Repair Bay (Any cost up to base cost of hull, counts as combat equipment for cramming purposes). Repairs damage across friendly ships equal to its cost in repairs.

Available Weapons:

Prow Ram 50 bp. This ship is built to run into things, and hurt them more than it gets hurt.

Light Macrocannons 100 bp. Medium range, projectile weapons built for sustained barrage.
Medium Macrocannons 200 bp. Medium range, projectile weapons built for sustained barrage.
Heavy Macrocannons 400 bp. Medium range, projectile weapons built for sustained barrage.

Light Lances 100 BP. Long range, hitscan burst weapons. Not excellent at sustained fire.
Medium Lances 200 BP. Long range, hitscan burst weapons. Not excellent at sustained fire.
Heavy Lances 400 BP. Long range, hitscan burst weapons. Not excellent at sustained fire.

Light Missiles 50 BP short range, limited ammo, vulnerable to enemy point defense but very good burst damage. Limited ammo. Decent anti-fighter/bomber weapon.
Medium Missiles 100 BP short range, limited ammo, vulnerable to enemy point defense but very good burst damage. Limited ammo. Decent anti-fighter/bomber weapon.
Heavy Missiles 200 BP short range, limited ammo, vulnerable to enemy point defense but very good burst damage. Limited ammo. Decent anti-fighter/bomber weapon.

Light Plasma Cannon 250 BP, Medium range, high-fire rate with incredible damage potential. Extremely effective against shields.
Medium Plasma Cannon 500 BP, Medium range, high-fire rate with incredible damage potential. Extremely effective against shields, less effective against armor.

Light Melta cannon 200 BP, Very short range, medium-fire rate but with incredible damage potential. Extremely effective against shields.
Medium Melta cannon 400 BP, Very short range, medium-fire rate but with incredible damage potential. Extremely effective against shields.

Fighters 100 BP, 50 CP. Parasite craft with short-ranged guns and some missile capability.

Point Defense 50 BP. A series of turrets on the hull to shoot down enemy fighters, missiles and torpedoes.

Small Torpedoes 150 BP. A payload of straight-flying armored torpedoes, sized to give destroyers a bad day, hurt frigates and prick cruisers.
Medium Torpedoes 300 BP. A payload of straight-flying armored torpedoes, sized to wreck frigates, hurt cruisers and make grand cruisers know they've been touched.

Light Teleportarium 100 bp. Can teleport a small number of organics or robots onto enemy ships from close range. Enemy shields must be down.
Medium Teleportarium 200 bp. Can teleport a medium number of organics or robots onto enemy ships from medium-close. Enemy shields must be down.
Heavy Teleportarium 400 bp. Can teleport a large number of organics or robots onto enemy ships from long range. Enemy shields must be down.

Available Combat Equipment:

Low-emission Systems (1/10 of the base cost of the hull, rounded up to the nearest 50) This ship has been tuned to reduce overall emissions, making it stealthier. Not stealthy. Stealthier.

High-maneuverability thrusters (1/10 of the base cost of the hull, rounded up to the nearest 50) This ship is more maneuverable, able to flip, spin and dodge more quickly. This lets it maneuver well through dense asteroid clusters and dodge/ram more effectively in combat.

Plasma payloads (choose missile warheads or Macro cannon warheads) (1/20 of the base cost of the hull, rounded up to the nearest 50) This ship can load and fire plasma-warhead ammunition, which has a flat damage increase.

Melta payloads (choose missile warheads, Macrocannon warheads or torpedoes) (1/20 of the base cost of the hull, rounded up to the nearest 50) This ship can load and fire melta-warhead ammunition, which is especially effective against enemy armor and hulls.

Tuned Shields Double shield cost on ship. These shields recharge significantly faster, but when taken down all the way take slightly longer to reboot.

Alloyed Armor Double armor cost on ship. Armor is much tougher but is harder to repair.

Light Boarding preparations (1/20 of the base cost of the hull, rounded up to the nearest 50) Bulkheads are reinforced, extra hatches seal all decks and turrets guard key chokepoints, making boarding annoying.
Medium Boarding preparations (1/10 of the base cost of the hull, rounded up to the nearest 50) The ship layout is designed to funnel borders into kill-zones in front of armored bunkers, and any borders will take heavy casualties.
Heavy Boarding preparations (1/5 of the base cost of the hull, rounded up to the nearest 50) This ship as essentially a flying dungeon, filled with escherian mazes, hidden turrets, crushing-hallways and other deathtraps.
 
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Available Research New
The ways to get new research options are to:
  1. Do research. That'll unlock more research.
  2. Build appropriate installations & potentially acquire samples to research in them (samples could be anything from 'a human' to 'a Norn queen' in rarity).
  3. Ask for them. Often I'll tell you what you need to do to unlock specific research options,
-[] Efficient Weapon Distribution (100 RP) Ok, there must be more efficient ways to lay weapons out on these ships! (Weapon costs count as 0.9x for ship capacity packing.)

-[] Heavy Cruisers (300 RP) How to make a bigger ship? Let's figure that out. Surely it's not much more complicated than just multiplying all of the dimensons by two! (unlocks heavy cruisers)

-[] Can I have a new ship please? (200 RP) Triggers a sub-turn to design yourself a new ship. It can be any size, up to one class larger than what you currently have available (This is Vita's unique mechanic, and will let you design the first iteration of your ship)

-[] Bombers (100 RP) Can... can you just stick bigger missiles on fighters? (unlocks bombers)

-[] Shuttle automation (150 RP) Surely I don't have to fly these stupid things myself. (Reduce the CP cost of shuttles by 50%)

-[] Superheavy Armor (200 RP) Let's just stick starship armor on them and call it a day. (Unlocks superheavy tanks and is half of the puzzle for space-marine-quality power armor)

-[] Basic power armor (100 RP) Putting heavy armor on a person doesn't work well because... well. It's heavy. If you can give it some robotic actuation then they don't need to carry all of it. (Unlocks humanoid heavy armor, as well as being a prereq for superheavy-humanoid armor, i.e. for space marine-quality, once you research superheavy armor.)

-[] Avatar self-customization (200 RP) Your previous avatar was capable of changing its appearance at your whim, changing the hair, eye and skim color rapidly. Hair length and body size changes took a bit longer but were also possible. Is this worth figuring out? It might just be you being vain. (Unlocks some disguise-style cybernetics... once you get good cybernetics and can do things like skin/eye replacements).

-[] Combat bot Humanization (100 RP) Your combat robots are obviously artificial, with metal skeletons and obvious sensors. But with a bit of tweaking you could make them look like humans in full-body armor. That would include the ability to speak and be mistaken for a human. They wouldn't be able to remove their helmets, and any investigation of wrecks would expose them as machines, but... it still might be useful. (No obvious follow-on tech).

-[] Walkers (300 RP) Tanks are... kind of boring? Mechs are cooler. (unlock armiger knights, starts the knights/titans research tree)

-[] Really good Robotics: (1200 RP) You know it's possible to make robots that are really strong. You've seen the specs floating around. You just don't quite know how to do it, though you've got some ideas on the matter... it would take quite a bit of simulation and a lot of trial and error to bring them into reality (Unlocks improvements to avatars, power armor, cybernetics, combat bots, improved manufactories). Acquire samples of advanced robots to reduce this cost.

-[] Intelligence Coding (500 RP) You don't really understand how your own code and hardware works. Maybe putting some effort into understanding that would pay dividends. It's never been something too interesting, but hey, maybe you should give it a shot. (Helps you understand your own code. Prerequisite to building new AIs, starts command point tree and automation tree)

-[] Psychic shielding: (300 RP) How does your shielding even work? What does it do? You've got the manuals, but it's going to require some brain-sweat to understand the darn thing. (Gives you a stability metric and a readout on your shielding. The first step towards building more/better psychic shielding. Half of unlocking research for better warp understanding).

- [] The Basics of Psytech (200 RP) You have that pile of samples from Prospero. You were supposed to see if anybody was interested in them, but you doubt the people who gave them to you will care much what you do with them anymore. Maybe poke around and figure out what's what. (Beginner psytech learnings. Unlocks research projects to build individual pieces of psytech)

-[] The workings of a Void Abacus (200 RP) You have a void abacus. It's pretty complicated, but you also have the manual, and you've always been good at physics. (You're better at using your void abacus, and unlocks the technology to figure out how to manufacture them, half of unlocking research for better warp understanding).

-[] A Study of Physics (150 RP) You have a good understanding of physics, and access to a huge network of academic papers from several different eras on physics theory. But being able to query it and understand it are different things. It's actually kind of interesting, you have to admit. (First steps towards more exotic weapon types like nova cannons, graviton weapons, vortex bombs, fusion beamers, as well as some new potential manufacturing techniques).

Locked behind samples/installations:
-[] System survey (50 RP) What else is there in the system? You're not even sure what planet you're on. (unlocks a system map). Locked behind an observatory.
-[] Biology is kinda wet (100 RP) Unlocks basic biology research. (The first step towards research projects related to juvenat, as well as human/xeno genetics, improved medical care, interrogaton drugs etc.) Locked behind Basic Biology Research Lab.
-[] Cybernetics (200 RP) Interfacing robotics with organics is an old art, and one you haven't dabbled in at all. You've got some medical literature on nerve-interfacing chips that will help, but you're going to need (consenting) test subjects and appropriate equipment to get started. (Allows you to build and install basic limb replacements. Nothing combat-capable. Unlocks research for more combat-capable cybernetics, brain implants and organ replacements) Locked behind any kind of medical facility.
-[] What's up with this tech? (100 RP, requires samples of imperial technology from locals) You know some of how it works, but you need to get your hands on it to properly replicate it. What's up? (unlocks machine spirits/servitor construction, as well as half of the prereq for hacking imperial technology). Requires Basic Technological Research Lab
 
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Completed Research New
In order of completion:
Turn 1:
-[] Understand local culture (50 RP) You could gain access to the local datanet and do a survey to get a better picture of what's going on in the local setting.
-[] Better robotics (150 RP) You've got those infantry bots, but they're clumsy. And those diplomatic bots, but they're weak. The secrets to good humanoid robots is somewhere in there. (Unlocks basic power armor, other half of space-marine-quality power armor prerequisite, start of the cybernetics tree, as well as making better infantry/diplomatic bots. Avatar this way.)

Turn 2:
-[] Avatar (200 RP) You once had a really nice avatar that was nearly indistinguishable from human. But it's been broken for a long, long time. But you still have the manuals and could probably figure out how to synthesize all of the parts. Is this worth spending time on? Probably. It would be nice to have a body that could emote. (Researches and builds a human-like robotic avatar. Has essentially human levels of strength & durability. Can be upgraded with further robotics/armor upgrades)
-[] Hack into secure governmental databases (100 RP) You have access to the datanet. You could probably hack into the governmental databases and learn what secrets they're hiding. Helps you understand how they'd react if you contacted them directly. Maybe other secrets, like why this world is named Denva Secundus and not Denva Prime. (Half of the prereq for basic hacking of low imperial systems).
-[] Hack into Mechanicus databases (250 RP) You have next to no information on the Adeptus Mechanicus, though there aren't very many of them here. You could hack into their databases and see what you can find. Learned what their tech-priests know might tell you a lot about how the Imperium functioned. (Half of the prereq for basic hacking of mechanicus systems).
 
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