All this reasearch had better be after HSI because I swear the only way we're not getting it next turn is because we have 3 construction actions for building an army and a deploy action.
HSI makes sense after this pre-req. We ought to also get Machine Spirit Design before we get back to Denva—if we can use their manufacturing power to build some specialised ships, we might be able to fill one with manufactoring and free up space in the Spark for labs and research Spirits.
I must say that I think we should do Daemonology followed by Destructive Scrapcode analysis soon-ish, because once we're done with that we'll free up the space currently being taken up containing Bongo.
I must say that I think we should do Daemonology followed by Destructive Scrapcode analysis soon-ish, because once we're done with that we'll free up the space currently being taken up containing Bongo.
I must say that I think we should do Daemonology followed by Destructive Scrapcode analysis soon-ish, because once we're done with that we'll free up the space currently being taken up containing Bongo.
If we're gonna fight a bio swarm like the Nids seriously we need either some serious high energy weapons like antimatter missiles or positron lances, or we need to lean really hard into nanotechnology so we can beat them at their own game imo?
If we're gonna fight a bio swarm like the Nids seriously we need either some serious high energy weapons like antimatter missiles or positron lances, or we need to lean really hard into nanotechnology so we can beat them at their own game imo?
For 40k flavour, we have our own fun stuff. Volkite weapons are noted in High-energy Physics, and Nova Cannons are a thing we can explicitly research too. If those aren't enough, Vortex Weapons.
I've been assuming we'll build that lab when we're back in Denva, so we can use whilst we're there, and hand it over for their use when we leave so we don't have to install it on a ship.
Uh...never build anything that can result in "your moon is now pretzel-shaped" in an inhabited system if you don't have to. The NIMBYs alone would start a war over something like that.
I must say that I think we should do Daemonology followed by Destructive Scrapcode analysis soon-ish, because once we're done with that we'll free up the space currently being taken up containing Bongo.
That is debatable. While our Scrapcode Generator OublietteTM is in fact taking up a lot of space we don't know how much space we will need to bind Bongo properly and to our liking.
If we're gonna fight a bio swarm like the Nids seriously we need either some serious high energy weapons like antimatter missiles or positron lances, or we need to lean really hard into nanotechnology so we can beat them at their own game imo?
Omniphage Swarms are an option in 40k, but I don't know how far down which tech tree they are. Just be aware that they are a massive trauma button for any human leadership that still remembers the Cybernetic Revolt. Including our Tech-Priests.
Turn 22:
-[] Tiny In-atmosphere void shields (100 RP) Instead of scaling up a void shield, can you scale one down to the size of a person? It won't be as capable of the big ones, but if it's only meant to block small-arms fire it could be quite effective. (Unlocks the ability to build personal void shields, as well as add them to combat bots. May unlock research towards better overall void shielding) Unlocked new Export Goods blueprint - Personal Void Shields (5 bp/person)
-[] Advanced Neural Implants (150 RP) Well, your current neural implants are good, but what if you further integrated them into the brain, improving throughput and allowing the recipient even further integrate themselves with digital systems (unlocks advanced neural implants, unlocks further technologies related to neural implants, such as basic cognition filters. Basal improvements to Organic-machine control). Your implants are generally more powerful and humans with your implants will be capable of greater control and interaction. +10 to the capacity of organic-machine control per human, it's now at 20.
Prepare for nonsense not usually seen in fiction where the author is in full control of their writing. Anybody here have a Western Military background and a willingness to make donkey noises?
[X] Plan: Blessed Shields and Holy Relics (Are For Trading)
-[X][FREE] Fix Psi-Shields (Repair Bay covers this)
-[X][FREE] Database Dive: What are the Space Nuns anyway? Seriously?
-[X] Construction (350 VBP/1000 LC)
--[X] 300 BP Reserved for trade at maximum (subject to what the locals are able to / willing to offer), with 50 BP for making personal void shields for our Crew, and after that our little-c crew. Trade goods offered: civilian trade goods, repair materials (tech-priest assistance included), personal void shields. If the deal doesn't go through, switch production to Eldar trade goods.
-[X] Diplomacy:
--[X] Introduce yourself as an aspiring Rogue Trader sponsor of an Explorator Survey Expedition, using an archaeotech ship design rebuilt with your resources. You aim to secure a Warrant of Trade but, given recent warnings from the Knights of the Crimson Vigil, you seek to survey this system to assess any rising threats. Offer your Tech-Priests' expertise and your onboard manufactories to assist in repairs or produce hard-to-obtain goods. In exchange, request permission to explore the system unhindered, emphasizing your goodwill and willingness to learn more of their faith. After the initial peace offering, profess your interest to trade for things like holy texts, blessed symbols and weapons, maybe even minor holy relics (read: faith-related research samples). Approach also the Adminstratum about trading for records on their stellar neighborhood and any ships that have passed through. Your hope is to establish a peaceful, productive arrangement that benefits all parties.
-[X] Research (200 + 65 Anexa RP)
--[X] Tiny In-Atmosphere Void Shields (100 RP)
--[X] Advanced Neural Implants (150 RP; 85 RP + 65 Anexa RP)
--[X] Ok, maybe there's a point to medical school (30/50 RP -> 45/50 RP)
-[X][VICTAN] Help with the Diplomacy
-[X][ANEXA] Advanced Neural Implants
-[X][CIA] Active Training (We've got a hefty shield specifically for her lab, she is free to push the envelope a little bit)
-[X] Denva: Technology Request (General Design / Industry focus)
Once more you conference in your crew for a quick discussion on what to do.
> (Vita) So, do we talk with a bunch of zealots and bureaucrats?[Legitimately unsure]
> (Victan) It would be nice to try and talk. At the very least it would be good to have some more information on one of Denva's neighbors. [Supportive]
> (Anexa) And they definitely have some good technology. I'm looking at the armor they're training in, and it's the good stuff. [Pleased]
> (Cia) The Holy Order of the Penitent Flame! We learned about them at the Monastary! They're the bastion of the Emporer's Faith in the Zantris subsector!" [Thrilled]
> (Vita) Ok, I guess we're talking to the nuns. [Mildly resigned]
> (Victan) We should talk to the Administratum and Ministorum too. I think if we just talked to the Sororitas it would piss the other two factions off.
> (Vita) Aren't the Sororitas part of the Ecclisarchy? [Confused]
> (Victan) Technically, but not usually. Military orders have power, and it's hard to keep that kind of power subservient. Even if they technically bow the knee they definitely are treated carefully. If they decide they're being treated badly then they can demand better terms at bolter-point. [Logical]
> (Vita) Huh. I think I need to read up on this before we actually have the conversation. We need to make a game-plan that's more detailed than just "Say hi." [Focused]
> (Cia) Can we afford to leave them hanging for a while? [Concerned]
> (Victan) I think so. It might help if we swung back around to the gas giant or at least a little farther out so they don't get concerned, but we're the ones who control the pace of this dialogue. [Tentative suggestion]
> (Anexa) Great, that's you and Victan. What about Cia and I. Are we going to look for the waygate inside the moons of Oladeer? [Suggestive]
> (Vita) No, I don't think so. Maybe we'll do it later, but for now I'd like to keep our options open. For now, why don't we get cracking on the advanced neural implants. And Cia, you're free to start practicing with your powers. [Decisive]
> (Cia) I won't let you down. [Mildly despairing determination]
You're concerned about her, but you also don't know what to do. She's been stalled on developing her powers for more than a decade even as Anexa and Victan go from success to success. You know that she's starting to feel useless, but you can't help her unless she opens up about it. You just hope that her frustration doesn't literally boil over in a way that harms her.
You swing The Spark of the Ancients on a grand tour of the system while Victan leads you through several files on the Adeptas Sororitas. It's a topic you'd skimmed before, but not in any great detail. You discover that Nuns with Guns is very much an oversimplification, as the Adeptas Sororitas cover a broad range of specialties, including medical care, education, linguistics, history and yes, combat.
The latter was the most famous, of course. The "Sisters of Battle" were famous for their zeal and spiritual purity. Of especial interest are the notes in the inquistorial manual you have praising the Sisters of Battle and naming them steadfast allies, especially against the ruinous powers.
Interesting. A good example of faith being an effective shield against Chaos.
You note down the potential of getting some holy artifacts of some kind from them to help your study of how to protect against Chaos. But eventually, you bring up the question of how to initiate diplomatic contact, and how to make it go well. Your avatar joins Victan in person for this one, settling down in the observation lounge and looking out over the beautiful striped backdrop of Oladeer as its rings sparkle in reflected sunlight.
"So, they're still zealously faithful to the Imperial Cult." You start. "That constrains our options. We have to be something acceptable within the confines of the Imperium. And that's hard, given that our ship doesn't look Imperial."
"But it does look fairly human." Victan points out, sipping from a mug of coffee. "We can say it's archaeotech that we found, and we're still loyal servants of the Imperium." He says the last words with a hefty dose of sarcasm. "We could say we're explorators, you could use the old tech-priest avatar."
You consider that, then frown. "That's hard to make it into a good story. The mechanicus is not usually the most friendly group of people, and if we pretend to be them then we'll need to operate under fairly specific guidelines. Maybe a rogue trader?"
He shakes his head. "Rogue traders are usually quite well known in their local sector and beyond, and if anybody has exhaustive records on them then it would be the Adeptus Administratum. We'd get caught in the lie for sure."
"Then what?" You ask, not really expecting an answer as you crunch through the data. "Something that explains us being friendly, and maybe even imbalanced in their favor in trades. Maybe an Aspiring rogue trader?"
Victan takes a moment to inhale steam from his coffee, then nods. "That could work. It would explain the friendliness, and make it appear as if we're seeking allies and political support. Then we could say that this is an explorator ship that we're sponsoring. They'd be less likely to physically trust us, but more likely to give us information. I like it."
You smile, pleased with your idea. "Now we just need to figure out what we can give them that they'll like. The space marines seemed to like the plasma guns."
Victan snaps his fingers. "Ah, about that. Here." He flips you a file.
You skim through it, then burst out laughing. It's an old historical file on the apocryphal origins of the Sororitas. But it's from the Inquisitorial Archives, and it lists an old legend explaining how the Sororitas were won over by demonstration and subsequent gifts of something called a "Rosarius." Which as far as you can tell, is just a personal energy shield. The file further notes that if an Inquisitor requires the aid of a group of Sororitas that is not forthcoming upon a request, the gift of a Rosarius is especially meaningful to them.
"Can you make those?" Victan asks as your laughter tails down.
You wipe a synthetic tear from one eye. "Not yet, but it can't be too hard to figure it out, and it'll be useful to be able to build shields that small. I can give Cia one if she ever has to fight anybody. I'll work on it."
He purses his lips and nods. "Sounds good. Then let's head back, offer some repairs and Rosarius-es?" He grimaces, trying to work out the plural.
"Rosariuses." You confirm. "And in studying the armor we'll get some great tech information. Then we'll ask for open ports, information and political support. And maybe some holy artifacts if they have any they're willing to give up. I'm very curious to study a 'purity seal' or something similarly blessed to see if I can understand how it works."
Victan grins at you, then raises his mug. "To diplomacy with the most ardent of zealots."
You start bringing your ship back towards Ascalon Primus, but in the meantime it's time to figure out the personal shielding. If you're going to successfully woo the nuns it's going to be with technological artifacts beyond their ability to manufacture that they associate with divine intervention.
I wonder what that says about me, that I can just churn them out.
You dive into the technological details of void shields, and what would be necessary to miniaturize them down to something wearable on a person - ideally something that will fit within a chunky amulet that says more "bling" than "item of worship." Still, even with the extra weight and space it's not simple. Void shields are complicated, and making them small and mobile and able to function without things like shield projectors is... hard.
Miniaturizing the shield generator, power source and more is more of a matter of design configurations than totally new science, but the projectors do require you to invent some new physics-based math to figure it all out. Still, you get there at the end of the day, and are quite pleased with your new capability.
Better, working on such a new method of projection has given you some ideas about how you might potentially layer multiple shields inside each other without disruption, and working on cramming so many components into such a small space has suggested some alternate ways to make shields that might be cheaper on the materials and production side.
Researched Tiny In-Atmosphere Void Shields 39+20=59. Success.
Unlocked new Export Goods blueprint - Personal Void Shields (5 bp/person)
Unlocked new Technology - Void Shield Layering (400 RP)
Unlocked new technology - Void Shield Discounts (300 RP)
Research discounted - Heavy Void shields discounted by 50 RP
Now it's time to actually make some shield generators that can act as Rosariuses, and you take a moment to study Imperial Iconography and design them. You're not planning on giving away a lot at first - maybe just one or two - but you think it'll be a welcome gift, and probably really help get your foot in the door. And you might as well make a couple and distribute them to your crew. No reason for them not to have the best protection you have available.
With that in mind you approach Ascalon again, and send your pitch, towards the antennas you know will be receiving you. Your image displays your older body, the one you first used to communicate with Denva. "Hail to Cannoness Sylia of the Order of the Penitent Flame. I am Trader Vita, sponsoring an explorator mission aboard this ship, the Spark of the Ancients. I seek to earn my Warrant of Trade through service to the Imperium of Mankind. I spoke recently with representatives from the Knights of the Crimson Vigil, and was warned of the many dangers of this Sector. Now I seek to survey the stars for threats and assist the forces of the God-Emperor however I may, to help in my bid for the status of Rogue Trader."
Your avatar pauses a beat to convey the sincerity of your words. "To that end, I offer you the expertise of my tech-priests and the products of my ship's manufactories to assist you with repairs or key sufficiencies. If allowed, I will approach Ascalon Primus and offer gifts commensurate to my desired station."
There's no response for a worryingly long time, but just when you were starting to get antsy and wonder if maybe it was time to start looking into hacking their systems you receive a communication.
It's from the same scarred and white-haired woman as before, Canoness Sylia of the Order of the Penitent Flame. She stares into the pickup with eyes like baleful flame, judgmental and derisive. "Aspirant Vita, you may enter orbit of Ascalon Primus. Communicate with the Holy Bishop Encelcius and the Adeptus Administratum. Once you negotiate your status with them, I will recieve your gifts here at the Abby of the Penitent Flame."
She signs off with nearly shocking abruptness and you blink at the empty screen, then note the file attached. It's communication details for the Administratum and Ecclisarchy, along with communication guidelines. You grimace as you page through the requirements.
And why do I need to fill out a sixty-page form declaring my status and bloodline before I am even allowed to speak to the Administatum?
> (Vita) Hey Victan, I've got a project for you. [Resigned]
> (Victan) What is it? The Canoness' message seemed promising. [Concerned]
> (Vita) You didn't get to the attachement. Here, fill this out. [Cruel Amusement]
> (Victan) What is this? Oh, you must be kidding. [Aghast]
You chuckle darkly, then cut the connection and leave him to his fate. Well, not entirely. You'll help him fill the forms out, but he's going to have to decide how to navigate the absolute maze that is the paperwork that's been sent your way. It's worse than the protocol guide on the Ministorium that was attached, but not by a lot.
Are they trying to bury us in paperwork?
Maybe they are, but you've successfully foisted that paperwork off an on underling and now you're going to focus on Anexa, and see what you two can do with neural implants. The research lab and nearby medical bay are abuzz with excitement from the tech-priests, who watch Anexa with almost manic focus, determined not to miss a single move.
She's by parts pleased, disturbed and overwhelmed by the attention, and the two of you do your best to ignore it as you work through improving the neural implants you can produce and implant. You're not trying to improve a single aspect of them, but you're starting to reach the limit of what your current technology is capable of, and you need to improve the capabilities of your implants across the board.
That means their data storage and computation abilities, their power supplies, the number of parts of the brain they can reach, and more. You need to pack more into a smaller space, and figure out how to do more radical implantation procedures. Along the way you figure out how to interface them with various sensory systems, though not perfectly, and you're starting to run into the barriers on what you can do with your current understanding of biology.
Researched Advanced Neural Implants 20+30=50. Success. Your implants are generally more powerful and humans with your implants will be capable of greater control and interaction. +10 to the capacity of organic-machine control per human.
No Anexa level-up. Unlocked technology - Human Simulation Implants (150 RP)
Unlocked New technology - Basic Cognition Filter (300 RP)
Unlocked New technology - Companion Cogitators (500 RP)
Unlocked New technology - Mood regulators (200 RP)
Unlocked New technology - Pain Controller (200 RP)
Research discounted - Improved Organic Machine Control discounted by 50 RP
You can tell Anexa's somewhat dissatisfied with her output, and to be honest you're feeling similarly. There's definitely more potential for advancements here, and what you've acheived is certainly acceptable but nowhere near the heights of genius you've both experienced perfectly.
The tech-priests around don't seem to agree, and are busy examining the new implants from every angle and clamoring to be the first ones to receive it, as well as appreciating the smoothness and aesthetics of the design. Most of them haven't moved away from the dark metal and red robes of the Imperial aesthetic, but a few have started to embrace Anexa's gold-and-silver art-deco style, and with these new implants you only see that trend continuing.
With that out of the way, you walk your avatar up through the crew quarters, dodging past a pair of whispering tech-priests. You're still not quite used to having them around, but around they are and you're going to get used to it.
You knock on Victan's door. You're familiar in the abstract with what he's gotten done, and it's about time to chat about the next phase. The door slides open, and the face that greets you is a baggy-eyed wreck compared to how you last saw him.
He smiles ruefully at you. "I'd rather go hand-to-hand against a Knight of the Crimson Vigil than cross pens with the scribes of Ascalon again. They're a nasty bunch." He shivers. "And vindictive. But I think we're finally done."
"We have an agreement to use Ascalon as a friendly port?" You ask, surprised.
He looks at you in confusion, then barks a laugh. "No. You're officially recognized as sub-provost of the Outer Void Marches and thereby have the status to command a ship of the void and treat with the rulers of the system."
"So..." you draw him on leadingly. "What does that mean?"
He closes his eyes and rubs the brow of his nose. "It means that you can resume negotiations. And land without being immediately declared as apart from the Emperor's Grace and thereby not deserving of his mercy."
You put a gentle hand on his shoulder. "Thank you. I'll organize things, you can rest."
He nods tiredly, and goes to lie down.
You call up the Order of the Penitent Flame to organize your visit, and do some initial negotiation. It's much more straightforward than Victan's harrowing experience, but you're dealing with Sororitas who want something, and they're not inclined to be as squirrely as the Administratum or Ecclesiarchy.
In the last few months they've had a chance to think about what services they want from you, and reading between the lines you parse out that they want you to repair several sets of damaged armor, dozens of chainswords and supply an enormous quantity of bolter ammunition. They want almost no non-military support. At first that's a bit surprising, but you're happy to provide - especially because it'll give you a chance to examine their armor up close.
And from orbit it certainly looks impressive. Not quite as massive as the Space Marines, but similar technology.
They won't let you take any of it away from the convent, but they'll let your tech-priests scan the damaged suits on the ground so that you can fabricate parts in orbit and ship them to the ground for the repairs. They also hint that they're willing to provide the location of a planet that can trade adamantium, in return for you returning with it and synthesizing pieces such as replacement chainsword armor. They don't outright say that they're hoping for more suits of armor, but the subtext is there.
That's when you first start to have hope that this partnership can actually succeed. They are giving you some small tasks first with limited trust, but you can tell their hopes are high. They've been without advanced technological support for a long time, and it shows in their eagerness to take full advantage when possible.
You organize the first physical exchange, where you will personally land with a single shuttle in their shuttleport to exchange greetings. There you'll exchange gifts, which will be three rosariuses on your part and a holy artifact on theirs - supposedly a version of the Lectitio Divinitatus that was cried upon by a famous saint.
Which - I guess makes it holy or something. I'd like to get it in a full-spectrum scanner and see if I can get any whiffs of warp-activity coming off it. Probably need better warp sensors for that first.
With you in the assault shuttle are five tech-priests with fully old-style implants, ready and willing to pretend to be completely orthodox members of the mechanicus. They'll assemble the scanning armature around the armor that the Sororitas will provide while you chat with the Canoness. You also pack away sixty heavily-armed combat bots. Most of them will stay in the shuttle, but you're meeting fanatical nuns of a religion that believes you to be abominable evil. You're going to do it with armed guards.
You land in the hanger before a line of power armor, all painted black with stylized markings of the aquila on the breastplates - really the boobplates - and stylized depictions of the pillar-and-flame on the shoulders. The sororitas before you are wearing helmets so you can't judge their expressions, but their postures are certainly ready for battle. For a moment you consider if they're preparing to storm the ship, but then you relax. If they do - that will be a valuable data point.
Though the tech-priests aren't actually disposable.
They remain stock-still as the ramp lowers and your avatar disembarks, the tech-priests following close behind with a small guard of combat bots.
The line of sororitas splits evenly to reveal the canoness standing behind them, in full armor herself but with her helmet held under one arm.
She nods at your personal appearance as if satisfied, and examines your guards with equanimity before speaking. "Aspiring Trader Vita. Or sub-provost, as the bishop would have me say." She speaks the last words as if they are sour. "I am glad you have come to us, and shown faith in the Emperor's protection. We must discuss your status in this Sector. But first, I believe we shall exchange gifts?"
You nod, and reach inside your pockets for a slim case. It's not very large for the size of the jewelry it contains, and a normal human body wouldn't be able to maneuver the weight easily - but they're expecting you to be engineered. You flip it open for her inspection to reveal three chunky amulets, each in the shape of a twin-headed eagle. They're each strung on a heavy chain which is in fact essential to the function of the device, and have been carefully manufactured to appear ancient, as well as covered with minor scrapes and dings that come from millennia of existence.
You're pretending to be capable of decent manufacturing, not able to make a product that few forge worlds this side of Mars can boast.
She steps forward and examines them closely, running a gauntleted finger over one of the devices, then giving a decisive nod. "An incredible gift that proves the generosity of our Emperor."
At an unseen command another old woman walks forward with faltering steps. This one isn't dressed in power armor but in a simple shift, and she carries in spindly arms a massive tome that seems to bow her back with its weight.
"As promised, the twenty-first Tome of Saint Agatha, blessed as the Saint of Burning Tears. She was not of our order, but for five years, five months, five days and five hours did she grace this convent with her presence..."
You reach out to take the book, eager to relieve the old woman of her burden. As you do, you note strange energy readings from the planet below - unfamiliar ones. You don't know what they mean, but the energy levels are high enough to be consistent with weapons fire.
Down on the moon of Ascalon Primus, in the convent of the Penitent Flame, your avatar freezes, unsure what to say. What can you say here?
Excuse me, but I think the planet below is being attacked. Maybe we should deal with that. Honestly, that's not a bad idea.
You open your mouth to say just that, but Canoness Sylia is already listening to something through her earbud, and her eyes narrow and swing to you full of fury.
"Treachery." She says the word quietly under he breath, but a moment later bellow it loud. "Treachery! We are betrayed! Capture them, slay any that resist!" She reaches to her belt and draws a blade that crackles with blueish power, leveling it at you.
You have to admit you're curious about that sword - but not curious enough to find out what it'll do in person. You're already sprinting back towards the shuttle as fast as your robotic legs can take you, your bots advancing to provide covering fire. One of the tech-priests goes down with a bolter round to the central torso that sends guts and cybernetics flying, but the rest manage to make it aboard the shuttle. They cross paths with the combat bots advancing to provide shields and stave off the armored sisters of battle.
Your combat bots are built for war and guided by machine spirits designed for that purpose, but they're not matches for the sororitas. Power-armored figures drop your bots with precise shots and their armor shrugs off glancing blows while they slam into your bots with holy fervor, taking them apart in close-combat that they aren't really designed for
Your avatar is struck almost a dozen times by bolter and lasgun fire, but your personal void shield holds and you make it aboard, sending the command to close the hatch and take off. You detonate the charges buried inside every one of the bots that remained behind, the resulting blastwave lifting the shuttle higher into the air.
That probably killed some of the sororitas, but I'd prefer not to leave behind too much evidence. I think our diplomacy might be shot for now anyway.
Your assault shuttle climbs frantically away from the convent, blasting through an airlock keeping you from the void. You set course to the Spark of the Ancients, even as the primary sensors detect several small and spiky craft closing in on your ship, far closer than should be possible.
Do any Elder come out of the Webgate? - Rolled 2. Dark Eldar enter without detection.
On the convent below several decorative statues swing open to reveal weaponry of various scales, and it all pivots to aim at your shuttle. You do your best to dodge and pivot around the fire, but a single shuttle can't survive long against weaponry designed to destroy dozens of ships and it vanishes in a puff of flame.
-1 Mechanicus-disguised Shuttle (5 CP)
-Adult human woman Avatar
-5 Tech priests
-80 Heavy Combat Bots
Meanwhile, you've got bigger problems. You have no idea how the spiked ships maneuvered so close without you spotting them, but they were completely powered down and coasting until the exact moment you spotted weapons fire on the surface, and used your moment of distraction examining those readings to get even closer. Now they're basically inside the range of most of your weapons, though your point defenses manage to hit two of them before final boarding actions. Still, the remaining six dock with your hull and your sensors detect the presence of powerful cutting torches as the spearlike tips of the ships drive into your armor.
You slam hatches and engaging boarding preparations across the ship, waking combat bots and directing them to swarm through the internal passageways. But then your attention is dragged away yet again as energy signatures wake below the convent of the Penitent Flame.
Uh oh.
Several more giant statues open up, and the revealed anti-orbital weaponry opens up on you even as heavy void shields power up. Your shields still aren't up, and the weapons cut cruel lines across your hull but fail to breach.
Hull damaged but not penetrated. 300 bp of damage.
You wrench the ship out of orbit, spinning it like a top and accelerating away from the planet as quickly as possible even as you attempt to bring the shield back online. Another salvo reaches out for you, and your frantic manuvering has thrown it off somewhat. This time one of the heavy lances pierces your armor but only serves to damage a macrocannon battery.
Hull further damaged. Medium Macrocannon damaged. 800 total BP of damage
Finally, finally your shields snap to life and you turn your attention inwards, investigating just what is going on within your hull. the borders aren't very numerous, and your first thought is that they're Eldar like Nyon-Kroh, but they're... different. His armor was blue and his skin nearly white. These aliens are are almost grey of skin, and their armor is black, spiky and leave significant sections of their bodies bare.
Drukhari? Dark Eldar? I think that's what they were called. Insane.
But they move with fluid grace, and only your defensive boarding preparations slows them down significantly, having to cut through bulkhead after bulkhead while avoiding or destroying automated turrets. They bypass your automated defenses with frustrating ease, though it seems to be more an incredible amount of skill on their part than any shortfall on yours.
You watch through dozens of sensors as the first unit of combat bots meets with a force of the dark eldar. The fight is weird - the enemy dodge like their bodies are made of vapor, and their return fire is precise and devastating. But their weapons seem strangely ineffective against your combat bots. Darts burrow through armor and inject toxins into... empty chests, and poisonous gases dissapates harmlessly against metallic faceplates.
And even if they dodge perfectly there's only so much room in most of the hallways - and the drukhari start falling, plucked from the air like gymnasts swatted by a giant flyswatter, or vaporized against the bulkheads by plasma blasts.
They still tear through the squad of combat bots, but you've got more on the way, and are reinforcing key intersections. They won't be able to make it to your core.
But one party does make it to the crew quarters, and falls upon a few tech-priests with savage glee. You'd ordered a shelter command, but a few of them are caught out in the open and torn apart with a savagery that makes you sick.
-3 Tech-priests
Then one door slides open, and you speak urgently into Cia's implant.
> (Vita) No, Cia. Don't do this. They're beyond you. I've got combat bots on the way. They can keep you safe. Go back inside. [Pleading]
She speaks her response aloud as the force sword in her hands hums to life. "No. It's my duty to protect you. This is what I can do, so let me do it!"
Then a contingent of three Dark Eldar race around the corner ahead of her, and your metaphorical heart leaps to your throat as they cackle with laughter. These have the most well-decorated armor of the Drukhari you've seen, and you think that means they're elite. One raises a rifle and fires a stream of poisoned needles - that bounce off Cia's void shield.
She raises her hands and howls a wordless challenge, and the Eldar answer with their own cries, drawing weapons as they close.
Cia crosses blades with the lead fighter once, twice. Then he kicks her ankle out from under her with a sneer, blade flicking out to sever the wrist holding her blade.
Your combat bots are still a minute away, and you watch in despair as Cia screams in agony, writhing on the floor and clutching the smoking stump of her arm.
The dark elder reaches down to grab her, already motioning his companions back down the hall and wearing a vicious grin.
Then Cia's head snaps down to lock onto the Eldar, an expression of pure fury on her face. She doesn't say anything, merely gritting her teeth as her eyes are replaced with bottomless wells of flame. The smoking stump of her hand ignites into flame, searing the smoking flesh. Between one moment and the next all three Eldar become bonfires, heat crackling off of them as every inch of them ignites into raging flame.
Cia Active Psykana Study - rolled 92, 52 +2 Cia levels.
The bots arrive shortly thereafter and have nothing left to do except carry Cia to the medical lab. There's not much left of the attackers except charred armor and greasy stains on the deck.
Across the ship the dark Eldar are in retreat, fleeing before your advancing bots. They've tried to take a few as trophies and quickly figured out that was a terrible idea when you detonated them, but generally they're managing to stay in front of the wave of advancing combat bots. Some of them make it to their boarding craft and escape.
Still, your defenses take your toll on them, and if the ratio is drastically in their favor that's fine - you have thousands of bots to throw at the problem, and you push forwards and manage to cut the retreating groups off from one of the boarding craft. The other groups manage to get to their boarding craft and escape, detaching to flee.
Dozens of bots swarm aboard aboard the single craft you've reached, racing through the hole cut in your hull. A few groups of fleeing eldar are caught in a pincer, trapped in a dead-end hallway with no escape. They take down dozens of bots, but there are always more and eventually they fall.
Defending yourself from the Drukhari boarding action - 68. Good Success. You still take casualties, but most of them happen among the combat bots, and you're able to capture several bodies, weapons and a single boarding craft. -230 heavy combat bots
Gained Small collection of Dark Eldar Weaponry
New Physics research - Dark Eldar Weaponry (150 RP)
Gained A few Dark Eldar bodies
New biology research - Dubious Dark Eldar Dissections
Gained Dark Eldar Boarding Craft
New Stealth research - Examine the Dark Eldar Craft (200 RP)
The remaining boarding craft accelerate away, punching through your void shields from the inside and vanishing into a field of shifting stealth right as you start to draw a bead on them. You let them go, suddenly aware that something else is projecting that field of shifting holograms. It's another Eldar ship, and once more you can't get a good lock on it despite it being within long-weapons range. You'd guess it to be about in the light-cruiser range, but it's hard to say for certain through their stealth.
Time to see how a fight goes.
But then a channel opens, and you receive a communication even as the other ship starts pulling away. With a start you realize this is being broadcast across the system, both to you and to Ascalon. The holographic image is of a spectacularly lean Eldar, dressed in what appears to be spiderweb stretched taught across pale skin.
She gives a high giggle, her expression is a picture of glee as she looks out of the hologram. "Truly a moment to cherish. I thank you for the assistance, Explorer Vita, and I thank Ascalon for the treasure. What a wonderous haul we have gained. The bishop's screams will lull me to sleep for the next year, and these Psalms will serve as wonderful toilet paper." She picks up another book of loose-leaf paper that looks truly ancient and waves it at the viewer, then the communication ends.
Then a second message pops up, this one directed just towards you. "My fondest greetings, Explorer Vita. I must introduce my own esteemed presence. Xylaris Moiryth, Weaver of the Bleeding Web. You have Nyon-Kroh to thank for the pleasure of my presence." Her grin sharpens into something truly vulpine, dozens of sharpened teeth showing. "Give him my best wishes when you next meet."
Then the message cuts off, and you're left staring impotently at a ship accelerating away more than twice as fast as your own ship can give chase. It's headed towards the gas giant of Oladeer, which isn't surprising at all.
"Bitch."
Then you direct your avatar to the medical bay, where Anexa's looking over Cia's prone form carefully. You enter quietly and make an effort not to startle her. "How is she?"
Anexa sighs, stopping her examination. "fine, I think. There was something strange about that weapon - it sensitized the nerve endings. But Cia burned them away. I'm trying to decide if it's better to regrow the hand or replace it with a prosthetic."
Cia mumbles something, then shifts and repeats herself, slurring her words. "Reegrow it. Need... flesh." Then she subsides, and you share a look with Anexa.
She shrugs. "Ok. I'll do that. It'll go better with a better surgery suite. You think we can handle that?"
You nod. "We'll make sure of it."
If you want Cia to recover fully, be sure to complete Ok, maybe there's a point to medical school
Your next stop is Victan, who seems to have slept through the whole incident. Including the wailing alarm klaxon. He seems chagrined by it, but you're just as happy he didn't manage to blunder into the middle of things. You catch him up on what's happened and he shifts from shocked to resigned to downright depressed.
"Do you think we can salvage it?" you ask him.
he shakes his haid despairingly. "Probably not. They almost certainly think we were in league with the Xenos, serving as a distraction while they attacked the planet.
You sigh. "Still, I'd like to try to explain."
He shrugs. "Go ahead. I'm going back to bed. Tell me how it goes"
You suppose that's fair after the trick he played on you, and you send a communnication request back to the monastary. You're not really expecting an answer, but you get one. After a moment of thought you put your green-haired avatar on screen.
Canoness Sylia stares at you for a moment. "Xenos-consorting scum. We should never have trusted you. Know you are the enemies of His Empire, and you will be hunted to the ends of the Galaxy by the faithful. Now state your name, so I may know whom to enter into the books of judgement."
You blink at her, then respond slowly. "This is trader Vita - and you killed my mother." You're acting a kind of grieving shock, putting on a bit of a show for her. "But those Xenos - we weren't working with them! They attacked this ship too, and we lost much in driving them off. Surely you could see that! We must be united against our common enemy."
She snarls at you. "Xenos and heretical tricks. If you do not lie, bring me the head of the Xenos witch who led the attack, and retrieve that which they stole! Deliver those back to me and I might consider your story." With one last hiss she slams a button and the communication goes dark.
You stare down at the screen. "Well. That could have gone better."
Current capabilities:
Command Points 1900/13,340
Flagship: Spark of the Ancients, 1700 CP cost 800 bp damaged, can be fixed by repair bay. Repair bay can be used for refits.
Ground Build Capacity: 0
Lift Capacity: 1000 (converts between ground and void BP)
Void Build Capacity: 350
Research Capacity: 200
Psychic Shielding: Outer Hull 240/240 HP, Vita Core 135 HP, Crew Quarters 135 HP, Basic Psychic Experimentation Lab 135 HP, Bongo Oubliette 540/540 HP (repair for 5 BP/point, can be repaired by repair bay)
Juvenat usage: 3/50 people's worth (cannot be stockpiled)
Shipbuilding capacity: 0 ship construction slots (treat it as capacity. You can only be building ships that fit within your construction slots)
Available ships: none, beyond your flagship.
Available ground forces:
2000 Light Machine-spirit humanized infantry bots (2x20 = 40 CP)
1000 Medium Machine-spirit humanized Infantry Bots (20 CP)
3000 Heavy Machine-spirit humanized Infantry Bots with Machine Spirit Jammers (3x20 = 60 CP)
3690 Heavy Machine-spirit Infantry Bots (4x20 = 80 CP) CP costs for infantry bots work as breakpoints in increments of 1000. So 50 or 500 or 1000 bots all cost 20 CP, and 1001 costs 40 CP. Abstraction, y'all.
Misc assets:
A Void Abacus, Psytech Samples, A Navigator Fetus, A Scrapcode generator named Bongo. Dark Eldar Weaponry, A few Dark Eldar bodies, Dark Eldar Boarding Craft.
250 BP worth of trade goods.
In progress research:
Ok, maybe there's a point to medical school (45/50)
Actions (choose 4 of the below, can choose the same action multiple times):
[] [Free] Poke around some more in the databases, looking for anything in particular.
[] Orders: Command existing units in a given theater of operations.
[] Travel/Explore: Pick a system on the Map to travel to/explore. Currently you may travel 1 system as part of an explore action, or 3 systems if you don't explore. Current location: Ascalon You can explore a place you've already explored, or focus your exploration on a specific feature of a place you've already explored. Or explore two systems next turn and then the turn after go back for specific POIs without costing an action. Jumping a single system over as part of an action is free, a number which will increase with better navigation.
[] Diplomacy/Subversion: Talk to people. (Write-in goal & method) It's probably not worth talking to Ascalon anymore. They hate your guts. Conquering them would be more effective.
[] Construction: Gain build points equal to your build capacity, write in what you spend them on.
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.
You can add psychic shielding to an installation by spending any cost between half its BP and its BP, gaining shielding on it with HP equal to the number of BP spent divided by five.
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.
Basic Psychic Experimentation Lab (200 BP, 50 CP) Will allow for safer experimentation with psytech and general psyker powers, at the very least confining the damage from perils of the warp. Can be outfitted with inwards-facing psychic shielding.
High-Energy Physics Research Lab (500 BP or 500 VBP, 100 CP) Will allow you to conduct research on more... excitable branches of physics. Maybe don't put it close to anything you want to keep. (Rolling a 1 while researching something here might turn out badly, but at least you'll have containment measures in place)
Warp Research Lab (500 BP or 500 VBP, 100 CP) Anexa's brainchild. Half mad science lair, half sensible warp research setup. Will allow you to conduct research on the warp, miniature portal generator and all. Will likely help contain poor results, though maybe give it some psychic shielding. (Rolling a 1 while researching something here might turn out badly, but at least you'll have containment measures in place in addition to any psychic shielding you add.)
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 severe 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.
Machine Spirit Manufactory (120 BP, 20 CP) As a manufactory, but controlled primarily by machine spirits. +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 per action. The opposite of stealthy.
Spaceport (100 BP, 25 CP) Allows you to use shuttles to convert ground build capacity to Void build capacity with no loss, or as a base to host and rearm fighters. Can host 10 fighters or 10 shuttles, each capable of converting 50 ground BP to void BP per action, 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 per action with no loss. Actually quite stealthy.
Medium Void-shield Installation (1000 BP, 50 CP) A void shield capable of stopping medium orbital bombardment, approximately fifty heavy strikes.
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.
Anti-Air Defenses (25 BP, 5 CP) A trio of rapid-recharge lascannons backed up by advanced targeting software in a reinforced emplacement with an upwards-facing arc. Will attempt to destroy ballistic missiles, aircraft or shuttles as they approach. Can miss or be saturated by large amounts of incoming fire or miss and fail to destroy their targets.
Machine-spirit Jammer (100 BP, 10 CP) A bank of cogitators capable of jamming a large number of small machine spirits (weapons, doors), several medium machine spirits (vehicles) or one large machine spirit (small ship). Effect is temporary and resistance will build up.
Basic Juvenat Production Facility (250 BP, 50 CP) A set of carefully-managed vats capable of supplying 50 people with a perennial supply of Juvenat.
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 (250 void BP, 40 CP) Orbital manufacturing capability, built above a world. Includes material harvesting & transport. Gives +50 void build capacity.
Machine Spirit Orbital Manufactory (300 void BP, 15 CP) Orbital manufacturing capability, built above a world. Includes material harvesting & transport. Gives +50 void build capacity.
Deep Space Manufactory (750 void BP, 40 CP) Manufacturing capacity built near asteroid clusters. Gives +100 void build capacity. Automatic basic stealth. Requires you to do a system survey.
Machine Spirit Deep Space Manufactory (900 void BP, 15 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) 4 Ship construction slots
Medium Shipyard (3000 void BP, 100 CP) 16 Ship construction slots
Large Shipyard (10,000 void BP, 250 CP) 64 Ship construction slots
Basic space stealth missile (5 Void BP, 1 CP) Rests steailthily in orbit, until activated, at which point it can attack nearly any target in orbit. One-shots satellites, many are needed for ships or larger platforms.
Shuttle (20 BP, 5 CP) Each shuttle converts up to 50 ground build capacity to void build capacity. Requires a spaceport for efficient transfer of materials.
Fighter (20 BP, 5 CP) These fighters have twin-linked lascannons to attack ground and orbital targets, and can carry a couple of small bombs. Requires a spaceport for rapid launch and rearming.
Basic Stealth Fighters (25 BP, 5 CP) These fighters have twin-linked lascannons to attack ground and orbital targets, and can carry a couple of small bombs. They shouldn't be especially noticeable to anybody not actively looking, though they won't be able to close all the way to attack range without being spotted. Requires a spaceport for rapid launch and rearming.
Basic Stealth Assault Shuttle (25 BP, 5 CP) Sometimes you want to deliver things other than bombs to your enemies. So let's stick some armor and guns on a shuttle, and make it a bit more maneuverable. They shouldn't be especially noticeable to anybody not actively looking, though they won't be able to close all the way to attack range without being spotted. Can carry 100 troops and provide anti-personnel and light antiarmor fire. Requires a spaceport for rapid transport of troops.
Tiny system monitor (950 void BP, 50 CP, 1 ship construction slot) Destroyer, 1500x300 meters. 7 gravities of acceleration. Medium armor, Light Shields. 2 Light Macrocannon batteries, 1 light lance battery. High-maneuverability thrusters.
Small system monitor (2375 void BP, 100 CP, 2 ship construction slots) Frigate, 2200x600 meters. 5 gravities of acceleration. Medium armor, Medium Shields. 4x Medium Macrocannons, 1x Medium Lances, 2x Point Defense.
Candle (1450 void BP, 1 ship construction slot) Destroyer, 1600x350 meters. 8 gravities of acceleration. Medium armor, Medium Shields. Living Space, Psychic Shields (20 HP) 2 Light Macrocannon batteries, 1 Medium Lance battery. High-maneuverability thrusters.
Units
Avatar (10 BP, 0 CP) 1 human-appearing robot.
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. Can be humanized for +15 BP to appear humanoid unless bodies are investigated, with a slight bonus to strength and armor.
Light Machine-spirit infantry bots (30 BP, 20 CP). As light Infantry Bots, but controlled by machine spirits. Slightly more chaos-resistant.
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. Can be humanized for +15 BP to appear humanoid unless bodies are investigated, with a slight bonus to strength and armor.
Medium Machine-spirit Infantry Bots (75 BP, 20 CP) As Medium Infantry Bots, but controlled by machine spirits. Slightly more chaos-resistant.
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. Can be humanized for +15 BP to appear humanoid unless bodies are investigated, with a slight bonus to strength and armor.
Heavy Machine-spirit Infantry Bots (150 BP, 20 CP) As Heavy Infantry Bots, but controlled by machine spirits. Slightly more chaos-resistant.
Light Machine-spirit tanks (110 BP, 5 CP) As Light tanks, but controlled by machine spirits. Slightly more chaos-resistant.
Medium tanks (200 BP, 50 CP) 100 medium battle tanks with battle cannons to fight enemy armor.
Medium Machine-spirit tanks (225 BP, 5 CP) As Medium tanks, but controlled by machine spirits. Slightly more chaos-resistant.
Basic Artillery (300 BP, 50 CP) 50 basic artillery units, capable of shelling battlefields with indirect fire. Includes internal ammunition fabrication.
Basic Machine-spirit Artillery (350 BP, 5 CP) As Basic Artillery, but controlled by machine spirits. Slightly more chaos-resistant.
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.
Man-portable Machine-Spirit Jammers (10 BP) Enough small devices in the forms of vox-units, bluescreen grenades and directed antennae to arm 1000 humans or combat bots with gear that increases their effectiveness against enemies using weapons, armor and vehicles with machine spirits.
Personal Void Shields (5 bp per unit) A void-shield projector capable of protecting a person or bot from weapons fire. Can be fit into an amulet or be a larger unit attached to armor for greater shield strength. Can be made piecemeal or attached to a combat bot unit for +5000 bp.
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.
Residential Space (10 BP)
Enough living space for 1000 people. Beds, plumbing. Temperature control.
City (1000 BP per 50,000 people)
The complete package for a city. Residential space, power generation, sewage treatment, transit, offices. No food production.
Orbital habitat (2000 Void BP per 50,000 people) As city but in space. Includes Hydroponics.
[] Research: Gain research points equal to your research capacity, to be spent designing new blueprints or researching projects. Write in what you spend them on.
Ground Blueprint Design:
To design ground installations & non-combat units, suggest them in the thread 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:
Ground Forces
50 RP - Heavy tanks (500 BP, 50 CP) 100 heavy battle tanks with heavy battle cannons to fight effectively against heavy enemy armor. Also unlocks the machine-spirit versions.
50 RP - Medium Shielded tanks (500 BP, 50 CP) 100 medium battle tanks with battle cannons & antipersonnel weapons to fight enemy armor and infantry. Very survivable. Also unlocks the machine-spirit versions.
100 RP - Heavy Shielded tanks (1000 BP, 50 CP) 100 heavy battle tanks with heavy battle cannons and void shields to fight effectively against heavy enemy armor. Very survivable. Also unlocks the machine-spirit versions.
Small Craft
50 RP - Basic Stealth Shuttles (25 BP, 5 CP) Each shuttle converts up to 50 ground build capacity to void build capacity, and shouldn't be especially noticeable to anybody not actively looking for it. Requires a spaceport for efficient transfer of materials.
50 RP - Bombers (20 BP, 5 CP) Sometimes you want to deliver cargo to your enemies. Can deliver a fair amount of ordinance to a target in atmosphere or out of it. Unlocks a bomber hanger attachment for ships.
75 RP - Basic Stealth Bombers (20 BP, 5 CP) Sometimes you want to deliver cargo to your enemies. Can deliver a fair amount of ordinance to a target in atmosphere or out of it. They shouldn't be especially noticeable to anybody not actively looking, though they won't be able to close all the way to attack range without being spotted. Unlocks a bomber hanger attachment for ships.
50 RP - Assault Shuttle (25 BP, 5 CP) Sometimes you want to deliver things other than bombs to your enemies. So let's stick some armor and guns on a shuttle, and make it a bit more maneuverable. Can carry 100 troops and provide anti-personnel and light antiarmor fire.
Defensive Installations
25 RP - Anti-armor Bunker (50 BP, 5 CP) A bunker with a heavy melta cannon, able to take out most armor in a single shot.
15 RP - Anti-personnel Bunker (20 BP, 2 CP) A bunker with a set of high-fire-rate weapons designed to take down humanoid-sized attackers wearing medium or lighter armor.
50 RP - Light Void-shield installation (250 BP, 25 CP) A void shield capable of stopping light orbital bombardment, approximately ten heavy strikes.
50 RP - Ballistic missile (50 BP, 10 CP) A long-range ballistic missile. By default it carries a high-yield explosive head capable of destroying approximately a city block. Can be intercepted by orbital defenses.
50 RP - Nuclear warhead (25 BP, 1 CP) A variable-yield nuclear warhead that can be deployed by ballistic missile or other means to destroy a city-sized target unless it's heavily dug-in.
25 RP - Spy satellite (10 void BP, 5 CP) A small spy satellite that lets you do your own surveillance on the planet below. Under your complete control and with better sensors and communication hardening than any of the local satellites.
Utility
100 RP - Advanced Technological Research Lab (500 BP, 100 CP) Will allow you to process advanced technological samples, including materials of alien orgin. Has advanced scanning, modelling and processing capabilities.
50 RP - Large automated medical facility (500 BP, 50 CP) 500 treatment rooms with autodocs capable of dealing with severe injuries.
25 RP - Maglev System (5 bp/mile, 50 flat CP) A high-capacity maglev system to transport large amounts of goods across a planetary surface, linking various surface installations together into a single network so production from any of them can be applied at all of them.
Void Blueprint design:
To design void blueprints, follow these steps:
Choose a starting hull from the list of available void chassis below
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 amount of space inside the ship, which is represented by the number of BP spent on the hull. That's your "Budget"
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 cramming.
Pick hull equipment to go onto the ship. These do not count towards cramming.
Choose weapons, combat equipment & noncombat equipment to add to the ship. 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.
Have a vote win which spends the necessary RP to design the planned ship.
(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.
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, 1 ship construction slots (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, 2 ship construction slots (500-1000 BP, 1600x400-2200x600 meters) Engines: (5/6/7 gravities) for (75/150/225 BP). Shields: (none/light/medium) for (0/75/150) Armor: (none/light/medium) for (0/75/150)
Light Cruiser, 150 RP, 200 CP, 8 ship construction slots (1000-2000 BP, 3500x400-4400x800 meters) Engines: (3/4/5 gravities) for (100/200/300 BP). Shields: (none/light/medium) for (0/150/300) Armor: (none/light/medium) for (0/100/200)
Heavy Cruiser, 200 RP, 300 CP, 32 ship construction slots (2000-6000 BP, 4500x600-6000x1200 meters) Engines: (2/3/4 gravities) for (300/400/500 BP). Shields: (none/light/medium) for (0/200/400) Armor: (none/light/medium) for (0/200/400)
Available Hull Equipment:
These do not count towards hull cramming.
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.
Void Abacus (1/10 of the base cost of the hull, rounded up to nearest 50) This ship can navigate through the warp slowly, at a rate of 3 systems per action. Requires Abacus Manufacturing technology.
Psychic Shielding (Between 1/10 or 1/5 of the base cost of the hull, rounded up to nearest 50) This ship has a neural network integrated throughout the whole thing, that thinks "no" as hard as possible, answering the question for any warp-corruption for any beings or objects within the hull. HP of the shield is 1 HP per 5 BP spent on it.
Available Weapons:
These do count towards hull cramming.
Multiple the final weapon cost by 0.9 before applying it to ship designs. So if you have 500 BP of weapons, it only counts as 450 for the purposes of ship packing. But it'll count as 500 for final ship cost.
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. Heavy Plasma Cannon 1000 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 armor. Medium Melta cannon 400 BP, Very short range, medium-fire rate but with incredible damage potential. Extremely effective against armor. Heavy Melta cannon 800 BP, Very short range, medium-fire rate but with incredible damage potential. Extremely effective against armor.
Fighters 100 BP, 50 CP. Parasite craft with short-ranged guns and some missile capability. Basic stealth automatically applied. Shuttles 100 BP, 50 CP. 10 Shuttlecraft, combined capacity of 500 lift to or from a planet. Assault Shuttles 150 BP, 50 CP. 10 Assault shuttles, with combined capacity of 1000 troops or 10 tanks in one trip. asic stealth automatically applied.
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. Large Torpedoes 600 BP. A payload of straight-flying armored torpedoes, sized to wreck cruisers, hurt grand cruisers and make battleships 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 Equipment:
These do count towards hull cramming.
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 Costs the same as the chosen armor cost, and additionally counts towards cramming (not the total cost, just the extra cost for tuned shields, so if shields costs 100 bp, then tuned shields cost 100 bp and 100 bp is counted against cramming). These shields recharge significantly faster, but when taken down all the way take slightly longer to reboot.
Alloyed Armor Costs the same as the chosen armor cost, and additionally counts towards cramming (not the total cost, just the extra cost for alloyed armor, so if armor costs 100 bp, then alloyed armor costs 100 bp and 100 bp is counted against cramming). 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.
Light Machine Spirit Jammers (1/20 of the base cost of hull, rounded up to nearest 50) Banks of cogitators with code to disable machine spirits. Enough to cause significant degradation in an enemy ship's sensors, maneuvering and targeting. Primarily effective against ships of the same weight class. Medium Machine Spirit Jammers (1/10 of the base cost of hull, rounded up to nearest 50) Banks of cogitators with code to disable machine spirits. Same as light jammers, plus will also effect total thrust, weapons firing rate. Primarily effective against ships of the same weight class. Heavy Machine Spirit Jammers (1/5 of the base cost of hull, rounded up to nearest 50) Banks of cogitators with code to disable machine spirits. Same effect as medium, but may also effect friend-foe designation and reactor stability. Primarily effective against ships of the same weight class.
These do count towards hull cramming.
Troop compartment (50 BP) Can carry 10,000 soldiers or 500 medium tanks across the stars.
Medical bay (25 BP) Can treat 1000 severely injured people at once.
Manufactory (Any cost up to base cost of hull) Generates void BP equivalent to 1/10 of its cost.
Cargo Bay (No cost, free. Designate an amount of BP to fill for cramming purposes) Allows transport of an amount of BP equivalent to the cramming amount from one system to another.
Repair Bay (Any cost up to base cost of hull). Repairs damage across friendly ships equal to its cost. Can be used to refit the ships as well with a +50% markup. Cannot be used to make new ships, bots, manufactories.
The ways to get new research options are to:
Do research. That'll unlock more research.
Build appropriate installations & potentially acquire samples to research in them (samples could be anything from 'a human' to 'a Norn queen' in rarity).
Ask for them. Often I'll tell you what you need to do to unlock specific research options,
Ship Design
-[] Grand Cruisers (400 RP) Making a ship design that's not spaghetti takes time and effort. It's still boring. But if you want to make queens of the void, its necessary. (unlocks grand cruisers, half of the prereq for battleships)
-[] Medium Defense Platforms (50 RP) You've already got most of the tools you need to build bigger defensive platforms, but these would be a larger platform to stick guns on, with more ability to withstand damage. (Unlocks medium defensive platforms, potential for other void-based installation options)
-[] Improved Engine Designs (150 RP) Based on your understanding of physics and a few old research papers you think you can improve engine reactor thrust velocities. (Enhances ship speeds at every level. Unlocks further speed, maneuverability & stealth technologies)
-[] Streamlined ship design (150 RP) You can improve your tools for ship design to make it easier to design ships in the future. That might be nice (Halves the RP cost to design new ships, may unlock other ship design improvements)
-[] Efficient Equipment Distribution (100 RP) Let's see if you can apply the benefits from weapon packing to equipment (Equipment costs count as 0.9x for ship capacity packing.)
-[] Extremely Efficient Weapon Distribution (200 RP) You did a good job already in packing more weapons into less space. But you think you see ways to make it even better (Weapons cost at 0.75 for ship capacity packing)
-[] 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 new iterations of your ship)
-[] Boarding Capabilities (100 RP) Apparently it's common for ships in this day and age to board each other and for the crew to fight hand-to-hand. Instead of, you know, chucking enormous missiles at each other. Insane. Well, it might be a nice capability to have in case you want to capture ships intact. (Unlocks boarding torpedoes, drop pods, and boarding craft for hangers, may combine with stealth research to unlock stealth borders)
-[] Networked missiles (100 RP) The biggest danger to missiles is that they'll get shot down by fighters and point defense. If you can network them together to cooperate against those threats, more of the warheads will reach their targets. (Unlocks new combat equipment to make missiles more effective. May unlock more technology to make missiles smarter, longer ranged and generally more effective)
General Design
-[] Large-scale Void Manufacturing (100 RP) Unlike ground factories, which have to deal with gravity and atmosphere, there's little stopping you from just... scaling up the principles of void manufacturing. Besides the annoying spaghetti of logistics, but that's a solvable problem. (Allows you to design large void manufactories that are more efficient, improves the manufactories on your ships to be 1/5 instead of 1/10 production. Potential for other void-based platform technologies).
-[] Ground Manufactory Efficiency Improvements (50 RP) You dramatically improved the efficiency of your void manufacturing by stripping out the dumb stuff that was required by stellar federation bureaucracy. There's probably some stuff like that in your ground manufactories too. (Reduces the CP cost but not BP cost of your ground manufactories. Unlocks follow-on tech to build ground manufactories in more challenging conditions such as extreme temp/pressure planetoids).
-[] Shuttle automation (150 RP) Surely I don't have to fly these stupid things myself. (Reduce the CP cost of shuttles by 50%)
-[] Walkers (300 RP) Tanks are... kind of boring? Mechs are cooler. (unlock armiger knights, starts the knights/titans research tree)
-[] Mothballing (50 RP) Keeping a bunch of systems functional and ready requires attention that is swiftly running out. Maybe you can figure out how to spend less attention on things that are mostly inactive (Unlocks the ability to mothball an installation for 10% of it's build cost, free reactivation that takes a few weeks. May unlock techs to allow you to freely turn things on and off, as well as increasing the speed of reactivation enough for you to keep military installations mothballed until they're needed.)
-[] Abacus Manufacturing (100 RP) You understand all of the physical parts of an abacus. Now you need to figure out all of the manufacturing techniques needed to actually put one together. (Unlocks the void abacus ship equipment)
Stealth
-[] Basic Spaceship Stealth (100 RP) Spaceships are big, and emit a lot of energy. It's hard to hide them. Nonetheless, by making them show up worse on active sensors you could make an inactive spaceship much harder to spot. (Unlocks new non-combat equipment to improve ship stealth. Unlocks further research towards better spaceship stealth. Will be able to take advantage of some other stealth technologies.)
-[] Basic Ground force stealth (50 RP) Tanks show up pretty well on scanners, and it would be nice to change that. You might also be able to make your bots hide better. (Unlocks new design options for tanks and ground forces that are less obvious. Unlocks further research towards better ground force stealth. Will be able to take advantage of some other stealth technologies.)
-[] Improved Passive Stealth (50 RP) Ok, you've figured out the basics of hiding your small craft, but you have ideas on what you can do better, that might allow them to hide from even fully-alert enemies. They probably won't be able to close all the way to attack range, but they'll be able to get a lot closer (Unlocks improved stealth designs with improved performance. Unlocks further research for advanced passive stealth technologies. Will synergize with other stealth research.)
-[] Basic Active Stealth (100 RP) Just deflecting away and hiding your signature only helps so much. Then next step is to overlay a hologram over your small craft to make them effectively invisible, and even counter passive sensors. It'll still be a hazy outline, but this is the path towards being able to close to actual combat ranges unobserved (Unlocks improved stealth designs for actively hiding signatures, though they will be expensive. Unlocks further research for improved active stealth, and will synergize with other stealth research.
-[] Examine the Dark Eldar Craft (200 RP) The Dark Eldar boarding craft showed incredible stealth capabilities. If you can figure out how it works that would be a great way to improve your own stealth capabilities (Discounts all stealth technology, may unlock unique stealth research)
Shields
-[] Heavy Void shields (150 RP) Your current shields are good, but they could be better. Specifically, you want to make multi-layered shields, which could be applied to anything larger than a destroyer (Unlocks heavy void shields for ships and stations, as well as further research for void shielding improved for recharge speed, layered defenses, etc.)
-[] Heavy In-atmosphere void shields (100 RP) Well, the void shields you have are nice. But it would be nice to be able to build bigger ones, that can shrug off essentially any possible orbital bombardment. You need to figure out how to take advantage of the ridiculous energy and heat dissipation capabilities of being on a planet. (Unlocks heavy and super-heavy void shield installations. May unlock research towards better overall void shielding.)
-[] Void Shield Layering (400 RP) If you could layer multiple shields together, then when one failed the second could take damage while the first recharged. Right now there's harmonics that prevent this, but you are sure you can figure it out... with a full redesign. (Unlocks the ability to layer two sets of shields. Will unlock research for more layers of shielding, weirder shapes of shields and other specialty modules)
-[] Void Shield Discounts (300 RP) You have some ideas on how to swap out materials or simplify designs to reduce the costs of void shields. (Reduces the cost of void shields across the board. May lead to new kinds of mundane applications for void shields, such as manufacturing modules, shielded fighters or shuttles)
Materials & Armor
-[] 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)
-[] Advanced Materials (250 RP) You know there are exotic elements with absurd physical properties. But it's also possible to build absurdly strong materials with common elements. How does that work? Time to dust off some ancient research projects and figure this stuff out. (Unlocks improved armor, as well as research to unlock megastructures. Also required for battleships and larger walkers)
-[] 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.)
Robotics
-[] Avatar self-customization (100 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).
-[] Improved Armor Articulation (50 RP) From your research on humanizing combat bots you have some ideas about improving the points of articulation on armor to increase the range of motion and make the suits more responsive. (Increased performance & mobility for heavier armor, both for combat bots & people wearing heavy armor you make. May unlock further armor upgrade techs)
-[] Really good Robotics: (600 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.
AI research
-[] Intelligence Coding (400 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, also unlocks personality-checking research)
- [] Personality-Checking Routines (200 RP) All of this chaos-corruption is making you nervous. People changing according to the will of some warp-entity? Becoming different in ways that would disgust their past selves? That gives you the heebee-jeebies. Maybe - just maybe - it would be good to develop some ways to automatically check if aspects of your personality are diverging ways you don't want them to. Then you might be able to fix the problem before you become somebody who doesn't want (Gives you some algorithms to check for personality divergence in AIs. Doesn't do anything, just alerts you to changes and lets you decide what steps to take. Unlocks further research to prevent/rollback personality change, as well as potentially extend this research to humans with neural implants). Locked behind Intelligence Coding.
Psychic Shielding
-[] Better Psychic Shielding Efficiency (200 RP) You've figured out how to make your shielding modular, but each panel is still tricky to make. If you spent some time iterating that design you think you could make them even easier to make, and potentially power powerful (Further Improves the BP/HP ratio for psychic shields, may improve the HP of shielding you can pack into a unit of space.)
-[] Psychic tripwires (100 RP) Standardizing the shielding has given you another idea - you could try to install a very basic version of it into all of your technology, just about the simplest thing that would still generate the desired effect. It wouldn't do much to hinder any warp-corruption of other psyker powers, but it could serve as an alarm or deadman switch setup. (Anything smaller than a ship has psychic tripwires that will alert when warp-based shenanigans happen to them. Will unlock research to use this on ships, and to make civilian-grade versions that could be put into literally everything).
-[] Small-scale design-integrated psychic shielding (150 RP) You could take this approach a step further, and integrate the psychic shielding into the designs of bots, vehicles and small installations from the start. (Makes the cheapest version of psychic shielding free & automatic for bots, vehicles and small installations. Will unlock research to make this shielding better) requires Personal-sized Psychic shielding
-[] Large-scale Design-integrated psychic shielding (250 RP) Start installing this shielding into hull plates as the norm. Every ship will have psychic shielding (Makes the cheapest version of psychic shielding free & automatic for all ships and platforms. Will unlock research to make this shielding better)
-[] Alternative Shielding Meanings (150 RP) Your current shielding says "No" at all times, which seems to work against most warp threats. You think you might be able to modify it for a different meaning, which may have different effects. You're not sure exactly what, but you'd kind of like to try "Aboslutely not" or maybe even "You're not real" and see what happens. (Unlocks new types of psychic shielding with different/improved effects, as well as further research into more powerful psychic shielding - some of which may be less "shielding" and more of an offensive weapon.)
-[] Machine Spirit-controlled Psychic Shields (50 RP) You think it's possible to integrate machine spirits into your chaos shielding, which would probably make it more effective in almost every way except cost. (Unlocks new kinds of psychic shielding that are more resistant to damage, potentially self-repairing and more) Requires Machine Spirit Chaos resistance.
-[] Personal-sized Psychic shielding (100 RP) You were able to break your psychic shielding down into components to rescale it, but that gets you down to a size measured in tens of meters. If you want to make another one that's even smaller, then you're going to have to break it down into even smaller pieces and build something back up again. But doing that would let you start weaving the shielding into armor or individual bots. (Allows you to outfit individuals with psychic shielding, though it may be less powerful than what you can build into larger structures. Unlocks additional technology for further miniaturization to put it into totems or implants.)
-[] Triple Nested Psychic shielding (200 RP) You've had two shields, yes. What about three? (Allows you to have three layers of shielding active at once. May unlock tech to allow inner shields to boost outer shields to be greater than the sum of their parts)
-[] Multi-meaning shields (300 RP) Your current shields say "No." Other sayings probably exist, and saying multiple things at the same time might have more esoteric effects, such as damaging attackers or defending better against certain types of attacks. Combining multiple of those into one shield could be powerful. (Allows you to combine two shield types together into one shield. May unlock further research for further combination, or to say one meaning EXTRA HARD.) Requires Alternative Shielding Meanings
-[] Scrapcode Immunity (100 RP) You thought your new algorithms would make you immune to scrapcode, but it's a squirely opponent. But with some more thought you think you can still reach that bar. (Makes your shielding Extraordinarily resistant to potentially completely immune to scrapcode-based attacks. Does not apply to machine spirits. Likely synergistic with generating your own scrapcode)
-[] Psychic Shield Tuning (200 RP) Your new scrapcode defenses help against scrapcode, but not necessarily other threats. This research would potentially allow you to tune the capabilities of your shielding on the fly to improve performance against other angles of attack. (Resistance to specific types of attack will improve with exposure, up to a cap. Unlocks more research to allow for more flexible shielding that can target specific weaknesses of various psychic enemies. Synergizes with mutli-meaning shielding.)
-[] Psychic Encryption (150 RP) Warp-based shenanigans can clearly steal information they shouldn't be able to get. You think you have the solution to prevent that, and it's encryption. Modulate your psychic shielding so anything coming through it is so garbled and compressed that it can't be understood even to the most sensitive psychic. (Blocks scrying of information protected by your shielding. Likely unlocks better versions that will defeat more powerful seers, and may unlock specialized research to build installations that will deny scrying and foresight over a larger area - like a system)
The Warp
-[] Teleportation is like skipping a stone (200 RP) Teleporters work by skipping a cargo across the shallow warp, linking two places for a moment. They are limited in many ways. Now that you understand that, you can find the limits to extend range, capacity and think about other ways to utilize the same general idea. (Improves teleporters for boarding, may lead to the ability to directly teleport to planetary surfaces. Unlocks further research for further improving the teleporter, as well as potentially leading to warp portals, which is likely required for webway understanding).
-[] Empathy as Sensors (100 RP) The warp is a place of emotion, and sensing emotions is hard. Still, when emotion determines what is true you think you can work it out. You can probably also make them work in physical reality as well, at least to an extent. (Unlocks better sensors for warp shenanigans. Likely to give you some warning of warp shenanigans. Will likely have synergy with psytech, further warp research, and unlock research towards warp-based FTL communication)
-[] Vortex Weapons (250 RP) When you first read about them vortex weapons sounded... terrifying. Now you're even more scared. Still, that might be a nice thing to have in your arsenal at some point. (Unlocks basic vortex weaponry. Likely further research for larger and smaller vortex weapons). Locked behind High-energy Physics
-[] Improved Gellar Fields (100 RP) Your gellar field technology is fine... but outdated. You think you can figure out how to improve it. (Improves your gellar field technology, reducing the risk for warp travel, specifically the amount of damage you take to your psychic shield.)
-[] Faith is my shield? (100 RP) Clearly the Imperium believes that faith can protect you from warp gribblies. It even seems like it might be true. How? Is there a way you can harness the effect without having to dedicate yourself to the Imperial creed. (Understanding the benefits of Faith. May unlock further research to allow Vita to design a less objectionable faith optimized for warp protection, and help develop better psyker training programs.)
-[] Demonology (200 RP) Demons. They can be summoned, bound and banished. Preferably in that order. How? That knowledge could be powerful... and dangerous. (Allows you to do basic demonology to summon/bind/banish demons. Unlocks further technology around all of that, including potential better protection from demons.) Price will triple without the Scrapcode generator to experiment on.
-[] Immaterium Understanding (300 RP) Anexa believes she understands something fundamental about the warp. Do some experimements to see if she's right. (Further discounts on all warp-related research, potential to unlock a research from farther down a warp research tree while skipping prerequisites) Anexa must work on this action. Guaranteed level(s) for her. Requires Warp Research Lab.
-[] Improved Void Abacus (150 RP) You understand how the Void Abacus works now, and you think you can tweak it to be better. That involves some amount of expanding and improving its connection to the warp though, so you're far from certain (Improves your Void Abacus design to be faster and better at warp jumps, though still inferior to an average navigator. May unlock further optimization of Void Abaci, including for cost/unstable warp jumps).
-[] The Basics of Psychic Computation (400 RP) You have several examples of different kinds of cogitators that interact with the warp in some way. They all share some kind of neural network system, but are very different in other ways. If you can figure out the minimal requirement for something to be psychically active - well. That would have implications. (Improves psychic shielding research, psytech research, some machine spirit research, may improve scrapcode research. Will help genetic manipulation to create psykers. May lead to a research tree to make psychic AIs or implants that grant psychic powers).
Psytech
- [] Basic Psychic Amplification Devices (100 RP) You think you understand the principles of psychic amplification, but to actually confirm that you need to build one and see if it works. (Allows you to build basic psychic staffs or other personal psychic amplification devices. Unlocks more advanced psychic amplification, as well as larger amplification constructs)
- [] Basic Psychic Suppression Devices (150 RP) You think you understand the principles of psychic suppression, but to actually confirm that you need to build some and see if it works. (Allows you to build basic psychic hoods or other personal psychic protective devices. Unlocks more advanced psychic nullification, as well as larger nullification constructs)
-[] Complex Psytech Implants (250 RP) Adapting what you know from organic-machine control implants, you can give a psyker greater control over their implants, in turn allowing you to give psytech implants more capabilities and more power that requires active tuning on the fly. (Improves psytech implants in terms of both precision and raw power.) Requires either Basic Psychic Suppression Devices or Basic Psychic Amplification Devices
- [] Basic Psychic weapons (150 RP) The most basic application of psychic energy to materials is to make more powerful weapons. Let's try to figure out how to build those, and think about how to expand out to other devices. (Allows you to build basic force weapons, unlocks more technology for advanced force weapons, as well as psychically attuned armor or larger material effects).
- [] Basic Pyromantic understanding (150 RP) Cia's naturally inclined towards energy manipulation with her power. You could try and figure out more details about how that works, though it'll rely on her to generate somewhat larger-scale effects. (Allows you to build pyromancy focused psytech, and potentially unlock new kinds of actions or narrative options for Cia) Locked behind Cia reaching level 5.
-[] Destructive Scrapcode Investigation (200 RP) Well, if Bongo doesn't want to play ball, maybe you need to go in there and figure out what makes the scrapcode generator tick. Time to bring out the power tools. (Discounts existing scrapcode research, may unlock new research around psytech/psychic shielding. Gives better understanding of Chaos Demons. Destroys the scrapcode generator and likely banishes Bongo back to the warp.)
-[] Scrapcode Generation (400 RP) You have the barest hints as to how you might start generating scrapcode. You need to imbue psychic meaning into code. You're not quite sure how you might go about that, but it's an interesting avenue to chase down. (Unlocks the ability to create and hack with your own brand of scrapcode) Requires psytech past Basic Psychic Amplification Devices, as well as Rapid hacking
Physics
-[] Dark Eldar Weaponry (150 RP) You have a few examples of Dark Eldar weaponry. Some of it just uses esoteric poisons, but other parts seem based on physical princples you can't identify. That's exciting (Unlocks new weapons based on Dark Eldar small-arms weaponry)
-[] Gravity Weapons (200 RP) You know it's possible to use gravity as a weapon, though it sounds a bit crazy. But still, it might be worth trying? (Unlocks basic graviton weapons for infantry, vehicles and warships, as well as research for more advanced graviton weapons. Half of the research necessary for Nova Cannons)
-[] The Biggest Boom (150 RP) So. There's no actual upper limit for how big a fusion warhead can get. But it does get more complicated to build bigger and bigger bombs. Let's figure that out. (Unlocks bigger, exterminatus-grade warheads for nukes. The other half of the research necessary for Nova Cannons)
-[] Superconductive Shenanigans (100 RP) Room-temperature superconductors are a thing. But only kind of, and they still need to be highly pressurized to be stable. You know some people cracked this problem, but they didn't publish on it, which was annoying. But you think you might have an idea how they did it. Figuring it out would be great for manufacturing, and drop costs across the board. (A flat production boost of 5-15% depending on rolls).
-[] Miniaturized antigrav (50 RP) You can make antigrav that reduces the weight of things like shuttles to make them able to make orbit. But there's a floor on how small you can make that technology. The Imperium seems to have solved that. (Unlocks drones, jump-packs etc, as well as additional research to make antigrav vehicles/walkers)
-[] High-energy Physics (300 RP) There's some pretty crazy stuff you can do with physics. Especially when the energy exponents really start getting insane. However, that's going to take a bit of testing - maybe on a planetoid you don't care too much about. Or in space. (The next steps towards bigger, badder weapons, such as fusion beamers, volkite weapons, disintegration weapons. Half of the research for vortex weaponry.) Locked behind a High-Energy Physics Research Lab
-[] Better Sensors (200 RP) Trying to find the Eldar was a frustrating experience, and normal sensors didn't cut it. If you're willing to explore more esoteric branches of physics you think you could do a better job. (Unlocks slightly better basal sensors across the board, as well as equipment to cut through stealth technologies. Unlocks more research for better sensors. May unlock research for sensors that will detect what's going on inside enemy ships, improving combat predictions).
Machine Spirits
-[] Improved combat Machine spirits (100 RP) Right now the machine spirits can match the performance of bots you directly control. However, with some tweaking of their networks, structure and code you think you can make an across-the-board improvement in aim, tactics and decision-making of the machine spirits in combat. (Improved combat performance of machine-spirit imbued infantry & vehicle forces. May unlock technology for improved tactical coordination, as well as improved combat performance of machine-spirit equipped ships/larger installations)
-[] Large-scale Machine spirits (100 RP) As it stands, you can integrate machine spirits into small things. Expanding that to military installations and ships is going to require designing even more complex networks and figuring out how to make them work. With Anexa's insights you think it's eminently possible thought (Unlocks machine-spirit equipped versions of frigate-sized or smaller ships and platforms, as well as most defensive installations. Unlocks more research for machine spirits for larger ships & platforms.)
-[] Machine Sprit Production Improvements (100 RP) Your machine spirits seem to be able to suggest more optimal choices than the default under some situations, but you're not confident enough to standardize it. Investigate that, and figure out how to encourage that behavior. (Improves productivity of machine-spirit manufacturing systems, may unlock further boosts to manufactory production or CP discounts).
-[] Machine Spirit Shipboard Manufactories (100 RP) The constraints on shipboard manufactories make them different enough that you haven't been able to apply the machine spirit technology to them. (Improves the BP produced by the shipboard manufactory equipment, likely by about 20%. May unlock tech allowing better cramming for ship manufactories).
-[] Basic Automated Manufactories (250 RP) If you tool a factory and install a machine spirit optimized to make just one thing, then it can just keep doing it without your oversight. (Unlocks automated ground/orbital/deep space manufactories, which will continue to produce a single kind of product without requiring actions. Will require CP, and cannot make starships or installations. Unlocks further research to increase productivity, flexibility, remove the CP requirement, as well as allow the automated manufactories to produce ships, installations and eventually megastructures).
-[] Machine Spirit Design (200 RP) The potential of industrial machine spirits to improve the design process could be incredible. It might get to a point where you can simply input a design parameter and they could spit out a new design. And you could theoretically use them to generate new research ideas too... (Discounts all designs, from ships to installations to units. Unlocks technology to further optimize ship cramming, as well as potential technology to incorporate machine spirits into your research process, improving the number of RP you get per action).
-[] Machine Spirit Chaos resistance (100 RP) You think the reason that the machine spirits resist chaos is because they understand their purpose to some extent, and the entire neural network needs to be corrupted to corrupt that purpose, which is harder. There's also emotional simulation that's going on in there. (Improves the basal resistance of machine spirits to chaos corruption. May unlock further technology down this chain, as well as half of the requirements to integrate machine spirits with psychic shielding.)
-[] Psytech Machine spirits (100 RP) You don't think that machine spirits can be psychically active. However, from what you understand of psytech it's a temperamental and difficult discipline, and you think that integrating machine spirits into the construction of psytech might improve its reliability and performance. (Improves psytech, at the cost of making it somewhat more expensive. May lead to more advanced versions for more advanced psytech, and may contribute to better psychic shields)
Biology
-[] Servitorization (50 RP) You find it repulsive, but being able to replace somebody's brain with a computer that drives them around would have its uses. (Unlocks the ability to servitorize people in the medbay. Unlocks follow-on research to replicate their personality as well)
-[] Mechanized agriculture (150 RP) You can synthesize small amounts of food with the modules attached to your crew quarters, but that doesn't scale to larger populations. You don't have the understanding to automatically grow and harvest food, but surely you can figure it out? (Unlocks blueprints for orbital & ground-based food production. Unlocks more technology for improving yield, optimizing for small-scale cultivation in zero-gravity, and generally making human populations self-sufficient in low-resource environments).
-[] How to Build a Biosphere (100 RP) Back when you were made terraforming was incredibly common, and one of your more common trade goods was terraforming technology. But you're not sure how you would do it - but it wouldn't be that hard to catch up on the literature. (Unlocks blueprints for slow/expensive terraforming, as well as the terraforming tree, which will include research to make terraforming cheaper, faster and applicable to a broader set of planets).
-[] Complex genetic enhancement (150 RP) The complexity of human genetics lies in the epistasis between multiple different alleles. Put more simply, this shit is complicated. Figure it out. (Unlocks more advanced enhancements, including significantly improved strength, intelligence, etc. Unlocks research for even more dramatic engineering, and is likely required to try to make psykers)
-[] Psyker genetics (350 RP) What makes somebody psychic? You have a psyker, and some genetic samples from others acquired from various trips to the monasteries. (Allows you to develop a test to determine psychic ability, though it won't be perfect. Unlocks further technology to improve psychic potential in adults and embryos.)
-[] Understanding Mutations (200 RP) The mutations that occasionally pop up in Denva's population are... weird. Complex, and have bizarre phenotypes. Why? What's causing them? Why are they so hard to treat? Maybe look into that. (Potential cures for more difficult mutations, as well as further research into why they occur, and treating other kinds of genetic deterioration.)
-[] Adult genetic engineering (100 RP) Genetically modifying an adult comes with all sorts of complications. Doing it without killing them or incapacitating them for months is even harder. (Allows your genetic enhancements/therapies to apply to adult humans. Likely required for a full understanding of juvenat.)
-[] Does in vitro have something to do with wine? (150 RP) Unlocks the ability to clone basic humans (Unlocks the cloning bay, as well as further technology to clone things other than baseline humans, like humans without brains for organs or humans with more dramatic genetic mutations. Along with brain implants may lead to personality backups).
-[] Ok, maybe there's a point to medical school (50 RP) You have a textbook understanding of medicine, but it's not enough for you to speculate and unlock new research, or generalize what you know to other areas. (Unlocks discounts for medical tech, cybernetic augmentations and more. May be a prerequisite to further biomedical research. Also unlocks more research for advanced medical care)
-[] Drugs? Drugs. (100 RP) Human biochemistry is... weird. You've got a standard list of recipies for basic drugs, but if you wanted to get further into it you could start pulling out some stranger and more illicit ones from your research databanks. (Unlocks a wide variety of drugs for things like interrogation, combat, sedation, etc. May lead to research for things like perfect knockout gas, super-adrenaline, psytech drugs, etc.)
-[] Juvenat Beginnings (500 RP) Ok. Juvenat is complicated. You're able to make it by following a formula that is at times precise, at times general and at times just - what? Maybe start to delve into the science of that. (Unlocks a basic understanding of juvenat, and may make it more efficient to produce. Tech cost will be reduced by other biomedical researchers. The start of the juvenat research tree.)
-[] Navigator Genetics (400 RP) So... you have some navigator genetic material. You can poke at that, see if you can figure out how it works. They had a reputation even back in your day, and it only seems to have gotten worse. Still, tempting. (Unlocks basic understanding of navigator genetics. Will unlock further technology to improve the health of navigators, as well as technology to allow you to clone navigators.) Locked behind Complex genetic enhancement
-[] Navigator Gestation (200 RP) You have a navigator fetus. You don't know what to do with that beyond the obvious. So, how would you do it? Well, you doubt you could just implant it into somebody. From the traces left behind on Klyssar's nest you should do this in a tank. (Allows you to turn the navigator fetus into a navigator baby) Locked behind the Does in vitro have something to do with wine? and maybe a followup tech depending on rolls.
-[] Dubious Dark Eldar Dissections (100 RP) You've got some corpses of Dark Eldar. Time to take them apart and see what you can learn! (Gives you some details on Dark Eldar physiology. May provide bonuses towards psyker genetics, or develop medical techniques, drugs or implants for Eldar)
Cybernetics
-[] Combat Mobility Cybernetics (100 RP) Sticking rockets and grappling hooks into cybernetics isn't just cool. It's also useful - it'll let the wearers utilize more of the strength of their new limb without tearing apart their organic body. It'll also give them new maneuverability options. (Unlocks new parts for augments that enhance the wearer's strength and mobility. Synergizes with other technology, may unlock enhanced mobility for bots & armors)
-[] Combat Neural Implants (50 RP) Allows you to install neural implants to calculate trajectories, assist with aiming, further improve reaction time and generally improve human capabilities in combat. (Unlocks combat-focused neural implants. Will synergize with other cybernetics and neural implant technologies)
-[] Advanced organ replacements (150 RP) Your organ replacements almost fully replicate the real thing, but not quite. But they can't adjust to shocks in body homeostasis and they do need to be replaced every decade or so. You think you can make them as good or slightly better than the real thing, including the potential to grow with the bearer. (Unlocks organs which actually just replace normal organs almost perfectly. Likely to synergize with other implant/cybernetics/enhancement techs).
-[] Superhuman organ replacements (300 RP) Your organ replacements almost fully replicate the real thing, and have some useful auxiliary functions. But there's another level of improvement that's possible here. You could make organs that conveyed superhuman characteristics on the wearers. Improved oxygen transfer rate, improved bone density, immunity to most toxins, improved healing rate. (Unlocks advanced organs implants which grant superhuman capabilities. Not quite space-marine-level, but that's the next tech, though these are still artificial). Locked behind Advanced Combat cybernetics.
-[] Companion Cogitators (500 RP) Your implants are good. But they still rely on external computers for any heavy lifting. But with a good deal of work, and some effort at miniaturizing computation, data storage and power units you could fit a full computer into somebody, giving them access to a full suite (Powerful neural implants capable of incredible amounts of data crunching/cryptography, as well as full virtual presences. Further improves Organic-machine control, unlocks very powerful types of implants, including implanted machine spirits, and depending on other technology minor AIs). Locked behind Ok, maybe there's a point to medical school.
-[] Mood Regulators (200 RP) Interfacing the implant with the brain's emotional centers will allow it to regulate emotional states. Potentially useful to help the bearer regulate dangerous emotions like fear, lust, anger, greed, sloth, as well as emotional outbursts when such would be dangerous for them. Also potetnialyl useful for interrogation. (Your implants that can help with - or destroy - mental stability. Useful for those engaged with Chaos, and for unstable psykers. May unlock more technology geared towards ensuring a stable mental condition). Locked behind Drugs? Drugs.
-[] Pain Controller (200 RP) Pain is an incredibly deeply seated stimulus, and it's hard to block it without destroying a lot of senses. But if you manage it it could help immesurably with combat implants. (Your implants allow the deadening of pain, allowing people so implanted to fight or last through injuries and other bad feedback). Locked behind Ok, maybe there's a point to medical school.
-[] Advanced Combat cybernetics (150 RP) Your cybernetics can easily contain light and some medium weapons, but they're not really suited to heavy combat. Yet. You could make them tougher, beefier, and figure out how to fit the power sources for larger weapons inside. (Unlocks advanced combat augments. Half of the technology for excellent combat augments, unlocks further cybernetics/research). Locked behind Really good Robotics.
-[] Basic Cognition Filter: (300 RP) Antimemetic threats are such a hassle. Even the programs you've written to partion your own knowledge are an ad-hoc solution. And aside from having an innate resistance above the zero-tolerance you likely have, humans have a really hard time not thinking about something. Fix it. Work out a method for existing brain-augments to isolate knowledge on cognitohazards to the augment's machine spirit in inert memory vaults. The user will have to instead consciously override the locks on the chosen memories to access them temporarily. That way, stray thoughts about the isolated memories cannot happen, and long-term memories in the brain when the memory vaults are unlocked get instead rerouted to the machine spirit of the brain implant. Will have a harder time isolating knowledge from existing long-term memories formed when not actively using the cognition filter. (Unlocks cognition filter modification to brain implants, unlocks further technologies related to cognition filter and methods for mitigating cognitohazards, basilisk hacks, etc. perceived in real-time.)
-[] Improved Organic-Machine control (100 RP) You think you can about double the capacity of the machine-control implants with a full redesign. (Approximately doubles the capacity of organic-machine control, letting a single human command more CP worth of units. Leads to further follow-on improvements.)
-[] Large-Scale organic-machine Control (100 RP) A manufactory is one thing, a shipyard or gas refinery is another. But at this point it's mostly a matter of scale and networking. (Allows OMC implants to control any kind of industrial production, including shipyards and non-military megastructures. Leads to further technology to improve the amount of CP one person can control.)
-[] Human Simulation Implants (150 RP) You can simulate reality quite accurately. Adapting these neural implants to do that might yield some impressive benefits. (Improves human capacity for research & development. Tech-priest crew will contribute RP, may unlock further tech for improved help with research & design)
-[] Void Organic-Machine control (100 RP) A voidship can be thought of as a living creature, with veins of coolant, a reactor heart and an undying thirst for fuel. How can a single human understand it, much less understand it? (Allows OMC implants to control voidships. Leads to further research to boost CP capacity of OMC specifically for controlling voidships, as well as improvements to allow improved piloting)
-[] Remote Organic-Machine control (100 RP) One of the current limitations of the OMC technology is that it requires the controller to be on-site. But if that wasn't true, then you could imagine truly bloodless wars, or operators living in comfortable cities while they controlled factories in orbit. Something to look into. (Allows OMC implants to control installations or units within the same system. Leads to further research for interoperable units, as well as making it possible for human staff to directly contribute to Vita's CP cap.)
Hacking
-[] Rapid hacking (400RP) You need to figure out a new approach to subverting machine spirits. It might involve some combination of confusing them with a burst of signals, then showing up and 'relieving' the issue. But it would take a lot of trial-and-error to get right. (Improves hacking of imperial tech. Potentially enough for use in combat situations? Will unlock further hacking technology).
-[] Improved Machine-spirit Jamming (300 RP) Well, you can't combine it with hacking, but you can still try to improve what you have to be more efficent, target more machine spirits at a time, etc. (Improves success rate of jamming imperial tech, decreases failure penalties. May unlock further jamming technology)
Crew :
Anexa Ifina, Magos Errant, Master of Many Talents.
Level 13
-[] Anexa active Action: Research - assists a research action you take, granting +5xLevel RP to the action. Will level on successful roll, scaled by the importance of the tech.
-[] Anexa passive action: Exploratory Research - Roll to discount a random tech from one of her specialties. Will receive the specialty bonus, and crits will result in a level and bonus technology. Specialties (3/4): Machine Spirits. The Warp, Cybernetics. Grants a +10 bonus when doing research rolls in the relevant category.
Has a staff of 42 tech-priests of the Cogitare Exploratium, which provide +840 CP.
Victan Thallos, Diplomat-Spy
Level 14
-[] Victan active action: Diplomat-Spy - assists any diplomacy action you take, granting +Level to the dice to the action. Will level on successful roll, scaled by the significance of the action.
-[] Victan passive action: Counterespionage & Alliance-building - Defends against hostile covert action and improves relations with existing allies, as well as gathering information for making new allies. Will only level if something interesting happens.
Cia Steblin,Pyromancer Psyker
Level 5
-[] Active Psyker improvement: Cia will actively attempt to practice her powers. Roll two d100s. Take the higher roll for determining level-up, but take the lower for perils of the warp. (DCs are unknown but context-dependent. They are currently favorable and will get less favorable as she levels)
-[] Passive Psyker improvement: Cia will take lower-risk actions to improve herself, including meditation, study and augmentation. A single level-up roll, with only a very low roll resulting in perils of the warp. Focus: Combat. Cia is currently dedicating herself to learning how to fight, and will weave her psykana into her style as it develops. She's getting competent and has started to realize that pain helps her focus her powers.
So. That was fun.
A few comments on the dice. There was a nat 1 and a 2 in this turn. That's going to make some weird things happen. This is my attempt to reconcile that. The Dark Eldar tried to board you because they couldn't fight you straight-up, and they managed it because you rolled a 2. And they did it during your diplomatic summit because they're devious and you rolled a 1 on that.
But then the fact that you had good anti-boarding defenses, thousands of combat bots and rolled a 68 meant they couldn't really get anything done. Oh. And Cia's crit.
The diplomacy was probably going to work with the write-in you gave and the bribes you prepared, but - well. Nat 1, they think you were part of a plot that kidnapped the bishop. Now they hate you, and the only way to stop that is to hunt down one particular Drukhari raiding party. The first step there is probably to investigate the gate, and maybe bring it up to any other Eldar you find. If you roll well you might get a pointer.
We're gonna do 36 hours of Moratorium on this one, and then the vote will be at least 12 hours, but I won't set a definite end time. I'll close it when I have time to think.
I still want to talk to the Eldar, to to otherwise would be to er... trust the Drukari about who sold us out and that is almost axiomatically absurd. Obviously they were lying to us too.
I mean this isn't really the fault of the entire Aeldari race. Also, like, this is the Drukhari we're talking about, motherfuckers will absolutely go out of their way to be as cruel and petty as they can possibly be, there's every chance they're deliberately twisting the truth to make it sound like the Corsair tried to make this happen. Let's repair this damage, consider researching better anti-boarding measures, and then go get some better answers.
We could also overthrow the Government of the planet, I mean if they are going to be hostile no reason not to loot them, there is ample reason to what with them being the space fascists and profiting on untold human suffering.
Probably best to just get some eldar trading done and leave though, just offering the option.
We could also overthrow the Government of the planet, I mean if they are going to be hostile no reason not to loot them, there is ample reason to what with them being the space fascists and profiting on untold human suffering.
Probably best to just get some eldar trading done and leave.
It's not really worth it, moral issues aside, we don't have the forces to really raid a heavily defended planet on such high guard. Like you say, let's just check in with the webway gate, get some answers, then boogie on out of here.
I still want to talk to the Eldar, to to otherwise would be to er... trust the Drukari about who sold us out and that is almost axiomatically absurd. Obviously they were lying to us too.
Oh, it's 100% in the Drukhari's interest to gloat, and there's a good chance that the Corsair sold us out anyhow. He couldn't pillage us due to the differences in ship size and the fact that he made a deal with us, so what better than to sell the information to someone else for a fraction of the spoils?
It's not really worth it, moral issues aside, we don't have the forces to really raid a heavily defended planet on such high guard. Like you say, let's just check in with the webway gate, get some answers, then boogie on out of here.
This is a hive, we definitely do, just orbital bombard the spire a bit and you cut the brain out of the place, we are also absurdly good at hacking and they have no ad mech
Oh, it's 100% in the Drukhari's interest to gloat, and there's a good chance that the Corsair sold us out anyhow. He couldn't pillage us due to the differences in ship size and the fact that he made a deal with us, so what better than to sell the information to someone else for a fraction of the spoils?
Sure there's a good chance, but there isn't any better of a chance due to the Drukari saying so, indeed it anything there's a worse one because we know the Drukari would have an active interest in lying if the corsair is innocent, we just saw them frame someone, us.
Not even our first exploration mission and I'm already tired of Imperials, can we just go back to Denva? There's no reason to stay here any longer, Wayfarer's done and dusted and frankly there's better things we can do other than play nice with people who will hate us out of the gate.
Not even our first exploration mission and I'm already tired of Imperials, can we just go back to Denva? There's no reason to stay here any longer, Wayfarer's done and dusted and frankly there's better things we can do other than play nice with people who will hate us out of the gate.
We still need at a minimum better Gellar Drives and Void Abacus manufacturing before we can go back.
Also if someone does want to chase down those Drukari we would have to talk to the Corsairs, they are the only people who could even begin to give us answers but... it's not like they are going to give us an in to use the Webway.
I think our best bet is to do something like
Research x2
Find the Webway
Eldar Diplomacy (If Webway action fails use this action to warp away)
And just wash our hands of this entire miserable place. I wish the Denvans all the luck shooting murder nuns for their countless crimes against humanity and general idiocy.