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Hmmm, interesting thought about the cramming tech. If we decide not to stuff more weapons into a ship it will function like a discount allowing a smaller base hull size.
 
I mean a smaller ship has a lot of benefits. It's stealthier, faster, easier to fix, etc. If we decide we're not interested in fighting that much and we get the cramming techs down to like, 0.5, going down a hull size could very well let us scoot away from fights and avoid them altogether far easier. Maybe if we befriend a Jokaero…
 
Yeesh, okay, new plan, we upgrade the Abacus and get the techs to wake up the Navigator baby, then we get revenge. That'll be, I dunno, 10ish turns? I'm sure the priest is gonna love being there for 50 years.
We are talking about launching a raid on a Dark Eldar Pirate Stronghold.

We had issues with just one ship, and still can't meaningfully contest their warriors without drowning them in iron.

We need upgrades before we think about directly challenging them.
 
We are talking about launching a raid on a Dark Eldar Pirate Stronghold.

We had issues with just one ship, and still can't meaningfully contest their warriors without drowning them in iron.

We need upgrades before we think about directly challenging them.
I mean, yeah. We're doing those upgrades. The main reason why we had issues with one ship was because we couldn't break through their stealth, and we're upgrading our sensors, and we couldn't meaningfully contest their warriors so we're getting our peeps power armor and upgrading the bots.
 
I'd honestly say power armor is a bit of a waste rn.

We just dont have enough people aboard that actually fight.

Victian is a pure diplomancer, if he's in the line of fire something has gone terribly wrong.

Anexa and the tech priests both are likely to end up relying on augments and custom weapons.

Cia wants a suit obviously, but she is the ONLY person who really needs one.

And compared to implementing improvements across our infantry bots? Power armor for Cia seems like a lesser priority.
 
I'd honestly say power armor is a bit of a waste rn.

We just dont have enough people aboard that actually fight.

Victian is a pure diplomancer, if he's in the line of fire something has gone terribly wrong.

Anexa and the tech priests both are likely to end up relying on augments and custom weapons.

Cia wants a suit obviously, but she is the ONLY person who really needs one.

And compared to implementing improvements across our infantry bots? Power armor for Cia seems like a lesser priority.
Agreed, I'd have preferred Improved Armor Articulation to be done last turn, or at least this turn, but people are pretty focused on the low hanging stealth tech, so we might as well get it over with now.
 
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I'd honestly say power armor is a bit of a waste rn.

We just dont have enough people aboard that actually fight.

Victian is a pure diplomancer, if he's in the line of fire something has gone terribly wrong.

Anexa and the tech priests both are likely to end up relying on augments and custom weapons.

Cia wants a suit obviously, but she is the ONLY person who really needs one.

And compared to implementing improvements across our infantry bots? Power armor for Cia seems like a lesser priority.
I hope Vita never makes power armor a big thing for her personal forces, but it's useful for allies and trade partners.

Personally my interest was just keeping Cia's extremities attached going forward.
 
Alright, here we go:

[X] Plan: Warp Lab Prep
-[X] The big idea: (for tl;dr, skip to "The Actual Plan" to just want to see what this actually votes for)
--[x] This plan aims to smash out a sensor tech that's applicable to the warp gate, and then scan it at range to plausibly deny we were doing it to any eldar who asks, then use the second half of the exploration to go to Denva. This, and most research is prep for my pitch for next turn, which goes like this:
--[x] Next Turn (non-binding) we can:
---[x] 1) Temporarily transfer bongo back to his old 400 HP vault while we...
---[x] 2) Get triple-nested Psy Shields,
---[x] 3) Trade our new tech to get an upgraded-to-permanent manufacturing boon
---[x] 4) Use that boon with our repair bay to refit the interior of the Oubliette into 3/4ths warp lab (180 HP) and 1/4th bongo containment (60HP) while keeping the existing 540 HP shield around both,
---[x] 5) Do basic daemonology research and bind Bongo so we can then put him in the 60 HP sub-compartment inside the 540 HP oubliette,
---[x] 6) Leave to explore Kethraxis where our anti-chaos prep will be more likely to be relevant than conventional weapons,
---[x] 7) Can now do Immateirum Understanding at our leisure, with time to spare for research relevant to conventional warfare.
-[X] The Actual Plan:
-[X] [Repair Bay] Fix damage to psychic lab (76*5=380BP), Refits as needed to implement Empathy at Range, Fix incoming damage from warp traversal
-[X] [Free][DATA] Orks. How have they changed with the millennia?
-[X] Research x3 (600 RP + 70 Anexa RP + 42 Tech-Priest RP)
--[X] Improved Gellar Fields (10/100 RP -> 100/100 RP)
--[X] Scrapcode Immunity (100 RP)
--[X] Basic Psychic weapons (150 RP)
--[X] Basic Pyromantic understanding (100 RP)
--[X] Empathy at Range (200 RP)
---[X] Anexa assist
--[X] Psychic Tripwires (25 RP)
---[X] Gives us something to beef up our trade to denva - scrapcode-immune tripwires that are also sensors which are also everywhere by default is good stuff.
--[X] Triple Nested Psychic shielding (47/200 RP)
---[X] Have to start on it this turn to afford finishing it and demonology with one action next turn
-[X] Explore: Travel to Denva, but first do a scan of the webway gate at range with focus on deniability. If questioned, say we're just tuning our gellar fields before travel and waiting near the gate on the off chance we catch Xylaris at egress.
-[X] Anexa active Action: Research
-[X] Victan passive action: Counterespionage & Alliance-building
-[X] Cia: Active Psyker improvement


This seems like... what was it?
Making a choice now based on the idea that people might make bad choices later. We can put more/better shields around it as needed. Right now I just want to make sure all research is as safe as we can make it.
Hmmm, is it, though? The stated intent was to use it for the warp research, so I'd say it's more a criticism of a long term plan proposed. I expect if it went in the ship and was dangerous to do that research, we'd vote against it, needing to instead make a second lab somewhere else.

But then, I just made a plan above that gets ready to throw us in to rennovations that puts 720hp between us and anything that goes boom in that lab next turn, for all that it's supremely unlikely to go anywhere, lol.

Still, I hope that makes it clear that I'm not ragging on hypothetical player moves with a shipboard warp lab.
 
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Alright, here we go:

[X] Plan: Warp Lab Prep
-[X] The big idea: (for tl;dr, skip to "The Actual Plan" to just want to see what this actually votes for)
--[x] This plan aims to smash out a sensor tech that's applicable to the warp gate, and then scan it at range to plausibly deny we were doing it to any eldar who asks, then use the second half of the exploration to go to Denva. This, and most research is prep for my pitch for next turn, which goes like this:
--[x] Next Turn (non-binding) we can:
---[x] 1) Temporarily transfer bongo back to his old 400 HP vault while we...
---[x] 2) Get triple-nested Psy Shields,
---[x] 3) Trade our new tech to get an upgraded-to-permanent manufacturing boon
---[x] 4) Use that boon with our repair bay to refit the interior of the Oubliette into 3/4ths warp lab (180 HP) and 1/4th bongo containment (60HP) while keeping the existing 540 HP shield around both,
---[x] 5) Do basic daemonology research and bind Bongo so we can then put him in the 60 HP sub-compartment inside the 540 HP oubliette,
---[x] 6) Leave to explore Kethraxis where our anti-chaos prep will be more likely to be relevant than conventional weapons,
---[x] 7) Can now do Immateirum Understanding at our leisure, with time to spare for research relevant to conventional warfare.
-[X] The Actual Plan:
-[X] [Repair Bay] Fix damage to psychic lab (76*5=380BP), Refits as needed to implement Empathy at Range, Fix incoming damage from warp traversal
-[X] [Free][DATA] Orks. How have they changed with the millennia?
-[X] Research x3 (600 RP + 70 Anexa RP + 42 Tech-Priest RP)
--[X] Improved Gellar Fields (10/100 RP -> 100/100 RP)
--[X] Scrapcode Immunity (100 RP)
--[X] Basic Psychic weapons (150 RP)
--[X] Basic Pyromantic understanding (100 RP)
--[X] Empathy at Range (200 RP)
---[X] Anexa assist
--[X] Psychic Tripwires (25 RP)
---[X] Gives us something to beef up our trade to denva - scrapcode-immune tripwires that are also sensors which are also everywhere by default is good stuff.
--[X] Triple Nested Psychic shielding (47/200 RP)
---[X] Have to start on it this turn to afford finishing it and demonology with one action next turn
-[X] Explore: Travel to Denva, but first do a scan of the webway gate at range with focus on deniability. If questioned, say we're just tuning our gellar fields before travel and waiting near the gate on the off chance we catch Xylaris at egress.
-[X] Anexa active Action: Research
-[X] Victan passive action: Counterespionage & Alliance-building
-[X] Cia: Active Psyker improvement



Hmmm, is it, though? The stated intent was to use it for the warp research, so I'd say it's more a criticism of a long term plan proposed. I expect if it went in the ship and was dangerous to do that research, we'd vote against it, needing to instead make a second lab somewhere else.

But then, I just made a plan above that gets ready to throw us in to rennovations that puts 720hp between us and anything that goes boom in that lab next turn, for all that it's supremely unlikely to go anywhere, lol.

Still, I hope that makes it clear that I'm not ragging on hypothetical player moves with a shipboard warp lab.

This looks like a good idea... But I'm not sold on doing it now. I really want to hammer out a whole bunch of the cheaper psy shield, psytech, and warp related techs first to build out our knowledge base.

[] Plan Lighting The Way For Cia, Prepping for Bongo:
-[] [Free] Fix damage to psychic lab (76*5=380BP), refit any psychic shield upgrades we get, fix incoming damage from warp traversal. (covered by repair bay)
-[] [Free][DATA] Orks. How have they changed with the millennia?
-[] Research, 3 Actions (600 RP + 70 Anexa RP + 42 Tech-Priest RP):
--[] Psychic tripwires (25 RP)
--[] Faith is my shield? (75 RP)
--[] Improved Gellar Fields (90 RP)
--[] Basic Pyromantic understanding (100 RP)
--[] Scrapcode Immunity (100 RP)
--[] Machine Spirit Chaos resistance (100 RP, Anexa)
--[] Machine Spirit-controlled Psychic Shields (50 RP)
--[] Psytech Weapons (150 RP)
--[] Machine Spirit Design (20 RP, +overflow up to a max of 150 RP)
--[] Basic Spaceship Stealth (Any Excess overflow)
--[] Improved Passive Stealth (Any extra excess overflow)
-[] Explore: Vorthryn
-[] Anexa active Action: Research
-[] Victan passive action: Counterespionage & Alliance-building
-[] Cia Active Psyker improvement

Of particular note, is the MS Chaos Resist and MS Controlled Psychic Shields. I think those will both give us a lot of protection against chaos, and also further our understanding of the warp a ton.

I did go ahead and add a vote for your plan though, just as a general gesture of goodwill.

I'm also strongly looking forwards to picking up the psytech machine spirit tech, I think bringing that together with the CR and CPS ones will open a lot of doors for us.
 
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Agreed, I'd have preferred Improved Armor Articulation to be done last turn, or at least this turn, but people are pretty focused on the low handing stealth tech, so we might as well get it over with now.
Improved armor articulation basically flew out the window as soon as we realized that we can't refit our bots with it for free, nor with the repair bay. Until we get some meaningful manufacturing, I think we'll mostly have to stick with software upgrades to them. Plenty of them to get, at least.

Getting technologies that require a refit or rebuild is probably best saved for when it's time to actually make a new run of the robots entirely to replace our losses.
 
We could have split a bit off to keep! Just getting the station was already a huge boon!
A bit old, but counterpoint - they've done a bunch of construction and ramping. If we get back and can bargain for a turn of the original manufacturing capacity back plus a bit of whatever they've built since, we could use it to build factory cruisers - maybe Peltast-style stealth skirmishers and sensor-frigates as well.

Even if we don't have such a boon available, we might be able to trade for that as part of a techsharing agreement, which we know they would jump on. That would give us mobile assets completely independent of Denva and let us kickstart our assets.

If they've increased capacity by 20% - not a lot, for more than 5 turns, I think - we would get our original capacity +10% for a turn or two, which is better than have left it mothballed and static. Then we leave, build our tech up better for 5-10 turns, then come back and trade for capacity again.

In this way, Denva gets intermittent phases of techspikes, we get intermittent asset overhaul, and everyone wins. Savvy?
 
@Nightlord256 hey mate can you send me the link to your spreadsheet I'll post it In the proposed designs so people can find it and use it.
This should do. Locked for editing, so you need to make a local copy each time. This is the link Nightlord sent me that I used before.

docs.google.com

Vox Vitae Ship Design


Edit: It looks like the Peltast - that's just because I think we were using the same-ish design for reference, but note no stealth or maneuvering. Edit to taste.
 
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Improved armor articulation basically flew out the window as soon as we realized that we can't refit our bots with it for free, nor with the repair bay. Until we get some meaningful manufacturing, I think we'll mostly have to stick with software upgrades to them. Plenty of them to get, at least.

Getting technologies that require a refit or rebuild is probably best saved for when it's time to actually make a new run of the robots entirely to replace our losses.
It'd have also helped with the power armor we made for Cia if we'd done it last turn, and doing it this turn wouldn't be any less important than the stealth techs which won't really come into play until we get back to Denva.
 
It'd have also helped with the power armor we made for Cia if we'd done it last turn, and doing it this turn wouldn't be any less important than the stealth techs which won't really come into play until we get back to Denva.

Well, the stealth techs let us research better sensors and get more from analyzing the Druhkari craft, so there is that. I'd still rather get MS Chaos Resist and MS CPS, or psychic tripwires, or Faith Studies, but that's just me. :/
 
A bit old, but counterpoint - they've done a bunch of construction and ramping. If we get back and can bargain for a turn of the original manufacturing capacity back plus a bit of whatever they've built since, we could use it to build factory cruisers - maybe Peltast-style stealth skirmishers and sensor-frigates as well.
Note: they haven't had all that much time for construction and ramping yet - they've only had the Vita factories for two turns now. And we know they're not as productive as Vita doing all-out construction. Plus, they might have taken the danger to heart and built some ships of their own, which could put quite a hole in their factory growth.

This will probably become true, but I wouldn't expect it to already be true.
 
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