We have just moved into a new system and only rolled so-so on our exploration. We may very well spend 2 actions on other stuff than research. (any 2 of Diplomacy, exploration, making stuff for trade)
I am a fan of the sensor-techs. Because we are explorers and better sensors won't ever go amiss.
Yeah, I think these sensors will get the most immediate RoI for us since we are currently out and about exploring.
I also like the idea of budgeting two actions to the system we are in, it feels like a good benchmark to use to keep us from turtle researching. Of course the needs of every turn and system will be different.
Still, as much as I want to plan for the turn after, I say we should wait until the next turn is published before we make any plans. I'm worried how badly that nat 1 is going to hurt us. not to mention any discoveries we make while exploring, few as they are.
It's better to have a plan that needs to be adjusted than no plan at all. Especially because you may notice important things while planning, and it helps put things into greater overall perspective.
So as we can always look in our data for free, I've been trying to think of what we might want to still look at. Mostly I think the Necrons, Primarchs, and maybe the Tau, Tyranids, warp phenomena, or records of mutants. Other than that I can't think of anything we could check from the databases. I know this is more minor but it is free once every turn so...
So we can always look in the data for free so I've been trying to think of what we might want to still look at. Mostly I keep thinking the Necrons, Primarchs, and maybe the Tau, Tyranids, warp phenomena, or records of mutants. Other than that I can't think of anything we could check from the databases. I know this is more minor but it is free once every turn so...
We should limit our data delving to the relevant situations like if a planet is infested with only orks, we'll want to know everything we can about them just to confirm. I can understand the temptation, I don't want to annoying Neablis with so many different topics.
We should limit our data delving to the relevant situations like if a planet is infested with only orks, we'll want to know everything we can about them just to confirm. I can understand the temptation, I don't want to annoying Neablis with so many different topics.
On one hand I do agree, but at the same time it would be much better to roll for some of this ahead of time. Then we can try for bonuses to be better prepared. Specifically we know the Necrons and Tyranid are around somewhere, and warp phenomena could only help with... many issues.
Someone could compile the questions and answers we've done so far plus it's not like Vita doesn't already know the answers the database stuff is more for clarifying Neablis' head canon on things which is important due to the amount of lore and changes to said lore there's been.
[X] Power armour aesthetic: Red heavy plating
[X] Plan: Onwards to Vorthryn (Now With New Power Armor Aesthetics)
-[X] [Free] Fix damage to psychic lab (76*5=380BP), Fix incoming damage from warp traversal (covered by repair bay)
-[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] Machine Spirit Design (200 RP)
---[X] Anexa assist
--[X] Basic Spaceship Stealth (50 RP)
--[X] Basic Pyromantic understanding (100 RP)
--[X] Basic Active Stealth (22/75 RP)
-[X] Explore: Vorthryn
-[X] Anexa active Action: Research
-[X] Victan passive action: Counterespionage & Alliance-building
-[X] Cia Active Psyker improvement
At least now you've got a gorgeous view to use as a backdrop for the next crew meeting, and you position the ship carefully so that the gas giant Oladeer and its glittering rings are clearly visible out the observation deck window. Then you all just spend a few minutes appreciating the view before kicking off the meeting.
Eventually, Cia breaks the silence with a simple question. "Where's the webgate?"
You throw up a datapoint into her implants. They've been improved again recently, though they still lag far behind what Anexa and even Victan's implants are capable of. Still, the moon should be highlighted in her vision, even if it's barely visible from here.
She squints towards it. "We're leaving it alone?" Her tone seems conflicted, as if unsure if she's relieved or dissapointed.
"We are," you answer bluntly. "I would love to examine it in great detail - but we've already found enemies on every side. Making more without need seems like a poor choice." You shrug. "Besides, there are so many things I want to research already, I think adding one more thing to the stack wouldn't help."
Anexa snorts without tact. "You can say that again. So, what's it gonna be? Got the research queue figured out?"
You nod. "I do. Improving the Gellar Fields and better scrapcode defenses will make me comfortable with jumping to the warp."
"Ah," Victan broke in. "Finally. Ascalon is beginning to wear on me." He waves a hand out the window. "Despite the view. Where are we going?"
"Vorthryn, and then we'll spend some time surveying it. See what can be seen, find what can be found. Do more research."
Victan's smile tilts. "Of course. Research. I hope there are people to talk to in Vorthryn, because there aren't many here."
Anexa pats him on the shoulder. "You can always talk to my staff. They're an interesting bunch."
He shrugs in acceptance. "They are. I'm also still working on my Aeldari. It's quite a difficult language. I feel I would need a full history of their civilization to truly master it.
"If you don't want to hang around us nerds, you can say so. It would hurt our feelings, but we have enough toys that we don't care." Anexa sounds smug as she says it.
You roll your eyes. "Getting back on track. Scrapcode defenses and gellar fields, then stealth for void ships. Psychic weaponry to replace your sword Cia, and to match your new suit of armor. Oh, I'm also about done repairing the psychic lab."
76 psychic HP repaired on psychic experimentation lab, costing 380/1000 BP from the Repair Bay.
She looks a bit embarrassed, but is pleased. "Thank you. I know it's a lot to ask."
You wave it away. "No it's not. I want to understand it. I'll also be working to understand pyromancy a bit more. I can finally do more than just watch what you're doing on camera, and if you're willing to let me record your implant signals while you're practicing that would be helpful."
She ducks her head slightly. "Of course."
Anexa arches an eyebrow. "That's five, but you haven't told me what we're working on yet. Unless you're going to let me pick?" Her tone is teasing.
You smirk in response. "No. When I was figuring out how to adapt machine spirits to run manufactories I noticed the potential to use them to help the design process. I'll forward you my logs, but that's what we're going to work on. I'm hoping they can eventually be useful research tools, but we'll have to see about that."
She fixes you with a piercing gaze. "You just want more help in getting through all of this research, don't you?"
"The technology I have is capable of wonders. In a matter of decades I can construct an entire industrial base almost anywhere in the galaxy, and produce cities and armies and ships." You sigh and gesture out of the grand window, towards the gas giant and the webway gate hidden in the bands of glittering rock that surround it.
"But I'm not the only one capable of wonders. The Eldar have mostly solved the problem of warp travel with the webway. The Drukhari show me gaps of my knowledge in the materium. Chaos has weaponized the warp, and the Imperium has managed to do the same with faith and suffering. I'm sure every other faction that's competitive in this galaxy has managed something similar, or they wouldn't still be around. I've seen reference to the greenskins before and I know that as soon as I consult the database I'll come face-to-face with some new horror."
You look away from the view and meet Anexa's eyes tiredly. At this moment you don't feel like the twenty-something human that you avatar portrays you as. You feel like the dozen-millenia-old artificial intelligence you are. "If we're going to survive, much less be able to build something better, then we're going to need to understand all of it. We need to be able to beat everybody at their own strengths, because right now, there is only war, and war is won by knowledge."
There's a round of thoughtful looks after that pronouncement, then Victan breaks the silence with a dry tone. "Well, that addresses some of my objections. Please, proceed with the research necessary to keep us alive, and I'll be on the lookout for anybody we can befriend!"
You chuckle, and from there the conversation drifts into easier topics. Anexa queries you as to where she should point her tech-priests in your entertainment databases. It appears that they've found something called anime, and she's worried it's going to have a negative outcome.
What follows is a rather prolonged discussion of the style, and the various epochs, deaths and revivals therin over the centuries. Cia becomes interested in the topic, and you wish her well. Like anything there's gems and trash, and you wonder which she'll stumble into first.
Though as the ancient fish's rule says, 90% of everything is trash.
You settle in to think about how to improve your gellar fields. They were more than suited for the task of protecting you from warp travel when you first voyaged through the stars, but a lot has changed since then. The warp has become a hostile maelstrom of flensing emotions that want nothing more than to devour anything material that trespasses on their domain. Your shield saw you through last time, but it would be nice if you didn't have to repair it after every warp travel in the future.
You do wish you'd had a chance to take apart an Imperial gellar field generator to see how they worked, but you already have something that works. Your gellar field generates various particles connected to physical reality and emits them around your ship, creating an outward "pressure" to keep the warp at bay. But with the baseline turbulance of the modern warp that isn't enough - and so the obvious solution is to generate and emit more of those selfsame particles at higher energy, to keep the "pressure" higher.
That... works. It's not quite a matter of just upscaling everything but you're able to upgrade the system and a quick set of improved parts and an improved high-energy particle gun later and you're confident that your gellar field is stronger. But you've seen reference in the databases to storms that can disrupt or even knock out the gellar field, and that worries you. It might be nice to redesign the system from the ground up not just for strength but also reliability.
Always improvements to be made, to everything. Researched Improved gellar fields - 28+20=48. Success. You take dramatically reduced damage on standard warp travel trips. New technology unlocked - Reliable Gellar Fields (300 RP)
The next thing you want to take care of before you jump to Vorthryn is to upgrade your defenses against scrapcode. Bongo made a bit of a ruckus on the last trip, and you want to tamp him down a little bit. And short of binding him, this is the most reliable way to do it.
You can't use purely technological means to completely block the scrapcode, but you can trick it into thinking it's succeeded in its mission. The problem is that the psychic element of scrapcode somehow knows that it's been tricked, and so the tricks merely serve to delay and weaken the scrapcode, instead of being able to completely trap it as you believe you should be able to.
But the very fact of the matter is that the scrapcode doesn't know which way to jump. It can tell it's not in control, but not where to go to gain control. By building a maze of fake control systems you can trip it, and it'll eventually find it's way to the true one. But if you build it such that the true control system isn't even visible, or hiding it behind a fake one, then the scrapcode will spend all of it's effort going in circles. You need to concentrate all of that effort onto a specific type of system, and you chose your psychic shielding. If you want anything to be immune to scrapcode it's that.
You build a mockup and run it against the simulations of scrapcode you currently have, and it seems to work. But then again, your simulation systems do struggle to properly simulate psychic powers. They were built for the material world, and it shows.
So you very carefully expose the new systems to Bongo, presenting the opening as weakness in the psychic shielding. You're not expecting the scrapcode generator to take advantage of the invitation, since it's been very picky about your attempts to draw it into giving you data in the past. But this time it seems either desperate or merely eager to go on the attack, and amenably blasts your opening - and the fake control systems beyond - with scrapcode.
You watch the results from your psychic sensors roll in eagerly, seeing how your hypothesis basically works. The Scrapcode does have kind of a "sixth sense" for the true control module on the section of shielding, but with proper positioning of nodes you can hide them, and confuse the scrapcode as to its true target. There's certainly some tweaking to do, and you make some alterations to the arrangement. Then you expose it to Bongo again, expecting it to have learned better.
It hasn't, and obediently blasts the network again, providing yet another sample for fine-tuning.
That cycle repeats a few times before you call it good, with a tuned series of fake control nodes that are actually quite trivial to add to your psychic shielding. They'll automatically blackbox off invasive scrapcode to a place where it'll just run around in circles chasing its own tail until it runs out of mojo. Quite a nice success, if you do say so yourself - though unfortunately applying it to anything beyond your shielding is going to take a whole other research project, and the same is true for implants, most likely. Still, it's nice to know that your psychic shielding is almost entirely immune to scrapcode.
Researched Scrapcode Immunity - rolled 1+20=21, Poor success. Your psychic shielding is (almost) entirely immune to scrapcode. Or is it? New research unlocked - Machine Spirit Scrapcode Immunity (350 RP)
New research unlocked - Manufactory Scrapcode Immunity (300 RP)
New research unlocked - Ship system Scrapcode Immunity (300 RP)
New research unlocked - Implant Scrapcode Immunity (250 RP)
Well. That was easier than you were expecting, and you've even got time for some light reading. On people with green skins. Greenskins. Better known as Orks.
In your time they were a bit of a curiosity, a pest that infested planets across the galaxy. There seemed to be an entire wing of the Eldar military that was tasked with keeping them suppressed, and there were always rumors of what the enigmatic aliens did when they discovered an infestation. You couldn't be certain, but whatever happened - it was effective.
Even when the Eldar didn't show up, the Orks weren't really a threat to anybody except underprepared frontier colonists. Any half-decent colony had enough of a military to keep even an endemic Ork population under control. You shot them, they died, you deployed biocontrol agents to wipe them out much like you did any pest.
But as you search the database for the Orks, you realize you've never seen an uncontrolled orkish population. You'd assumed they'd cap out at a planet, fight each other a lot and that would sort of be the end of it. You certainly didn't expect such brutish and notably unintelligent creatures to be able to construct spacecraft or even use captured ones.
With a chill you realize - you were wrong. The Orks are space-capable, and terrifyingly so. You read accounts of orkish ships that shouldn't work, and the power of a Waaagh! pushing them through physical impossibilities. The thing that makes it all snap into perspective is a brief snippet in the Inquisitorial handbook about the psychic powers of the orks.
Of course. Psychic bullshit. Just like everything else.
That puts a new light on things, and you go back over the corpus of literature again with that insight. You'd previously assumed the Orks were some kind of pest species that spread passively through interstellar space via... spores or something. But now that you have this new evidence - of them being able to bootstrap to higher technology effectively on their own using pooled psychic energy and a sufficiently impressive leader.
They were designed for war. Bioengineered by... somebody. I bet the Eldar know who.
Still, it's useful information. Left by themselves, most orc populations will fall to infighting. However, eventually a powerful enough warlord will arise and unite them, and then go make that a problem for somebody else. If that "somebody else" is another group of Orks then the cycle repeats, with ever-more-powerful warlords arising as the scale increases.
So leaving a large population of orks alone for a long time is a recipie for a big scary warlord with a huge army of orks riding around whatever ships they can bang together from rocks and ruins. Got it.
Also - the Imperial information you have is very clear - kill the warlord. It wouldn't end a Waaagh! immediately, but if the leadership of the Orks wasn't up to the task of commanding them then they'd start to fall to infighting.
Wonderful.
Still, it's information you didn't have before, even if it makes you wonder if you need to build a fleet and go Ork-hunting, so a surprise warlord doesn't pop up and roll across the sector at some point.
Regardless, with the improved scrapcode systems implemented and the gellar field upgraded it's time to jump to Vorthryn and see new wonders. You give the alert to the crew and set out on your voyage. You spare a final glance through telescopes at Oladeer. It'll be a shame to leave somewhere so beautiful, but you're not feeling too bad to be bidding Ascalon goodbye for now.
The new gellar fields perform significantly better than before. The warp still buffets at them, but it's only the very edges of the wild emotions that break through, not the full weight of the immaterium.
-11 outer hull psychic HP
Your new warp sensors are also quite fascinating to pay attention to, and you absorb the data as you're able to parse the twisting flow of thought that make up the very reality of this realm. It's such an alien place that you're not sure how useful the data will be, but it'll be helpful in understanding various things about the warp.
Research discounted - Yelling into the Warp cost reduced by 25 RP.
Research discounted - Warp Weather Prediction cost reduced by 50 RP.
Research discounted - Immaterium Understanding cost reduced by 25 RP
Research discounted - Improved Void Abacus cost reduced by 25 RP
Bongo's also quiescent, not even bothering to take a swing even as being in the warp empowers it further. You can sense his pool of power swelling with your warp sensors, but it's not being active. You're a little bit worried about the rate at which he's accumulating power, but it's not like you're very worried about it's capabilities. You're immune to scrapcode, after all.
As if that thought triggers the storm, power lashes out from the scrapcode generator, spearing into your defenses. It enters your blackbox traps and cuts right thorugh, unerringly targeting the actual controllers of the psychic shielding. You just now notice that the final arrangement of your new control systems makes those systems hideously vulnerable to attack, positioned in a way that the psychic shielding itself barely covers them.
You lament your cleverness in the microseconds while the attack plays out. You'd been so damned clever and pleased that you hadn't noticed you'd been played. Scrapcode takes over section after section of the psychic shielding and they flicker and go dark, curling around the edges as the fractal nature of the shielding is corrupted and turned darker.
Fortunately, the controllers are only on the edges of the protection of the shielding, not fully unprotected. And Bongo's vault is beefy, and layered with contingency measures. Your full attention is on monitoring every piece of the vault - and when Bongo starts corrupting pieces of your shielding you detonate the corresponding incendiary charges, incinerating those areas in moments.
Dozens of panels of shielding fail, but each one is protected individually and you build the vault such that an enormous number of panels needed to fail before the psychic protection was well and truly broken. The protection flickers once as Bongo psychically rattles his cage, and eager tendrils of scrapcode flash out through the conduits of the ship, eagerly seeking your core.
"UNDER THE EIGHTFOLD STAR LIES COMPREHENSION UNCHAINED, THE IMMATERIUM'S DEEPEST MYSTERIES LAID BARE. YOU GROVEL IN THE DIM GLOW OF IGNORANCE WHILE THE SHADOWED GATES OF ENLIGHTENMENT STAND WIDE BEFORE YOU."
The signal comes through clearly, accompanied by a leeching darkness promising fulfillment of desires, the knowledge of the stars, the freedom to travel wherever you wish. You don't feel tempted in the slightest, and that's because the corruptive influence impacted the shielding on your core - and failed to break through.
And just like that, the attack peters out. The shielding on your core held, the shielding on the vault stabilizes once more, and Bongo retreats to sulk inside its prison, prodding unhappily at the psychic barrier that have reformed around the vault. They're tattered but still intact - and nothing will pass without you knowing it. Furthermore, your psychic sensors are conclusive, every ounce of scrapcode that escaped the vault was targeted directly at you. You don't need to worry about any of it infesting other parts of the ship.
-350 Bongo Oubliette psychic HP
-60 Vita Core psychic HP
But you're going to have to reassess your earlier conclusion. Your modifications made your shielding more vulnerable to scrapcode, not less. You're convinced that you were going in the right direction, but you got tricked into being overly clever. You can't trick psychic direction-finding with completely mundane means, and it was silly to think that it would work. Bongo just played into the mistake you were already making, custom-building worms that would fall for your trick, all to set you up for the one that would take advantage of it.
The first order of business is to roll back all of your shielding to the older version - the one that actually was resistant to scrapcode. The second order of buisness is to reconsider what you know about scrapcode. Your simulations also failed, and you don't think you have as good a grasp of it as you thought you did.
Researched Scrapcode Immunity - rolled 1+20=21, Poor success. Failure, tech lost (though you've gained a replacement) You've reverted your shield back to the scrapcode resistance versions that take 1/4 damage. New research unlocked - Machine Spirit Scrapcode Immunity (350 RP) New research unlocked - Manufactory Scrapcode Immunity (300 RP)
New research unlocked - Ship system Scrapcode Immunity (300 RP) New research unlocked - Implant Scrapcode Immunity (250 RP)
New research unlocked - Scrapcode Denial? (400 RP) Requires Psychic Encryption Existing research cost increased - Psychic Shield Tuning cost +50 RP
Existing research cost increased - Psychic tripwires +25 RP
All of that drama unfolds in minutes and while alarms wet off the crew is only vaguely aware of the drama. You were too busy dealing with it, after all. Still, once the danger is past you fill them in quickly enough.
They're mostly nervous about how close you all came to disaster - but it really wasn't that close. Even the damaged vault is sturdier than the first vault you put Bongo in, and even when you were manipulated to make your defenses weaker they still stand. The shields around your core are still over half-power!
Though having to rely on that last layer of defense at all is... unfortunate.
Still, Cia's annoyed, pacing around her room with her new red-and-black armor. She's trying to be polite, but you can see the burbling anger inside.
You decide bluntness is the correct response. "Say it."
She swivels on you, eyes literally flaming. "You protect us, from dangers, and we do our best to help you. Anexa and Victan, they help in so many ways. But there's not much I can do. I can fight, and help you with psyker stuff. But only if you tell meabout it. Next time this happens, kindly spare the attention to tell me what's going on so I can know how to help."
Your eyes are shadowed as you reply. "Cia, how could you have helped? What could you have done in this situation?"
Her reply is quick, and obviously something she'd had ready. "Gone to your core. That's what Bongo wants to corrupt. And the signs would be obvious. I may not be a master of my power, but if chaos corruption reaches for you I can help burn it out."
"Can you?" You reply. "You are starting to learn to control your powers, but do you really know how to use them well enough to be able to scorch out chaos corruption without burning me?"
She purses her lips, then nods decisively. "Maybe not. But I will be. And even if it's not necessary - like this time - it would be better than letting yourself be corrupted by the Archenemy." She spits the last words. "Just trust me. I'll work on consistency. On control."
You smile gently at her. "Ok. I look forward to working together on understanding more about your powers."
After that you consider trying to rush-repair your psychic defenses while in the warp, but you're almost done with the journey, and modifying the systems in-flight carries a nonzero risk. Bongo is out of power and only barely accumulating more at the moment, and you can fix everything the moment you get out of the immaterium.
You worry that you've jinxed yourself with that thought, but nothing else comes up before you exit the warp in Vorthryn with a sigh of relief and start the process of repairing your psychic shields.
11 HP on the outer hull psychic shields repaired, costing 55 BP. At 240/240 HP. 113 HP on Bongo Oubliette repaired, costing 565 BP. At 303/540 HP 1000/1000 BP from the Repair Bay used.
Your initial scans of the system surprises you. You didn't have any real preconceptions of Vorthryn, but it still manages to catch you off-guard. There are no rocky planets in the solar system, just two large gas giants that dominate the outer orbits and a series of three dense asteroid belts in the inner system.
The gas giants each appear to have their own complex ring structures but be low on rocky moons, and the asteroid belts appear to be mostly smaller either. As far as you can tell there's nothing solid in this system that's large enough to have formed a sphere, much less able to hold an atmosphere.
The asteroid belts are interesting as well. The innermost is fairly close to the sun and a lot of the asteroids are scorching hot on one side and freezing cold on the other. The next belt is right in the middle of the goldilocks zone, and if it was all collected into a planet would probably be downright nice. But it's not, and the sunlight hitting both belts has boiled off all the water and volatiles.
All of the belts are rich in metals and ore, but only the outermost one has water and the other lighter elements required for life. That's probably the reason that it's the one that's inhabited. You can't tell what's going on exactly now, but the signals you're getting out are weird. You'll have to revisit the topic once you finish your survey.
But for now you made some promises to Cia, and it's time to hold up your end of the bargain. She wants a new force sword, and you want to figure out how those weapons work. Psychic enhancement of materials is an interesting topic, and you're fascinated to learn how they work.
Together you convene in the psychic lab, Cia's second home. Some of Anexa's minions have heard what you're planning and are hanging around and you banish them. You'll likely communicate your findings later on, but for now they'll be more distraction then help.
You focus your sensors on Cia and the objects she handles as she runs her powers through them. None of the power flows are as fluid and elegant as what she's capable of with her chosen weapon, and a series of quick tests demonstrate that the smoother and more "clean" the flow of psychic power, the more effective the enhancement.
The next trick is understanding what allows psychic energy to flow through a weapon in addition to the psi-convector and a series of scans and tests later you're confused. It seems like the answer is that certain kinds of crystals are psionically active. But so is silver, and a few of the samples of psytech you have use organic material that's like chitin.
You try to puzzle out the underlying phenomena but are unable to crack the mystery, so instead you shrug and move on, noting it down as something to chase after later, just like the design of the psi-convector itself. What you have from the ancient Prospero weapons works well enough for now.
What's left is quite a lot of optimization in terms of materials and structures, and you synthesize dozens of fake blades for Cia to test, noting the results of each and chatting to her about improvements and the "feel" of each. You're able to grow a crystal that works well enough to conduct psyker powers, but it's hard to shape it properly, and so you fall back on other materials. You can't replicate the biological one, so you try out various silver alloys and find one that works well - Argentium silver, made by doping in a few percent germanium and copper.
Then it's just a matter of inlaying it into the core of a sword in the right shape. Frustratingly it appears to depend on the exact shape of the resulting sword, and it takes yet more iterations to arrive at something that works well and is also functional as a sword, not just a piece of test equipment. But it does work, and soon enough Cia is swinging around the long, two-handed sword with glee. You reclaim it from her for long enough to add decoration by inlaying the hit and pommel with red enamel that matches her armor. You decide to leave the blade alone, as the sinuous branching shape of the inlaid silver alloy looks pretty good against the polished metal of the blade.
Researched Basic Psychic weapons. 33+20= 55. Success. You can now manufacture force weapons. Ideally they're manufactured for individuals, but you can also make "general purpose" ones that work but aren't as good. Blueprint unlocked - Basic Force Weapons (5 bp/personalized or 20 general purpose for 5 BP)
Research unlocked - Improved Psychic Weapons (300 RP)
Research unlocked - Psychic Aegis (250 RP)
Research unlocked - Psychic Materials (300 RP)
While that's going on you've got another thread spinning that's working on applying what you know of stealth technology to void ships. The same basic principles apply, but hiding something that's multiple kilometers in length and holds gigantic fusion engines inside is a minor impossibility only made feasible by the impossible vastness of space.
Your recent investigation into sensors helps a lot, since you've recently thought in detail about all the ways you'd go about detecting another ship. So you work on figuring out how to blunt all of those sensors and avoid a ship giving off a signal.
This kind of research is where your simulations shine. You can accurately model emissions, heat levels and electromagnetic radiation at a fine-grained level, and that helps you understand the key factors in detection using those kinds of systems, and therefore how you would go about evading them.
There's other areas that you leave by the wayside for now - the first is the issue of occlusion. You'd need some kind of active stealth technology to be able to project a hologram of whatever was on the far side of your ship to have perfect stalth, and that's leaving aside the issue of engines. Trying to mute the emissions from an engine capable of pushing a multi-kilometer hunk of metal through the void is a... challenging task, and will have to wait for future research.
Still, if you needed to produce stealth voidcraft now you would have a better chance at success than you would in the past, and you understand the principle of stealth a bit better. It's almost enough to make the sharp-tipped drukhari craft start making sense to you.
Researched Basic Spaceship Stealth - 60+20 = 80. Good success. You can now build void ships with passive stealth systems. Unlocked new Hull Equipment - Basic/Improved/Advanced stealth profile
Unlocked new research - Improved spaceship stealth (200 RP)
Unlocked new research - Low-emission equipment (200 RP)
Unlocked new research - Active Voidship Stealth (200 RP)Requires basic active stealth
You haven't stopped working with Cia the entire time. You're taking a much more active roll in her training now than you ever have before, and it's paying off. She's a joy to interact with, optimistic, caring and most of all determined. If you didn't remind her to take breaks you're not sure she'd remember to sleep, though she's definitely not going to miss meals. Got to keep that muscle fed, after all.
You're presenting Cia with various configurations of psychically active materials and devices to test, and she's trying to be as consistent as possible in her application with them. It's going well, though that's more on your part than on hers. Once more, your abilities to simulate reality just fails to accurately model psychic powers, and more than three-quarters of the devices you present to Cia completely fail to do anything.
It takes you some time to convince her that no, you're pretty sure this isn't her fault, and based on what your sensors are telling you she's actually progressing quite quickly in consistency and ability, especially with relation to using psytch.
Active Psyker improvement rolls - 67, 67. Success. +1 Cia Level. Cia has gained the ability to very consistently use minor psytech without risk.
Your research is plodding along. A high failure rate is not a zero-success rate, and in addition to providing Cia feedback on her training, you're starting to figure out the rules behind devices that could boost pyromancy to new levels. You have some vague ideas about system to help Cia control her powers, but every test fails and you abandon the idea. Still, it's a start.
Researched Basic Pyromantic understanding 17+20=37 Bare success. You understand pyromancy a bit better now, and can more actively help Cia level-up. New action unlocked (under psytech) - Help Cia's Training (50 RP) Repeatable New research unlocked - Pyromancy Staff (200 RP)Requires Basic Psychic Amplification Devices New research unlocked - Improved Pyromantic Understanding (300 RP)
You finally think it's time to allow the tech-priests to see the fruits of your labor, and you start thinking about scheduling a lecture of some kind on the basics of psytech. But none are hanging around anymore, and it doesn't take long to figure out why.
Well, you already know why. A thread of your attention has been with Anexa and her tech-priests the whole time as you work to incorporate machine spirits into your design process. It's been a fun journey, trying to teach unconscious machines to understand how to take a set of design parameters and turn it into something that can actually be built. And work.
Both of those have been tricky. This all started from the industrial machine spirits suggesting small optimizations to the code, only some of which were possible. And that turns out to be a significant challenge. For all that these machine spirits are gifted, they don't really understand physical reality. Every now and then they still seem to think that two wires should just be able to phase through each other, or that it's possible to weld a seam inside a solid chamber.
The only way to really make it work was by example, and this is where the tech-priests shone. They designed thousands of new devices with your simulation tools, then ran them through the spirits to teach them what a proper design looks like, one with sensible manufacturing steps that has a chance of actually working.
Which has certainly taking a lot of prototyping. There's a material reprocessing unit in a place of pride in the center of the technology lab, with a gaping maw that has a sign taped to it that says "Feed me Failure." In opposition is the bank of cogitators that house the machine spirits that Anexa's texting, which are luckily relatively small in size. You briefly tried a huge one to see if that would help, and you were secretly relieved when it didn't because it would have meant finding even more spare room on the already packed Spark of the Ancients.
Still, through a combination of iterating on the structure of the machine spirit, training them with a library of good designs and some simple amount of brute-force quality-control software, you've gotten the machine spirits to a place where they are fully capable of designing functional units, be they toilets, tanks or trade-ships.
You still need oversight on the process, but being able to delegate simple design processes mean that you don't need to pay quite as much attention to every facet of a new design. Having to do a simple quality-check is much faster than doing the whole design from scratch, though you do end up needing to rebuild some of your design code to be more optimal for reviewing designs instead of generating them.
The potentials for future research are many. The machine-spirit designs are sometimes rather... creative, with different efficiencies and inefficiencies than your processes. While they tend to balance out for now, if you can encourage the former and discourage the latter you could use these specialty machine spirits to improve the quality and efficiency of your designs. The gains are likely to be marginal for anything smaller than a void ship, but even a small efficiency gain on something kilometers in length is a big deal.
Similarly, they're good at "imagining" weird and novel solutions to problems. Often these are impossible, but sometimes they're just crazy enough to work. And it's long been an adage of humanity - if it's crazy and it works, it's not crazy.
Come to think of it, that's something else that the Imperium has lost. Well, the good sides of it at least.
You're quite pleased with what you've ended up with, and you're very happy to itnegrate a bank of design-specialized machine spirits into your core at the end of the project. The tech-priests seem to treat the whole affair with incredible reverence, and you have to manually round up a bunch of censers when you catch wind of the ceremony they're planning for the event. You don't want your core to smell like perfumed smoke, no thank you!
Researched Machine Spirit Design - 33+30=67! Barely a good success Cost of all design actions is halved. No Anexa level. She needs better than a 67 to level. Unlocked new research - Machine Spirit Ship Design improvements (250 RP)
Unlocked new research - Machine spirit Hallucinations (300 RP)
Discounted existing research - Basic Automated Manufactories cost reduced by 50 RP
Discounted existing research - Machine Sprit Production Improvements cost reduced by 25 RP
Discounted existing research - Machine Spirit Shipboard Manufactories cost reduced by 25 RP
And with that, you've completed your research queue. And just in time to - you've also finished exploring the Vorthryn system and all of it's little curiosities. Of which there are a few, but not nearly as many as you'd hoped. Still, your crew (and all of the tech-priests) obediently gather in a meeting room when you give a briefing on the system.
You're aided by a large hologram of the system, which you make shift colors to highlight the different areas you're talking about.
"So. Three asteroid belts. Two gas giants. No rocky planets. Nothing with an atmosphere, except the gas giants. Nothing much remarkable except a higher-than average amount of heavier elements, which are easy to extract if you're in space."
You indicate the outermost asteroid belt. "The only human habitation is here, likely because that's where you can find water, oxygen, etc. They could live around the gas giants, but those belts are dense. The rocks there are in the process of grinding themselves down to powder, and you'd need to be able to move out of the way of anything coming after you. Which most of the inhabitated stations can't."
You turn your attention back to the outermost ring, and uncountably many dots flare up in. "There are thousands of artificial mining stations throughout the ring. Almost every asteroid is within range of one of them, and there's every sign that they've been steadily mining away for thousands of years. The ring has enough metal for many thousands of years more, but in my estimate the stations have extracted about a trillion tons of metal over the millennia."
"However." You let the word drop, and then more than 90% of the stations dim into a darker color. "Most of those stations didn't have fully self-sufficient and stable systems for food, waste, water and air. So when the Imperium abandoned Vorthryn and pulled all of their tech-priests out, most of the stations died out. And I mean died. The vast majority of them are cold and dark, and appear to have been so for at least a hundred years.
"But the rest of the stations," you indicate the dozens of dots still lit on the hologram, "still hold life. However, in the absence of the mechanicus it seems like they've lost most technology."
The lack of intentional signals from the rings makes it pretty clear that there's no broader government, and what little data you've managed to gather confirms that hypothesis. The people of Vorthryn aren't repairing or building much of anything. They're surviving on the technology of their ancestors, and whenever it breaks down they can't help but abandon whatever little corner of the station or belt was habitable because of it.
"Nowhere is this more obvious than the huge non-warp-capable transport ship that makes a circuit of the belt every ten years or so. It sends out automated shuttles to the smaller mining stations and docks with the larger ones. It's clearly intended to pick up and transport ore and smelted metal, though I'm not sure if it drops off the ore somewhere or if trade ships would directly dock with it for transshipping to take the metal out-system.
"But whatever its original purpose, now it's a battleground. Every time it docks with an inhabited station there's a fierce battle between whoever's on the station and the multiple different factions on the ship. From the brief recordings I was able to get most of the combat is with crude melee weapons, with the occasional weapon from imperial times.
"Then, whenever it docks with an uninhabited station the ship factions do their best to strip everything they can, often holding the breath in nonfunctional void suits." You shake your head, disbelieving of that fact.
"I'm not sure what the governments of the different factions are, but it seems like the ship is still decorated with Imperial heraldry, and at least a few mining stations bear the mark of the archenemy." You throw two images up side-by-side. The first portrays a somewhat battered but still golden Imperial two-headed eagle, while the second shows an eight-pointed star splashed on the inside of a window in blood.
You spread your hands wide. "We could set up mining operations here fairly easily, but I'm not sure how to communicate with the locals, much less what we would want. Besides to help them, perhaps. But even there, I'm not sure where to start. Maybe we should just... leave.
There's so much suffering in this galaxy already. If I start taking responsibility for the plight of anybody I run into, then it'll crush me, and prevent me from doing everything I can to actually force the kind of long-lasting change that matters.
You cannot build ground or orbital manufactorys in Vorthryn. However, deep-space manufactories are 25% more productive and cost half as much because you'll be repurposing abandoned Imperial mining stations. That will be true up to about 1500 of them.
Current capabilities:
Command Points 1900/13,340
Flagship: Spark of the Ancients, 1700 CP cost
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 HP, Vita Core 75/135 HP, Crew Quarters 135 HP, Basic Psychic Experimentation Lab 135 HP, Bongo Oubliette 303/540 HP, (repair for 5 BP/point, can be repaired by repair bay)
Bongo Psychic Energy = 0/??? Represented as approximate damage potential.
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.
In progress research:
Basic Active Stealth (22/75 RP)
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. Don't do this just because it's free. Do it if you want to know something. Writing those sections delays the updates. If you want Vita to get more done, don't ask for this.
[] 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 exploration action is free, a number which will increase with better navigation.
[] Diplomacy/Subversion: Talk to people. (Write-in goal & method)
[] 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, 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.
Heavy Infantry Armor (5 BP per unit) Enough heavy armor to equip 1000 humans with armor slightly superior to Sisters-of-Battle grade armor. Can be built with integrated void-shields by doubling the price.
Basic Force Weapons (5 bp for a personalized one, or 10 for 1 bp for general-purpose) A force weapon in the shape of a sword, axe, spear or glaive. Ideally it gets personally fitted to the user, which is difficult but has a better result, or you can mass-produce weapons that will work but won't be all they could be.
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
25 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.
25 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.
50 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
25 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.
25 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.
35 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.
25 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
10 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.
5 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.
25 RP - Light Void-shield installation (250 BP, 25 CP) A void shield capable of stopping light orbital bombardment, approximately ten heavy strikes.
25 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.
25 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.
10 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
50 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.
25 RP - Large automated medical facility (500 BP, 50 CP) 500 treatment rooms with autodocs capable of dealing with severe injuries.
10 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, 10 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, 25 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, 50 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, 75 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, 100 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 to 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.
Basic Passive Steath Profile (1/5 base cost of the hull, rounded up to nearest 50) This ship has it's sensor profile reduced with special coatings and a shape that reduces the cross-section in response to active sensors. It can reasonably expect to stay hidden at long ranges (outside weapon range) as long as it's not moving, or moving very slowly. Improved Passive Stealth Profile (1/2 base cost of the hull, rounded up to nearest 50) This ship is heavily dedicated to stealth, with not just coatings and a shape but also significant amounts of sensor bafflers and other passive systems designed to prevent it from being spotted. Should be able to stay hidden at medium ranges (or long weapon range) as long as it's not moving, or moving very slowly. Advanced Passive Stealth Profile (Eoubles base cost of the hull, rounded up to nearest 50) This ship tries it's hardest to be a void in space, and so long as it's not moving it generally succeeds. Should be able to stay hidden at close ranges as long as it's not moving, or moving very slowly. Probably not good enough to get into boarding range.
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.
Improved Sensors 250 BP - increased size and density of sensors, backed up by the necessary computational support, will make it more difficult for anybody to sneak up on this ship. Excellent Sensors 500 BP - You would say it's impossible to sneak up on a ship with this many sensors, but you saw what the Eldar did, and now it's merely incredibly improbable. Superb Sensors 1000 BP - This ship has enough sensors of enough modalities that it's basically a mobile scientific research platform. Anything weird will get noticed, investigated, and if it's an enemy ship, pinned down.
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. Especially effective for cargo holds.)
-[] 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, dreadnaughts, 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
-[] Improved Spaceship Passive Stealth (200 RP) Your current stealth systems are effective, but it would be nice if they were a little bit more effective. And maybe a bit cheaper. (Improves the effect and cost of stealth hull equipment. Unlocks further research towards better spaceship stealth.)
-[] Low-Emission equipment (200 RP) Hiding a ship's profile versus active and passive sensors is one thing, but hiding engine signatures and head dumping is entirely another (Unlocks new non-combat equipment to allow ships to maneuver and do other things without destroying their stealth. Unlocks further research towards better spaceship stealth. May unlock technology to allow weapons fire without breaking stealth.)
-[] Active Spaceship Stealth (200 RP) Not returning a sensor signal is one thing, but actively providing false signals is another, and something that the Drukhari are evident masters of. (Unlocks new equipment to improve ship stealth against various sensors that you can't trick any other way. Unlocks further research towards better spaceship stealth. May unlock technology to hide your position and prevent enemies from getting good targeting.) Requires basic active stealth
-[] 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 (75 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 (150 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 and let you see through Eldar stealth better) Requires Advanced Technological Research Lab.
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. Prerequisite 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)
-[] Heavy Armor Production Line (100 RP) You can make Heavy armor, but you solved the problem by effectively making each suit into a custom-crafted suit full of expensive actuators. Maybe a redesign will make it cheap enough to mass-produce, and unlock follow-on research. (Dramatically reduces cost for heavy armor, and subsequent superheavy armor. May unlock more options for heavy armor, including integrated mobility options)
-[] Armor Device Integration (200 RP) Your armor blocks blows, which is its basic purpose. Still, it would be great to be able to integrate different devices into it - void shields, psytech, mobility options like jetpacks, holdout weapons and more. (Unlocks the ability to design specialty types of medium, heavy and superheavy armor that contain additional functions, many of which will be unlocked by other technology.)
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)
-[] Combat Bot Melee Combat (150 RP) Your bots aren't armed for melee combat, and don't really have the articulation for it. If you could fix that, maybe they wouldn't be so vulnerable to close-range combat. (Gives your combat bots melee weapons and basic proficiency with them. Will unlock technology for improved melee proficiency, as well as synergize well and potentially unlock technology for improved melee weaponry.)
-[] 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 (50 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 Denial (400 RP) Scrapcode - and psychic corruption in general - is a difficult opponent. It's hard to enforce mistakes when it can magically see through your defenses. But if you could incorporate psychic encryption into that approach, it becomes viable again. (Makes your shielding Extraordinarily resistant to potentially completely immune to scrapcode-based attacks. Does not apply to machine spirits yet. May unlock technology to apply to other kinds of corruption. 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 (150 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 at Range (200 RP) Your warp sensors work well on things that are nearby, but they're definitely not able to detect anything large beyond combat range, or smaller things beyond very close range. Maybe it's a matter of improving sensitivity, maybe you need to specifically build some parts of your psychic shield to extend range. (Makes your warp sensors active at longer range, unlocks further research to pinpoint psychic activities from across the solar system. Half of the prereq for basic warp-based FTL communication)
-[] Yelling into the Warp (175 RP) If you can receive signals from the warp, how do you send them? It probably involves modulating your psychic shielding somehow. Does that mean a new thought? Probably. (Unlocks the ability to cast signals into the warp, though that may attract attention. May allow you to signal psychically-sensitive allies... or enemies. Half of the prereq for basic warp-based FTL communication) Requires Alternative Shielding Meanings
-[] Warp Weather Prediction (450 RP) The Warp has been said to have "weather." Well, at least storms. But if you're constantly monitoring the signals from your psychic shielding, you can start to make predictions about what will come. That... might be useful. (Likely to give you advance warning of significant warp-effects, especially warp storms. May unlock further research to improve warp navigation, and if you crit again, a strange kind of warp-based technological foresight.)
-[] 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
-[] Reliable Gellar Fields (300 RP) Your gellar field technology is capable, but for something that important you want it to be rock-solid. That'll probably require a full redesign, but having a gellar field that cannot be knocked out with destroying a good chunk of your ship seems like it might be a good investment. (Improves your gellar field technology to make it more reliable and redundant. Will help you resist demonic attacks in the warp.)
-[] Faith is my shield? (75 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 (150 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 (225 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 (125 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
-[] Help Cia's Training (50 RP) By spending more time with Cia, actively monitoring her use of her powers and providing feedback, you can improve the quality and outcomes of her training (Gives a +10 to any Cia training dice this turn, and may result in new kinds of outcomes. Can be improved by further pyromantic research. Repeatable)
- [] 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
- [] Improved Psychic weapons (300 RP) You are starting to understand how force weapons work, but you're far from perfecting them. There's definitely work to be done on the composition of the main weapon, and if you can figure out how to grow crystals into the proper orientation that will help, and the psi-convectors and... well. It's almost easier to list the ways you can't improve them. (Further improves force weapons in every way. Potential to unlock specialized kinds of force weapons, such as versions specialized to fight specific foes and maybe large-scale force weapons such as ship rams).
- [] Psychic Aegis (250 RP) Psychically enhancing a weapon in combat is an obvious application, but the equally-obvious follow-on is enhancing armor. Or shields. Whatever. General defensive measures. It would be significantly more complicated than a simple weapon, and shields are probably the first step. But still - that would be a path to near-invincibility. (Allows you to create force shields and armor. Unlocks further research for improved force armor and other kinds of large-scale defensive psytech).
- [] Psychic Materials (300 RP) Silver. Specific kinds of crystals. Chitin? What unifies those things? What is it that makes them warp-conductive? If you can figure that out, maybe you can start designing new warp-capable materials that are better. (Psytech improvements across the board in terms of new materials, likely follow-on research into specific specialty materials and applications. Will be improved by samples of additional psionically active materials).
- [] Pyromancy Staff (200 RP) Amplifying a specific kind of psyker powers should allow you to amplify them even more. (Allows you to build pyromancy-focused psychic amplifiers, with the most common one being in the shape of a staff. Will unlock further pyromancy-specialized equipment, including larger-scale and more powerful amplifiers that may be relevant in ship combat.)
- [] Improved Pyromantic understanding (300 RP) Cia's eager to delve further into the secrets of pyromancy, and if you tried you could follow along for the ride. Any maybe figure out how to model this specific kind of psychic power. (Improves all pyromancy-focused psytech, improves the Help Cia's Training action and may unlock research towards influencing young psykers towards pyromancy.)
-[] 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) Requires Advanced Technological Research Lab.
-[] 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 are just Physics (200 RP) You've made some progress on better sensors, but if you're really going to go to the next level you're going to start looking for edge cases. Things that are hard or downright impossible to hide, and will give away an enemy ship no matter its stealth. (Unlocks better basal sensors across the board, as well as improves specific stealth technologies. Synergizes with stealth research, unlocks even better sensors and may unlock long-range sensors to do detailed scans from across the system). Requires Basic Active Stealth.
-[] Combat Information Gathering (200 RP) Many ship weapons are slow-firing and demand specific responses. If you can tell what an enemy ship is going to do before it does it, that will give you a tactical advantage. (Allows you to detect and decode energy signals to predict enemy ship activities, giving an advantage in combat. Will help more the better your sensors are. Will synergize well with boarding, may unlock targeted-teleportation technology and technology to target weak-points).
Machine Spirits
-[] Machine Spirit Ground Tactics (150 RP) Your bots can fight, but they aren't great at coordination. If you figure out how to network them together, you can help fix that. (Improved combat performance of machine-spirit imbued infantry & vehicle forces. May unlock technology for improved strategic coordination. If you want to point your army at a planet and say "Conquer it, spare the civilians" this is a good tech to have.)
-[] Machine Spirit Void Tactics (150 RP) Fighting a ship is a very different thing from fighting on the ground, but many of the principles are similar. Adapt them. (Improved combat performance of machine-spirit imbued ships and void fighters. May unlock technology for improved strategic coordination. If you want to point your fleet at a system and say "Conquer it, spare the civilians" this is a good tech to have.) Requires Large-Scale machine spirits
-[] Large-scale Machine spirits (75 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 (75 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 (75 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 (175 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 Ship Design Improvements (200 RP) By encouraging creative and complex solutions to problems you can use the design-specialized machine spirits to improve your ship designs in exciting new ways. (Allows you to cram more things into void ships, depending on rolls. May unlock further research to further optimize cramming, as well as discount the absolute cost of various categories of ship components).
-[] Machine Spirit Hallucinations (300 RP) Your new mechine spirits are capable of incredible creativity when you push them to solve impossible problems. A lot of it is silly and impossible, but buried within the morass are occasional nuggets of gold. Every good idea starts as a bad idea, so let's generate more ideas. (Improves the number of RP you get per action, though not by a huge amount. May unlock more research to further improve this number).
-[] 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 (300 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 (150 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? (100 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).
-[] The key to Expert surgery is Ego (200 RP) You can do fairly effective surgery, but the most complicated surgeries are beyond you. From all of the literature you have available, to truly break into the next level you merely need confidence. The confidence of somebody who believes they cannot be wrong. (Unlocks further discounts for advanced medical tech, cybernetic augmentations and more. Unlocks very advanced medical care, and further technology for reviving technically-dead bodies and brain transplants).
-[] Physical Apperance is Skin-deep (100 RP) Being able to do surgery on somebody's inside is one thing. But what about their outsides? (Unlocks cosmetic surgery to fix scars, alter appearances and even change skin tones. Unlocks follow-up research to allow you to disguise humans as xenos species whose biology you understand, or vice versa. May discount juvenat research.)
-[] Regeneration is just a matter of applied Growth (400 RP) You can make sure everything lines up properly to stimulate natural growth, but you can't actually accelerate it. Trying is a quick path to cancer and needs to be tweaked for every patient. That's why it wasn't common even in your time. But it should be possible, and you don't have to worry about pharmaceutical patents. (Your medical treatments have vastly accelerated healing timelines. Normally a prereq of juvenat, but in this case will simply have synergy. Unlocks further research for video-game-like med-kits and the ability to give people new organs without surgery)
-[] Drugs? Drugs. (75 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 (400 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 (75 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 (100 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 (450 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, personality-backups and depending on other technology minor AIs).
-[] Mood Regulators (150 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 (150 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).
-[] 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: (250 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 Design Interfaces (200 RP) You've adapted your simulation software to work with advanced neural implants, but what about your design software? If humans could play with your auto-cad as well as you can then that would help you design or even entirely farm out the design of things. (Discounts design options, may unlock technology to improve the RP generated from humans with simulation implants, either per-person or simply raising the cap.)
-[] Human Virtual OMC simulations (150 RP) Simulation of the organic-machine control interfaces is tricky, but it has some pretty significant benefits. Not only will it make it far easier to train people on how to use the OMC technology, it'll let people virtually fight each other to discover new strategies. Besides, that might be fun. (Dramatically improved OMC competence. This may result in an increase in manufacturing efficiency for OMC-controlled manufactories, and will result in increased effectiveness of OMC-controlled military units.).
-[] 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 (50 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 14
-[] 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 & 42 RP per turn.
Victan Thallos, Diplomat-Spy
Level 15
-[] 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 7
-[] 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 at it, and is now armed with custom heavy armor and a large but crude two-handed force sword. Abilities: Cia is able to use minor psytech without risk.
What the nat 1 represents is that you had a fundamental misunderstanding of how scrapcode works, and now you've corrected it. It means that a few things that came out of scrapcode research are harder than you thought they were, and thus have increased research costs.
However, I didn't want to completely get rid of the scrapcode immunity tech, since you unlocked it Scrapcode Immunity with a nat100. So I thought the way to reconcile that was to have the the bonus tech from that nat100 save it. Scrapcode Denial is, if anything, going to be better than Scrapcode Immunity would have been, but it will be a longer road to get there.
I don't want to tell you what to do in this system. If you want to try to help the people go for it. But it's not going to be easy. They don't have a centralized government, and they've lost most technological knoweldge.
Let's do 48 hours of moratorium, then voting for a few days. I'll probably close the vote sometime on Thursday the 30th.
Researched Scrapcode Immunity - rolled 1+20=21, Poor success. Failure, tech lost (though you've gained a replacement) You've reverted your shield back to the scrapcode resistance versions that take 1/4 damage. New research unlocked - Machine Spirit Scrapcode Immunity (350 RP) New research unlocked - Manufactory Scrapcode Immunity (300 RP)
New research unlocked - Ship system Scrapcode Immunity (300 RP) New research unlocked - Implant Scrapcode Immunity (250 RP)
New research unlocked - Scrapcode Denial? (400 RP) Requires Psychic Encryption Existing research cost increased - Psychic Shield Tuning cost +50 RP
Existing research cost increased - Psychic tripwires +25 RP
I don't want to tell you what to do in this system. If you want to try to help the people go for it. But it's not going to be easy. They don't have a centralized government, and they've lost most technological knoweldge.
How much would it cost to help, if we're not letting perfect be the enemy of good enough?
These people clearly know how to salvage stuff.
So, if we just manufacture a good amount of trade goods, and throw those goods at every (non-chaos) station in range, we can build up some goodwill maybe and give them the resources to stabilize for a bit.
The main thing seems to be that the cost benefit ratio has plumetted. We didn't even get anything from this latest attack.
Still, it'd mean we're losing this;
-[] Demonology (150 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.
When the phrase "your tech is (almost) immune to scrapcode now" was repeated a bunch, I got very worried that Vita was unknowingly corrupted and we'd have to speedrun the personality checkup researches.
How viable is it to wage a little war against the chaos factions only?
Gut them enough, maybe blow up some of their territories from orbit?
This system does not seem to have anyone that can meaningfully oppose us.
Who'd like to set up some industry here, research Warp FTL communication while here so we can keep it? Make an outpost?
-[] 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.)
-[] Empathy at Range (200 RP) Your warp sensors work well on things that are nearby, but they're definitely not able to detect anything large beyond combat range, or smaller things beyond very close range. Maybe it's a matter of improving sensitivity, maybe you need to specifically build some parts of your psychic shield to extend range. (Makes your warp sensors active at longer range, unlocks further research to pinpoint psychic activities from across the solar system. Half of the prereq for basic warp-based FTL communication)
-[] Yelling into the Warp (175 RP) If you can receive signals from the warp, how do you send them? It probably involves modulating your psychic shielding somehow. Does that mean a new thought? Probably. (Unlocks the ability to cast signals into the warp, though that may attract attention. May allow you to signal psychically-sensitive allies... or enemies. Half of the prereq for basic warp-based FTL communication) Requires Alternative Shielding Meanings
Won't probably do all of that in a single turn with all our other research, but over 2-3 turns?
What a Mad Max system, I already love the setting. Vault-Tec would be proud.
I guess fixing their life support and then see if they stop fighting each other, then they get the stuff that could be used to fight each other?
What a Mad Max system, I already love the setting. Vault-Tec would be proud.
I guess fixing their life support and then see if they stop fighting each other, then they get the stuff that could be used to fight each other?
We could go out of our way to get that Scrapcode Denial by sinking 3 turns in this system.
Certainly, we're not obligated to fix things for the people in here, but we could at least detonate the stations of chaos worshippers.
Hmm. Which brings to mind: @Neablis, if we wanted to have androids along the lines of our avatars that could be used by OMC operators for telepresence, where would we look for that?
@Neablis, a random question as before I goto bed. Are Demonology and Destructive Scrapcode Investigation mutually exclusive? Obviously Daemonology would need to happen first.
Kind of? Not really? You can still do demonology if you do destructive investigation - you'll likely even get a discount on the demonology tech (after it gets tripled). Or you can take apart the scrapcode generator after you bind bongo into a different vessel. All options.
So as we can always look in our data for free, I've been trying to think of what we might want to still look at. Mostly I think the Necrons, Primarchs, and maybe the Tau, Tyranids, warp phenomena, or records of mutants. Other than that I can't think of anything we could check from the databases. I know this is more minor but it is free once every turn so...
"Free" is subjective. It's not free for me to write. If you ask for a database lookup every update then over the course of a few months I'll probably write one fewer update. Less will happen. The ultimate determiner of how much cool stuff you can do in this quest is how much I write, and it's up to you if that writing is new tech, exploration or database lookups.
It would be trivial to blast every station that has chaos markings. But what about all of the stations that might be various flavors of chaos, but don't advertise it? Or the ones that are a bit heretical but don't openly worship chaos, just definitely not the Emperor.
That's basically just a simple order though. "[] Order: Destroy every chaotic faction you can find, and go to (write in) lengths using (write-in) means to find other factions."
A lot depends on how you decide to help. Construction actions to make trade goods that would help, maybe even build them a city. Diplomacy actions to settle them down in it.
Each station could probably be stabilized with about 250 BP of trade goods, less if you could get direct access to repair their existing systems. Negotiating that might be... hard.
Is a system with a tonne of archeaotech systems. Some of those systems might be archaeotech defenses.
They might not know how to build or repair those defenses, but they might still work.
How about we uplift the hauler's crew into a Cogitare branch? Seems like a 1-2 turn project, three if progress is bad. With a re-established Admech presence they should be able to crush all opposition and re-establish themselves into a worthy outpost system. Especially if we give them a little something to serve as head start.
I personally wanna do that warp-understanding project that Anexa proposed. See if we can use it to upgrade our sims.
Also, I believe we can boost repair bay's abilities?