For me all the fleet comp hinges on the feasibility of a mobile shipyard. If we can build more ships on the go then we can afford to have lots of specialized designs. If not, then fleet will need mostly broad purpose multi-roles ships

If we had warp comms, we could just special order ships from a stationary shipyard when we needed them. Be some travel time, but if we use warp comms with scout ships to anticipate needs ahead of time then we can cancel that out.
 
For me all the fleet comp hinges on the feasibility of a mobile shipyard. If we can build more ships on the go then we can afford to have lots of specialized designs. If not, then fleet will need mostly broad purpose multi-roles ships
Yeah, and we can't really fit a shipyard on the Spark of the Ancients even upgraded to a Battleship without compromising on being able to carry other stuff. And this is Warhammer, you always have to be ready for Murphy to come in and ready to screw you over without lube
 
If we had warp comms, we could just special order ships from a stationary shipyard when we needed them. Be some travel time, but if we use warp comms with scout ships to anticipate needs ahead of time then we can cancel that out.
We'd need to know more about the mechanics of how warp comms work, but that could work. Although it doesn't have the immediacy of building a ship and using it in the same turn.

We will have to see what tech we get from Denva and then decide how many turns we want to spend on build up.

We should also dust off your plans for a permanent research collaboration with Denva and get that setup the turn we get back.

Yeah, and we can't really fit a shipyard on the Spark of the Ancients even upgraded to a Battleship without compromising on being able to carry other stuff. And this is Warhammer, you always have to be ready for Murphy to come in and ready to screw you over without lube
Very much agree with you there, a mobile shipyard is likely only feasible if we can stick it in another ship.

A light shipyard is the most expensive BP per ship slot option, so I'd use that as a base giving us 250 BP per build slot.

So far Neablis has doubled the cost of installations when we add them to ships which puts the cost at 500 BP. This feels right on cost but not on size, since it would let a destroyer build destroyers which is silly. So I suspect it would have a size of 1000 BP.

If this baseless speculation is right then we could get a two build slot shipyard on a Lt. Cruiser letting us build destroyers and frigates.

A 2 slot yard is ideal for me since the next ship up, Lt. Cruisers, requires 8 slots to build.
 
If we make and send out scouting ships to other systems in Zantris that same turn, even without warp comms some of the first reports would have come back to Denva by the time the cargo ships come back filled with excess food from Caldereth.
I feel compelled to point out that as an exploration AI Vita would probably prefer to do the scouting herself.
 
I feel compelled to point out that as an exploration AI Vita would probably prefer to do the scouting herself.

She doesn't have to do *all* the scouting herself though. She can send out preliminary scouts to check systems for minor details like 'Tyranid hive fleet, Y/N' and then follow on for the more detailed stuff herself later.
 
In the end Vita's desires are one thing but self preservation is also important and having disposable ships that can just make sure the system is safe before jumping in would reduce a lot of the material risk the fleet would be at.
 
I feel compelled to point out that as an exploration AI Vita would probably prefer to do the scouting herself.
I mean, yes? But once the navigator bean grows up, we'll have far, far, far more than Zantris available to explore.

Ultimately, the concept is a combination of humanitarian effort, helping Denva to take clay (or at least soft power) in bulk before any oppositional or hostile actors can so they have a chance of not getting squashed like a bug down the line, and getting Vita a proper list of quests for us to pick from.

As it is right now, their primary industrial center and core civilian population is on the line every time somebody pays a visit, with no forewarning.

From a 4x perspective, the perspective Neablis had in mind when he created this quest, it's absolutely essential for scaling up to a point where they, and by extension we, can survive - when the day comes that we've made a determined enemy that can outmass us, a friendly Sector that has spent the entire time we've been exploring making numbers go up that we can run to will make all the difference.

From an RPG perspective, the one this quest is kinda turning into instead, Denva is our Tavern. The place where we repair, rearm, buy and learn new shit, and find out about new problems and happenings that an adventurous AI and her crew might want to involve themselves in.

It's just, we're the ones building that tavern.

Exploration isn't going away. But once Denva is able to spread beyond their home system and Vita is able to communicate with them in real time, we basically enter a different phase of the game where part of our decisionmaking is usually going to include how we can leverage their reach, resource, and intel.

Probably won't be the last change in scope, either.
 
So funny story....

Back when the terraforming failed on Mars after the warp storms started and the Federation fell apart things just spiraled for the survivors, you had isolated warlords and tribes who were not sharing tech and did not have the expertise to maintain what they did possess, generation by generation Mars was heading towards being a dead world.

Enter the proto-Ad Mech, they were obsessed with rediscovering old tech, so they took risks to look for it, actively left safe territory. Also they had a religious reason to trade with other tech priests from other parts of the planet, a shared religion. Last but not least since this was a proselytizing religion they had a reason to improve the lives of people not yet part of their polity, so they could share the glories of the Machine God. Before long they had conquered and coverted their way across Mars while fixing its habitats and even its Ring of Iron (the orbital ring of the planet, one of the few remaining in the galaxy). They then saw that the model worked and just kept doing it, sent ships out into the galaxy to share tech and spread the word of the Machine God to planets which had by then fallen to a level of technology beyond what they had.

Does this remind you of anyone?

Those Cogitare priests are reliving the glory days now with shinier tech and an angel on their side. :V
 
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So far Neablis has doubled the cost of installations when we add them to ships which puts the cost at 500 BP. This feels right on cost but not on size, since it would let a destroyer build destroyers which is silly. So I suspect it would have a size of 1000 BP.

IMO it depends on how the shipyard actually works, if its not totally internal but an extendable scaffold on the outside of the ship (being fed by internal manufactories creating the ship parts which then get put in place by construction drones) building something close to its own size could work - but the disadvantage it that the shipyard ship would be immobile while the scaffold is extended, so if its attacked it would need to ditch the scaffolding and the partly build new ship to escape.

But that would be the absolute high-end shipyard version, I don't think we actually need that functionality.
 
We don't know that the locals would approve of that. They didn't seem to enjoy the idea when we were there.

Plus, if we're building a manufaturing base anywhere, it should be Vorthryn. Deep-Space manufacturies are stealthy by default and we aren't stepping on Denva Secundus's toes or those of a native species to do it.
Speaking of: @Neablis do deep-space manufactories get our best stealth by default, or do we need some blueprint (or tech) to apply it?
 
Having good sensors, a small size that can really scoot, and being willing to turn tail and run at the first sign of hostile ships forgives many sins.

We do have stealth equipment that doesn't count towards cramming, and we don't have to get up close to anything when superb sensors are aboard so they'll generally have favorable conditions for keeping that stealth. Ergo I think for the purpose of scouts, what we've got is doable - and even if not, we're one reverse engineering splurge away from supercharging that stealth.

But given that Neablis has said over and over that Denva would prioritize Void OMC given the other OMC techs we gave them, we're mostly just risking metal anyways - these scouts could get on with very small crews.

Some basic point defense wouldn't go amiss though, I agree.
Or no crews, with warp comms, rudimentary ai, or such. They can also operate solo within a system—say, if we want to get a look at a planet or station but don't want to risk the Spark getting anywhere near its orbit.
For me all the fleet comp hinges on the feasibility of a mobile shipyard. If we can build more ships on the go then we can afford to have lots of specialized designs. If not, then fleet will need mostly broad purpose multi-roles ships
I think specialised designs are a must, just because of how costs scale—if you have a tonne of things on a ship, then it will need to have a larger hull, which means a lot of stuff whose cost is based on hull size (stealth, for example) is costlier.

And then large ships are slow, which means it's better to have some small combat ships which can actually dogfight, or close in on an enemy whose shields are down to use a teleportarium.
If we had warp comms, we could just special order ships from a stationary shipyard when we needed them. Be some travel time, but if we use warp comms with scout ships to anticipate needs ahead of time then we can cancel that out.
True! It would also go well with intelligence coding, which can make it so we just tell the local ai the priorities and they can micro the shipyard. I'm hopeful for IC since denva probably has LSVM and we're going to get Advanced Materials soon for the necrons anyway.

...speaking of. Are we really bringing the necrons to Denva? I hope these basic robots can't get readings.
We'd need to know more about the mechanics of how warp comms work, but that could work. Although it doesn't have the immediacy of building a ship and using it in the same turn.

We will have to see what tech we get from Denva and then decide how many turns we want to spend on build up.

We should also dust off your plans for a permanent research collaboration with Denva and get that setup the turn we get back.

Very much agree with you there, a mobile shipyard is likely only feasible if we can stick it in another ship.

A light shipyard is the most expensive BP per ship slot option, so I'd use that as a base giving us 250 BP per build slot.

So far Neablis has doubled the cost of installations when we add them to ships which puts the cost at 500 BP. This feels right on cost but not on size, since it would let a destroyer build destroyers which is silly. So I suspect it would have a size of 1000 BP.

If this baseless speculation is right then we could get a two build slot shipyard on a Lt. Cruiser letting us build destroyers and frigates.

A 2 slot yard is ideal for me since the next ship up, Lt. Cruisers, requires 8 slots to build.
To be fair, building in the black is easier—a lot of the issues with earthbound shipyards involve housing the stuff being built inside the shipyard, where it can be suspended, kept from the elements, etc. No need for that in space.
 
Talking of mobile shipyards (yes I'm doing it again) how would this be for the look?


The image is of the Resistance factions Triumvir class mobile shipyard from Dropfleet Commander.
 
Speaking of: @Neablis do deep-space manufactories get our best stealth by default, or do we need some blueprint (or tech) to apply it?
Good question. I'd say for now they get the basic stealth package automatically, which includes both active and passive elements.

You may get/need to design a new version if you want one that is stealthy enough to hide from active hunting, but that's father down the stealth tree.

@Neablis, I know a lot of this will be determined by dice rolls, but I'm very curious to see how close I got.
That's the approximate range I was thinking, yeah.

By the way, @Neablis—if a ship has no crew or bots in it, can it be made solid metal/components, making boarding impossible?
Nope. It's probably less effective - no crew to kill, no corridors to rampage down, but counterbalanced by there being no crew to fight back. (And if you want to put in countermeasures, they're right there in the blueprint design).

But an automated ship is less a block of solid-state components and more a very large and complex assemblage of tubes carrying power, coolant, ammunition etc back and forth. Maintenance bots need access too. Borders can cut the tubes or destroy cogitators from the inside, etc.

FYI probably closing the vote in the next hour and calling for rolls. There might be a few more than usual.
 
Good question. I'd say for now they get the basic stealth package automatically, which includes both active and passive elements.

You may get/need to design a new version if you want one that is stealthy enough to hide from active hunting, but that's father down the stealth tree.

That's the approximate range I was thinking, yeah.

Nope. It's probably less effective - no crew to kill, no corridors to rampage down, but counterbalanced by there being no crew to fight back. (And if you want to put in countermeasures, they're right there in the blueprint design).

But an automated ship is less a block of solid-state components and more a very large and complex assemblage of tubes carrying power, coolant, ammunition etc back and forth. Maintenance bots need access too. Borders can cut the tubes or destroy cogitators from the inside, etc.

FYI probably closing the vote in the next hour and calling for rolls. There might be a few more than usual.
Shoot. I was hoping we could apply to them whatever we can apply to spaceships—then again, at current prices it would ruin their cost/production ratio (which is already worse than other options).

And I was hoping we could make those spaces too small for anything humanoid in size, fill them with fluid, por similar measures. Because I bet most enemies won't expect to get into a ship where the "corridors" are 30cm-wide tubes full of high pressure ethylene glycol...
 
Shoot. I was hoping we could apply to them whatever we can apply to spaceships—then again, at current prices it would ruin their cost/production ratio (which is already worse than other options).

And I was hoping we could make those spaces too small for anything humanoid in size, fill them with fluid, por similar measures. Because I bet most enemies won't expect to get into a ship where the "corridors" are 30cm-wide tubes full of high pressure ethylene glycol...
High anti-boarding isn't exactly that, but it doesn't sound like we'd be disappointed by how it treated any boarders.

Of course, it's quite expensive to make a ship double as a death maze.
 
I suspect anti-boarding gets more effective the more tech we have, even at the same stage (light, medium, heavy).

Gravity Weapons are especially effective in space.
 
Turn 28 vote closed New
Scheduled vote count started by Neablis on Feb 10, 2025 at 4:38 AM, finished with 159 posts and 43 votes.

  • [X][Necron] Take them.
    [X] Plan: Enriching Exclave Establishment V3
    -[X][Orks] Write-In: Try to lure the Orks in via talking and then destroy them once they're too close to successfully run away.
    --[X] Head towards the Ork ship and attempt to contact the Ork in charge and challenge him to a fist-fight, winner gets the loser's ship. If he seems to be going for it, wait until he's well within medium range and then open up with everything in an attempt to destroy the Ork ship as quickly as possible. If he doesn't seem to be going for it, attempt to pursue and destroy the ship before it can warp away.
    -[X] [Database] Poke around some more in the databases, looking for anything in particular.
    --[X] Based on your earlier skimmings on the database, both the Inquisition's and that of the Adeptus Mechanicus, the "Ancient Xenos Warbots" are probably Necrons. As you noted decades ago, they weren't known in your time even with the claims of them being millions of years old. That was probably an exaggeration or misintepration of data from the Imperium, so taking a deeper look should reveal some inconsistencies that tell the a different story, right? Right?
    -[X][Repair Bay]: Remove the medium teleportarium (frees up 180 space, with 170 space free we have 1 free slot), build a psy-shielded captive cell block (38 BP + 250 BP for 50 HP psy-sheilds). Use the cells to store the necrons and various chaos artifacts / bodies. Use remaining capacity to repair combat damage.
    --[X] Permanently station a detachment of bots here as security
    -[X][Stankberg] Write-In: A slight adjustment on the Learn option, instead of just giving them a manufactory and some educational materials, offer lessons from and the manufacturing capability of the new branch of the Cogitare that you will be setting up in the volcano lair, while you're not expecting the whole population to jump for it and for some to deem it a waste of time in a population of a million more then enough will see the advantages of participating in lessons on how to operate and build the technology that produces their new masks and rebuilt their city.
    -[X][Cogitare] Get our 20 tech-priests set up in the volcano lair with the goal of beginning the industrialization of the planet, uplifting the locals, and recruiting as many new Cogitare as possible.
    --[X][Cogitare] The Cogitare should be handed control of the volcano fortress, the new manufactories we're building nearby, 589 Specter Light infiltration bots, 1000 Heavy Machine-spirit humanized Infantry Bots with Machine Spirit Jammers, 1000 Heavy Machine-spirit Infantry Bots, and a Shuttle.
    -[X] Construction x1 (600 VBP & 500 LC)
    --[X] Build 4 Machine Spirit Manufactories near the volcano lair. (480 VBP & LC)
    --[X] Build 1 Shuttle for the Cogitare staying behind. (20 BP & LC)
    --[X] Build 2 Ocean Reclamation Boats for training purposes and to get started fixing the stank. (100 BP, 40 CP)
    -[X] Research x2 (400 + 75 + 20 = 495 RP)
    --[X] Human Virtual OMC simulations (150 RP)
    ---[X] Anexa assist
    --[X] Human Design Interfaces (200 RP)
    --[X] Remote Organic-Machine control (50 RP)
    --[X] Abacus Manufacturing (50/100 RP)
    --[X] Intelligence Coding (+45 RP -> 95/400 RP)
    -[X] Travel/Explore: Head back to Denva.
    -[X] Cia: Active Psyker improvement
    -[X] Victan Active Action: Assist coordinating with the locals and Cogitare to get the exclave established and their relationship with the locals off the ground.
    [X] Plan: Preparing to Digest Alien Data
    -[X] [Database] Poke around some more in the databases, looking for anything in particular.
    --[X] Based on your earlier skimmings on the database, both the Inquisition's and that of the Adeptus Mechanicus, the "Ancient Xenos Warbots" are probably Necrons. As you noted decades ago, they weren't known in your time even with the claims of them being millions of years old. That was probably an exaggeration or misintepration of data from the Imperium, so taking a deeper look should reveal some inconsistencies that tell the a different story, right? Right?
    -[X][FREE] Primary: Fix any damage from battle.
    -[X] Travel: Denva
    -[X] Research x3 (400 + 75 + 20 = 695 RP)
    --[X] Psychic Encryption (150 RP)
    --[X] Gravity Weapons (200 RP)
    --[X] Advanced Materials (250 RP)
    ---[X] Anexa assist
    --[X] Intelligence Coding (50/400 RP) -> (145/400 RP)
    -[X][ANEXA] Active Action: Research (Advanced Materials)
    -[X] Victan passive action: Counterespionage & Alliance-building
    -[X][CIA] Write-in: You are bringing presumably dangerous "Xeno Warbots" on to the Spark. Cia's job is to keep the everyone on it safe. Brief her on what you find on the database, as well what you can casually observe before moving to actual lab-analysis. Tell her to prepare for an eventuality where the warbots(?) awaken and are hostile. Primary goal is to protect the crew and the Spark. Capturing the warbots even semi-intact will have a very distant secondary priority in this scenario if opportunities allow it.
    -[X][Stankberg] Write-in: Integration.
    -[X][Orks] Destroy.
    [X]Plan: Ecology and Theology (Move)
    -[X] [Database] Poke around some more in the databases, looking for anything in particular.
    --[X] Based on your earlier skimmings on the database, both the Inquisition's and that of the Adeptus Mechanicus, the "Ancient Xenos Warbots" are probably Necrons. As you noted decades ago, they weren't known in your time even with the claims of them being millions of years old. That was probably an exaggeration or misintepration of data from the Imperium, so taking a deeper look should reveal some inconsistencies that tell the a different story, right? Right?
    -[X] [Stankberg] Learn
    -[X][Orks] Destroy (shoot them in space, see if we can get useful readings of their Warp signature)
    -[X][Repair Bay]: Remove the medium teleportarium (frees up 180 space, with 170 space free we have 1 free slot), build a psy-shielded captive cell block (38 BP + 250 BP for 50 HP psy-sheilds). Use the cells to store the necrons and various chaos artifacts / bodies. Use remaining capacity to repair combat damage.
    --[X] Permanently station a detachment of bots here as security
    -[X]Research x2(400RP + 75RP + 20RP
    --[X] Calderath Stank-Be-Gone (200 RP)
    ---[X] Risk profile: no risk of anything our masks can't block
    --[X] MICROBES (250 RP)
    --[X] Faith is my shield? (75 RP)
    ---[X] Anexa
    ---[X] Assumes there is enough synergy to cut down 30 RP
    --[X] Overflow: Does In Vitro have anything do do with wine?
    -[X]Construction(600 VBP, 500 Lift):
    --[X] If problems, spend BP on masks
    --[X] Address the locals' priorities (including what manufactories they may want for the Learn option)
    --[X] Overflow to defenses the locals can operate.
    -[X]Exploration: Explore Aestron
    -[X] Victan passive
    -[X] Anexa active
    --[X] Faith is my shield?
    -[X] Cia active
    [X] Plan: Teach them and you feed them for a lifetime
    -[X][Repair Bay]: Remove the medium teleportarium (frees up 180 space, with 170 space free we have 1 free slot), build a psy-shielded captive cell block (38 BP + 250 BP for 50 HP psy-shields). Use the cells to store the necrons and various chaos artifacts / bodies. Use remaining capacity to repair combat damage.
    -[X] [Database] Poke around some more in the databases, looking for anything in particular.
    --[X] Based on your earlier skimmings on the database, both the Inquisition's and that of the Adeptus Mechanicus, the "Ancient Xenos Warbots" are probably Necrons. As you noted decades ago, they weren't known in your time even with the claims of them being millions of years old. That was probably an exaggeration or misintepration of data from the Imperium, so taking a deeper look should reveal some inconsistencies that tell the a different story, right? Right?
    -[X] Construction (600 VBP / 500 LC):
    --[X] Build base in/around governor's mansion
    ---[X] Machine Spirit Manufactory (120 BP, 20 CP) x3
    ---[X] Anti-personnel Bunker, Psychic Shielding (40 BP, 2 CP)
    ---[X] Basic Stealth Assault Shuttle (25 BP, 5 CP) x 2
    ---[X] Deploy 10 Tech Priests within the former governor's mansion as their base to found another outpost, give permission to recruit from locals and uplift them. Mission is to fortify the planet against threats, including but not limited to: Orcs, Dark Eldar, Chaos, Necron, Tyranids
    --[X] Manned Manufactory (100 BP) in Stankberg
    --[X] Anti-Air Defenses (25 BP, 5 CP) x2 in Stankberg
    -[X] Research x2 (400 + 75 + 20 = 495 RP)
    --[X] Faith is my shield? (75 RP)
    ---[X] Anexa assist
    --[x] Does in vitro have something to do with wine? (100 RP)
    --[X] Gravity Weapons (200 RP)
    --[X] Abacus Manufacturing (100 RP)
    --[X] Intelligence Coding (20 RP)
    -[X] Travel: Back to Denva
    -[X] Anexa active Action: Research
    -[X] Victan passive action: Counterespionage & Alliance-building
    -[X] Cia: Active Psyker improvement
    -[X] [Stankberg] Learn
    -[X][Orks] Destroy.
    [X] Plan Taking care of the Orks and Bongo at the same time
    -[X][repair bays] After the fight remove the medium teleportarium (frees up 180 space, with 170 space free we have 1 free slot), build a psy-shielded captive cell block (38 BP + 250 BP for 50 HP psy-sheilds) and use the cells to store the necrons. Use remaining repair capacity to repair combat damage.
    --[X] Permanently station a detachment of bots here as security
    -[X][databases] Based on your earlier skimmings on the database, both the Inquisition's and that of the Adeptus Mechanicus, the "Ancient Xenos Warbots" are probably Necrons. As you noted decades ago, they weren't known in your time even with the claims of them being millions of years old. That was probably an exaggeration or misintepration of data from the Imperium, so taking a deeper look should reveal some inconsistencies that tell the a different story, right? Right?
    -[X] Construction
    --[X] 3000 Medium Humanized Machine-spirit Infantry Bots (300 BP)
    --[X] 1000 Specters (100 BP)
    --[X] 2 Manned Manufactories (100 BP)
    -[X] Research X 3
    --[X] Demonology (150 RP)
    ---[X] reserve 50 RP in case of poor rolling here and if unneeded then use that RP for Miniaturized antigrav (50 RP)
    --[X] Gravity Weapons (200 RP)
    ---[X] reserve 45 RP in case of poor rolling here and if unneeded then use that RP for Intelligence Coding (50/400 RP)
    --[X] Advanced Technological Research Lab (50RP)
    --[X] Machine Spirit Chaos resistance (75 RP)
    ---[X] reserve 50 RP in case of poor rolling here and if unneeded then use that RP for Machine Spirit-controlled Psychic Shields (50 RP)
    --[X] Faith is my shield? (75 RP)
    -[X] Anexa's and the Tech Gremlins Research focus
    --[X] Faith is my shield?
    -[X] Victan passive action: Counterespionage & Alliance-building
    -[X] Cia Active: Prepare to repel the Orks if then manage to board us, be ready to put down the Necrons if they wake up (best make sure that she's properly briefed on what we know beforehand) and be on the watch for anything warpy when we research demonology but if these things don't happen then go back to training Psyker powers if there's time.
    -[X] [Stankberg] Learn
    --[X] make sure that they have plans for both versions of the Ocean Remediation Ship as well as what's normally in the technical primers so that they can produce the tools to fix up their world themselves and if someone comes along who they can sell the seaweed to then they can use the ships for that as well two birds one stone
    -[X][Orks] Destroy.
    --[X] While the aim is to destroy them if we can cripple their engines and weapons (whether by weapons fire or teleportation strike) leaving them stuck in the void we shall take that so that we can board and loot their ship at our leisure.
    [X] Plan: Safely handling Necrons and prepping for Warp Comms & Bongo
    -[X] [Database] Poke around some more in the databases, looking for anything in particular.
    --[X] Based on your earlier skimmings on the database, both the Inquisition's and that of the Adeptus Mechanicus, the "Ancient Xenos Warbots" are probably Necrons. As you noted decades ago, they weren't known in your time even with the claims of them being millions of years old. That was probably an exaggeration or misintepration of data from the Imperium, so taking a deeper look should reveal some inconsistencies that tell the a different story, right? Right?
    -[X][Repair Bay]: Remove the medium teleportarium (frees up 180 space, with 170 space free we have 1 free slot), build a psy-shielded captive cell block (38 BP + 250 BP for 50 HP psy-sheilds). Use the cells to store the necrons and various chaos artifacts / bodies. Use remaining capacity to repair combat damage.
    --[X] Permanently station a detachment of bots here as security
    -[X]Construction(600 VBP, 500 Lift):
    --[X] Build manufactories and education facilities for stankberg, in whatever form they find the most useful. (500 BP)
    --[X] Additional defenses and combat bots for the new containment block, in whatever form Vita & Cia think is most useful. (100 BP)
    -[X] Research x3 (400 + 75 + 20 = 695 RP)
    --[X] Improved Passive Stealth (50 RP)
    --[X] Combat Neural Implants (50 RP)
    --[X] Faith is my shield? (75 RP)
    --[X] Machine Spirit Chaos resistance (75 RP)
    ---[X] Anexa assist
    --[X] Machine Spirit Controlled Psychic Shields (50 RP)
    --[X] Alternative Shielding Meanings (150 RP)
    --[X] Psychic Encryption (150 RP, Boosted if necessary)
    --[X] Improved Armor Articulation (50 RP if not spent to boost Psychic Encryption)
    --[X] Empathy at Range (45 RP if not spent to boost Psychic Encryption, + Overflow, if any)
    -[X][ANEXA] Active Action: Research
    -[X] Victan passive action: Counterespionage & Alliance-building
    -[X][CIA] Write-in: You are bringing presumably dangerous "Xeno Warbots" on to the Spark. Cia's job is to keep the everyone on it safe. Brief her on what you find on the database, as well what you can casually observe before moving to actual lab-analysis. Tell her to prepare for an eventuality where the warbots(?) awaken and are hostile. Primary goal is to protect the crew and the Spark. Capturing the warbots even semi-intact will have a very distant secondary priority in this scenario if opportunities allow it.
    -[X][Stankberg] Integration.
    -[X][Orks] Destroy.
    [X]Plan: Ecology and Theology (Stay)
    -[X] [Database] Poke around some more in the databases, looking for anything in particular.
    --[X] Based on your earlier skimmings on the database, both the Inquisition's and that of the Adeptus Mechanicus, the "Ancient Xenos Warbots" are probably Necrons. As you noted decades ago, they weren't known in your time even with the claims of them being millions of years old. That was probably an exaggeration or misintepration of data from the Imperium, so taking a deeper look should reveal some inconsistencies that tell the a different story, right? Right?
    -[X] [Stankberg] Learn
    -[X][Orks] Destroy (shoot them in space, see if we can get useful readings of their Warp signature)
    -[X][Repair Bay]: Remove the medium teleportarium (frees up 180 space, with 170 space free we have 1 free slot), build a psy-shielded captive cell block (38 BP + 250 BP for 50 HP psy-sheilds). Use the cells to store the necrons and various chaos artifacts / bodies. Use remaining capacity to repair combat damage.
    --[X] Permanently station a detachment of bots here as security
    -[X]Research x3(600RP + 75RP + 20RP)
    --[X] Calderath Stank-Be-Gone (200 RP)
    ---[X] Risk profile: no risk of anything our masks can't block
    --[X] MICROBES (250 RP)
    --[X] Faith is my shield? (75 RP)
    ---[X] Anexa
    --[X] Does In Vitro have anything do do with wine? (100 RP)
    --[X] Large-scale Machine spirits (70 + RP)
    --[X] Overflow: Machine-Spirit Chaos Resistance
    -[X]Construction(600 VBP, 500 Lift):
    --[X] If problems, spend BP on masks
    --[X] Address the locals' priorities (including what manufactories they may want for the Learn option)
    --[X] Overflow to defenses the locals can operate.
    -[X] Victan passive
    -[X] Anexa active
    --[X] Faith is my shield?
    -[X] Cia active
    -[X][Necrons] Take them
    [X] Plan: Return to Denva
    -[X][Orks] Destroy.
    -[X] [Stankberg] Learn
    -[X][Repair Bay]: Repair combat damage. Remove 1 Medium Macrocannon and build a 50HP psy-shielded vault, with seperate compartments for Necrons, auramite, saint's hand. Construct the vault and load it just before departure.
    -[X] Construction x1 (600 VBP & 500 LC)
    --[X] Build 4 Manned Manufactory (100 BP) near/in Stankberg. (400 BP)
    --[X] Build 100 Points worth of Trade Goods for the locals. (100 BP)
    ---[X] Technical primers and educational materials using Victan to help prepare them. Based on Cogitare Exploraratum material, and including Cogitare philosophy/beliefs. Leftover BP are to be used for medical supplies.
    --[X] Build 1 Set of Medium Humanized Machine-spirit Infantry Bots. (100 BP, 20 CP)
    -[X] Research x2 (400 + 75 + 20 = 495 RP)
    --[X] Reliable Gellar Fields (300 RP)
    --[X] Blueprint : Advanced Technological Research Lab (50 RP)
    --[X] Abacus Manufacturing (100 RP)
    --[X] Intelligence Coding (50/400 RP)
    -[X] Travel/Explore: Denva
    -[X] Cia: Active Psyker improvement
    -[X] Victan Active action: support [Stankberg] Learn / Trade Goods
    -[X] Anexa active Action: Research - Reliable Gellar Fields
    [X] Plan: Explore Aestron
    -[X][Orks] Destroy.
    -[X] [Stankberg] Learn
    -[X][Repair Bay]: Repair combat damage. Remove 1 Medium Teleportarium and build a 50 BP psy-shielded vault, with seperate compartments for Necrons, auramite, saint's hand. Construct the vault and load it just before departure.
    -[X] Construction x1 (600 VBP & 500 LC)
    --[X] Build 4 Manned Manufactory (100 BP) near/in Stankberg. (400 BP)
    --[X] Build 100 Points worth of Trade Goods for the locals. (100 BP)
    ---[X] Technical primers and educational materials using Victan to help prepare them. Based on Cogitare Exploraratum material, and including Cogitare philosophy/beliefs. Leftover BP are to be used for medical supplies.
    --[X] Build 1 Set of Medium Humanized Machine-spirit Infantry Bots. (100 BP, 20 CP)
    -[X] Research x2 (400 + 75 + 20 = 495 RP)
    --[X] Reliable Gellar Fields (300 RP)
    --[X] Blueprint : Advanced Technological Research Lab (50 RP)
    --[X] Abacus Manufacturing (100 RP)
    --[X] Intelligence Coding (50/400 RP)
    -[X] Travel/Explore: Aestron
    -[X] Cia: Active Psyker improvement
    -[X] Victan Active action: support [Stankberg] Learn / Trade Goods
    -[X] Anexa active Action: Research - Reliable Gellar Fields
    [X] Plan: 'Ard Boyz, Ready for a Scrap 2.0
    -[x] Free Repairs: Remove the medium teleportarium (frees up 180 space, with 170 space free we have 1 free slot), build a psy-shielded captive cell block (38 BP + 250 BP for 50 HP psy-shields). Use the cells to store the necrons and various chaos artifacts / bodies. Use remaining capacity to repair combat damage.
    --[X] Permanently station a detachment of bots here as security
    -[x] Research 3x (600 + 75 + 20 = 695 RP)
    --[X] Abacus Manufacturing (100 RP)
    --[x] Does in vitro have something to do with wine? (100 RP)
    --[x] Large-scale Machine spirits (75 RP)
    ---[x] Anexa Assigned
    --[x] Combat Bot Melee Combat (150 RP)
    --[X] Calderath Stank-Be-Gone (200 RP)
    ---[x] Risk Tolerance: 99.99% certainty the bacteria is non-human infectious/transmissible, 70% certain there will not be long term complications
    --[x] Intelligence Coding (70 RP)
    -[x] Construction (600 VBP)
    --[x] Build 4 MS Manufactories; 2x at the palace and 2x at Stankberg (480 BP)
    --[x] Build 2 Shuttles for the Planet (40 BP)
    --[x] Build 1,000 light humanized machine spirit bots (60 BP) for the planet
    ---[x] Ask for volunteer from the Cogitare (preferably 10 exactly) to stay behind and uplift the planet. They will be able to recruit and grow the cogitare as they please. Our new palace will be available to them as a base.
    -[X][Orks] Destroy.
    -[X] [Stankberg] Learn
    -[x] Victan: Passive - Help the uplift get started
    -[x] Cia: Active Improvement
    [X] Plan: Return to Port
    --[X] Permanently station a detachment of bots here as security
    —-[x] 1k medium humanized bots
    -[x] Research 2x (400 + 75 + 20 = 495 RP)
    --[X] Abacus Manufacturing (100 RP)
    —-[X] Anexa Assigned
    --[x] Does in vitro have something to do with wine? (100 RP)
    --[X] Calderath Stank-Be-Gone (200 RP)
    ---[x] Risk Tolerance: 99.99% certainty the bacteria is non-human infectious/transmissible, 70% certain there will not be long term complications
    —[X] Improved Armor Articulation (50 RP)
    —[X] Intelligence Coding (45 RP)
    -[x] Construction (600 VBP)
    --[x] Build 4 MS Manufactories; 2x at the palace and 2x at Stankberg (480 BP)
    --[x] Build 2 Shuttles for the Planet (40 BP)
    --[x] Build 1,000 medium humanized bots (80 BP) for the planet
    ---[x] Ask for volunteer from the Cogitare (preferably 10 exactly) to stay behind and uplift the planet. They will be able to recruit and grow the cogitare as they please. Our new palace will be available to them as a base.
    -[X] Move/Explore: Denva
    -[X][Orks] Destroy.
    -[X] [Stankberg] Learn
    -[x] Victan: Passive - Help the uplift get started
    -[x] Cia: Active Improvement

Alright. Dice. Many dice. d100s, separate people please!
1st: Ork Engagement
2nd: Necron Database Information
3rd: Stankberg Learning & Cogitare outpost establishment, +17 (Victan)
4th: Human Virtual OMC simulations, +30 (Anexa)
5th: Human Design Interfaces, +20
6th: Remote Organic-Machine control, +20
7th: Cia active improvement first roll
8th: Cia active improvement second roll
9th: Denva Manufacturing Build-out
10th: Denva research progress
11th: Denva Social development
12th: Denva Military Development
13th: Denva Visitors & defense.

And then I'll take a couple of misc dice after that, since I might need them for various unforeseen things.
 
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