Archive.   Posted by Terradyne.Group: archive 0
 GM, 1 post
Mon 3 Aug 2015
at 16:36
It is the 21st millenium, and mankind stands as a colossus, astride the cosmos. Fleets of millions of ships flit about the galaxy, and untold legions of cold, robotic soldiers impose the will of man onto the unfeeling stars. The unmatched fleets and diplomatic corps of man are the mailed fist and the velvet glove, and no alien power is truly willing to stand against them, excepting the isolationist Eldar.

Since the creation of the Warp Drive three thousand years before, humans have spread across the cosmos, colonising millions of worlds and staking claims on countless others. Untold trillions of humans now swarm across the galaxy, and with them come the fruits of twenty thousand years of technological progress.

The powerful STC system allows a colony to construct any machinery and technology that they might require, given enough time and resources. It is in this way that man is rendered eternal upon the cosmos, for even a single colony could rebuild all, given time to work - and such a disaster that could destroy them all would be utterly unthinkable.

The great work of man continues to this day, colony worlds founded by the hundred each year. It is of this work that you are a part, founding a new colony amongst the myriad worlds of the galaxy.


0600 Hours, November 24th, 20543 CE. Briefing room #32, Colonisation Bureau, Sol.

Good day, people, glad to see you here bright and early. I know it’s not always easy to do so, given the current conditions in the inner system, but with the Navy on high alert there’s not much that can be done about that right now.

Still, no matter what’s going on elsewhere, the business of the Colonisation Bureau has to continue. This morning’s meeting is to finalise our current plans; we’ve got some new information and a couple of choices as to where we go and what we take along to get there. Bear in mind that available resources are limited, and whatever we take in one place will need to be offset somewhere else - so don’t go asking for anything absurd.

That said, we’re not underfunded here. These expeditions remain vital to the future of humanity.

Now, we’ve had a couple of glitches in the primary database - nothing serious, just annoying - but we’re going to need to re-register your datafiles as part of the colonial administration team.



Psi-Rating: [6 Corresponds to Delta]

Ratings are assigned on a scale from 0-10, where 0 is untrained, 6 is maximum natural human and 10 is a nominal cap. You have 15 points to distribute.


Colonial Administration Board:

Newly founded colonies often take significant time to set up complex infrastructure, and relying on the democratic process to govern this has not proven effective - often resources are wasted on whatever task the people deem necessary, only for other more important tasks to languish undone. To combat this, a short-term board is selected from experienced candidates to oversee initial colonial development. Once the population decide that sufficient infrastructure has been deployed - subject to external monitoring - they are deselected and returned to the Bureau for debriefing.

During emergencies, however, the Board can be endowed with plenipotentiary powers, enabling them to perform whatever actions are deemed necessary to allow the colony to survive. Note that these actions are up for review after the emergency has passed.

The following positions are the usual makeup of an emergency CAB:

Head Administrator: The nominal head of the civilian population, this individual is charged with maintaining public health, morale and safety.

Industrial Superintendent: The head of industry, this individual controls the industrial output of the colony world.

Chief Science Officer: While not necessarily the most senior scientist, or the best, this individual has control over the research facilities of the colony world, and as such holds the most sway in directing research projects for the colony, should any prove necessary.

Ground Forces Supervisor: Depending on the status of the colony, this individual can hold any rank from Colonel to General; they handle the day-to-day administration of the planetside military forces, as well as directing them in combat, should that be required.

Aerospace Forces Supervisor: Not normally part of the council, this tends to be the most senior Naval officer on site; usually at least a Captain, if not a Commodore or Admiral. Added to the Council due to the current emergency.

External Relations Supervisor: A polite way of combining both diplomatic and espionage services under one organisation, they are in charge of both acquiring information, as well as informing its use against foreign powers.


Colonisation Options:

A world negotiated from the Eldar

Marienne III

This world is a particularly unusual one; it's one of the Eldar's prized terraforming projects. We've managed to negotiate with one of their peripheral domains for joint colonisation rights on one of their border worlds in exchange for some concessions elsewhere. With increased tensions between us and the Eldar, it's hoped that this project will help to normalise relations, something that seems increasingly necessary in these troubled times.

Their colonists will accompany you, with a small armed delegation to assist in establishing and protecting the colony world. If you can get any insight into their technology and psi-engineering capabilities it'll be worth it - those rumours about suns vanishing a while back? Are more than just rumours, and nothing we were able to do managed to stop them. I'm afraid we can't send a proper xenoscience team along without looking suspicious, so you'll have to make do with any colonists with science backgrounds – there are a few, luckily.

While the world is quite rich in mineral terms, building too many mines will probably anger the Eldar, so don't go over the top unless it's absolutely necessary. This project is too important to fail. Plus, it’d ruin the place. That’d be a shame in and of itself.

Bonus: Eldar/Human colony. High incidence of natural psykers.
Malus: Interspecies rivalry? Possible target for xenophobes.

Minerals: 7
Habitability: 9

A world with high resource levels

Castalon II

This world is somewhat of a different possibility. The sector it is in is quite recently established, and requires an industrial powerhouse to provide goods and services to the planets within it. The planet is extremely rich in heavy elements – although this does cause some issues with Terracompatible plant life. As such, you'll need to maintain local supply lines – this shouldn't be too hard, as there are a few fertile worlds already colonised in-sector, but until then you'll be limited in terms of total population growth. Longer term, you might want to look at either adapting the local plantlife or engaging in large-scale terraforming efforts, but that’s not an immediate concern.

I know the Sagittarius arm is a little bit out of the way, but these colonisation efforts are vital to the future of our species. Still, if you don’t want to be involved in this one, there’s always the other options.

Bonus: Higher Mineral Content. Prepackaged Mining and Factory Complexes.
Malus: Poor planetary fertility; farms will produce less.

Mineral Content: 9
Habitability: 2

A balanced world

Resekiana IV

A fairly nice world with a not-so-nice Ork problem, it has been passed over a number of times in previous colonisation pushes for worlds with better prospects – and fewer problems. Now, with easily accessible worlds that aren't claimed by other powers drying up – and with Warp-scouting becoming increasingly difficult, we're having to look at these kind of worlds. You'll need some additional support on this one, so we're sending along the Titans you'd normally get later on with the first wave, instead. They should clear out those Orks in five minutes flat.

The fact that it’s on the galactic rim shouldn’t dissuade you - the view is quite fabulous at night, or so I’m told. It’s a way away from the nearest fleet hub, I’ll admit, but there’s almost nothing out there to threaten you that you won’t be able to deal with.

Bonus: Two Titan Legions
Malus: Ongoing Ork attacks.

Mineral Content: 6
Habitability: 6

A world with low resource levels

Alarra I

A recently discovered world with some unusual features, this planet is the only one in its system – apart from the asteroid belt, which is the only thing that keeps it from being truly suspicious. Initial xenoscience surveys haven't picked anything up, but who knows? If you do find anything, then just forward your reports to Central Xenology – they'll be glad for the info. The planet isn't particularly rich in mineral resources, but it's very nice otherwise – almost perfect, really.

The first few colonists are really looking forwards to this - it’s a rare gem of a world - the jewel of the Perseus arm, I’d say - even if it is towards the far end of it. Giant continents, lovely archipelagos with beaches that stretch for hundreds of miles. I have to say, I am rather jealous of those of you that end up there.

Bonus: Xenoscience Outpost. Unknown alien artefacts? High Morale.
Malus: Poor resources, potential threats?

Mineral Content: 3
Habitability: 9
 GM, 2 posts
Mon 3 Aug 2015
at 16:36
Re: Archive

Rolls are generally handled on a D20 basis, modified by the relevant attribute (i.e. in case of research, it is a D20 plus the Intelligence score).

When making opposed rolls, the difference between both skills is taken away from the bonus of the less skilled individual. As an example:

Two individuals are fighting, using the combat score as a generalised idea of the fighting ability. One is a peak human, having a score of six. The other is a space marine, having a score of eight. As the difference between their scores is two, this is subtracted from the human, leaving them with a bonus of four, instead.

The marine rolls 1d20+8, while the human rolls 1d20+4.

Equipment: Scale +0 to +5. Doubled against Equipment 0. Multiplier on Upkeep/Creation cost.
0: Limited/No equipment. Basic Melee weapons/Ordinary Clothes
1: Light Weapons: Autoguns / Basic Lasweapons. Flak Armour.
2: Hellguns, Bolt-pistols. Carapace armour
3: Bolters, Meltas, Lascannon, Power-armour
4: Conversion-Beam, Rad-Cleanser, Grav-Gun, Terminator Armour
5: Legendary Weapons/Armour Hypertech.


Ship Statistics Primer:
Type: The listing of ship class. Includes both military and civilian types.
Crew: The crew's experience level. May also include modifiers for crew strength.
Cost: The cost of the ship in credits. Also includes any special resources required to produce it.
Combat Power: The generalised combat value of a starship. Ships with similar CP values can be said to broadly comparable, however this is not necessarily a totally accurate measure.
Sublight Speed: A measure of the effectiveness of the drive systems of the ship relative to mass.
Warp Speed: Shows the speed of the ship at FTL speeds. Is somewhat variable due to warp conditions.
Special: Shows any special abilities of the ship, or any special equipment.
Role: A ship usually has a task that it is designed for. In operating inside this role it gains a 10% bonus to its combat power.
 GM, 3 posts
Mon 3 Aug 2015
at 16:37
Re: Archive
Alectai's Technological Index
40705 Update [Turn One]
40710 Update [Turn Two]
40715 Update [Turn Three]
40720 Update [Turn Four]
40725 Update [Turn Five]
40725 War Turn [Turn Five]
40730 Update [Turn Six]
40730 War Turn [Turn Six]
40735 Update [Turn Seven]
40740 Update [Turn Eight]
Turn Eight Build List
Turn Eight Orders

Player List:

Industrial Superintendent: Deadly Snark; Arthur
Chief Science Officer: Alectai; Maya Adderson
Ground Forces Supervisor: Arankor; Roderick Schilling
Aerospace Forces Supervisor: Duzzit; Rear Admiral Alexander Thorton
External Relations Supervisor: DakkaMania; Allister Cheng
Survey Commander: MightyDwarf; Captain Theresa Solheim
Autarch: Usandru; Agrona
 GM, 4 posts
Mon 3 Aug 2015
at 16:38
Re: Archive
TSS Wotan, Command Bridge
Psi-Corps Special Operations Cruiser

“Admiral. There is something…wrong.”

“I sense it too. The warp is turbulent at the best of times, but I’ve never seen it this bad.”

A wave seemed to pass through the ship, the crew shuddering almost as one, the low grade mental projections that flowed through the ship ensuring that even the lowest-grade psionic felt it.

The Admiral and his Captain shared a look. “Sensors.” They said as one, turning to the station.

“I’m not picking anything up on scope…no, wait.”

“Alert. Warp Displacement Detected. Class Three Wave forming.” Said the ship’s AI in its annoyingly calm voice.

“Captain, get the sails run in. I think we’re in for a storm.”

“Warp Displacement Magnitude Increasing: Class Five…Class Six …”

“The colony ships will barely survive this level of the storm. If it gets any worse...”

He sighed. “I know. Cancel the retraction; run the sails out to full. We’re going to have to take this thing head on.”

The ship’s solar sails extended outwards, the trisymmetric rig design ‘borrowed’ from the Eldar sliding out to a full kilometre in width, the black psy-active fabric glittering with reflected warp-light, tendrils of lightning skittering over their surface.

“Now bridge the psi-array into the sails. We’re going to need to every erg we can pull out of the crew if we’re going to pull this off.”

“Alert. Wave Now Class Ten. Projected Peak: Class Twelve.”

“All crew, prepare to project psi-emanations. I don’t expect us to survive this, but half a million people are counting on us to defend them. Failure here is not an option. Admiral Wen, out.”

The Wotan turned into the incoming wave, juddering slightly as the precursors moved through it. Blue-White light began to gather at the ship’s bow, lance-like as it parted the incoming wave.

Behind the glowing ship, the rocking motion of the others lessened, a pocket of calm space in the storm.

The light intensified, and the Wotan burned.


The loss of the Wotan and its crew of Psychics will be keenly felt, but they protected our civilian population from the worst damage. There were few casualties among the colonists, and the vast majority of our materiel is intact.

Additionally, the example of the crew of the Wotan is proving inspiring to the Colonists as they adapt to the situation. Admiral Wen and his crew went to their deaths to protect them; they cannot allow despair to invalidate that sacrifice.

Effect: +10 Morale, +Psyker Approval Rating


TSS Sunburst VII, High Orbit, Marienne III
Time Estimate: [12:33 Hours TST, 12th January 40705]

“Good day, Councillors. The situation is dire; while we have arrived at our destination, almost two-thirds of our expedition has not. Admiral Wen is dead, and we have been displaced approximately twenty thousand years into the future”
“This is not the most disturbing news, however. Worse is that we are receiving no response on any known FTL bandwidth; while it is possible that none of the recognised frequencies are in use, it seems likely that we are now alone.”

“Worse still is the massive warp-rift detected nearby. While it is more than a hundred light-years away, the effects of exposure to more than microscopic extended-duration rifts have not been properly explored. What created this rift is uncertain, however it is clear that it encompassess all known Eldar core systems. It is likely they are dead, as well”

“As such, emergency directive has been implemented. All assets within system have been transferred to your direct control, and all democratic processes have been suspended for the interim. You possess total power over every human and AI in system. Note, however, that while failure may normally mean disgrace, now it may meant the extinction of our kind.”

“I have prepared a report on the system and our remaining material resources, as well as some immediate suggestions. If you have any queries, you may direct them to me.”

“Good luck.”


The Marienne system is a situated between the borders of human and eldar space, though it is nominally within elder territory. The system itself consists of six planets – Marienne III the only one that is inhabitable. The inner two planets are completely uninhabitable and possess few mineral deposits of value based on cursory examination. The system’s asteroid belt is situated between the third and fourth planets, and is suitable for some degree of mining operations in the future. The outer system consists of one gas giant and two ice giants, along with the usual plethora of moons that surround them. More in-depth study will be necessary to identity any resources of use there.

Marienne III itself has three major continents and a number of fairly large islands. It shows little sign of the extensive terraforming that it has been subject to, though some remnant features still exist within observable geological strata.

Orbital scans suggest the possibility of minimal occupation by humanoid life within some areas – these are scattered across the second continent, primarily. There is no sign of large-scale industrial civilisation. Given the location, it seems possible that these are eldar survivors. Contact may be advisable, given our long-term presence on this world.

The primary colony site on the first continent remains unoccupied, and shows little sign of alteration since our departure, excepting some alteration in local vegetation patterns. We are clear to land the colony core, on command.
Current Resources: We Currently Posess 30,000 IC. Projected Five-Year Income is 34,000 IC, less 15,000 IC for Building and Starship Upkeep. [+19,000 / Turn]

Navy: We possess two Frigates assigned to the Navy directly. They are currently in a serviceable condition, however more complex repairs may be required. A full survey should be completed to catalogue any and all damage suffered during the displacement. We currently possess no means of replacing ships above smallcraft.

Army: Our ground forces are currently inactive. We possess no combat-worthy units. It is possible to draft the population to form an emergency militia if necessary, but it would seem advisable to produce robotic ground forces. We can currently support Four Divisions. Our colony has a shield strength of ten, from the Colony core.

Industry: We possess two Mines and two Factories, producing 34,000 IC per five years. Expansion is possible with current resource production, and indeed, is advisable. We possess one Utility Robot Division at this time, and can assemble one major complex per year.

Ecology: We possess two Farms. Currently this is sufficient to feed 180,000 people; the shortfall is currently being covered by shipboard supplies, however this will not last. An additional Farm should be constructed ASAP. No Ecological damage has been reported; the number of Factories and Mines is too low at this time [⅖]

Morale: Current morale is good [70/100], however this is not likely to last for an extended period. The sacrifice of Admiral Wen and the Wotan is currently improving general morale, however this will also not last at this level, though it will likely persist for some time.

Diplomatic: The current state of the galaxy is unknown. Relations with the Eldar are Fair [50/100] at this time. It is uncertain how this relationship will proceed, given the current situation.

Survey: The Janus is completing repairs, and will be ready for operations within the week. It seems advisable to begin scouting nearby systems; the local Fleet bases may be viable targets, too.


Action List:
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Building / Construction list.

Colony Core: Contains the STC and the administrative centre of the colony; also contains emergency facilities and light shield generator.

Positives: Provides Administrative support, produces a Shield of Strength: 10
Negatives: None

Shield Generator: Provides an additional level of Void Shields above the colony. Only affects the local area; it is not planetary-grade.

Cost: 50,000 IC
Positives: Produces a Shield of Strength 50.
Negatives: 10,000 IC Upkeep

Robotics Support Bay: Services and recharges robotic units. Each building can support five units. Robots without this service facility require 300% upkeep compared to standard units.

Cost: 20,000 IC
Positive: Provides maintenance / housing for 5 Divisions of Robots.
Negative: Costs 1,000 IC upkeep.

Factory Complex: One can be built for every Mining Facility within the system. Produces 10,000 IC.

Cost: 20,000 IC
Positive: Produces 10,000 IC
Negative: Limited by resource throughput.

Mining Facility: Produces 1,000 IC per unit of mineral content.

Cost: 10,000 IC
Positive: Produces 1,000 IC per point of mineral content.
Negative: Potential ecological damage with excessive use.

Farm: Produces enough food for 10,000 people per unit of habitability.

Cost: 5,000 IC
Positive: Produces 10,000 Units of food per point of habitability.
Negative: Costs 1,000 IC Upkeep.

Habitation Complex: A large series of prefabricated housing units, this can house 100,000 people each.

Cost: 30,000 IC
Positive: Provides 100,000 Housing units.
Negative: Costs 1,000 IC Upkeep

Research Facility: A series of laboratories and testing facilities, this can handle most low to mid level research with relative ease. More complex experiments will require further upgrades.

Cost: 50,000 IC
Positive: Provides one research slot
Negative: Costs 10,000 IC Upkeep. Limited by scientist numbers.

Basic Shipyard: A light orbital installation, this is capable of producing either a frigate, two corvettes or ten fighter wings at once.

Cost: 50,000 IC
Positive: Enable Ship Construction
Negative: Costs 10,000 IC Upkeep


Ground Units:

Utility Robot Division [URD] [500/50] : A combination of earthmoving, assembly and fabrication robots, these are involved in the general construction and maintenance of a colony world. While not capable of offensive attacks, they are capable of constructing defences, provided they possess the necessary components to do so. One division can construct one building a year.

Light Offensive Robot Division [LORD] [1000/100] : A division of light drones ranging from human to rat sized, these drone are primarily intended to combat foes with light armaments, and to pursue enemies into areas that cannot be easily reached by larger variants without subjecting the area to high levels of damage.
Can be upgraded to Stealth variants, at which point it becomes LORD/S. Suffers from 200% maintenance costs.

Medium Offensive Robot Division [MORD] [2000/200]: Heavy infantry robots, these are designed for both open-field combat and urban assault; their size is sufficient to mount heavy armour and weapons, though this prevents them from entering some buildings. It is advisable to deploy a LORD in tandem with them in case of urban clearance.
Can be upgraded to Shielded variant; at which point it becomes MORD/Sh. Suffers 200% maintenance costs.

Heavy Offensive Robot Division [HORD] [5000/500]: A division of light, medium and heavy tankbots and similar craft, these vehicles carry both extremely heavy weapons and armour, as well as shield generators as standard. They are both relatively quick and resilient, designed to fight enemies on the open field.
Can be upgraded to Hover variant, at which point it becomes HORD/H. Suffers 200% maintenance costs.

Titan Legion [TL] [15000/3000] : A deployment of the extraordinarily large mobile battle platforms colloquially referred to as 'Titans', these are designed to engage both ground and light space targets, acting as a mobile anti-spacecraft battery in addition to its area-denial duties. Exceedingly tough and powerful.


Aerospace Units:

Aerospace assets are defined by their Combat Power Rating, an aggregate score of their offensive and defensive capabilities, as well as their sublight drive speed and warp speed. In addition to this, a role may be chosen for specific designs - acting within this role will give bonuses to Combat Power.
Attack: Ships with this specialisation are mainline combatants, usually characterised by a strong offensive complement. Receives a 10% bonus to CP when on the offensive.
Defence: Ships with this specialisation generally lack the heavier armaments of ships of similar size, instead possessing a wider range of point-defence and lighter armaments. These ships are often also well-suited for convoy escort missions. Receives a 10% bonus to CP when defensive.
Support: A wide-ranging class usually consisting of anything that does not comfortably fit into the first two categories. Usually not particularly combat-efficient, and as such receive no bonus to CP, however the abilities they possess compensate.

Light Fighter Wing [2000/200]: A wing of Pinion class light fighters. Designed for interception and defensive duties. Meant to engage enemy fighter wings and torpedo attacks, they are both quick and nimble, but not overly survivable.

Combat Power: 2
Sublight Speed: 25
Warp Speed: N/A

Heavy Fighter Wing [4000/400]: A wing of Eagle class heavy fighters, designed for both interception and light attack capabilities. These are capable of engaging any known fighter, as well as conducting surgical strikes on enemy surface subsystems.

Combat Power: 4
Sublight Speed: 20
Warp Speed: N/A

Bomber Wing [7000/700]: A wing of Albatross class heavy torpedo bombers. Normally used for long-range attacks on damaged enemy ships or against enemies with poor point-defence capabilities.

Combat Power: 7
Sublight Speed: 20
Warp Speed: N/A
 GM, 5 posts
Mon 3 Aug 2015
at 16:38
Re: Archive
Report: 1st January, 40710

[X] Build 1 Farm, 1 Mine, 1 Factory, 1 LORD and 1 LFT

Construction has proceeded well, with your factories churning out the components to each building, and the assembly robots skilfully assembling them into their full-sized forms. While Arthur’s breakthrough came too late to apply to these, it will be easy enough to do so to future buildings.

With the new mine and factory pair, your productivity has increased by fifty percent, and should provide you with somewhat more resources to utilise over the course of the next few years.

With the third farm now deployed, all fears of a food shortage have evaporated. You now possess sufficient foodstuffs for 270,000 people, somewhat more than are currently resident in the colony. Stasis-buffers are an integral component of the farming districts, enabling the excess to be stored for what is effectively a transfinite period of time, though do not count on this completely buffering future population growth.

The new robot division has been produced, ten thousand robots constructed in your factories and placed into storage in the Service Bay, ready for activation and deployment, should you deem it necessary.

Your new Light Fighter Wing has been produced in your groundside factories, taking shape alongside both those components necessary to run your civilisation, as well as consumer goods important to your people. Sleek and quite deadly to enemy fightercraft, these are the first new spaceborne assets to be constructed on this world. Although not the most dangerous assets you possess, they are among the only ones that you can readily replace at this time, making them a valuable commodity. And given your observations so far, it would take comparatively few wings to equal a small enemy capital ship, so they are far more important than would usually be the case.

[X] Send the Janus to explore our system and the systems that surrounds us.

After its mission to the three primary fortress-systems in the sector, the Janus was retasked to survey the local environment. While you have charts of the local area, these are somewhat out of date and may provide misleading information.

The local region holds a number of star systems, as does almost anywhere within the galaxy. One hundred and eight stars are present within a twenty light-year radius of Marienne III, but the vast majority of them are quite uninteresting – potentially of value in the future, but mostly indistinguishable, and with poor resource deposits.

Seven star systems have been identified as potential sites of interest – three of which contain planets of reasonable habitability that can be considered as future colony sites. The remaining four are sites for potential resource extraction complexes, though this will likely require outside food supply

Jovea II: Habitability 4, Minerals 2

Ulysses: Habitability 6, Minerals 3

Chiron: Habitability 5, Minerals 3

Concord: Habitability 2, Minerals 4

Illusion: Habitability 1, Minerals 6

Seytov: Habitability 2, Minerals 5

Quaten: Habitability 1, Minerals 4

There appear to be no inhabited worlds within this distance.
[X] Salvage the wreckage

The wreckage that spilled out of the warp as you exited is in a poor condition, though it is not completely unsalvageable. The only ship you are able to confirm destroyed for sure is theIllustrious, as its warped hulk sits in orbit, nearly cracked in two. It is unlikely that it will ever be restored to operable condition – perhaps if you had a full cruiser-grade shipyard, and a fair amount of time, you would be able to restore it, but that is not currently possible.

Most of the other wreckage is largely unidentifiable. There are some pieces that you think came from one of the corvettes, and there’s certainly enough partial components that the wreckage couldn’t have come from just one of them. Identifying which ones, however, is something of an issue.

With your current salvage infrastructure and orbital lift capacity you can’t easily take the ships apart, although processing the material you recover will be comparatively easy. You can recover approximately 10,000 IC per turn from the wreckage at this time, should you wish, or leave it intact in the hope that you may be able to restore the Illustrious to functionality in the future. Should you do so, you will only receive 10,000 IC for processing what remains of the corvettes.

So far, the status of the ships on the expedition is thus:

Illustrious: Hulked, Partially Salvageable

Tarsus: Missing, Status Unknown

Wotan: Confirmed Destroyed

Apoidea: Missing, Status Unknown

Janus: Intact, Fully Operational

Morningstar: Intact, Damaged

Silver and Lead: Intact, Fully Operational

Polaris: Missing, Presumed Destroyed

212th Corvettes: Missing, Possibly Destroyed

359th Corvettes: Missing, Possibly Destroyed

Sunburst VII: Intact, Landed.

Aegea: Intact, Landed

Caravan IX: Intact, Landed

Normandy: Missing, Status Unknown

Skyedge: Intact, Fully Operational

Star-Lit Night: Intact, Landed
[X] Build a monument commemorating the sacrifice of the Wotan and it's crew. We will also set today as a day of remembrance of their bravery.

A ceremonial obelisk and memorial wall are set up outside the newly-built colony core as a reminder of the sacrifice that enabled their survival. Anyone who wishes to enter the core must pass by it, so it is unlikely that it will be sidelined in the future, especially as any one day in particular sees upwards of a thousand visitors observing a respectful silence.
The day of remembrance – also the day officially marking the official founding of the colony – usually sees crowds of well over a hundred thousand people.
[X] Improve relations and cooperation with the Eldar

True cooperation with the Eldar remains difficult – although it is better than might be expected in the current situation. With Autach Agrona ordering cooperation and your own military efforts, you have a reasonable working relationship with the Eldar military, and can count on them to coordinate with you in a combat situation – especially as you’re the only backup they can reasonably expect to find.
The civilian population is somewhat harder, especially as you are geographically isolated from each other – though perhaps this is for the best, as tensions are high enough as they are amongst the Eldar, without adding in additional stresses.

Your relation with Lord Estrenn is much better than with his subjects, even if you get the impression he views you only a few steps above domesticated animals – useful, but not exactly equals. While there’s not that much you can actually offer each other right now (that will be accepted, at any rate), you have certainly managed to lay the groundwork for future cooperation.

[Eldar Relations 50 -> 60]

At this level, some limited trade is possible, though you will have to choose what you give, and what you ask for carefully.

[X] Do an indept exploration and study of Marienne and most importantly get information on the humanoid lifeforms.
In addition to the archived data and orbital survey, you can now perform much more thorough research on the world you were sent to colonise. The planet itself was noted as barren by the first survey expedition to pass this way, more than three thousand years before your departure, although that classification carried a note that it was potentially suitable for terraforming in the distant future.

Any thoughts in that direction were halted after the Eldar’s borders were more or less pinned down, and the entire area was deemed off-limits, with a large fleet presence to prevent anyone violating that, as well as to potentially guard against the Eldar.

While little changed for over a two thousand years, in the last few hundred, long-range reconnaissance probes detected rapid climatic shifts on the world, commensurate with heavy terraforming activity, though without any of the necessary heavy industry that known techniques required.

Needless to say, the mechanisms behind this would have been extremely beneficial to know – your known techniques would take well over a thousand years to achieve similar effects, and the resultant world would likely be in a somewhat precarious balance. This one, on the other hand, seems remarkably robust, as if something were actively maintaining its ecosystem.

Initial analysis of the soil has proven interesting – there are a significant number of strains of obviously engineered microorganisms, both more complex and resistant to change than anything you could make. These seem to have been the first thing to be dropped here, if your analysis of their hardiness is correct, as they would have easily been able to resist both the comparative lack of atmosphere and the harsh radiation environment.
These then formed the basis of the atmosphere, and altered the soil makeup into something more palatable to vegetative life. Their continued presence is interesting, given the alteration to their environment – most extremophiles would find the variation quite unpleasant.

Animal life is exceedingly diverse. Several thousand species of land-dwelling animals have been observed already, and there are likely quite a large number more that have yet to be identified. The only ones that have so far been positively identified are the odd saurian lifeforms that seem to be a common feature across those worlds you have observed in the past – they are quite large, and somewhat violent, but relatively easily dispatched should it prove necessary. Additionally, it appears they are domesticateable, though this will be expanded upon later in the report.

Plant life is similarly varied, and quite placid compared to some of the more unpleasant worlds surveyed in the past. Several species are outright poisonous, and notices to this effect have been spread amongst the populace, warning them against exposure. Others possess a variety of psychoactive effects, though these are poorly understood. These have also been warned against.

The geology of the planet is somewhat odd. While it possesses a molten core, it was not previously heavily geologically active. This has been altered during the terraforming process, and geological disturbances are now more common, though variable depending on plate tectonics. Subsurface structure is comparatively limited due to the previous lack of both volcanic and hydrological activity, and as such only caves formed within the last twenty thousand years are likely to exist.

Oceanic life is largely similar to land-based, though somewhat more fierce in nature. Several of our probes have been attacked by fierce predators, and there are
moderately large sonar signatures that suggest much larger creatures in the deeper parts of the ocean. These remain unconfirmed at this time.

Moving on to sapient influence (not counting the world as a whole, of course), there are a number of oddly primitive structures that appear to be constructed of stone, or a stone-like substance. They bear some resemblance to known Eldar designs, although their purpose is unknown, and deemed likely ceremonial.

The humanoids detected on planet have been confirmed as Eldar through closer examination and the limited collaboration between ourselves and our Eldar allies. Judging by a combination of orbital recon, robotic probes and advanced projective algorithms, we believe that the local population is somewhere in the region of three million – though this cannot be easily confirmed. They appear semi-nomadic, and have domesticated at least some of the local megafauna to utilise as beasts-of-burden, and possibly in a military capacity. This has not been confirmed at this time.

Contact has been minimal thusfar, and what has been achieved suggests a level of disunity in the local society. Several probes have been attacked unprovoked, although more seem to have merely attracted mild curiosity. After these events, all probe missions were suspended to prevent undue provocation of the local populace.

Technological level and societal organisation is unknown at this time, as human technological paradigms do not apply to Eldar to the same degree.

Random Event Roll = 16
With the stress of the transit and the risk of extinction, your people have started a population boom of the sort not seen for centuries. While the early stages of colonisation may often provoke one, this is of a somewhat greater magnitude than expected. Over the past five years, your population has grown by 25%, to 250,000 though these are obviously children at the moment, and as such can perform no useful tasks at this time.


Current Resources: We Currently Possess 22,200 IC. Projected Five-Year Income is 51,000 IC, less 23,500 IC for Building and Starship Upkeep. [+27,500 per Five Years]

Navy: The Morningstar has been recovered, and has made general repairs. It is combat ready, and capable of long-range warp travel without risk of drive failure. Combined with the Silver,Lead and your new fighter wing, you possess an aggregate Naval combat score (not counting the Janus) of 177. Judging by the scans of the ‘Imperial’ vessels that the Janus took, you could easily hold off their equivalent of a light strike force (1 Cruiser, 4 Frigates), but larger forces would be difficult to defeat without the Janus being present to lend its firepower.

Army: With the production of your first ground division, you now possess sufficient power to contest any ground landing within your colony. Additionally, a small corps of veteran troops have been raised, and can serve as the future core of a militia. Our colony has a shield strength of ten, from the Colony core.
Industry: We possess three Mines and three Factories, producing 51,000 IC per five years. Expansion is possible with current resource production, and remains advisable. We possess one Utility Robot Division at this time, and can assemble one major complex per year.

Ecology: We possess three Farms. Currently this is sufficient to feed 270,000 people; the surplus is being stored for future emergency use, if necessary. No Ecological damage has been reported; the number of Factories and Mines is too low at this time [3/6].

Morale: Current morale is great [85/100], thanks your capitalisation on the sacrifice of the Wotan, and emphasising the need for unity in the face of this struggle. The reality of the situation your populace has found itself in is starting to set in, however, and projections suggest a fairly major downturn [-30] in morale over the next five years without further intervention.

Diplomatic: The current state of the galaxy is unknown. Relations with the Eldar are Fair [60/100] at this time. With the necessity of working together on at least some level, you relations have improved slightly.

Survey: The Janus is fully crewed and operational. Current surveys are complete within a twenty light-year radius. Points of interest are: Typhon (Imperial held), the Rendezvous World, and the Unknown Warp Rift (Hostile?).
 GM, 6 posts
Mon 3 Aug 2015
at 16:39
Re: Archive
40715 Update
[X] Build 1 Academy, 1 Mine, 1 Factory and 1 more Mine.

Construction proceeds apace on your new structures, and with the improvements made to the construction process found by Arthur, you are able to build them both faster and with fewer resources than would have been necessary otherwise – this allows you to build the Factory a whole year ahead of previous projections.

The Psionic Academy was finished towards the end of this period, and after a short testing period to ensure its functionality, it is now officially operational. Any Psykers located in the general population should have at least a basic education here in how to control their abilities, to prevent any accidents. Additional specialisation courses are available after this period. Due to the time of emergence of their capabilities, this converges – on average – with their fifteenth and twentieth birthdays, with slight variation based on gender and individual.

[X] Something with Janus.

The Janus has returned from its five-year mission, having achieved all of its objectives. Communications with the Adeptus Mechanicus have been opened, and a survey of the surrounding systems has been conducted. In addition, they return with a Frigate of unknown origins. Extensive work will be needed to properly repair and catalogue its systems.
[X] Salvage the corvettes

The corvette wreckage is slowly torn apart and deorbited, being combed through for any recognisable remains before being fed slowly into a molecular forge. Nothing of any consequence can be recovered from them, beyond their material value, however.
[+10,000 IC]

[X] Some action to help with morale
[X] Continue to improve relations and cooperation with the Eldar

The dearth of general communication between the Human and Eldar colonies is a matter of some concern – both to the general population and your administration. With that in mind, a small amount of trade has slowly sprung up. While the Eldar are – functionally – a post-scarcity civilisation, at least on the personal level, they still appreciate novelty. And with a lack of communication with anyone else, you are currently that novelty.

Three small outposts have been set up – one in your main settlement, one in theirs, and one approximately half-way in between. Trade is slow, at first, but picks up over time as more Eldar visit. Humans are, of course, a common sight there, the novelty of merely seeing an Eldar enough to attract some.

While this has no particularly noticeable effect on industrial production, a small degree of industry has necessarily sprung up to provide the goods and services required.

[Human Morale +10 / Eldar Morale +5]

[Eldar Relations: 60 -> 65]

[X] Finish the Colombus Drive

This research has been completed; you can now produce ships with a non-warp FTL drive instead of a conventional drive. Your Chief Scientist may have more information.

Current Resources: We Currently Possess 36,400 IC. Projected Five-Year Income is 75,000 IC, less 26,000 IC for Building and Starship Upkeep. [+49,000 per Five Years]

Navy: Your three frigates are fully operational, and combined with your fighters, have an aggregate combat score of 177. At this time, you can hold off perhaps a cruiser and its escorts without suffering losses.

The unknown frigate recovered by the Janus is currently sitting in orbit. It is technically combat-capable, but taking it into battle will not be an easy thing to do.

Army: Your ground forces have grown slightly. A single light robot division remains your main force, though you have an expanding corps of well-trained troops to back them up.

Industry: We possess five Mines and four Factories, producing 75,000 IC per five years. Expansion is possible with current resource production, and remains advisable. We possess one Utility Robot Division at this time, and can assemble one major complex per year.

Ecology: We possess three Farms. Currently this is sufficient to feed 270,000 people; the surplus is being stored for future emergency use, if necessary. No Ecological damage has been reported; the number of Factories and Mines is too low at this time [5/6 – 4/6].

Your current population is 280,000, having grown by an additional 30,000 since the last proper census. Most families on the planet have at least one child, now, with some having several. At this time, however, you still only have 200,000 useful adults.

Morale: Current morale is great [75/100]. The reality of the situation has set in, and morale has been – to an extent – harmed. Your work in keeping it up, however, has counteracted this to a fair degree. The revelation of the existence of other Humans, combined with the opening of trade relations with the Eldar, has boosted it by a degree. With both new situations and the knowledge that they are not the last of the situation, at least some of their worries are gone. At the moment, morale is projected to remain stable.

Diplomatic: Some data has been recovered on the state of the galaxy. Known major factions are: The Imperium (and sub-organisations), the Orks (unsurprising), and remnants of the Eldar. There are a number of vaguely mentioned minor factions, including one particularly persistent group of raiders termed ‘Chaos’. No further information is available.

Relations with the Eldar are Good [65/100] at this time. Trade relations have been opened, and while they may not necessarily acknowledge you as equals, they do seem to at least consider you to be people.

Relations have been opened with the Forge-World Ataraxia, though not with their organisation as a whole at this time. These relations are Fair [50/100] at this time, mostly due to their short duration.

Survey: The Janus is fully crewed and operational. Current surveys are complete within a twenty light-year radius. Points of interest are: Typhon (Imperial held), the ‘Space Hulk’ and the Unknown Warp Rift (Hostile?).

Random Event Roll: 3

10:47 AM, January 27th, 40715
Council Room, Colony Core, Marienne III

You are sat, as usual at this time of year, around a table as you hammer out policy for the next five years. While it may seem a simple task from the outside – indeed, you have faced some subtle criticism on the datanet – it is actually quite difficult to organise more than two hundred thousand people, while simultaneously buffering rapid industrial and military expansion.

After just having heard a presentation about changing the environmental controls slightly to free up additional power from your generators, you are interrupted by an incoming transmission.

The table flickers as its inbuilt holo-emitters render the image of the bridge of the Janus above it, easily visible to all councillors. Commander Oren, the first officer – and in charge while Captain Solheim is in the Council chambers, is at the centre of the image, looking worried.

“I apologise for interrupting you, councillors, but there is a situation building up here. The Navigators report that there’s something approaching, but they’re not entirely sure what it is. It is apparently ‘wrong’ or words to such effect.” He says, though he looks a little sceptical. “Doctor Dearing suggests that whoever it is, is employing a stealth device of some form to disrupt identification.”

He presses several controls, and adds an overlay of the solar system onto the projection. “We’re projecting they’ll come out…here.” He says, highlighting a region near the gas giant. It’s quite a large region – more than ten million kilometres across. “We can’t get any better than that at the moment, I’m afraid. But they’ll be arriving some time in the next three hours.”
 GM, 7 posts
Mon 3 Aug 2015
at 16:45
Re: Archive
Space ripples and tears apart as warp-portals form, eight of them scattered across well over a million kilometres of space. Their close – and dangerously so – transit disturbing their formation into a jumbled mess.

As they turn towards the world, you get a good look at the ships. Two are cruiser-weight, one larger than the others. The smaller looks like a carrier, to your sensors, while the larger is fairly heavily armed, for a craft of the current time period. The cruisers share a similar profile, vaguely dagger-like, though one has larger protrusions from the side of the hull. Additionally, they share design commonalities with one of the human vessels from the 'Space Hulk'.

Around them are six frigate-class vessels. Three are larger than the others. They most likely aren’t a threat by themselves, but together they may be more dangerous, or supporting the larger ships.

The vessels start a burn for the planet, seemingly contemptuous of your ships. They will likely arrive in just under two hours, at current acceleration.


(There were a number of bad rolls in this fight. On both sides. See this and this for what to expect.)
"Well, they're either blind or are severely underestimating us. Hail them."
"Attention incoming vessels. This is Rear Admiral Alexander Thorton of the Terran Federation 297th Mobile Fleet. You will cease your burn towards the colony and identify yourselves. This is your only warning. Failure to respond favorably within the next (length of signal lag+3 mins) we will assume your ships as hostile, and deal with you." I state as I look over the tactical display. At max burn, we could intercept in fifteen minutes, give or take one.
The main holodisplay switches from a systemwide view, replacing it with an odd and distinctly unpleasant image. A figure armoured in purple and black stands in the centre of an odd spiked circle. Vaguely human figures can be seen scurrying about behind it, along with several other individuals similarly armoured.

He – for it is apparently a male, judging by the vocal patterns – speaks. “You stand before me, obstructing me from my path of perfection. Join me, or be destroyed.” He says, with a voice that is oddly compelling. Luckily, it is nowhere near compelling enough to actually do anything to your bridge crew. They seem a little shaken, but nothing too bad.

The channel closes, the entity clearly having said all he is going to on the matter.
I turned towards the Janus second officer.
"Analysis of incoming vessels Commander Jette, how do we stack up?"

"I'm not entirely sure. They're similar to the Imperial ships we've encountered before, but they have a number of design differences. And there's some strange kind of warp-radiation that's making scanning a little harder than usual"

"Best guess, the escorts are maybe 15, 20 each in strength. The carrier won't be too strong, thirty or forty at best. The heavy cruiser is what I'm more worried about, though. it's carrying a lot of heavy guns. Could be 75, could be a hundred" She finishes.

I nod. "Thank you commander."

*Assumes that they disregarded warning, accelerated, sent back a 'for khaos' or whatever*

"We'll have the Janus concentrate on the heavy cruiser, while Silver and Lead are to engage the carrier designate, they've got free reign in how they go about it, but do convey I'd rather them be cautious than not even if that ship appears weaker to either of them."
"Also, patch me through to the Eldar."

"Captain Saimshelwe." I give her a polite nod and a small smile "It would appear that these incoming ships wish to disregard my warnings. Our group will concentrate on taking out the heavies, if one could call them that. I want Skyedge to take care of the escorts. As soon as we've finished off the two cruiser designates, we'll come and assist you against the frigates."
”Yes, of course. We shall engage any that are foolish enough to approach the world below.”

Orders:-Have Janus move to intercept the heavy cruiser designate. About a light second from intercept, fire a volley of missiles. I'm not expecting any actual damage, but I'd like to see the reaction.--If practical, attempt to have Janus stick to extreme far range of our guns, having us kill the enemy ship from afar. While this will take longer, it would lessen the risk of damage. ---If above is not practical, engage as necessary/as standard tactics dictate, unless something significant occurs.
As the Janus closes on the enemy cruiser, it launches a dozen light missiles. While not a commonly used weapon, due to the prevalence of rapidly-recharging Void shields, they still occasionally prove useful.

In this particular situation, they do not. As they pass the enemy’s inner defence envelope, the ship starts to fire from the obscene number of weapon batteries it has emplaced on its side. After quite a long period of time, it begins to down the missiles, culling half from the volley, before the remainder detonate on the shields, leaving them slightly depleted for the few moments it takes for them to recharge.

You close in further, moving to the very edge of your weapons range, bringing the heavy plasma beam cannons to full charge. They crackle with contained star-hot fury, blue-white beams spearing out from their massive housings.

They fly across the void, cerulean spears of death with enough force to smash the lesser ships in this engagement. They approach their target, seconds away from impact and…sail right past, carrying on into the deep void. Utterly missing.

The enemy cruiser returns fire, stabbing out with four heavy laser beams, each carrying enough power to destroy one of its own escorts easily. The beams flash across the light-second range in an instant, before flickering uselessly past the Janus, and slowly dispersing into uselessness as they travel into interstellar space.

Both cruisers dance around their maximum ranges, striking at the enemy from long range. Neither hits anything.
-Have Silver and Lead intercept the lighter designate. They're free to engage as they wish, but I do want them to be cautious, while things might have fallen apart, there were a few thousand years worth of tech advance that might be common on board those vessels that we had not detected.
The two frigates advance on the other cruiser, now launching fighters. Two wings launch, before there are several internal explosions in its hangar bays. It seems that there has been an ordnance malfunction of some kind, and no more smallcraft launch. The enemy fighters close in on the frigates, jinking left and right to avoid the point-defence fire. Embarrassingly, the frigates point defence grids both suffer targeting failures simultaneously, and are unable to properly image their targets. The fighters circle the ships, firing with lasers and kinetic weapons, doing…absolutely no damage.

The embarrassing fight continues as the frigates cautiously engage the enemy carrier…or try to, at any rate. Their beams skim the surface of the shields, damaging them, but inflicting no actual damage to the enemy vessel’s hull. It returns fire with its port laser batteries, but is similarly unable to actually hit the two frigates.
-Have Skyedge deal with the escorts. Free reign also, the Eldar captain is competent to do things correctly.
-Message Captain Cartright and inform her that if possible, she is to plot an intercept to the Escorts, and assist Skyedge in...dealing with them. --If not practicable, then just make sure to keep her updated.
”Aye, aye, Admiral.” She says, pushing the Morningstar to intercept the enemy escorts shortly before they reach the Skyedge.

The escorts sail past the ongoing battles almost obliviously, either unwilling to intervene, or with orders not to. They charge the planet with their engines positively redlining, on the edge of an overload as they view the opening shots of the combat.

Their attempts to reach the world faster are, of course, futile, not knowing that the path is guarded by an Eldar frigate, stealthed and waiting for them in orbit on the far side of the planet. TheMorningstar closes with them, peppering them with – inaccurate – long ranged fire to keep them from getting into too good a formation, while catching up with them as fast as she can.

The Skyedge crests the horizon, passing into view of the frigates, and they know they’ve been pushed into a trap. Altering their formation, they use each other as cover from the Skyedge’s arc of fire, though the Morningstar will still be able to hit them.

The Morningstar opens up with its twin plasma beams, spearing through one of the frigates instantly, being far more effective than any of the other shots in this combat zone. The frigate loses power – and a good third of its hull – to the beams, though it maintains its momentum, heading for an impact on the continental shelf. It is likely that it will cause a major seismic even, though your buildings are prepared for such.

The remainder turn to slow, using their engines to bleed off speed. They pepper the Morningstar with long-ranged fire, the distance rendering it both undamaging and inaccurate.

While they are focused on this, the Skyedge strikes, stabbing out with deadly-accurate pulse-laser blasts. Each one as strong as the heavy lances used by the enemy cruisers, they stab through two more of the enemy craft. One suffers a reactor breach, while the other is merely disabled, and on a course that will only cause it to skim the atmosphere, before being sent off into interstellar space.

The remaining three frigates fire on the Skyedge, but their shots fly wide, unable to target properly through the holofield.

Knowing that their odds of reaching orbit are low – and landing any forces after that, even lower – the frigates accelerate once more, trying to both throw off targeting and lower the amount of time they spend under fire. Two more are destroyed by precision fire from your frigates, their wreckage spread as deadly shrapnel across the hemisphere. Luckily, the speed they are travelling will prevent them from passing the colony’s shield, but it will not do wonders for the rest of the planet.

The last frigate speeds past the beams meant for it, and hits atmosphere. Passing through at speeds better found in high orbit, it skims through the atmosphere, barely losing any speed. It heats, its shields and hull glowing white-hot as it drops into the lower atmosphere, and plows into the shore a few hundred miles from the main – native – Eldar settlement. The shockwave from the impact blasts trees down for miles around, and the water around it boils into a massive cloud of steam.

Out in the solar system, the battle continues ineffectually, both sides flailing at each other from long range, unable to do any damage.

The Janus rotates and brings its engines to full power, changing its course to close with the enemy.

The enemy vessel keeps firing ineffectively, laser-lance fire missing the ship by hundreds of miles. The starboard weapon batteries do little better – although they put up a truly phenomenal amount of fire, it is quite inaccurate, and what little does manage to hit the shields is insufficient to drain by more than a few percent.

The Janus’ return fire, however, is not so ineffectual. Two blue-white beams of plasma stab out from their housings, smashing into the enemy’s shields, battering them down and carving hundred-metre wide channels through the ship’s hull, boring into the structure beneath and through the far side. Plasma spills out of the hull, before the beams shut down, leaving a momentarily clean bore through the ship.

Power linkages sever violently, as both the energy they carried and their superheated surroundings react explosively, shattering weakened bulkheads and distorting the deck structure around the bore. Atmosphere floods out before pressure doors slam down to contain the leak.

But the damage has been done, and the front batteries, deprived of power, fall silent. The ship is wounded, and badly so. Its return fire is sporadic, as its gunnery crews try to compensate for the loss of the other batteries, and the helm slowly rotates the ship, afraid of tearing its weakened superstructure.

The secondary batteries on the Janus open up, plasma cannons combined with laser fire for pinpoint devastation, slowly punching through the void-shield and denuding the hull of its weapons batteries. But it doesn’t matter, as the main guns charge to capacity once more, and unleash their contained fury with pinpoint accuracy.

Twin beams stab out at the engineering section of the enemy ship, expertly severing the main power conduits, and the ship’s power grid sputters out, unable to power more than the simplest of its devices. More than fifteen percent of the ship is now uninhabitable.

It is crippled, and drifting.

The frigates continue to trade shots with the enemy carrier, having finished off the fighter swarm with no damage, but unable to inflict any on the enemy ship.

As it sees the heavy cruiser crippled, its crew seem to lose heart, and turn and break for the outer system. The Silver and Lead can close the distance and engage at closer range, should you so wish.


With a pair of acknowledgements, the two frigates push their drives to maximum, closing the range on the enemy carrier.

Each fires their main gun, a slightly older generation plasma cannon, straight at the enemy ship. They lick the shields, knocking them down but missing the hull by a whisker.

By the time the recharge cycle has been completed, they have cut the distance between the three ships by a third. Locked into a stern chase, the enemy has no rear-firing weapons, and relies solely upon its speed and defences in the hope of escaping before massive amounts of firepower can be brought to bear on it.

It is proven to be a vain hope. The frigates fire again, their plasma beams smashing down the cruisers shields and ripping into the heavily-armoured engine housings. Its starboard engines flicker, then die. The ship lists to starboard, unable to compensate for the sudden shift in power distribution.

Seconds later, the damaged engines feed-back into the main reactors, the uncontained plasma-thrust burning through already damaged decks, boring into the reactor’s containment vessel.

It ruptures, and the vessel simply ceases to exist in a spectacular flash of light. What little remains is barely quantifiable as its component atoms, spreading across the solar system.


“Scanning…no signs of survivors.” Says commander Jette, her voice absolutely even. “No lifepods detected. All enemy vessels disabled or destroyed.” She looks a little sheepish as she continues. “I’m still not sure why we missed so often.”

“I think I have the answer to that.” Says Doctor Dearing, the main sensors officer. “The enemy vessels have a curious warp-radiation signature. It’s throwing the sensors off just a bit. I’m recalibrating them now.”

“Would’ve been nice to know that earlier…” she mutters in response.

“Anyway.” Says Dearing, clearing his throat. “That problem should be cleared up about… now.” He frowns as he runs another scan. “There are quite a few survivors on the heavy cruiser. More than…sixty thousand, I think.” He winces, as he considers the implications. “There were probably more people in this fleet than there are in the entire colony. Whoever sent this fleet apparently has a lot of people to throw around.”


Observation of the crashed frigates shows activity inside the intact one, along with an indeterminate number of lifesigns – somewhere between six and ten thousand, though the exact figure is quite difficult to determine.

There appear to be some survivors from the other crash, though comparatively few. The shallow depth of the water means that while the remnants of the ship ploughed straight into the bedrock below, much of the ship remains above-water. There are a few hundred survivors, mostly in the aft sections.


The Janus slowly pulls into teleport range, staying outside the range of any core-breach or hostile boarding action. The Silver and Lead move in to support from a distance, and soon you have the drifting ship surrounded.

With its shields disabled, you are free to teleport objects or people bidirectionally, provided you have a proper target lock on them. Rather than commit to what would surely be a comical series of misunderstandings about who and where the enemy commander was, you instead teleport over a fair portion of the ship’s stockpile of MSX-1197 knockout gas. A tasteless, odourless self-regulating compound, it is guaranteed to cause immediate, nonlethal incapacitation in seventy-three percent of known species. It is, however, quite short-lived in atmosphere and difficult to manufacture, rendering its general utility quite low.

In these, situations, however, it is really quite handy to have.

The canisters pop into existence on the enemy bridge deck with a *crack*, and deploy seventeen milliseconds after arrival. The cameras attached to the dispersal mechanisms register movement in three individuals in response to the teleport.

The gas spreads out rapidly, pushed from the pressure-vessel by shaped forcefields, and quickly fills the compartment, only slowly being siphoned out by the environmental systems. Within three seconds, most of the bridge crew are down, and most of the few that remain active are barely awake anyway. The notable exception to this, however, are three figures in heavy power-armour – each sealed against environmental hazards.

You drop in security drones to subdue the rest of the subjects – and as a distraction. The enemy soldiers each bring up some kind of kinetic weapon, and discharge it at the teleport site. A hail of gyrojet rounds shred the drones, aimed surprisingly well for people taken by surprise.

It is not, however, aimed sufficiently well to also take out the dozen marines who teleport on board a fraction of a second after the first pull of the trigger. With plasma cannons armed and ready, they fire the moment they re-emerge into realspace.

It almost wasn’t fast enough, the enemy pivoting in place in the half-second it took to pull the triggers. But it was fast enough. Bolts of protonic plasma smash into them, four each.

Two receive concentrated hits, smashing through their armour and boring into the organs below, flash-frying them instantly under million-degree heat.

The last is luckier, getting a single shot off before being hit. The shell flies out, slower than the plasma shots but still too fast to dodge. It hits, the shell digging through the outermost layer of hardened armour. Its payload detonates, venting its fury on the ablative layer. Plates buckle and warp under the explosion, but the inner core holds firm.

The enemy has, since the time of pulling the trigger, managed to move slightly – just enough to throw your marines original aim off. A pair of plasma shots hit him in the arm, blowing it off at the shoulder, and another two hit the chest-plate, blowing it apart, burning through flesh and scorching the bone below.

Despite his grievous injuries, the enemy continues to both stay conscious, and to move. He rolls over, trying to grab the gun from his severed arm. A shot to the weapon renders it useless, and a foam-restraint grenade slows him down enough to restrain him properly. It takes four marines to hold him down long enough to apply the restraints to his legs and torso, holding him still enough to activate a localised stasis generator, freezing him in time.

With a sigh of relief, the lead marine keys the comm-unit in his helmet. “Boarding team here. Bridge captured. Clear to start phase two.”

A few moments later, the team stationed in the third teleporter room is shifted onto the bridge. Greater in numbers, but less well armoured, they set about their pre-assigned tasks. Some headed to reinforce the doors against hostile entry, while others moved to the bridge’s computer systems.

Several minutes pass before the next communication. “Bridge secured. We have partial control over the ship.”

Boarding action successful. Although there are still a large number of people on board the ship, they now likely lack effective leadership. Any attempts to attack the bridge by the onboard crew will be noticed some time in advance, and if necessary the bridge can be evacuated long before they get through the defences.

In addition, you have recovered:
150 Bridge Crew
212 Modified Crew
2 Mutilated Enhanced Human Corpses
1 Semi-Intact Enhanced Human
3 Sets of Partially-Intact Armour
2 Kinetic Weapons
A Significant Number of Misc. Devices


Your shuttles glide over the ocean, carrying a full division of light combat robots to their target. They drift, slightly, moving in patterns that make it harder to target them, just in case someone has a working AA weapon on the wreck. It's not impossible, though the AI deems it unlikely.

With commendable precision, the shuttles come to a stop over the designated landing zones, quickly unloading their automaton cargo onto the safest areas of the hull. Each hits the ground with a metallic thud as their feet make contact with the hull.

The shuttles pull back, hovering on their antigrav thrusters, as they wait either for mission completion, or an emergency evacuation, should the unthinkable happen.
The robots move in eerie harmony over the hull, one mind directing ten thousand bodies. One covers another while they advance, carefully picking their way across the damaged hull.

As they reach the airlock doors, they bring cutting charges to bear, slicing through the weakest parts of the doors, and dragging them open. As one, they start to push into the wreck, their sophisticated guidance systems not caring about the light levels, or the fact that the ship was at a ninety-degree angle to normal.

The first contact with the remnants of the crew – apart from corpses – was three sections in. One of the survivors is there, armed with a large, bulky laser-weapon. The robots bark out demands for surrender in several languages, the most recent addition the Imperial tongue.

Unfortunately for the crewman, he panics on seeing the robots, and discharges his weapon. It hits one robot’s torso, inflicting moderate damage on it, while the others raise their laser-rods and project a barrage of laser fire at the unfortunate survivor. His own torso nearly vaporised under the force of the blasts, his corpse slumps to the ground.

It is a scene repeated across the ship – lone survivors, or those in small groups, largely refusing to surrender. A few do, laying down their weapons in response to the surrender demands, but the vast majority do not. Those injured beyond fighting, or who are unconscious are easily captured, and once ensured that they had no immediately fatal injuries, then they are transferred back out to the shuttles.

Within two hours, the wreck is clear of all detectable survivors, and secure. Three hundred of the survivors are dead, twenty captured and eighty injured. You suffered no losses, though seventeen robots are damaged to varying degrees.

The robots pack back up into compact travel-form, and load back up onto the heavy-lift shuttles, ready to be transferred over to the other crash site, and what is likely to be a far more dangerous situation.


The shuttles speed over the ocean, and part of the other continent, each easily exceeding the sound barrier by almost an order of magnitude. As they enter the potential threat zone, they lower speed and drop altitude until they can approach relatively safely.

They drop down to the ground several miles away from the Eldar camp – the robots can cover the distance fairly quickly, should it prove necessary, and there are not many places to drop ten thousand robots that close to them, not without sacrificing support-fire.

The Eldar seem to have fortified the area, and are waiting. Some time ago, the Skyedge fired upon the wreck, but otherwise they have made no moves against the wreck – which, judging by the lack of people on the outside, seems to be at least partly sealed by the crash.

A few minutes after your forces arrival, there is a large explosion in the side of the hull of the enemy ship; one of what appears to be the main cargo doors has been blown outwards, the large metal slab dropping in pieces into the shallow sea below it. Observation shows the room behind it as empty, though this is likely to change very quickly, assuming it was not an accident of some time.

How do you wish to proceed?

Stage 1
LORDs deploy at the periphery and move towards the egress point while under the protection of Eldar firing positions. Demands for surrender are blasted again, along with a surrender procedure for up to a minute, during which the vermin raiders may make some sign of their surrender. If they fail to do this, the Skyedge will fire upon the egress point and melt it.

If they make a strike during this time, the LORDs will seek cover and return fire, while Eldar firing positions target heavier enemy assets, leaving an infantry push to the LORDs. Any attack will mean an immediate order for the Skyedge to fire upon the egress point, as well as additional orbital firesupport where it would not pose a risk of friendly fire.
The robots advance from their positions, running at a rapid pace across the flattened landscape, fallen trees and burnt vegetation proving only a minor obstacle to their pathfinding algorithms and relatively free field of motion. Covered by Eldar heavy weapons, they do not need to cover each other, and can advance much faster than usual

As the swarm of robots advance over the few miles to the target, the enemy starts to act. Movement is visible in the cargo bay – humans milling about in relatively large numbers, combined with several light vehicles visible further in. They seem relatively disorganised, for a military force, and do not appear to have a viable plan to cover the hundred-metre gap between the cargo bay and the sea below it. The few that attempted to jump, or were knocked over the edge do not count.

The demands for the enemy’s surrender blare over the sound of the sea breaking on the ship, but either they do not understand, or do not care. There are no signs of surrender.

And commensurate with that, they are destroyed. A minimum of a thousand enemies are atomised under the lasers of the Skyedge, and half of the cargo-bay turns to a fiery hell of molten metal. They will not be able to use that exit for some time, if they decide to do so at all.

Stage 2
Assuming they do not surrender and the egress point has been melted, form up the LORDs and certain Eldar heavy weapons for swift penetration of the ship to the reactor and the bridge.

Eldar weapons will carve a chunk through the ship directly to both targets, indiscriminately killing everything in their path, whereupon LORDs will surge into the ship to secure both these critical sections. Openings into the rest of the ship created by the penetration will be either guarded by LORDs or melted to prevent enemy movements. The objective is securing both critical locations. Assume 1000 LORDs for each location as the vanguard and remaining LORDs held in reserve for counter attack or to reinforce contested areas of the ship.
With total dominance of the battlespace outside the ship, enforced by orbital support, you are able to control the pace of the engagement. The enemy cannot exit the ship without you knowing about it (as far as you can see, at any rate) while you can enter at any point, given enough time.

The Eldar leave their defensive positions, using their constructs and tanks as impromptu transports to cut the time it would take them to get there in half. They arrive shortly after the robots do, manoeuvring into a semi-circular formation almost half a mile away from the enemy ship.
Their weapons power on in sequence, advanced lasers, sophisticated plasma cannons and other, more exotic devices, each arming with various ominous noises, forming a chorus of impending destruction.

As one, they fire, their weapons converging on a single spot in the side of the enemy vessel, a region weakened by the crash, and comparatively easy to punch through, given enough effort.

The combined blast hits the hull, forming a massive explosion. It bores through the outermost hull plate, the weapons cycling on and off as fast as possible. Slowly, the hole bores deeper, melting its way through the outer hull and into the inner section, slicing a ten-metre wide section out of the hull and opening one of the service passages. A heavy cloud of vaporised metals sits in the air, hot and unpleasant, and a large pile of semi-molten slag occupies the base of the breach.

It is not an unexpected outcome, however – the metal could not simply vanish, and it would be difficult to avoid contact with it in this amount. Luckily, there are quite a large number of antigravitic vehicles present, able to traverse the rift without harm.

Two hundred of the constructs are devoted to ferrying the rest of your forces across, while the remainder of them move into the ship, firstly reconnoitring the immediate vicinity before moving into position to batter down the intervening walls between themselves and their destination.

These walls, thinner by far than the exterior hull, are easy prey for the heaviest of weapons on the backs of the constructs. The first wall falls after ten seconds, the second after another five, the bore headed along a line straight towards both the bridge and engineering.

As they clear the first wall, and move into the room beyond, more than five hundred offensive robots arrive on the backs of the ferry-constructs, disembarking quickly, before the constructs return for the next batch.

The robots spread out, searching the corridor for any potential dangers, while a number of them move up after the constructs, securing the rooms behind them. Doors are barred shut with temporary blocks to prevent the enemy from attacking, allowing you to attack from any angle while restricting theirs.

While the first room was uninhabited, the second was not – though its small size meant that whoever was unlucky enough to be on the far side of the wall did not live long enough to be a threat. The constructs momentarily flicker their senses over the corpses, before continuing their push through the ship.

At first, you face no real resistance. The rooms that your forces pass through are largely empty, or contain only a few easily dispatched enemies. But as you close on the bridge, resistance starts to increase. One wall is blown down to reveal a hundred enemies on the other side, and although they are taken at least partly by surprise, they carry enough weapons to compensate for their admittedly poor aim. One construct is damaged, and has to be withdrawn to heal.

Three compartments after that, there is a dedicated ambush, carrying heavier weapons. They fire the moment the wall goes down, using primitive missiles to destroy one of the constructs – the others quickly gun the ambushers down, and the dead construct is returned back outside the ship, as revival may be possible with effort.

The next compartment is laced with explosives – though seen ahead of time by the constructs sensors, and, usefully, managing to destroy the entire section, including the next several walls.

By this point, the bridge is near, and the ferry-constructs have moved forwards, their immediate task now complete. One group splits off to head to the reactor chamber, already half-way there by reaching the bridge, while the other group readies for an assault on the bridge itself. Through-deck scans suggest a heavily manned defensive position there, in such a way as would be difficult to attack.

Three constructs blow a hole in the wall, and move into the bridge section, their weapons already firing at the enemies. Light combat robots run in behind them, hundreds of them surging onto the bridge, their lasers firing rapidly.

The enemy is ready for them, however. Weapons fire comes from their defences, heavier than any you’ve face by far. Shells of the same type faced on the cruiser, as well as heavier variants, laser pulses and even a plasma shot fly out into the horde of robots. One construct goes down, but the others continue to fire. Some robots are spared heavy damage at first, as the enemy fire is uncoordinated, but soon it focuses onto them, as the enemy realises they are somewhat tougher than a normal human. The first rank falls, but there are hundreds behind them, forcing their way in with a solid barrage of laser-light.

The enemy start to drop, their numbers thinned by a constant field of fire from your breach, but even as you cut one of them down, another takes their place. After two hundred of your robots are destroyed, and one of the constructs, it becomes clear that this is not tactically viable as an option. Additional forces are diverted from holding the breach against non-existent attacks and are instead pushed forwards, while your bridgehead pulls back in a fighting retreat.

Your forces pull back through the breach, and the next compartment, forming a defensive perimeter against enemy assault, and preparing a large number of grenadier-robots for the assault.

Less than two minutes after the retreat, the machines push forwards once more, utterly fearless in their march into the killzone.

They force their way through, taking what little cover there is available, and hurling dozens of plasma-grenades at the enemy forces behind the barricades. They drop on top of the enemy with mechanical precision, and hundreds of the defending forces go up in smoke, instantly. The remainder either retreat, or respond to the demands to surrender. More than fifty are either captured willingly, or are too injured to resist.

The rest try to retreat back through another door, only to find it locked. Having abandoned their defensive positions, they are easy prey for your weapons. None survive.

What is in the next room, however, is a mystery. Your sensors cannot readily penetrate the walls, even the powerful shipboard ones, something that is disturbingly new. As your forces concentrate fire on the door, some placing charges to blow through, you note an increase in warp-radiation from the room, leaking out even through the shielding.

A section of the door blows inwards, just large enough to fit the robots four abreast through. On the far side, you behold a curious sight. A giant eight-pointed circle lays on the floor, flickering with strange warp-energies. Dozens of people are in the circle, and hundreds more stand outside, on the far side of the room. On the edge stand three of the same armoured figures that you fought on the cruiser, though the central one has more ornamentation, and is chanting in some unknown – and possibly unknowable, given your computers response, dialect.

Your robots move through as fast as they can, dozens of them raising their weapons to fire, but something altogether unexpected happens instead.

With a final strangling gasp, the people within the circle expire, and a number of rifts in space-time force their way open. Somewhat like a warp-drive, or a teleporter, these are open for longer, and…things…seem to be coming through. Strange, insectoid creatures and some things that look – vaguely – female, though severely warped. They number over thirty strong, and are quicker than any human.

Your forces open fire on these creatures, and fell some, but your weapons have less effect on them than they would on a normal creature. They fall on your robots in melee combat, considered something of an anachronism by most human military doctrine, but, like the Eldar, these things seem to have made it work.

They tear apart the front line of robots while trilling unknown words, at least ten falling to each before they too are felled in turn, their unnatural resilience only partly effective against concentrated fire.

They die, but manage to take down almost four hundred robots with them – although the situation was less than ideal for your troops, they still seemed badly outmatched. And despite having managed to dispatch these ones, the circle has been filled with more sacrifices, and the warp-energy is close to peaking again.

It is at this point, however, when the leader of the ritual stumbles, pausing in his words. The sacrifices die, and the portals still disgorge their reinforcements, but something seems different about their behaviour.

After a moment, what it is becomes clear – they split up, attacking everyone and everything that moves in the room indiscriminately. The remaining sacrifices find themselves being spitted on claws, or torn to shreds by the rampaging monsters, while the armoured figures have to open fire on those that attack them while their leader is indisposed. Only ten attack your troops now, a much more manageable number, and they are soon dispatched, with only twenty losses.

The Eldar constructs focus their fire onto the armoured soldiers, who have almost finished off their attackers. Their distraction, however, forms a fatal weakness, and they rapidly find themselves punctured by high-energy laser fire.

They fall dead, all three, and the glow dims around the ring. Your troops fire on the last remaining enemies, who are still revelling in their butchery, dispersing the strange creatures. The few remaining humans still alive surrender, now, a mere seventeen from the hundreds that were there before.


While the bridge was almost a debacle, the engineering section proved much easier to take. A judicious flanking manoeuvre by the artificial forces sprung an ambush upon would-be ambushers, and their forces in this section remain less well organised and armed. Less than fifteen minutes after the bridge had fallen, the spearhead had reached the engine room – and not a moment too soon, as strangely altered cyborgs were crawling all over the reactor, planting heavy charges across its surface.

Precision fire from your troops soon killed them, and the constructs floated up and removed the charges, preventing even accidental detonation and partial rupture. Another five minutes, and all the remaining individuals in the section were either dead, or captured.
Stage 3
With both key locations captured, the final surrender demands will be sent. At this point, starting from one end of the ship and moving to the other at a methodical pace, the ship will be melted room by room and cleared of hostiles. Larger sections that present enemy strongpoints will, if possible, be hit by orbital fire and melted.
With so many of the enemy dead, either from the impact or from weapons fire, their will to fight was broken. Most ran and hid, and resistance was sporadic. In the face of the machines hunting them down, many still fought, ineffectually, to the death, apparently fearing capture more than termination.

Others surrendered, however, and in three days, all of the enemies on board were either dead or captured, and most of the ship was wrecked, burnt from the inside out from the sheer amount of weapons used inside it.

The battle, as far as could be told, was won.

[Your Losses]
[2 Eldar Constructs]
[1500 LORD robots]
[Enemy Losses]
[7500 Cultists Dead, 1200 Captured]
[2 Legionnaires dead, 1 Sorcerer dead]


Despite your taking the cruiser’s bridge, almost sixty thousand people remain on the drifting ship, and given the trouble that even the few on the ground gave you, it seems prudent to deal with them sooner, rather than later.

Demands for surrender are broadcast on a regular basis, combined with informative notifications about the fate of their comrades. Whether it weakens their resolve or not is hard to tell, but there are, at least for the moment, no surrenders. On the contrary, the enemy has been quite busy, sensors informing you of their movements around the ship.

So far, there seem to have been three abortive attempts to restore main power by threading cables through the rest of the ship, but they have not yet come close to even half-succeeding, and should they do so, severing it will be the work of moments. It is probably better, therefore, to allow them to waste their efforts thusly rather than concentrate them on a plan with a better chance of success.

Several days pass as the bridge is fortified, the hundred-metre-long compartment proving quite easy to fortify against outside infantry assault – presumably designed that way. Heavy weapons are emplaced atop deployable barricades, and shield generators are dropped into place, along with a minefield in front of the doors. Even a dedicated assault would find breaking it difficult.

On the third day, your LORD unit arrives on the Skyedge, the frigate a useful transport due to its size and speed. With the assistance of shuttles from the Janus, they are quickly offloaded and prepared to assault the unsecured compartments of the vessel.

Replicating your previous assault, you teleport in knockout gas into the compartment – while you don’t have enough to saturate the titanic reactor chamber, you have enough to at least inconvenience some of the people there, and clear a safe teleport site.

Much larger than the chamber of the frigate – indeed, it could hold much of the vessel within the reactor chamber alone – it contains enough subcompartments to enable safe entry. A marine detachment teleports in, repeating your earlier success with securing the room, subduing the few that remained conscious after the gas, while fortifying the approaches as best as they could in such a short time, waiting for reinforcements.

The half-dozen teleporters aboard the Janus cycle every few minutes, depositing hundreds of robots into the captured sections as you prepare for the assault. Less than fifteen minutes later, almost three thousand have been inserted into the dropzone, filling the section nearly to capacity.

They stack up on the doors, and in the hopes of retaining surprise, attack. The doors, previously blocked by sophisticated stasis-locks, are opened rapidly and robotic fireteams surge through, their weapons raised. Hundreds of enemies are gunned down in surprise, not expecting a massive wall of metal to meet them, while others throw down their weapons and surrender. The first lines pass them by, while others secure them for later processing.

In five minutes, you have control of reactor control. Another ten minutes later, and you have secured the primary accessway to engineering, and locked it down. Thirty minutes after that you have half of the reactor bulb under control, though your forces have taken twenty percent casualties doing so. And an hour after that, you have at least nominal control over engineering – additional robots being teleported in nearly constantly as they try to secure the kilometre-wide section of the ship.

It takes several more hours before your control is solid enough to begin proper fortifications, although they are naturally lighter than those on the bridge. While it is far too difficult to render a hundred separate ways into the section impassable, it is possible to delay an attack for long enough for mobile forces to show up, and after a few probing attacks are thwarted in this manner, the enemy ceases to try – at least for the moment.

With engineering seized, you now control the vast majority of the sections of the ship that could be in any way dangerous to the ship itself, or anything nearby. Without access to the warp drive or the reactor, it no longer poses a threat. However, a little over forty-five thousand people still populate the wreck (not counting prisoners), and this is still a problem, as you can’t really afford to occupy it forever at your current military level.

Although prisoners will be a problem, it is somewhat less so of one than trying to occupy the ship forever, or chasing down the occupants through hundreds of miles of corridors. So once again you broadcast demands for surrender. This time, it seems that you get somewhat more of a response – a few hundred people slowly trickle in, either singularly or in small groups.

It doesn’t take long for the enemy to try and take advantage of this, however. Less than an hour after your newest surrender demands, you get the first attempt at sabotage. A small group of surrendering personnel - not the most healthy looking bunch – tripped a set of hidden sensors laid in the main corridor. Chemical detectors showed a small leak of a relatively primitive explosive compound. Advanced imaging sensors showed a number of bottles of the unstable compound secreted on – or in, in several cases – their personage. A sufficient amount to blow open a fair chunk of that section of engineering, and allow any follow-up raids to quickly push through the fortifications.

They were subdued non-lethally by concealed sonic weapons before they could reach the barricade, and the explosive compounds teleported into space. The people were placed in a small section, under guard, before being interrogated as to the immediate purpose of the attack.

You learn little, but it’s enough to determine the source of resistance – and destroy it. Another hole is blasted through the ship, ending five thousand lives in an instant. With them die the most dangerous individuals apparently left on the ship, and much of the coordinated firepower.

At this point, the enemy seemed to realise that they had only three options. Fight, surrender or die. And the first was apparently the choice that many made. Wave after wave of them crashed onto the defences, to be mown down by laser fire and misted by high-energy plasma. The corridors soon became so full of blood and ichor that the rest could make little headway, having to devote time to removing the corpses manually from their advance, or risk being slowed to a literal crawl.

Thousands die to the guns, seemingly almost trying to run them dry from the number of targets they had to hit. And after a while, they started to slowly push forwards. But it was not enough – there were not enough of them, and what weapons they had were mismatched and of poor quality. In the end, as the last threw themselves at your barricades, they had accomplished little.

What remained of their forces surrendered at that time, for the most part. A few groups passed into the deeper ducts of the ship, though they soon found that their forces could be tracked even through the deepest sections of the ship. The last to be hunted down took a week from your first assault, and seemed quite surprised when they popped out of the ductwork into the las-rods of a hundred robots.

After a solid week of fighting, the cruiser was – to the best of your knowledge – secured, and no further enemies could be found on it. At least those that were not in captivity.

[45,000 Enemies Killed]
[15,000 Enemies Captured]
[3,000 LORD Units Destroyed (now at 5,500 / 10,000)]
[Cruiser Cleared]

[With this, the event is effectively cleared, barring the final phase of deciding what to do with everything, and the roughly 17,000 prisoners you ended up taking]
 GM, 8 posts
Mon 3 Aug 2015
at 16:46
Re: Archive
40720 Update

The Utility Robots smoothly power up and exit their maintenance facilities, moving out to execute the largest build order yet seen on the colony. So great, in fact, that they could not accomplish this alone, and the order went out to the factories to forge an entire new division to assist. It took more than a week for the new robots to exit the factories, from massive dozerbots to the man-sized labourbots, each immediately proceeded to assist in setting up the new constructions.

The first to be raised was a new habitation complex, a massive Eternasteel edifice raised a quarter-kilometre into the sky. And not a moment too soon, as the first children born on the colony have now reached adulthood, and in many cases finished education. Often, the flats were occupied almost as fast as they were built, until they finally overtook the population, leaving it partly empty.

As the hab complex rises, the parts for other buildings move out from the factories. The mine and factories are the easiest, with the production dies already present and ready. The outer-system mines are a little harder, as although they require similar components, they need to operate in radically different environmental conditions. Still, these are manufactured on time and dispatched using the spare time on the freighters you possess.

The last structure constructed is the hardest, the shipyard. Each rib is assembled as a whole structure before being lofted into orbit by tugs, and attached to the growing array. Several months pass before all of the components are installed, and the shipyard is powered up. Equipped with a small crew of highly-trained personnel, the yard can now produce one frigate a year, two corvettes or ten fighter wings.

The massive education complex has risen near the colony core, as high as the habitation complexes but almost twice as large. Equipped with robust and reliable technology, it will ensure the future knowledgebase of your population, preventing you from having to rely on the STC for all useful information.

The embassy-station was the first object to be created by the shipyard, as it was deemed both easier than doing so groundside and lifting it, and a useful test of its capabilities. Fifty metres long and equipped with somewhat more than was on the official blueprints, the station should be able to defend itself against even reasonably focused sensor sweeps and infantry assault – at least long enough to destroy critical systems. Additionally, it is equipped with a long-range covert FTL transmitter.

Your – so far – single light robot division is restored to its full strength, new units marching out from the factories to join their brethren in the storage bays. With them, however, comes new units – a medium robot division, each as large and well-armoured as a soldier in power armour, and carry a range of heavy weapons, from laser and plasma cannons to missile launchers and conversion-beams. Rolling with them are the tracked forces of a new heavy division, from light tanks the size of ancient main battle tanks to larger mobile battleplatforms designed to engage enemy Titans, alongside complex artillery and anti-aircraft vehicles, these are capable of prosecuting almost any engagement with whatever enemy you so wish.

Education is something that has been left alone for too long; although you have some degree of facilities within the hab complexes, these were mainly suited for general education of a comparatively small number of children. Needless to say, the lack of any and all extrasolar universities means you need to provide your own, rather than send promising candidates off-world.

With the large education complex set up and staffed, it is only a matter of organisation to get the best out of the system. Lower-end education is simple enough, and much of the syllabus is included in the colonisation package as standard, but higher education is a little harder. Collaborations between the newly-instated professors allow them to construct a proper array of courses for the university, while maintaining the option of open new ones as and if they are required.

The first batch of students are now running through the system, and at least some will progress to post-graduate education, where they may provide some meaningful input on future research topics.

[+5 Research / Turn]

Health, on the other hand, does not work. The AI that was set to organise the department starts off well, but soon goes quietly mad. It starts ordering unnecessary procedures on the civilian populace, gradually seeing disease and illness everywhere. Whatever has happened to it seems to be just the result of a minor programming flaw, of the kind that still crops up very occasionally. It cannot be rectified without disassembling the AI, so it instead is placed into protective long-term storage, where it will either sort out its own problems or stay until it – eventually – expires.

Given this debacle, the department has to be checked from top to bottom by humans and other AIs to ensure it is functional again. This event has also caused some resentment among the general population, as the people do not particularly like being subject to unnecessary procedures.

[-5 Morale]

A thousand industrial credits have been allocated to the formation of a proper banking system, which will hopefully serve as the basis of a proper economic system. It took a while for all of the immediate problems to be solved, mostly around the specific conditions of lending and codes of conduct, but these were sorted out in time and the bank began lending out to those members of the general population that were deemed to have a good chance of returning a profit.

One of the first industries to be set up was a consumer goods industry. Although your factories produce some of the luxury goods that the populace demands, much of their production runtime is spent on the production of military or government-mandated goods, and as such have less time to spend on other things.

Several small factories were set up to produce these goods, generally including personal electronics and higher-end clothing than was previously available.

These businesses are not expanding at an incredibly rapid rate due to the general sluggishness of your economy – money is relatively tight at this time in the general population, preventing mass-purchases of items. As time passes (or with additional intervention) this should change.

[Current Private Business Value: 2000 IC Per Turn (400 / Year)]

With the embassy station complete, it is transported to its destination by one of the transports, its cavernous hold easily allowing it to move the station. It is dropped off in a very high orbit around the planet, making sure it is some distance from all the other stations and ship flightpaths. Now that it is operational, it should be easier to trade and negotiate with them.

It is quite difficult to hold thousands of prisoners in a physical prison when said prison needs to be constructed in days, at best. And it is especially hard when said prisoners are a major proportion of the size of your own population. As such, you hit upon an idea. Deploying an inflatable structure on the surface of one of the moons, you scatter stasis-generators throughout it, and transport the prisoners in there en-masse. With a flick of the switch, each section is frozen in time, imprisoned in a continuum a billion times slower than your own.

Picking at random from the group, you disable the local stasis device momentarily, and teleport one at a time onto the Due Diligence, in orbit above the facility. Each is subject to interrogation while being monitored for the veracity of their responses. Unfortunately, they’re fairly useless, for the most part, unless you really want to know the details of exactly what they got up to on those ships.

Curiously enough, however, a number of them claim to have been kidnapped by the leaders of this ‘cult’, either from planets or other ships, and were effectively pressed into service under their banner. They request to be released, although not returned to the Imperium, who they claim would kill them without reason.

[X] FTL Comms

Work has started on improving your FTL communications systems. It has not yet been completed.

Current Resources: We Currently Possess 17,890 IC. Projected Five-Year Income is 94,000 IC, less 35,210 IC for Building and Starship Upkeep. [+58,790 per Five Years]

Navy: Your frigates and fighters are all fully operational, and have a combat score of 177. With the addition of the Due Diligence, this value increases dramatically. It brings the combat score to 477. The cruiser is in need of repair, however much of the technology is simply beyond you at this point – and beyond your capability to manufacture.

Evaluations of known enemy designs suggests that you can now hold off a full battlefleet with only minimal damage.

There are several ships in-system that have been salvaged, and can be repaired and pressed into service in the navy, should you so wish.

Army: The ground forces have expanded considerably – no longer a single light division backed by a well-trained human force, but instead a full combined-arms deployment of three divisions – one light, one medium and one heavy. Assuming enemy weapons are broadly similar to those possessed by the raiders that attacked you, the enemy stands little chance on a one-to-one basis of inflicting more than superficial losses.

Industry: We possess six Mines and six Factories on-planet, and two Mines off-planet, producing 94,000 IC per five years. Expansion is no longer possible on-planet, but is still possible in either orbital, lunar or asteroidal complexes. We possess two Utility Robot Divisions at this time, and can assemble two major complexes per year.

Ecology: We possess three Farms. Currently this is sufficient to feed 270,000 people; the emergency surplus is currently making up the shortfall. No Ecological damage has been reported, however the number of on-planet factories and mines is now at a maximum. [6/6 – 6/6].

Your current useful population is 200,000, as although a number of the first generation of children are now young adults, they remain in education within the newly-established complex. As you have no pressing need for people at this time, this has not been challenged in any way.
After the earlier population boom, the growth rate has dropped somewhat. With so many families preoccupied with raising their children already, they have stopped having them at such a rate. As modern medical technology allows for people to have children well into their third century, this is not a particular issue. Your population has grown from 280,000 to 295,000.

having grown by an additional 30,000 since the last proper census. Most families on the planet have at least one child, now, with some having several.

Morale: Current morale is great [80/100]. Although the colony has been attacked, the relatively swift end to the enemy has been met with relief. With poor vessels and generally inadequate ground equipment, the civilians no longer feel as threatened as they did before. While the enemy still poses a threat of some sort, it is less of a severe one than was initially feared.

The Healthcare debacle has dented the mood a little, but the damage was easily fixed, and the general population has not taken it as a sign of poor governance.

Diplomatic: It seems that the Imperium was not entirely truthful with you about the scale of the threat that you face. The ‘raiders’ are, if not particularly organised, then at least much more numerous than their data would suggest.
Relations with the Forge-World Ataraxia are good [70/100] at this time, your initial trades and the return of the schematics causing their already positive inclinations towards you to expand to outright good relations.

Relations with the Eldar are Fair [60/100] at this time. Trade has not been as fruitful this turn, the Eldar having been preoccupied with their own internal troubles. Only the hardiest seems willing to make the trip to the market, and this is causing a chill in the general relationship.

Survey: The Janus is fully crewed and operational. Current surveys are complete within a twenty light-year radius. Points of interest are: Typhon (Imperial held), Ataraxia, and the ‘Eye of Terror’.
 GM, 9 posts
Mon 3 Aug 2015
at 16:50
Re: Archive
Report: 1st January, 40725

1 Farm (- 4 500 IC)

With the increasing population it has again proven necessary to construct another farm to feed them, the only alternatives being either a massive reduction in diet or voluntary stasis, neither of which are exactly appealing alternatives. With this new farm, you again hold a surplus for the immediate future.

1 Gellar Field (-20 000 IC since I don't believe that this benefits from the 10% deduction)

The flood of warp-radiation has been a matter of some concern to both your administration and the population at large. The proposed solution is an unorthodox one, as the field generators are almost never seen outside of the ships that usually house them, but it is a valid answer to the problem.

A series of frigate-grade generators are scattered around the colony, their overlapping reality-enforcing fields creating a protective umbrella over the colony and its outlying industrial sectors.

1 Mine on the outer Moon with mineral 8 (- 9 000 IC)

With the easiest mineral deposits tapped on the planetary surface, and any more risking causing damage to the more delicate parts of the planetary ecosystem, the obvious solution is to simply move the operation off-world.

While it takes a little longer to start, its productivity is the same as any other mine.

3 Factories on the Moon (- 54 000 IC)

In a similar manner to the mine, and for similar reasons, you deploy three new factories onto the moon, each one sealed against the vacuum. It is quite easy to dispose of the waste there, although should you build too many more you risk generating a slightly corrosive atmosphere, which will be damaging to the buildings over the long term.

1 Research Facility (- 45 000)

The construction of a full-scale research facility marks a new era in research and development on Marienne III. Whereas previously all scientific research was performed in makeshift, often somewhat dangerous conditions, it is now possible to conduct it in a fully-functional lab environment the equal of any core-world laboratory.

With multiple large pieces of experimental equipment – including a gravitic accelerator, a biosynthesiser and a variable-time lab. In addition to this, there are a number of configurable multipurpose labs, making it possible to perform any research required quickly and safely.

[Research Critical Failure Penalty Removed; Second Research Slot Unlocked, +5 to Research]

1 Military base (- 1000 IC)

The primary groundside base has been constructed, a reasonably-sized facility capable of housing up to a division of humans, and a similar number of robots. In addition to its barrack facilities, it also possesses storage and command-control capabilities for both ground and air coordination for planetary defence.

While the majority of the base is on the surface, there is a significant subterranean component, placed there to resist light orbital bombardment.

[X] Improve Economy 14

The fledgling private economy has slowly matured over the past few years, the investment of resources, time and effort into the system has improved both the depth and breadth of the economy. Where before there were only a few companies around, and the majority of these were small and quite fragile, they have gradually expanded and diversified to the point where it can no longer be blown over by the economic equivalent of a slight breeze.

Manufacturing capacity has roughly doubled, and there is a burgeoning service sector now developing, where people bored by the general monotony of the prefabricated structures can now fulfil other needs. These generally include such things as shops, restaurants and entertainment facilities. Their effect on morale is, at this time, unknown.

[Current Private Business Value: 4000 IC Per Turn (800 / Year)]

[X] Get Healthcare off the ground.4

The public has been slow to trust the healthcare system after the previous debacle. Luckily the general-purpose automedical systems in each hab-block are coping reasonably well with day-to-day complaints, and there are few enough actual diseases around that treatment is swift and decisive.

Should you be infected with one of the few diseases you are unable to easily cure, or a bioweapon of some form, you will currently have some difficulty in treating it. Hopefully in such a situation, people will overcome their distrust enough to contain and treat the outbreak.

[X] Get into diplomatic contact with Typhon. 12

An initial diplomatic probe to Typhon has had a mixed response. After the initial demands to subjugate yourself to the Imperium were met with a combination of disbelief and dismissal, and in one case a hasty teleport-retreat, the general tone of their demands shifted to requests, though their tone suggests they aren’t that used to making them. There are a considerable number of ships within the system but they do not seem to wish to use them to attempt to seize your vessels.

Your diplomats have been approached by a member of the Mechanicus there, who had themselves been contacted by Ataraxia. Apparently they have some significant leverage, and are currently employing it to prevent any hasty actions by the other local authorities.

[X] Deal with the slaves. 20

The ex-slaves are a difficult bunch to sort through, with only what information you can gather from them, as well as a good spot of random guesswork to try and filter the ones that seem sane from the ones that are. You can probe their minds – whether by psychic or more technological means, but this is a slow process, especially with so many to sift through, and it’s often better to simply evaluate them in a more conventional environment.

Either you are absurdly lucky, or the pool of rational candidates is larger than previously thought, as you find yourselves returning comparatively few of those picked for testing; the fifty available slots fill quickly with what seem to be reasonable individuals. In addition to this you have achieved positive identification on the majority of what could be called a command structure amongst the prisoners – although their continual stasis prevents them from actually organising or doing anything.

Finally, and perhaps the most importantly, you have discovered a person of some import – or at least they claim to be such, at any rate, as you have no means of immediate verification. This individual, a Tristan Everston, claims to be a ‘Rogue Trader’, a merchant of some import captured several months ago. He insists on being allowed to travel back to his home port, where he apparently retains the greater part of his assets. The system is marked on your charts as Isis Aurum, a moderately-sized colony a thousand light-years corewards, although he insists it’s called Aureus.

[X] Keep working at improving Eldar relations. 6

Liaising with the Eldar is difficult enough at the best of times - their own racial superiority complex combined with the difficulty of assessing the correct posture to use in approaching them making it difficult to judge whether you will have a positive effect ahead of times or not.

With the recent upheavals in their society - and what little information you are privy to suggests they are quite widespread - your previous information has rapidly become obsolete. Some of the Eldar you were in contact with are no longer in the same positions, while others are waiting to see what happens before taking any moves they might classify as ‘risky’.

Until the whole situation stabilises, or there is a direct order to reopen relations, then it is unlikely that your relations will improve.

[Eldar Relations: On Hold]

Current Resources: We Currently Possess  92,390 IC. Projected Five-Year Income is 153,000 IC, less 48,210 IC for Building and Starship Upkeep. [+104,790 per Five Years]

Navy: Your frigates and fighters are all fully operational, and have a combat score of 177. With the addition of the Due Diligence, this value increases dramatically. It brings the combat score to 477. The cruiser is in need of repair, however much of the technology is simply beyond you at this point – and beyond your capability to manufacture.

Evaluations of known enemy designs suggests that you can now hold off a full battlefleet with only minimal damage.

There are several ships in-system that have been salvaged, and can be repaired and pressed into service in the navy, should you so wish.

Army: Your ground forces remain ready for action at short notice. Each of the three divisions are fully operational, one light, one medium and one heavy. You currently outperform all known potential enemies considerably on a one-to-one basis.

Industry: We possess six Mines and six Factories on-planet, as well as three Mines and three Factories off-planet. In total, these produce 149,000 IC per five-year period.

We possess two Utility Robot Divisions at this time, and can assemble two major complexes per year.

Ecology: We possess four Farms. Currently this is sufficient to feed 360,000 people. The surplus is being stored for future emergency use. No Ecological damage has been reported, however the number of on-planet factories and mines is now at a maximum. [6/6 – 6/6].

Your current useful population is 250,000, as the first generation has now matured and finished their education. They are slowly starting to pair off, although the situation in general is slowing population growth, which currently stands at ~1% a year.

The population in total has risen from 295,000 to 312,000.

Morale: Current morale is great [80/100]. This value is fluctuating to a degree that renders its usefulness as a metric minimal at this time. What knowledge exists in general circulation about events in the Eldar colony renders people nervous; the general superiority of Eldar military technology renders the effective coup a worrisome event - should it come to a confrontation, the public are uncertain about the chance of victory.

The good work of the Department for Public Information has prevented this from sliding into any kind of catastrophic morale loss, but even they are unable to actually allay the populace’s fears to to the degree required to improve it.

Diplomatic: Relations with Typhon have been opened, and are currently classified as fair [50/100]. Their position is not as strong as they would like, and other factions hold more power over the situation than they seem to care for, but they remain willing to talk.

Relations with the Forge-World Ataraxia are good [70/100] at this time, with no real change in their stance towards you.

Relations with the Eldar are suspended at this time. Without either a sea-change in Eldar politics or a direct order you have no real way of communicating with the majority of their government. Previously, they were Fair [60/100].

Survey: The Janus is fully crewed and operational. Current surveys are complete within a twenty light-year radius. Points of interest are: Typhon (Imperial held), Ataraxia, and the ‘Eye of Terror’.


June 17th, 40725

It is a quiet morning, the same as many others on the world. While the rest of the galaxy may be at war, it affects little on the world. In the --- years since their arrival, your people have slowly adapted to the realities of the situation they find themselves in. Those that had family have grieved, and slowly moved on. The others, the pioneers and those who had little have adapted to the reduced conditions they find themselves in, the human mind being as adaptable as always.

There remains, however, a lingering unthinking bias in their thoughts. Each and every one has been used to a life of near total safety – the vast fleets and armies of the Federation preventing all but the most aggressive races from even considering attacking a Federation world. While they may have been attacked, the rather prompt way in which this was dealt with did nothing to change this bias.

The events of this day may, however.

Orbital Command Satellite Tracking Log: June 17th, 40725. Log begins at 4:13 AM [LOCAL TIME]

4:13:27 Energy surge congruent with THREE [3] Webway Gate Transits observed. Locations obscured; partial tracking lock confirmed. Transit source/numbers unknown. Alert status now AMBER. Informing central command.

4:14:52 Energy surge congruent with THIRTY-TWO [32] Webway Gate Transits observed. Positive lock on source location achieved. FIVE [5] Ancillary sources detected planetwide. Unable to acquire active lock on sources.

4:18:12 Orbital Reconnaissance sweep completed. Targets obscured; movement characteristics suggest grav-vehicles roughly comparable with Eldar designs {Hypothesis: Eldar Vehicles}. Exact numbers unknown; estimated: 257 [size variable].

4:19:28 Destination locked for groups now designated ALPHA, BETA and EPSILON. GAMMA and DELTA unknown at this time. ALPHA/BETA/EPSILON en-route to primary colony structures. Alert status updating from AMBER to RED. Forwarding relevant data.
 GM, 10 posts
Mon 3 Aug 2015
at 16:51
Re: Archive


    Less than two minutes after the initial warning, your military forces were powering up. The light units the fastest, their reactors the smallest and least difficult to cold-start. As they began to stream out from their support bay, the others twitched to life, their power-up sequence completing. Minutes passed as the robots filed out, the soft, muted sound of their feet oddly incongruous with their weight and composition.
    Soon the heavy vehicles started to stir, their own reactors taking more time to start, but each producing more power than a hundred of their smaller brethren. The air shimmered as their shields snap-tested themselves, diagnostics making them flicker through a hundred different configurations of power and integrity before they returned to a standby state once more.
    Most of these heavy vehicles slowly rolled across the floor, forming an armoured column that gradually exited in pursuit of the other units, but some remained – a dozen heavy Sabre tanks, each with two Aegis-class medium tanks to provide support. These formed up on the floor, each fully powered, and awaiting their own form of transportation.

    With a muted crack, each vanished in turn, and in less than a second all had vanished, gone to meet their fate.


    They reappeared in formation, the skilled orbiting teleport operators dropping them within millimetres of their designated arrival coordinates. Their arrival displaced the local trees, the slight shockwave knocking some of the weaker ones over, and creating a large cloud of fast-moving loose leaves, debris and spooked animals that announced their position to anyone who was even vaguely looking for an enemy.

    Of course, this was the intent; to distract and delay the enemy, so that their brethren could move into a more advantageous position. A sacrifice of the vanguard to make victory more certain.

    In another army, such an act may provoke pangs of conscience, but when the soldiers involved are subsapient machines, then those are quieted.

    Mere seconds after their arrival, the enemy was in range. They could not see them directly, but did not need to – the Janus’ sensors guiding their shots with millimetric precision.

    They fired, the escort tanks disgorging streams of star-hot plasma spheres at the enemy, the blue-white globules spanning the miles between them and their target in seconds. The kinetic force alone would have been enough to damage the fragile skimmers, but the multimillion-degree plasma contained within each of the bolts are far more deadly than that.

    On impact, each containment field ruptured destructively, generating an expanding field with conditions akin to the heart of a star. Eldar baked alive in microseconds before disintegrating under the onrushing ionised wave, their unwisely-designed open-topped skimmers providing little protection from the fury of a star.

    Eighteen enemy skimmers died in a single second, as the tanks began their recharge cycles, cooling the plasma cannons and feeding in new fusable materials.

    It was at this point that the Sabre tanks completed their own weapons power-up cycle.

    Not as heavily armed as your Starblade heavy tanks, but instead carrying heavier defensive shields and redundant systems, they are meant to wade into battle and hold the line against even the toughest of foes. Their weapon systems are not unremarkable, however, and as they reach the zenith of their charging cycle, they prove it.

    Each tank fires a thin beam, dragging it across the forested landscape. Where the beam passed, the world exploded. Each tree, each rock and blade of grass they intersected detonated as the conversion beams swept past, unbinding the very atoms they intersected in a manifestation of the nuclear mastery you possess.

    To the cold intelligences of the tanks, the world seemed to slowly catch fire. But to the Eldar, it was as if the very world had turned against them. Fifteen more skimmers died to the beams, carved in two before detonating, even a minute fraction of their mass converting to energy enough to annihilate them and anything nearby. Had they travelled closer together, many more would have died; their loose formation meant that most would face only minor scorching from the subkiloton blasts.

    The enemy, already close, changed course to intercept, and were upon the tanks within seconds. Secondary armaments unpacked from the armour shells as they engaged the enemy, unleashing a small storm of laser fire against the open-topped skimmers, but this did little except to moderately suppress the enemy gunners, the slight difference in elevation making them difficult to engage properly with such light weapons.

    The enemy had less problems, however, their own seemingly impossible weapons striking back with terrible force – strange beams of unknown provenance combined with slightly more conventional disintegrators pouring into the shielding.

    Each tank’s shields collapsed slowly, under the fire of a hundred enemy skimmers, enemy fire gouging holes into their robust armour plating even as the tanks returned fire, their main guns recharged once more.

    The second salvo was much less effective, proximity offset by the sheer speed and manoeuvrability of the enemy, but still, another three met their end under barrage from the heavy guns.

    The first tank detonated in an actinic flash, an Aegis lost when a beam penetrated its primary reactor. Another followed shortly thereafter, the enemy slowly getting an idea of where to aim if they wanted to finish them off quickly, rather than only slowly burning away non-critical systems.

    Within thirty seconds, all of the escort tanks were destroyed, now scrap metal scattered across half the forest. But the leviathan Sabres still stood against the horde, their own armour being slowly worn down, but yet to be penetrated. Every few seconds they would lash out with their conversion beams, but the enemy had adapted their tactics – too swift to engage with only two vehicles, the rotation rate of the turret too slow to track a target moving hundreds of miles an hour while at point-blank range.

    Their crystalline minds conferred momentarily with each other, and then the division’s controlling intelligence. In several microseconds, a plan is concluded, and the tanks spend the next few seconds getting ready, their cores transferring back to the central AI for full processing, and their warhulls slowly powering down, as if damaged, while the reactors start a shielded feedback cycle, slowly building power.

    A pair of skimmers move to investigate – about as many as could be hoped for, given the suspicious circumstances – disgorging their passengers to crawl over the hull, poking and prodding, seemingly looking for a point of ingress.

    They do not get the chance to find out that there is none.

    With a single command, the core intelligence signals the looping reactors to release containment, and in nanoseconds, the tanks, everyone on them and the nearest skimmers are reduced to plasma.

    The Eldar are slow to restart their attack run, taking several minutes to search for anything else in the area, before moving back to their original course, though somewhat reduced in number.

    All in all, this action bought perhaps ten minutes – not a great amount of time, but enough to move many of your forces into an ambush position – if only barely.


    Although your distraction did not buy as much time as would have been liked – there was not enough time to get your main forces to engagement range – but at least there was enough to cut the enemy’s advance off, instead ensuring they will run into a far more formidable force.

    Finished with the immediate task of providing ground sensor support to the interdiction force, the Janus redirects its sensor arrays to scan the orbitals. The enemy’s unerring ability to determine your colony’s location with no apparent recon is a disturbing one, and suggests that they had something there before – whether recently arrived by some undetected means, or having been present all along.

    Almost immediately they began to detect something unusual, a strange, slightly off reading that couldn’t be easily explained. A few seconds passed as the rest of the sensors were trained on that particular spot in space, revealing that there definitely was a ship there, utilising some form of stealth technology to remain undetected. Although not visible per se, the ship had now been exposed, and was at a massive disadvantage. Moving slowly, its main defence lost and in a very bad position, it was a sitting duck.

    Blue beams flickered out from the Due Diligence, its artificial intelligence reacting faster than your organic crews, as it sliced its way into the engines of the enemy ship. Your own ships were only a little slower, a few seconds passing before their own weapons fired as well. In less than ten seconds, the enemy ship was thoroughly disabled – though not quite destroyed.

    Taking their time to sweep local space with their own sensors, as well as those of the Janus, each ship slowly moved into their own positions, ready to provide orbital support as necessary.

    On the ground, two divisions waited to attack, while the third garrisoned the colony, their relatively fragile forms bolstered by the presence of the militia. Each had their part to play in what was to come, whether it was destroying the enemy or safeguarding your civilian population.

    As the enemy approached, your fighters finally finish coming online, their systems powered to full after their usual hibernation, checked and ready for flight operations. Their antigrav drives power up as they move to interdict any skimmer that tries to fly higher than a few metres.

    With the skies now watched by fighter cover, and the enemy almost in position, the trap is ready. All that is left now is for them to spring it.

    The enemy skimmers scream in, their formation collapsing into a tighter one as they round the mountains, the natural obstacle meaning they naturally would bunch up, not only making targeting easier but limiting their manoeuvring options.

    “Thirty seconds to contact.” Said the cool mechanical voice of the AI running the heavy division, informing all involved of the situation. “Contact in fifteen seconds.”

    Each of the tanks brought their weapons to full charge, while the medium robots readied their own heavy weapons, ready to engage the enemy vehicles – but more importantly any infantry they dropped.

    “Five…” came the voice of the emotionless AI. Each tank adjusted its aim for maximum effectiveness as the enemy moved into range, enemy proximity and the sheer number of sensors cutting their stealth’s effectiveness to a minimum.

    The thrum of a thousand plasma cannons charging would have nearly deafened a human – the sound of them firing would have ruptured their eardrums. The howling scream of ionised air mixed with the blinding light of the plasma spheres to produce a distinctly unpleasant effect.

    Each streaked out from the projectors, almost too fast to see as they flashed across the distance, impacting on or around the enemy craft. Dozens fell in the first second, the sheer number of shots fired shredding the first wave of their attack.

    But the enemy’s response was no less terrible – prepared for actual resistance now they were not caught so off guard. Exotic weapons fire streamed back, disintegrator beams flickered alongside dark-matter weapons fired from the decks of the skimmers. They dug into the powerful overlapping forcefields surrounding your tanks, rapidly eroding them.

    Weapons fire flickered back and forth, carving the ground into a molten hellscape of ash, dust and molten glass. No human could have survived exposure unaided, yet still the combatants fought on. Dozens more skimmers fell before they realised it was a hopeless battle – while they reaped a heavy toll on your own armed forces, you outnumbered them significantly. For every vehicle of yours they destroyed, two of theirs fell, the sheer concentrated fire from your infantry making up the difference.

    Soon, they wavered, and started to pull back.


    The enemy retreated at phenomenal speed, faster than even their advance had been. Breaking the sound barrier, they fled back towards their webway gate, while your own forces commenced recovery operations. Damaged units either proceeded back under their own power, or were collected by your utility divisions, serving as makeshift combat engineers.

    The rest moved to secure the wreckage of the enemy skimmers, and search for any survivors. Most of those that survived were heavily injured, plasma burns and radiation damage being the worst issues, against which even the robust physiology of the Eldar was not proof. They were secured, triaged and airlifted out for stabilisation

    The enemy force pushed back, their engines allowing them greater speed than any ground-based unit. Even your own hover-designs – not that you had constructed any – could not have kept up.

    Such a distinction did not apply to your aerospace support, however. Designed to achieve the speeds required to maintain orbit, they could outpace the skimmers by more than an order of magnitude.

    Rapidly closing the distance with the fleeing skimmers, they opened fire with weapons designed to chip away at starship armour. Missiles streaked out from them, combined with heavy laser and plasma cannon blasts the equal of even your heavy tanks.

    Return fire was much more sporadic, many of the guns aimed the wrong way, and the crew finding it more difficult to attack distant, fast-moving fliers than comparatively stationary tanks, while your own craft faced less difficulty in projecting their weapons.

    They slowly pick off one at a time, slowly reducing the remaining skimmers to ash and wreckage, while facing little fire in return. The last one was cut down half an hour after the retreat, more than five hundred miles away from the colony, leaving a trail of destruction across the continent. Recovery craft would pick up wreckage for months to come.

    All hostile forces in area of operation eliminated.
    Approximately 1500 tons of intact material has been recovered, ranging from semi-intact hulls to personal weaponry.
    47 prisoners have been recovered in various states of injury. The least required some degree of subdual, but otherwise suffered only superficial injuries. The worst took severe internal damage and multiple amputations. All are currently stable.
    Your forces lost approximately 13% of their numbers within the field of engagement. Replenishing these numbers will cost approximately 900 IC. You suffered no human casualties; enemy casualties are unknown – estimated at ~2500 at this time.
 GM, 11 posts
Mon 3 Aug 2015
at 17:01
Re: Archive
Report: 1st January 40730

The last five years have been the busiest in the colony’s history. An additional three mines have been constructed on the system’s moons, and combined with three new factories this fuels both your industrial and military growth.

The orbital shipyard is rarely silent, only brief breaks between constructions as the completed vessels are slowly towed out from the cradle. Six new corvettes are created, and two new frigates, each part carefully produced in groundside factories before being shipped to orbit and assembled. These new craft make attacking your systems a much more risky proposition for any sane enemy.

While many of these parts have gone straight to orbit, others have been diverted to the production of groundside fortifications. The attack from the Webway has convinced the Eldar of the threat it potentially possesses, its newly-concentrated position now allowing groundside starship transit, as well as potentially huge armoured forces. It is fitting, therefore, that it possess equally dangerous fortifications. The main guns of a frigate, combined with the sensors and reactors needed to aim and fire them have all been emplaced close to the portal, ready to skewer anything exiting it without permission.

On the trade front, you now possess a pharmaceutical factory, a massive complex of vats and chemical synthesis systems capable of producing any chemical compound known to the Federation. Its primary purpose, of course, is to mass-produce Panacea class medications, capable of curing any known natural disease (and most of the unnatural ones). This class of facility can output enough for a billion people.

Your groundside military have not been forgotten, two new light divisions joining their brethren, along with a new maintenance facility to repair and recharge them, as well as any others you construct.

Lastly, a military academy has been constructed, completed towards the end of the last month of the year. It should enable the proper training of crews for your vessels, as the newer ships are manned by a strange mixture of experienced personnel and comparatively green recruits.


Relations with the Imperium continue on shaky grounds; they refuse to properly negotiate on a lot of points, instead relying on their sheer numerical superiority to convince you to ‘see the light of the Emperor’. It is not technically a threat, more of a reminder that they are the much larger power. While not representing any kind of regression in relations, you have certainly made no progress either.

There is one piece of good news, however – while this region is not home to many experienced exo-diplomats (apparently due to a lack of anyone to negotiate with), there is a team of specialists being shipped in from higher up, to hopefully begin negotiations proper.

[Imperial Relations: 30/100, Chilly]


16. While not exactly a common requirement, there have been occasions when Federation structures needed to be shielded against orbital detection. Full submergence, while possible, would take far too much time and effort to be reasonably practical at this time. In the absence of a particularly advanced solution, you instead have to fall back onto older and well-tested ones instead.

Pattern-mimicking camouflage netting is simple enough to produce in large quantities, and while it might not adapt quickly enough to be of use in most combat situations it is well-suited for permanent installations. Combined with sensor baffles on the exterior of your buildings and you have something that is difficult to see with only a cursory inspection. It will not hold up to extensive scanning but should at least slow detection down; stop it entirely if the enemy is in a hurry.


19: Imperial Culture (or ‘culture’ as some of your analysts have taken to calling it) is not pleasant. Intolerant, oppressive and pointlessly backwards, it embodies the worst excesses of humanity’s past. Based on first-hand reconnaissance, eyewitness testimony and analysis of historical and religious texts, the analysis is quite thorough.

Many worlds of the Imperium are apparently poorly-managed by a ‘noble’ caste – something not altogether unknown in the Federation, though this usually largely ceremonial – who often seem far more interested in themselves than the people they govern. Quality of life on Imperial worlds seems variable, though almost always poor at best. Citizens have little freedoms, sometimes being treated more as feudal serfs than anything else, and democracy is rare to non-existent. Wealth is largely concentrated in the upper class and malnutrition is rife.

A huge majority of the population is packed into vast city-worlds, so poorly run that the atmospheres are often toxic from waste byproducts, with large proportions of the population condemned to a sunless existence in the ‘underhive’, where vast gangs roam the substructure.

Medical care is also variable, dependent on both planet and social class. Even at best it is backwards, while some individuals may receive none; for this reason plagues have a higher incidence on most Imperial worlds than even untreated Federation worlds. Others are sufficiently primitive that their medical practices are outright detrimental to proper health.

Most military endeavours are manned by conscripts, an odd choice for both military and planetary morale. Given the sheer manpower available and generally poor living conditions, it seems unlikely they would have a shortage of military volunteers. In addition to this their refusal to use robots or AI in any widespread role seems questionable at best; while clearly traumatised from the revolt, lower-order intelligences are of no real risk of rebellion. Imperial military forces could be readily doubled in effectiveness should they choose to do so.

Their technology is, as has been observed for some time, maintained in a religious manner; the ‘Adeptus Mechanicus’ shows little understanding of actual science, instead cloaking their knowledge in ritual. Based on what observations we have made of their procedures, at least half of their actions seem bafflingly unnecessary, and their ongoing veneration of the goods that we have traded them is dangerously suboptimal; utilisation would be a superior outcome, as would attempting to reverse-engineer them. As far as we can tell they have done neither. Their reliance upon old STC printouts is certainly an exploitable one, though we must be careful to avoid them determining that we possess a full archive.



Attempts to encourage increased population growth have not been particularly successful. A significant proportion of the colony already have had a child, and it is quite unusual to have more this early in life. The vast majority of your population is under fifty years old, and given life expectancies of close to five hundred, having multiple children while still young is rare. Still, you have managed to convince a few of the families to have more, as well as some of the colonists born on planet to do so. With all of these efforts you have managed to just keep the population growth rate at slightly under 1% per annum, leaving you with 325,000 people in the colony.


Current Resources: We currently possess 35,215 IC and have an income of 206,000 IC per turn on Marienne III. Hades Secondus is also producing IC at a rate of 255,000 IC per turn, though requires either manufacturing facilities or a dedicated tradeship to make use of it.

Projected five-year income is 461,000 IC, minus 60,535 in upkeep [400,465 IC per five years]

Navy: Your new vessels have been completed, gleaming bright silver and armed with the deadliest weapons you can construct. While each looks like the poor cousin compared to the Due Diligence, each outmatches their Imperial counterparts more than three times over. The Stargazer and the Stardust are your newest frigates, both almost identical copies of their sister ship, excepting their drive systems. Their somewhat unpredictable warp drive has been replaced with the Columbus drive, slower but far better suited for in-system movement. Joining them are six corvettes, equipped similarly to the frigates. Combined with the Morningstar this now forms a full Strike Wing, the most basic fleet grouping.

Several ships remain in-system for salvaging; you may make use of them if you so desire.

Army: Your ground forces have again been bolstered. With the damage and losses inflicted by the repulsed Dark Eldar raid repaired and an addition two divisions constructed you now have five ground divisions, three light to one each of the medium and heavy type. It should now be possible to commence offensive operations against other worlds, should you so choose.

In addition to this, human forces now number two and a half thousand, enough to classify as a regiment in their own right. More are still being trained, and with the population still expanding, more can be supported easily.

Industry: Marienne III possesses six mines and six factories on-planet, with six mines and six factories off-world within the system. They produce 206,000 IC per five years. Two Utility Robot Divisions are present, enabling the construction of two buildings a year.

Hades Secondus possesses no Federation mining facilities, instead producing 255,000 IC, albeit by using a considerable number of people instead of robotic mining drones.

Ecology: Marienne III possesses four farms, sufficient to feed 360,000 people. Surplus is being stored for future emergency use. The planet remains ecologically stable, the damage from limited orbital bombardment insufficient to disrupt the more fragile parts of the ecosystem. Its population has risen from 312,000 to 325,000.

Hades Secondus possesses food production plants sufficient to feed 100,000,000 people on-planet, the rest being shipped in from nearby Agriworlds on contract with the Mechanicus. Whilst not the best diet it does keep the population alive. The world itself has been ecologically ruined; although listed as barren on your database it was undergoing terraforming, up to Habitability 4. Its current status is 1, and shows no signs of orbital bombardment; this is solely due to pollution. A concerted effort would be required to return it to any other state. Its current population is 1,352,358,299 and is reasonably stable. This figure is thought to be accurate but this is not certain, as there are many regions on the world where it is possible to hide.

Morale: Current morale remains great [80/100]. Natural morale decay due to the situation (and the massive warp anomaly that remains ever-present in the sky) are being countered by broadcasts from the Department for Public Information and the fact that the situation seems to be remaining stable.

The morale of Hades Secondus is unknown at this time; you have no means of collating the mood of the population. It is presumed to be at Poor [40/100] or lower due to planetary conditions.

Diplomatic: While relations with Typhon specifically remain Fair [50/100], representatives on behalf of the Imperium as a whole are not nearly so receptive to your diplomatic overtures, classified as Chilly [30/100]. This should hopefully be resolved soon, as otherwise it will lead to issues with the Imperial Bureaucracy.

Relations with the Forge-World Ataraxia are Good [70/100] at this time, with no real change in their stance towards you.

Relations with the Eldar are beginning to thaw. With the joint operation to recover the craftworld now complete and enough time having passed, communication is now flowing both ways between the nations. Relations have been restored at their previous value of Fair [60/100] and are projected to rise in the near future.

Survey: The Janus is fully crewed, though its security robot complement has been slightly depleted. Current surveys are complete to a thirty light-year radius, though nothing of any major interest has yet been found.

Local points of interest are Typhon, Ataraxia, and the local entrance to the ‘Eye of Terror’. The warp-storm locked sector is also nearby, and while you possess charts of the area its current status is unknown, and scouting could be helpful. In addition to this, accurate data on the current strength and source of the local Ork problem may be useful in the future.


17:52 Hours, 17th June 40730

Long-range Monitoring Probe Gamma-Seven

Observing Edge of Prime Warp-Anomaly

[Alert: Warp Anomaly Detected; Warp Drive Activation. Three Discrete Events Detected]

[Scanning…Stand By. One Cruiser, Two Frigates Detected…Running Pattern-Matching Algorithm. Spinning Up FTL Transceiver.]

[Additional Warp-Signatures Detected. One Cruiser, Three Frigates. Pattern-Match Confirmed. ‘Chaos’ Vessels Detected. Dispatching FTL Message.]

[ALERT: Additional Warp-Signature Detect-]


Bridge of the Defilade, Desolator-Class Battleship

Aspiring Champion Orestes dispassionately watched the probe evaporate under the lance fire of his battleship. He blinked under his helmet, poring over the image. Finally, he decided what had been wrong.

The lance blast had hit a centimetre too high.

That just wouldn’t do.

Slowly, languidly, his weapon rose from its holster. And while the rest of him maintained the exact same position, his arm rotated, and he fired just one round.

The slave manning the weapons console exploded, the bolt-shell hitting them in the chest. Another moved up to take his place, yet more dragging the body away to do what they would to it.

“Do better next time.” He said calmly, having never taken his eyes from the display.

For a moment, he wondered whether that had been strictly necessary – the slave had been quite good at what he had done…but then again, quite good was not good enough. Perfection was their goal, not mere satisfaction. And the quest for perfection was never-ending.

His current task was rather better defined, however. He was to find what was taken.

He was to find her.


The briefing room is quiet, the bustle of the growing colony outside shielded by the bulk of the core and the shielding that surrounded the room in particular. A bomb could detonate outside and no one would even notice.

“Good morning, councillors.” Came the voice of the Colony Core AI as it brought up a sector map. “As of 0430 this morning the colony is on alert. At least eight enemy vessels have emerged from the anomaly and are potentially heading in our direction.”

It paused, changing the image displayed on the holoprojectors to one displaying all recorded enemy vessels.

“This force represents a considerable increase over the last Chaos force to attack; one vessel has been confirmed to be of battleship mass, though its exact armament is unknown. Two cruisers have been sighted as well as five frigates. Other forces are unknown; transmission was interrupted at source.”

“While their systems are technologically inferior they possess a significant advantage in tonnage. We cannot rule out the possibility of a landing.”

“Given current readings on local warp conditions it is expected they will arrive in approximately one month from today.”
 GM, 12 posts
Mon 3 Aug 2015
at 17:02
Re: Archive
40735 Update:


Something has gone terribly wrong with the private sector. Despite – and perhaps because of the access they have to a new and colossal market, the vast majority of the existing private businesses have either contracted or completely collapsed. The sheer increase in scale and competition it represents sent shockwaves through the sector.

Large-scale, often grandiose schemes were created, only to fall flat when it became apparent that the people of Hades had no real history with anything similar, and would be at least somewhat baffled by the concept, at least at first. Even when they became familiarised with the idea, their tastes varied considerably and with little predictability. Businesses founded on catering to the craze of one week found themselves bankrupt the next, and only the most robust survived the ever-changing storm.

[Private sector collapse! Until it rights itself, there will be no income from this area, and the sector will not grow]


The uplift of Hades – and pending transfer of population to Elysium – has progressed exceedingly well. Plans have been drawn up, revised and finalised for this exodus, and are actually proceeding slightly ahead of schedule, initial colonisation efforts on Elysium beginning a month ahead of the planned date. The mood on Hades is about as high as it could be, considering the world itself is almost uninhabitable, and the population’s morale should only improve as conditions do.

The single Velite division was largely superfluous, their rapid-deployment capabilities causing any large-scale disturbance to cease momentarily after their arrival. Smaller scale events are more common, however, and were apparently either ignored or dealt with harshly by the previous government.

Initial forays into networking and democratic governance have been attempted, to varying – but generally positive – degrees of success. The inhabitants of the world are aware of each other in a way that they have previously not been, for good or for ill. Their lack of experience in each has caused some issues, but none that are particularly pressing.


It seems that for once, your relations with the Imperium are improving. With the impending marriage of Director Cheng to Cellina, the Sector Governor's daughter, the more hard-line elements have been restrained, at least for the moment. The arrival of a diplomatic contingent has been delayed by the continued enemy activity across the entire segmentum. If they have sent any specific instructions to sector authorities, you do not know.

What you do know, however, is that the local authorities are already looking on you more favourably. While the Mechanicus seem unperturbed by the matter, already liking you well enough anyway, the remainder of the local organs of governance looked upon you with disdain, at best. You were an anomaly, something that they would rather did not exist to untidy the paperwork that has apparently taken lifetimes to assemble.

With the effort that you are putting into solving the situations, you are at least proving (in their eyes, at least) that you can be trusted to insert yourselves into sector politics with a defter touch than they had feared.

[Relations Normalised, now 50/100, Provisionally Fair]


In hindsight, upgrading the industry while considerable amounts of it was operating at high capacity was perhaps not the best of ideas. Smaller components could be fabricated and hot-swapped with relative ease, but larger devices – molecular forges, plasma containment systems and the like – cannot be removed without lengthy power-down cycles that would hit productivity.

Standard maintenance replacement cycles for most of the components are relatively near anyway, and so can be replaced at that time without any further disruption

[Delayed; will apply starting in year 2 of the next turn.]


The Star-fort Voidstar is quite damaged, the rudimentary repairs conducted by the pirates only slightly assisting your own efforts. While approximately a sixth of the station is easily accessible, access to the rest is only via external airlocks, or the slow and laborious task of clearing debris-laden corridors, then stabilising them to ensure no further collapse would trigger.

Luckily, you have the plans for this type of station - or at least something with sufficient commonality to prove useful, if not entirely dependable in determining where things are, and can determine the routes to key systems rather than working at random. While several groups of robots get to work cutting their way through from the habitable sections, others attempt entry from the exterior, trying to find either a faster way, or to commence deconstruction from the far side of the blockages.

The station appears to have been the site of a moderately sized battle. Space Marines, similar to the ones you have already seen - though in somewhat different armour - are scattered across the vessel, apparently having been in combat with each other. Black and white seem to have fought grey-green. It is uncertain who this particular station belonged to, or whether it belonged to either party.

Neither party seems to have retrieved their dead or equipment. Whether this is due to incapability or unwillingness is unknown.

The Warp-bubble generator is not in particularly good shape, though it could have been considerably worse. Components are fabricated and shipped in, before a majority of it is stripped out and replaced. The cost is high, but after months of work on the generator, it is now capable of assisted warp-transit.

With several vessels assigned to it as tugs, the base is gradually moved from system to system over the course of a year, checked after each jump to ensure that the patchwork repairs holding it together are maintaining integrity. Luckily, nothing seems to go wrong, and it slides in-system as easily as the day it was made.

Within the second hangar you find something unexpected. With the external doors locked and unpowered, and the entire structure having sealed after hull breaches in nearby sections, noone has previously managed to get inside.

This isolation has paid dividends for you, as there is a near-pristine cruiser inside, apparently having docked there some time before the fort was crippled. It appears to be similar to one of the vessels that attacked recently, although the design is not perfectly identical. It is equipped with a number of heavy drop-pods and a large number of space-to-surface weapons. Gaining access may be difficult, as the vessel itself is sealed.


As the first and third docking pylons are slowly expanded, their large and over-ornate structural bracing removed piece by piece, carefully extracted to avoid structural collapse. Once removed, they are slowly deorbited and recycled into the spars of a capital shipyard. Placed inside the dock superstructure, they form a pressurised, airtight spacedock for the construction of capital vessels. Each could construct a cruiser each year, although resource considerations obviously limit this.

Its surface weapon batteries are gradually removed, each disengaged from the primary hull and slid out into space, ready for reclamation. In their place, new turrets are inserted. With the station's power grid in as poor a shape as it is, however, there may be some difficulty in powering all four quadrants simultaneously. Any two can be active at one time, so long as the shields are raised.


With the completion of the capital ship docks, it is finally possible to repair the hulk of the Illustrious, the wrecked cruiser having sat in orbit for decades. Towed slowly into the newly-fashioned docks, the doors seal behind her and tractor emitters hold the ruined ship in place, the two main components positioned as close to their original configuration as possible.

Over time, the damaged sections are removed, twisted metal, conduits and crystalline circuitry carved away from the wreck and reprocessed into usable components. Eventually, the majority of the damaged sections are removed, and the shipyard overseer determines the difficulty of removing the remainder to be too high - akin to constructing a new ship entirely. Instead, repairs continue with the next phase.

With the aid of the plans that exist in your database, a replacement slice of ship is constructed and slowly slid into place, before being fused into position with micron-level precision. The ship will never quite be as tough as it was originally, too much damage and wear to such an old frame preventing such, but it will serve almost as well as it did before.

[Combat Power: 220]


The Naval academy has been expanded greatly from its humble beginnings, starting out as barely more than an apprenticeship system aboard the existing naval vessels, before gradually expanding into lectures, classes and simulators. Before long, this far outgrew the confines of the ships, and moved onto the ground, in makeshift facilities and borrowed conference rooms. It became clear that something had to be done. A large complex, easily the size of the massive factories that power your industries, it incorporates a massive variety of lecture halls, barracks and system trainers, intended to educate thousands of crew at a time to a high standard. With this, you should have no trouble manning your navy for the immediate future.

Current Resources: We currently possess a stockpile of only 9 IC.

With the recent expansion onto other worlds, a classification system has been implemented to assist with comprehension and management. Explanation is here.

Hades Secondus is now rated as a Class III Industrial World, with an output of approximately 360,000 IC per turn. Due to its rather underdeveloped nature it requires the supply level of a Class IV world. As such it runs at a deficit of 9 supply, which is currently being transferred from Imperial Agriworlds for a small fee.

Elysium has been recently settled, and is rated as a Class II Agricultural World, costing 60,000 IC per turn and producing a net supply surplus of 14. Provided this is sent via freighter, you should be able to feed all of the population on Hades without issue.

Marienne III currently produces 394,000 IC per turn, and is supply-neutral.

Navy: The Navy has expanded yet again, adding the salvaged Illustrious to your forces. Outdated and damaged, the vessel is still both tougher and more powerful than any observed Imperial vessel. Combined with the rest of the fleet your forces now come to a Combat Power total of 1170. The salvaged fort Voidstar adds another 300 to this value for home defence.

Army: Little of substance has changed recently, excepting the deployment of a regiment of the new prototype Velite jump-infantry. Ground forces are otherwise well-supplied and in good condition. Recruitment continues as normal, and may now be started on either Elysium or Hades - though long-term neglect to the population of such worlds has rendered them substandard candidates.

With Imperial relations normalised, it should now also be possible to recruit from Imperial worlds, although this may prove difficult.

Industry: Marienne III possesses six mines and six factories on-planet, with fifteen mines and nineteen factories off-world within the system. They produce 394,000 IC per five years. Two Utility Robot Divisions are present, enabling the construction of two buildings a year.

With such an expansion in number of mines and factories, easily exploitable space and available resource deposits are starting to become rarer, and the transport of materials is becoming more complex. While not yet an issue, it is only a matter of time before this begins creating efficiency penalties.

Industrial Worlds:

Tier III: 1

Ecology: Marienne III remains ecologically stable, the damage from limited orbital bombardment insufficient to disrupt the more fragile parts of the ecosystem. Its population has risen from 325,000 to 355,000.

Currently the world produces enough supply to meet the demands of its population; should this change there is an overall surplus on Elysium to supplement this value.

Hades Secondus is still in poor condition, though the deployment of prefabricated domes to cover several of the major conurbations has improved the atmosphere to at least breathable levels. The food supply remains poor at best, though this is better than nothing for the population. Despite the changes you have wrought on its people, the population remains roughly stable at 1.35 billion humans.

Elysium has been recently settled as an agricultural world.The majority of the original ecosystem remains intact, and it has a population of approximately 13 million humans.

Morale: Morale has dipped somewhat due to continued attacks, and the situation in the rest of the galaxy. Considerable incursions of enemy forces are a matter of public concern, as is the condition of the populace of Hades. Although the majority of the population understands that you cannot solve these issues simply, the fact that they exist at all is damping their previously good mood.

Morale: Good, [70/100]

Hades Secondus has undergone preliminary data-analysis based on the usage of the rudimentary datanetwork. Although likely inaccurate due to a poor understanding of their current psychological state, the planet is deemed to have a morale level of Poor, [44/100].

Elysium has been recently established, but possesses a more robust datanetwork than Hades. Its population are currently at Jubilant, [90/100], though it is unlikely this will last for an extended period.

Diplomatic: Relations with the Imperium have improved drastically, although remain subject to significant change at short notice, due to the large and fragmented nature of the polity. Currently they stand at Fair [50/100]. Relations with Typhon remain similar, although have dropped somewhat due to a perceived bypassing of their contact in favour of appealing directly to the Sector Governor. They now stand at Poor [45/100]

Relations with the Forge-World Ataraxia remain Good [70/100] at this time, with no real change in their stance towards you.

Relations with the Eldar are slowly improving, with the semi-abandoned joint projects now slowly resuming. With a steady influx of new individuals within their community and the differing viewpoint they represent, the Eldar mindset is slowly shifting, although the final outcome is unknown. Currently relations stand at Good [65/100]

Survey: The Janus is fully crewed, and its depleted security complement has been replaced by internal fabrication. Surveys are complete to a thirty light-year radius, in addition to those undertaken in subsector Promethii.

Local points of interest are Typhon, Ataraxia, and the local entrance to the ‘Eye of Terror’. Further points of interest are Sol and the Mechanicus digsite.
 GM, 13 posts
Mon 3 Aug 2015
at 17:03
Re: Archive
40740 Update

Major Actions

[X] Build List

As your economy expands, many new buildings are constructed. Some are necessary, such as the habitation complex needed to house your rapidly-growing population, while others are useful, such as the strategic arsenal. All are helpful in one way or another. The repairs to the star-fort have rendered it in better condition, and have cleared large portions of the station open for exploration - the winding corridors hiding many things within the depths of the ancient base.

Beyond the simple template designs you have also continued to construct large quantities of houses on Elysium, primitive and flimsy compared to your normal constructs yet far superior to anything that they have previously inhabited.

With the construction of a series of data-hubs and subterranean connections, efficient and safe AI movement is possible, making it nigh-impossible to destroy more than one before the others escape. Only an intensive search or excessive bombardment would remove all of them

Finally, the colony core shield generator has been supplanted by a much larger and more powerful shield array. Capable of shielding a larger area from bombardment, it can resist the firepower of an Imperial battleship for some time, or lesser craft nearly indefinitely. It is not invulnerable, however, and will still allow slower-moving objects to pass.

[X] Private Economy Support to assist in getting it back in order – 8

The private sector economy has suffered significantly in the last few years, although it is gradually rebuilding. It is not quick, however, and even with the continued efforts of the colony’s AIs, the economy is slow to right itself. The collapse has made investors shy away from risks, preferring the safe path of slow growth to the more volatile options they pursued before. Caution wins over opportunity, and the economy grows at a snail’s pace.

It does grow, however, which is a better situation than it was in five years ago; economic collapse cycles are expected, but are usually buffered by a robust supporting structure from other, healthier economies. You lack this means of support, and as such are more vulnerable to the vagaries of chance and human greed.

[X] Continue overseeing Hades uplift – 18

Hades is a world ruined by the uncaring actions of the Cult Mechanicus, an ecosystem built up over thousands of years destroyed by industrial negligence. Even their own primitive technology could have maintained the biosphere, had they tried, but they prioritised industrial extraction over stability, even in situations where it was outright counterproductive. On some level many of them simply seem to despise the organic; ignoring the fact that all organic systems are mechanical on some level.

The people of the world are industrious, careful and obedient, though you have been trying to moderate the worst of each trait; they are people, not labour-robots, as much as the Mechanicus may have treated them as such. In the end, however, it was only the combination of strict information control and an incredibly short lifespan that kept them from developing rebellious tendencies. The Mechanicus may neither care nor understand humans, but they seem to have had a crude comprehension of social engineering, and managed to create something unpleasantly stable.

But you are providing measurable improvements over short periods of time. Boosted lifespans, actual medical care and the slow construction of domes to regulate the atmosphere to a reasonable level combine to produce a positive outlook amongst the people of Hades, without overloading them with too much change at once.

[X] Continue facilitating Elysium's integration – 5

The people you have transplanted to the world of Elysium, however, are not responding quite so well to the changes to their situation. Dropped onto a pristine world with no need to worry about the atmosphere, or the worst excesses of hard labour, they are slowly getting used to their newfound freedoms, but are also exploring them in ways that you might not necessarily wish. Careful recycling has become conspicuous overconsumption, and the extra lifespan is met with a listless uncertainty, people living for longer than they had ever expected now faced with no assured decisions about their future.

While this is not yet at a problematic level – and probably will not be for many years to come – it is likely that they will gradually destroy the environment of the world by simple apathy.

Beyond this they are slowly developing a superiority complex; new immigrants from Hades are viewed with a certain disdain, the poor cousins to those ‘chosen’ to dwell within this paradise from the start. Although only a trend at the moment, if left untended it could develop into a schism within the population as a whole, the immigrant population ostracised or left as an underclass.

The world itself is slowly developing, producing food on the large scale you would expect from an agricultural world. Hundreds of millions till the fields, aided by pieces of equipment that you provide. While not at the level of automation that may have been common in your original time period, they are far better than many of the more primitive devices available to Imperial worlds.

[X] Start making use of our established Merchant Marine to help get the local Sector's economy back on track -- 1

With the sector’s economy suffering from considerable disruption, you have an opportunity to both insinuate yourselves into the functioning of the sector, as well as making a profit from the situation. You possess several freighters of your own design, as well as a small number of captured Imperial transports, carefully altered to hide their origins, and as such have the capacity to move many billions of tons of goods between worlds.

Trade proceeds without incident for months, your transport vessels ferrying material back and forth, assisting with the reconstruction efforts with the blessing of both the Governor and the Merchant Guilds of the region; they lack the ships to do so, and so long as you act in their name, with representatives of their own aboard, they are at least willing to compromise on this matter. The proper functioning of the sector seems to be worth that much to them – or possibly simply the profits that they gain from it, it is difficult to say.

After six months of trading, however, something goes wrong. One trade vessel, shipping a hundred million tons of food, goes overdue. At first, it was suspected that it was merely delayed, the Warp’s effect on ships rendering exact arrival times difficult to pin down, but as the months pass by you are forced to accept it as lost.

As unpleasant as this is, it is something that seems far more common now, than it used to. The Warp is rough, and often becomes more so at a moment’s notice. It is only when the second vessel is lost that you begin to suspect something more is at work. While an accident is still possible, it seems somewhat unlikely that two vessels would be lost fifty light-years apart without foul play being involved.

While the loss of the ships, the crew and the goods they carry are unpleasant, far worse is what may be kept within their databanks. It is not inconceivable that a foe may be able to extract the locations of Marienne and Elysium from the navigational database, and with a sufficiently skilled technician – or the excessive warping of physics that Chaos is known for – possibly even recover the information in case of deletion.

The remainder of the vessels – those recovered transports – have completed their runs, but your profits have been obliterated in repaying the mercantile houses for their share of the lost goods. The sector economy remains unstable and slow, but has not completely seized up.

[X] Liaise with the Admech to ensure that all of this is done without stepping on their toes. -- 17

The Mechanicus remain as enamoured with you as ever, an oddity in a largely cool relationship with the rest of the Imperium, though with your role as bringer of technology perhaps not an unexpected one. You have latitude to perform acts that would apparently have another lobotomised at best, and at worst flayed alive over the course of years.

Their own monotone manner can be misinterpreted as impersonal - and on some level it is meant to be - but they do not think poorly of you. Perhaps, from what you have gathered, they may view you as misguided, but they do not think of you as evil.

Your gift of a Titan to the Ecclesiarchy ruffled some feathers, but this was not enough to upset a good working relationship and your continued supply to them of just about any technological trinkets that they wish to buy. Ataraxia itself seems to be rising within the ranks of Forge-Worlds quite quickly, the trade-linkage to you and the limited implementation of your technology into their own facilities improving their standing and output to a surprising degree. While the world was one of many before, it may soon find itself standing amongst higher company.

[AdMech Relations now Great: 75/100]


The sector has once more been thrown into chaos – and Chaos – by the arrival of a fleet of Nurgle-aligned warships. Over a hundred vessels strong, the majority match those sighted by the Janus, during the survey of the warp-storm locked sector Promethii. Exact numbers are unavailable at this time, as you lack proper scouting data on them, mostly acquiring it from second or third-hand sources.

They emerged from that sector at approximately one hour before the commencement of the wedding on Hercules, and laid immediate siege to the first world in their path. Heavy enemy forces were deployed against already battered defences and the world was conquered and left uninhabitable within a week, the enemy moving on to the next world with whatever they could remove. It is unlikely that the world will ever be made habitable again, and will likely have to be either quarantined or sterilised; even drones sent to the surface rapidly degrade.

If there is any consolation to this, it appears that they are just as unfriendly to the remaining ground-based Cultists, and indeed seem to engage them as a priority whenever they are present.


Four colossal star-fortresses have arrived in-system, relics of a war that was a contemporary with the K-T boundary even on Earth. Still functional, if somewhat damaged by their escape from the catastrophic events pre-empted by the expeditionary forces they currently reside within the outer solar system.

Dangerous beyond belief, and capable of channelling enough energy to destroy a world individually, they represent an incredible asset, and a remarkable danger. Of particular concern, perhaps, is their resemblance to the generalised symbol for Chaos, when viewed from either above or below. While they carry no innate taint themselves, there is the possibility that they may attract such via symbolic sympathy; the enemy seems to operate via such means on occasion, subverting otherwise unaffiliated structures through aberrant warpspace interactions.

The fact that they have not yet done so – nor even seem aware of their existence – is a potential mark against such a theory, however.


Current Resources: We currently possess a small stockpile of 5,154 IC.

Hades Secondus is rated as a Class III Industrial World, with an output of approximately 360,000 IC per turn. Due to its rather underdeveloped nature it requires the supply level of a Class IV world. As such it runs at a deficit of 9 supply, which is currently being transferred from Imperial Agriworlds for a small fee.

Elysium has been recently settled, and is rated as a Class II Agricultural World, costing 60,000 IC per turn and producing a net supply surplus of 14. Provided this is sent via freighter, you should be able to feed all of the population on Hades without issue.

Marienne III currently produces 394,000 IC per turn, and is supply-neutral.

Navy: This period has seen your largest construction program yet. Two light cruisers have been created, Ruin-class to replace the lost Tarsus. Four frigates and six corvettes round off a pair of strike wings, enough firepower to make the Imperial fleet deployments seem weak by comparison.

The last five years also marks your first major loss, however, a Star lost to the Enemy, precognitive Chaos forces striking while its defences cycled after warp. Though hundreds were lost aboard her, many more people sail with the Navy than ever before.

Your conventional mobile forces now add to a cumulative combat power of 1195, with an additional 700 in defensive fortifications. In addition to this you possess both the Due Diligence and the Belisarius.

Army: The army has expanded considerably over this time, more than tripling in both numbers and firepower. Two new Heavy divisions, four Medium and eight Light now wait within the colony, ready for deployment either on-planet or off-world. While the lack of proper housing facilities for them increases wear and tear, your factories are more than capable of maintaining them to the fullest standard.

Beyond normal forces, three groups of colossal Titans now reside at the newly constructed base. Each group consists of four battle-titans and four scout titans, capable of engaging any target on the ground, in the air or in orbit. A single Legion is capable of fending off an Imperial frigate; three together could perhaps drive off a cruiser. Transporting them from world to world in a direct combat-ready state is difficult without specialised craft, but still possible.

An up-to-date shield generator has been constructed within the colony, capable of projecting a shield of strength 60. While it is up the enemy will find it extremely difficult to bombard the surface, and will have to resort to slow landings.

With Imperial relations normalised, it should now also be possible to recruit from Imperial worlds, although this may prove difficult.

Strategic: With the construction of a Strategic Weapons Facility you now have the capacity to construct limited supplies of Sunburst-class antisolar weapons. In addition to this you have four- potentially unstable singularity charges recovered from the Belisarius.

Industry: Marienne III possesses six mines and six factories on-planet, with fifteen mines and nineteen factories off-world within the system. They produce 394,000 IC per five years. Two Utility Robot Divisions are present, enabling the construction of two buildings a year.

With such an expansion in number of mines and factories, easily exploitable space and available resource deposits are starting to become rarer, and the transport of materials is becoming more complex. While not yet an issue, it is only a matter of time before this begins creating efficiency penalties.

Industrial Worlds:

Tier III: 1

Ecology: Marienne III remains ecologically stable, scars from limited bombardment, conflict and colossal impacts slowly healing. With the rest of the oddly robust ecosystem filling in the gaps, the world will likely return to total normality within the decade.

Your population has once again expanded by nearly five percent year-on-year, a truly gargantuan rate of growth only possible due to your technological sophistication. After the final citizens have been added, the planetary population is now only just over 440,000 people.

Currently the world produces enough supply to meet the demands of its population; should this change there is an overall surplus on Elysium to supplement this value.

Hades Secondus is still in poor condition, though the deployment of prefabricated domes to cover many of the major conurbations has improved the atmosphere to at least breathable levels. With Elysium now settled and producing food, both the quality and quantity of imports has improved, and the populace are now eating well for the first time in their lives.

Elysium itself is gradually transforming into a proper agri-world, massive fields displacing parts of the original biosphere, although the area under cultivation remains small. Currently slightly under 20 million humans live on the planet.

Morale: The morale situation is confused, a combination of victories and defeats mixing to provide little to no shift in the public mood. While your overall military situation has been one of progress, you have lost a major capital vessel and suffered attacks on the transport routes. With a major enemy incursion once more beginning, the population remains concerned about the ability of your forces to defend them.

Morale: Good, [70/100]

With the development of Hades Secondus proceeding apace, the planetary network is slowly building from an ad-hoc array of datapads and makeshift transmission towers to a combined network of high-bandwidth pipelines and wide-scale broadcast stations. With the construction of habitation domes over most of the cities of the world, and a number of smaller settlements, it is now possible to get a reasonable idea of the average citizen’s morale.

Increases in food supply and atmospheric quality have been the major contributing factor in morale improvements, lifespan increases being met with a strange bafflement. The last major factor is the development of the newest generation of inhabitants, who have grown with the advancements their parents did not, and have been exposed to a saturation of your culture. Their opinions are certainly different to the previous generation.

Morale: Average [51/100]

Elysium is slowly expanding as a colony, limited industry established to support a much larger-scale agricultural output. As a planned colony it is designed towards that specific purpose, and little else. Limited immigration is permitted as additional towns are constructed from locally-sourced materials and more sections of the world are earmarked for further development.

Already a sort of ennui has begun to affect the population, a malaise caused by the rapid shift in lifestyle combined with the slow continued immigration. Future projections of this trend are unknown, as the colonists are perhaps the closest thing to a culturally uniform blank slate that has ever been observed.

Morale: Great [80/100]

Diplomatic: Clearing the Chaos forces from the starways has bought you a significant boost in local reputation, though this has obviously not filtered out into the Imperium at large. The sector remains highly fragmentary and prone to enemy attack, so this may not be as useful as it could be. [Fair: 55/100]

Relations with the Imperium as a whole are largely unchanged, and will remain so until the current series of crises are resolved, or you make contact with a higher-level authority within the Imperium. [Fair: 50/100]

The Forge-World of Ataraxia is currently enjoying the fruits of trade with you and wishes to continue. They are extremely favourably disposed towards you, though this may change as and when higher-level representatives arrive from Mars. [Great: 75/100]

Relations with the Eldar remain on an upwards trend, although the vast majority of their population has relocated to the outer solar system, aboard their giant craftworld. Only those that wish to interact with humans still visit, although the webway makes doing so as easy as crossing a town. [Good: 70/100]

Survey: The Janus is fully crewed, and its depleted security complement has been replaced by internal fabrication. Surveys are co

mplete to a thirty light-year radius, in addition to those undertaken in subsector Promethii.

Local points of interest are Typhon, Ataraxia, and the local entrance to the ‘Eye of Terror’. Further points of interest are Sol and the Mechanicus digsite. A final point of interest lies within the Eye, recovered documentation referring to something on one of the Eldar homeworlds.