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		<updated>2026-04-28T12:36:53Z</updated>
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				<updated>2026-01-19T20:58:04Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help&lt;br /&gt;
&lt;br /&gt;
* Season 3 - 2026&lt;br /&gt;
** Season 3|Introduction&lt;br /&gt;
** Season 3 setting|Setting&lt;br /&gt;
&lt;br /&gt;
* Old Rules and Game Info&lt;br /&gt;
** About The Game|About The Game&lt;br /&gt;
** Getting Started|Getting Started&lt;br /&gt;
** Rules|Rules&lt;br /&gt;
* Old Setting&lt;br /&gt;
** Introduction|Introduction&lt;br /&gt;
** Known Space|Known Space&lt;br /&gt;
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* SEARCH&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

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				<updated>2026-01-19T20:54:42Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help&lt;br /&gt;
&lt;br /&gt;
* Season 3 - 2026&lt;br /&gt;
** Season 3|Introduction&lt;br /&gt;
** Season 3 setting|Setting&lt;br /&gt;
&lt;br /&gt;
* Old Rules and Game Info&lt;br /&gt;
** About The Game|About The Game&lt;br /&gt;
** Getting Started|Getting Started&lt;br /&gt;
** Rules|Rules&lt;br /&gt;
* Setting&lt;br /&gt;
** Introduction|Introduction&lt;br /&gt;
** Known Space|Known Space&lt;br /&gt;
** Downtimes|Downtimes&lt;br /&gt;
** Category:Dynasties|Dynasties&lt;br /&gt;
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		<author><name>HazelK</name></author>	</entry>

	<entry>
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		<title>Season 3 setting</title>
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				<updated>2026-01-19T20:47:35Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: Created page with &amp;quot;==Setting Info - Jan 2026==  [https://www.facebook.com/groups/norestlarp/permalink/25556077224063617| Planet Guide V0.4]  Season 3 is coming later in 2026! Longer term we hope...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setting Info - Jan 2026==&lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/groups/norestlarp/permalink/25556077224063617| Planet Guide V0.4]&lt;br /&gt;
&lt;br /&gt;
Season 3 is coming later in 2026! Longer term we hope to have our setting material fully wiki-fied, but in the mean time, the link here will take you to a PDF of the current setting document draft. More to follow!&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3408</id>
		<title>Downtime 2025-03-30</title>
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				<updated>2025-04-02T20:01:07Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Pre Event 19 - March 2025=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
&lt;br /&gt;
We will post on the FB group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 25/5/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir is still blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Most of the fleets of the Dominion of the Star Father continue to attack his enemies.&lt;br /&gt;
*The former BMTF Assault Fleet has been withdrawn for repair and rebuilding making them vulnerable to destruction.&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities, Ambassadors and from certain NPCs will have more information on these.&lt;br /&gt;
*Jessica Patriot has come up with a daring plan to strike at and potentially retake the heart of the BMTF, Capital, and is calling in her debts and favours.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are still attacking Arbor, and T’au territory in increasing numbers, but seem to have mostly stopped attacking the Dominion of the Star Father.&lt;br /&gt;
*The Red (splitter) Orks have secured their small territory and are still randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF are still low they have begun to recover.&lt;br /&gt;
*Font Rebels who do not believe in the False Star Father continue to look for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_30_03_25.png|700px|Sector Map - March 2025]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order:&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect. (ie if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties)&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbor.&lt;br /&gt;
*The Arbor are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbor combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father. &lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert===&lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector '''CONVERT''' now has a slightly different effect. '''CONVERT''' can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit however emboldened by their previous success they will be harder to direct.&lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert'''&lt;br /&gt;
*Send in Convert Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavor that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in Convert Red Orks [-1D] (these points can be spent 3:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in Convert Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore:''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captain’s Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in Explore through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to '''MUSTER''' act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
Muster supports '''ATTACK''' or '''DEFEND''' actions from friendly or unclaimed space. Thus known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet&lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet dock (I,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Capital (H,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory (X,X)&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in (G,8) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) &lt;br /&gt;
&lt;br /&gt;
When choosing a muster location, state which endeavour you are supporting.&lt;br /&gt;
&lt;br /&gt;
*send in Muster (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captain’s Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been fully fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Jessica Patriot is calling in all the favours and deals she can to commit to a daring plan. She thinks it might be possible to capitalise on the sudden reversal of fortunes caused by the Arkangel Alliance to retake the heart of the BMTF, the world of Capital. The Captain’s Table has promised to support an action chosen by her as part of a quid pro quo deal and she feels the time is now. The Arbour will be sending two of their fleets and Dragon Fleet is specifically calling in the favor promised in return for the assistance against the ''Terminus est Divinitatus''.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''Attack Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
*Attack Assault Fleet dock (I,6) [2S,-4D]&lt;br /&gt;
&lt;br /&gt;
*Attack Capital (H,6) [7S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
Each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
Each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
*'''To Attack: send in Attack (X,X) or Attack X'''&lt;br /&gt;
&lt;br /&gt;
===Defend===&lt;br /&gt;
&lt;br /&gt;
The forces who follow the Star Father are taking advantage of the lack of coordination of those against them by striking out in many directions with near impunity. &lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The Red Ork faction of Evil Sunz and Blood Axes are attacking everyone around them and enjoying the chaos of sector wide war and being a minor, if persistent annoyance.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the Bad Moon Orks under Cheevus Flashgob have begun a Waaagh! And are attacking in increasing strength across the sector with requests for aid against them being sent by both The Arbor and the T’au Federation.&lt;br /&gt;
&lt;br /&gt;
'''DEFEND Options'''&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1) [1S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) [5S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) [3S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) [3S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [3S,-2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) [3S,-2D]&lt;br /&gt;
&lt;br /&gt;
*'''To Defend: send in Defend (X,X)'''&lt;br /&gt;
&lt;br /&gt;
===Invest===&lt;br /&gt;
&lt;br /&gt;
Investments, trade, exploitation of planetary resources are three of the myriad schemes available to Rogue Trader fleets to increase their already incalculable wealth. With new discoveries comes new opportunities. Dynasties may undertake invest actions in any part of Arkangel space, depending on the result of their roll they will earn marks. Investing in Arkangel Space is generally a good option as it has a bonus +1 due to the exploration level.&lt;br /&gt;
&lt;br /&gt;
'''Invest in Arkangel Space''' - This is the generic invest option, this represents any number of money making endeavours. As standard Dynasties can expect to make anywhere between 330M and 550M from an INVEST action.&lt;br /&gt;
&lt;br /&gt;
'''Invest on Port Svartalf''' - Svartalf is a hub for trade and commerce. Anything can be bought and sold and profit is just around the corner and open warfare has just increased the money that can be made here. As standard Dynasties can expect to make between 460M and 720M by trading here rather than in Arkangel Space but they should remember they will be helping to finance a port dominated by xenos, heretics and potentially worse.&lt;br /&gt;
&lt;br /&gt;
'''Invest in BMTF Territory''' - The Blessed Multitude Trade Federation, once the beating heart of commerce in the sector, has fallen on hard times as a diplomatic and military split has torn the nation apart, shattering the markets and transhipment network. This upheaval has massively reduced the profit that can be made here but efforts by the Dynasties of Arkangel to make the most of what remained has kickstarted a cycle of regrowth. This growth has increased the money available but it is still far from where it was. As standard Dynasties can expect make between 200M and 450M by trading here rather than in Arkangel Space.&lt;br /&gt;
&lt;br /&gt;
'''Invest in the Arbour''' - The Glorious Kingdom of his Majesty King Agravain du Morholt, The Arbour of the Righteous is not a wealthy star nation in the manner of The BMTF but they have an extremely strong and long lasting military tradition and as such it is much easier to recruit soldiers here than anywhere else in the sector. As standard Dynasties can expect to make between 100M and 200M but will also earn between 350M and 500M as ‘credit’ toward the next Raise Imperial Guard Regiments or Raise Naval Patrol Groups '''BUILD''' action taken by any Rogue Trader Dynasty.&lt;br /&gt;
&lt;br /&gt;
'''War Profiteering and Looting''' - Open warfare has allowed a myriad of chances to gain wealth by piracy and salvage especially if one were to ignore sides and just grab anything you can find. This option is risky as any roll of a double will mean that your actions will become public knowledge but the payout could be extremely high:&lt;br /&gt;
*Partial Success - 300M&lt;br /&gt;
*Complete Success - 500M&lt;br /&gt;
*Critical Success - 900M&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
With the expansion of Arkangel space has come a number of opportunities to build. These options are not cheap, but what are a few marks compared to the blood of the Martyrs that have come before...&lt;br /&gt;
&lt;br /&gt;
'''Embassies: 1500M'''&lt;br /&gt;
&lt;br /&gt;
A number of civilisations have formally requested Embassies be built on Arkangel to facilitate diplomatic relationships. As with all diplomatic situations, choosing to build embassies or not will send a definite message to the civilisations requesting them. While choosing to delay building an embassy for a cycle would be perceived as a limitation of capacity, any longer could be perceived as a snub…&lt;br /&gt;
&lt;br /&gt;
*Craftworld Tel'Sharr&lt;br /&gt;
*The Tau&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This creates palatial offices for the foreign diplomats on Arkangel station. Once built this creates  the position of ambassador to the civilisation in question. This position must be assigned by the Captains table. Ambassadors will gain one free use of “I’ve Studied Your People” of the appropriate sort per game. They will be Arkangel’s representative to this group; they will also get diplomatic information and *may* receive further information or linears as the game progresses as well as unique opportunities depending on the civilisation in question. &lt;br /&gt;
The individual will hold this position until they retire, die or another individual is assigned as ambassador by the Captains Table. &lt;br /&gt;
&lt;br /&gt;
A Lord Captain may not be an Ambassador. &lt;br /&gt;
&lt;br /&gt;
Embassies also allow Arkangel to legally send representatives into the territory to conduct diplomatic missions, while there the opportunity to collect military, economic and political intelligence will be available. Additional build options will become available once an Embassy is in place.&lt;br /&gt;
&lt;br /&gt;
'''Cathedral on Arkangel (improvements):'''&lt;br /&gt;
&lt;br /&gt;
*The most Blessed and Holy Sepulchre of Saint Patroclus: 1000&lt;br /&gt;
This will construct a grand tomb worthy of an Imperial Saint and act as a focal point for his recognition to spread beyond Arkangel Space.&lt;br /&gt;
 &lt;br /&gt;
'''Raise Imperial Guard Regiments: 3000M'''&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering new Regiments and construction costs have been permanently reduced.&lt;br /&gt;
 &lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a task Rogue Traders and their crews are well suited to, as such the Astra Militarum have come to the Arkangel fleet with a proposition. If they sponsor the huge costs in raising these regiments, the Astra Militarum will see to the training and logistics involved. The regiments will be trained and outfitted in a manner chosen by their great patrons. It has been suggested by Segmentum command that there is no greater honour and service to the Imperium than to act as a patron for the Regiments that will one day complete the Conquest of Imperial space…&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of guard regiments. These regiments can be moved within allied space. Any hex they inhabit has increased defences against attacks from hostile civilisations, this is a +3 DEFEND action.&lt;br /&gt;
Each regiment may be relocated by its patron.&lt;br /&gt;
&lt;br /&gt;
'''Raise Naval Patrol Groups: 3000M'''&lt;br /&gt;
&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering Patrol Groups and construction costs have been permanently reduced.&lt;br /&gt;
&lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a take Rogue Traders and their crews are well suited to, as such the Navis Imperialis have a proposition: The remnants of the CHI Navy can be retrained and their ships refitted to form Patrol groups to protect Imperial space from attack by patrolling the frontiers of Arkangel subsector.&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of Navy Patrol Groups. These Patrol Groups can be sent to support attacking actions. This is a once per DT cycle +2 ATTACK action chosen by the patron who funded the construction.&lt;br /&gt;
&lt;br /&gt;
*'''To Build: send Building (X), ensuring you have enough Marks in the system'''&lt;br /&gt;
&lt;br /&gt;
===Special: Font Rebel Support===&lt;br /&gt;
&lt;br /&gt;
Not everyone in The Font is happy with the decision to support and recognize Adamska as the Star Father. Influence and effort put into the Nation by members of the Captain’s Table has created a burgeoning spy and freedom fighter network, but they will need more support if they are to survive, never mind being successful.&lt;br /&gt;
They are in need of supplies, coordination, and the rescue of refugees and dependents so they can fight freely, able to worry less about reprisals.&lt;br /&gt;
The Captain’s Table can support in various ways using the following ship stat combinations:&lt;br /&gt;
&lt;br /&gt;
*Bringing in guns/supplies - admin/augur &lt;br /&gt;
*Planning insurgency actions (assassinations/sabotage) - augur/military &lt;br /&gt;
*Training humint spies - grandeur/augur &lt;br /&gt;
*Training sigint spies - admin/augur&lt;br /&gt;
*Smuggling out refugees and dependents -  admin/grandeur&lt;br /&gt;
&lt;br /&gt;
All these rolls will use a points method to dictate effects and future options. (A partial success gives 1 point, a complete success gives 2 points, an exceptional success 3 points)&lt;br /&gt;
&lt;br /&gt;
*'''To Support the Rebels: Send in Support Rebels (Gunrunning, Insurgency, Humint, Sigint, or Refugees)'''&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF or The Arbour thanks to the use of the Embassies.&lt;br /&gt;
&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Summary of Special Modifiers&lt;br /&gt;
|-&lt;br /&gt;
! DT Action !! DT Modifier !! Source !! Affects Location&lt;br /&gt;
|-&lt;br /&gt;
| Attack ||  1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Defend || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Muster || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || The Arbour Embassy || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Borovich, Kasputin, Lupus and Rexuz Dynasties || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Arbour Embassy || The Arbour&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3407</id>
		<title>Downtime 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3407"/>
				<updated>2025-04-02T19:58:17Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* Build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Pre Event 19 - March 2025=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
&lt;br /&gt;
We will post on the FB group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 25/5/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir is still blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Most of the fleets of the Dominion of the Star Father continue to attack his enemies.&lt;br /&gt;
*The former BMTF Assault Fleet has been withdrawn for repair and rebuilding making them vulnerable to destruction.&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities, Ambassadors and from certain NPCs will have more information on these.&lt;br /&gt;
*Jessica Patriot has come up with a daring plan to strike at and potentially retake the heart of the BMTF, Capital, and is calling in her debts and favours.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are still attacking Arbor, and T’au territory in increasing numbers, but seem to have mostly stopped attacking the Dominion of the Star Father.&lt;br /&gt;
*The Red (splitter) Orks have secured their small territory and are still randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF are still low they have begun to recover.&lt;br /&gt;
*Font Rebels who do not believe in the False Star Father continue to look for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_30_03_25.png|700px|Sector Map - March 2025]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order:&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect. (ie if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties)&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbor.&lt;br /&gt;
*The Arbor are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbor combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father. &lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert===&lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector '''CONVERT''' now has a slightly different effect. '''CONVERT''' can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit however emboldened by their previous success they will be harder to direct.&lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert'''&lt;br /&gt;
*Send in Convert Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavor that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in Convert Red Orks [-1D] (these points can be spent 3:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in Convert Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore:''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captain’s Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in Explore through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to '''MUSTER''' act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
Muster supports '''ATTACK''' or '''DEFEND''' actions from friendly or unclaimed space. Thus known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet&lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet dock (I,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Capital (H,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory (X,X)&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in (G,8) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) &lt;br /&gt;
&lt;br /&gt;
When choosing a muster location, state which endeavour you are supporting.&lt;br /&gt;
&lt;br /&gt;
*send in Muster (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captain’s Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been fully fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Jessica Patriot is calling in all the favours and deals she can to commit to a daring plan. She thinks it might be possible to capitalise on the sudden reversal of fortunes caused by the Arkangel Alliance to retake the heart of the BMTF, the world of Capital. The Captain’s Table has promised to support an action chosen by her as part of a quid pro quo deal and she feels the time is now. The Arbour will be sending two of their fleets and Dragon Fleet is specifically calling in the favor promised in return for the assistance against the ''Terminus est Divinitatus''.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''Attack Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
*Attack Assault Fleet dock (I,6) [2S,-4D]&lt;br /&gt;
&lt;br /&gt;
*Attack Capital (H,6) [7S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
Each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
Each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
*'''To Attack: send in Attack (X,X) or Attack X'''&lt;br /&gt;
&lt;br /&gt;
===Defend===&lt;br /&gt;
&lt;br /&gt;
The forces who follow the Star Father are taking advantage of the lack of coordination of those against them by striking out in many directions with near impunity. &lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The Red Ork faction of Evil Sunz and Blood Axes are attacking everyone around them and enjoying the chaos of sector wide war and being a minor, if persistent annoyance.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the Bad Moon Orks under Cheevus Flashgob have begun a Waaagh! And are attacking in increasing strength across the sector with requests for aid against them being sent by both The Arbor and the T’au Federation.&lt;br /&gt;
&lt;br /&gt;
'''DEFEND Options'''&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1) [1S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) [5S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) [3S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) [3S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [3S,-2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) [3S,-2D]&lt;br /&gt;
&lt;br /&gt;
*'''To Defend: send in Defend (X,X)'''&lt;br /&gt;
&lt;br /&gt;
===Invest===&lt;br /&gt;
&lt;br /&gt;
Investments, trade, exploitation of planetary resources are three of the myriad schemes available to Rogue Trader fleets to increase their already incalculable wealth. With new discoveries comes new opportunities. Dynasties may undertake invest actions in any part of Arkangel space, depending on the result of their roll they will earn marks. Investing in Arkangel Space is generally a good option as it has a bonus +1 due to the exploration level.&lt;br /&gt;
&lt;br /&gt;
'''Invest in Arkangel Space''' - This is the generic invest option, this represents any number of money making endeavours. As standard Dynasties can expect to make anywhere between 330M and 550M from an INVEST action.&lt;br /&gt;
&lt;br /&gt;
'''Invest on Port Svartalf''' - Svartalf is a hub for trade and commerce. Anything can be bought and sold and profit is just around the corner and open warfare has just increased the money that can be made here. As standard Dynasties can expect to make between 460M and 720M by trading here rather than in Arkangel Space but they should remember they will be helping to finance a port dominated by xenos, heretics and potentially worse.&lt;br /&gt;
&lt;br /&gt;
'''Invest in BMTF Territory''' - The Blessed Multitude Trade Federation, once the beating heart of commerce in the sector, has fallen on hard times as a diplomatic and military split has torn the nation apart, shattering the markets and transhipment network. This upheaval has massively reduced the profit that can be made here but efforts by the Dynasties of Arkangel to make the most of what remained has kickstarted a cycle of regrowth. This growth has increased the money available but it is still far from where it was. As standard Dynasties can expect make between 200M and 450M by trading here rather than in Arkangel Space.&lt;br /&gt;
&lt;br /&gt;
'''Invest in the Arbour''' - The Glorious Kingdom of his Majesty King Agravain du Morholt, The Arbour of the Righteous is not a wealthy star nation in the manner of The BMTF but they have an extremely strong and long lasting military tradition and as such it is much easier to recruit soldiers here than anywhere else in the sector. As standard Dynasties can expect to make between 100M and 200M but will also earn between 350M and 500M as ‘credit’ toward the next Raise Imperial Guard Regiments or Raise Naval Patrol Groups '''BUILD''' action taken by any Rogue Trader Dynasty.&lt;br /&gt;
&lt;br /&gt;
'''War Profiteering and Looting''' - Open warfare has allowed a myriad of chances to gain wealth by piracy and salvage especially if one were to ignore sides and just grab anything you can find. This option is risky as any roll of a double will mean that your actions will become public knowledge but the payout could be extremely high:&lt;br /&gt;
*Partial Success - 300M&lt;br /&gt;
*Complete Success - 500M&lt;br /&gt;
*Critical Success - 900M&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
With the expansion of Arkangel space has come a number of opportunities to build. These options are not cheap, but what are a few marks compared to the blood of the Martyrs that have come before...&lt;br /&gt;
&lt;br /&gt;
'''Embassies: 1500M'''&lt;br /&gt;
&lt;br /&gt;
A number of civilisations have formally requested Embassies be built on Arkangel to facilitate diplomatic relationships. As with all diplomatic situations, choosing to build embassies or not will send a definite message to the civilisations requesting them. While choosing to delay building an embassy for a cycle would be perceived as a limitation of capacity, any longer could be perceived as a snub…&lt;br /&gt;
&lt;br /&gt;
*Craftworld Tel'Sharr&lt;br /&gt;
*The Tau&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This creates palatial offices for the foreign diplomats on Arkangel station. Once built this creates  the position of ambassador to the civilisation in question. This position must be assigned by the Captains table. Ambassadors will gain one free use of “I’ve Studied Your People” of the appropriate sort per game. They will be Arkangel’s representative to this group; they will also get diplomatic information and *may* receive further information or linears as the game progresses as well as unique opportunities depending on the civilisation in question. &lt;br /&gt;
The individual will hold this position until they retire, die or another individual is assigned as ambassador by the Captains Table. &lt;br /&gt;
&lt;br /&gt;
A Lord Captain may not be an Ambassador. &lt;br /&gt;
&lt;br /&gt;
Embassies also allow Arkangel to legally send representatives into the territory to conduct diplomatic missions, while there the opportunity to collect military, economic and political intelligence will be available. Additional build options will become available once an Embassy is in place.&lt;br /&gt;
&lt;br /&gt;
'''Cathedral on Arkangel (improvements):'''&lt;br /&gt;
&lt;br /&gt;
*The most Blessed and Holy Sepulchre of Saint Patroclus: 1000&lt;br /&gt;
This will construct a grand tomb worthy of an Imperial Saint and act as a focal point for his recognition to spread beyond Arkangel Space.&lt;br /&gt;
 &lt;br /&gt;
'''Raise Imperial Guard Regiments: 3000M'''&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering new Regiments and construction costs have been permanently reduced.&lt;br /&gt;
 &lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a task Rogue Traders and their crews are well suited to, as such the Astra Militarum have come to the Arkangel fleet with a proposition. If they sponsor the huge costs in raising these regiments, the Astra Militarum will see to the training and logistics involved. The regiments will be trained and outfitted in a manner chosen by their great patrons. It has been suggested by Segmentum command that there is no greater honour and service to the Imperium than to act as a patron for the Regiments that will one day complete the Conquest of Imperial space…&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of guard regiments. These regiments can be moved within allied space. Any hex they inhabit has increased defences against attacks from hostile civilisations, this is a +3 DEFEND action.&lt;br /&gt;
Each regiment may be relocated by its patron.&lt;br /&gt;
&lt;br /&gt;
'''Raise Naval Patrol Groups: 3000M'''&lt;br /&gt;
&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering Patrol Groups and construction costs have been permanently reduced.&lt;br /&gt;
&lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a take Rogue Traders and their crews are well suited to, as such the Navis Imperialis have a proposition: The remnants of the CHI Navy can be retrained and their ships refitted to form Patrol groups to protect Imperial space from attack by patrolling the frontiers of Arkangel subsector.&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of Navy Patrol Groups. These Patrol Groups can be sent to support attacking actions. This is a once per DT cycle +2 ATTACK action chosen by the patron who funded the construction.&lt;br /&gt;
&lt;br /&gt;
*'''To Build: send Building (X), ensuring you have enough Marks in the system'''&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3406</id>
		<title>Downtime 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3406"/>
				<updated>2025-04-02T19:56:24Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* Invest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Pre Event 19 - March 2025=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
&lt;br /&gt;
We will post on the FB group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 25/5/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir is still blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Most of the fleets of the Dominion of the Star Father continue to attack his enemies.&lt;br /&gt;
*The former BMTF Assault Fleet has been withdrawn for repair and rebuilding making them vulnerable to destruction.&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities, Ambassadors and from certain NPCs will have more information on these.&lt;br /&gt;
*Jessica Patriot has come up with a daring plan to strike at and potentially retake the heart of the BMTF, Capital, and is calling in her debts and favours.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are still attacking Arbor, and T’au territory in increasing numbers, but seem to have mostly stopped attacking the Dominion of the Star Father.&lt;br /&gt;
*The Red (splitter) Orks have secured their small territory and are still randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF are still low they have begun to recover.&lt;br /&gt;
*Font Rebels who do not believe in the False Star Father continue to look for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_30_03_25.png|700px|Sector Map - March 2025]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order:&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect. (ie if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties)&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbor.&lt;br /&gt;
*The Arbor are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbor combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father. &lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert===&lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector '''CONVERT''' now has a slightly different effect. '''CONVERT''' can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit however emboldened by their previous success they will be harder to direct.&lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert'''&lt;br /&gt;
*Send in Convert Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavor that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in Convert Red Orks [-1D] (these points can be spent 3:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in Convert Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore:''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captain’s Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in Explore through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to '''MUSTER''' act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
Muster supports '''ATTACK''' or '''DEFEND''' actions from friendly or unclaimed space. Thus known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet&lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet dock (I,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Capital (H,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory (X,X)&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in (G,8) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) &lt;br /&gt;
&lt;br /&gt;
When choosing a muster location, state which endeavour you are supporting.&lt;br /&gt;
&lt;br /&gt;
*send in Muster (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captain’s Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been fully fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Jessica Patriot is calling in all the favours and deals she can to commit to a daring plan. She thinks it might be possible to capitalise on the sudden reversal of fortunes caused by the Arkangel Alliance to retake the heart of the BMTF, the world of Capital. The Captain’s Table has promised to support an action chosen by her as part of a quid pro quo deal and she feels the time is now. The Arbour will be sending two of their fleets and Dragon Fleet is specifically calling in the favor promised in return for the assistance against the ''Terminus est Divinitatus''.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''Attack Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
*Attack Assault Fleet dock (I,6) [2S,-4D]&lt;br /&gt;
&lt;br /&gt;
*Attack Capital (H,6) [7S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
Each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
Each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
*'''To Attack: send in Attack (X,X) or Attack X'''&lt;br /&gt;
&lt;br /&gt;
===Defend===&lt;br /&gt;
&lt;br /&gt;
The forces who follow the Star Father are taking advantage of the lack of coordination of those against them by striking out in many directions with near impunity. &lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The Red Ork faction of Evil Sunz and Blood Axes are attacking everyone around them and enjoying the chaos of sector wide war and being a minor, if persistent annoyance.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the Bad Moon Orks under Cheevus Flashgob have begun a Waaagh! And are attacking in increasing strength across the sector with requests for aid against them being sent by both The Arbor and the T’au Federation.&lt;br /&gt;
&lt;br /&gt;
'''DEFEND Options'''&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1) [1S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) [5S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) [3S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) [3S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [3S,-2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) [3S,-2D]&lt;br /&gt;
&lt;br /&gt;
*'''To Defend: send in Defend (X,X)'''&lt;br /&gt;
&lt;br /&gt;
===Invest===&lt;br /&gt;
&lt;br /&gt;
Investments, trade, exploitation of planetary resources are three of the myriad schemes available to Rogue Trader fleets to increase their already incalculable wealth. With new discoveries comes new opportunities. Dynasties may undertake invest actions in any part of Arkangel space, depending on the result of their roll they will earn marks. Investing in Arkangel Space is generally a good option as it has a bonus +1 due to the exploration level.&lt;br /&gt;
&lt;br /&gt;
'''Invest in Arkangel Space''' - This is the generic invest option, this represents any number of money making endeavours. As standard Dynasties can expect to make anywhere between 330M and 550M from an INVEST action.&lt;br /&gt;
&lt;br /&gt;
'''Invest on Port Svartalf''' - Svartalf is a hub for trade and commerce. Anything can be bought and sold and profit is just around the corner and open warfare has just increased the money that can be made here. As standard Dynasties can expect to make between 460M and 720M by trading here rather than in Arkangel Space but they should remember they will be helping to finance a port dominated by xenos, heretics and potentially worse.&lt;br /&gt;
&lt;br /&gt;
'''Invest in BMTF Territory''' - The Blessed Multitude Trade Federation, once the beating heart of commerce in the sector, has fallen on hard times as a diplomatic and military split has torn the nation apart, shattering the markets and transhipment network. This upheaval has massively reduced the profit that can be made here but efforts by the Dynasties of Arkangel to make the most of what remained has kickstarted a cycle of regrowth. This growth has increased the money available but it is still far from where it was. As standard Dynasties can expect make between 200M and 450M by trading here rather than in Arkangel Space.&lt;br /&gt;
&lt;br /&gt;
'''Invest in the Arbour''' - The Glorious Kingdom of his Majesty King Agravain du Morholt, The Arbour of the Righteous is not a wealthy star nation in the manner of The BMTF but they have an extremely strong and long lasting military tradition and as such it is much easier to recruit soldiers here than anywhere else in the sector. As standard Dynasties can expect to make between 100M and 200M but will also earn between 350M and 500M as ‘credit’ toward the next Raise Imperial Guard Regiments or Raise Naval Patrol Groups '''BUILD''' action taken by any Rogue Trader Dynasty.&lt;br /&gt;
&lt;br /&gt;
'''War Profiteering and Looting''' - Open warfare has allowed a myriad of chances to gain wealth by piracy and salvage especially if one were to ignore sides and just grab anything you can find. This option is risky as any roll of a double will mean that your actions will become public knowledge but the payout could be extremely high:&lt;br /&gt;
*Partial Success - 300M&lt;br /&gt;
*Complete Success - 500M&lt;br /&gt;
*Critical Success - 900M&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3405</id>
		<title>Downtime 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3405"/>
				<updated>2025-04-02T19:54:01Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Pre Event 19 - March 2025=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
&lt;br /&gt;
We will post on the FB group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 25/5/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir is still blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Most of the fleets of the Dominion of the Star Father continue to attack his enemies.&lt;br /&gt;
*The former BMTF Assault Fleet has been withdrawn for repair and rebuilding making them vulnerable to destruction.&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities, Ambassadors and from certain NPCs will have more information on these.&lt;br /&gt;
*Jessica Patriot has come up with a daring plan to strike at and potentially retake the heart of the BMTF, Capital, and is calling in her debts and favours.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are still attacking Arbor, and T’au territory in increasing numbers, but seem to have mostly stopped attacking the Dominion of the Star Father.&lt;br /&gt;
*The Red (splitter) Orks have secured their small territory and are still randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF are still low they have begun to recover.&lt;br /&gt;
*Font Rebels who do not believe in the False Star Father continue to look for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_30_03_25.png|700px|Sector Map - March 2025]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order:&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect. (ie if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties)&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbor.&lt;br /&gt;
*The Arbor are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbor combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father. &lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert===&lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector '''CONVERT''' now has a slightly different effect. '''CONVERT''' can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit however emboldened by their previous success they will be harder to direct.&lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert'''&lt;br /&gt;
*Send in Convert Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavor that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in Convert Red Orks [-1D] (these points can be spent 3:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in Convert Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore:''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captain’s Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in Explore through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to '''MUSTER''' act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
Muster supports '''ATTACK''' or '''DEFEND''' actions from friendly or unclaimed space. Thus known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet&lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet dock (I,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Capital (H,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory (X,X)&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in (G,8) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) &lt;br /&gt;
&lt;br /&gt;
When choosing a muster location, state which endeavour you are supporting.&lt;br /&gt;
&lt;br /&gt;
*send in Muster (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captain’s Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been fully fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Jessica Patriot is calling in all the favours and deals she can to commit to a daring plan. She thinks it might be possible to capitalise on the sudden reversal of fortunes caused by the Arkangel Alliance to retake the heart of the BMTF, the world of Capital. The Captain’s Table has promised to support an action chosen by her as part of a quid pro quo deal and she feels the time is now. The Arbour will be sending two of their fleets and Dragon Fleet is specifically calling in the favor promised in return for the assistance against the ''Terminus est Divinitatus''.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''Attack Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
*Attack Assault Fleet dock (I,6) [2S,-4D]&lt;br /&gt;
&lt;br /&gt;
*Attack Capital (H,6) [7S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
Each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
Each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
*'''To Attack: send in Attack (X,X) or Attack X'''&lt;br /&gt;
&lt;br /&gt;
===Defend===&lt;br /&gt;
&lt;br /&gt;
The forces who follow the Star Father are taking advantage of the lack of coordination of those against them by striking out in many directions with near impunity. &lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The Red Ork faction of Evil Sunz and Blood Axes are attacking everyone around them and enjoying the chaos of sector wide war and being a minor, if persistent annoyance.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the Bad Moon Orks under Cheevus Flashgob have begun a Waaagh! And are attacking in increasing strength across the sector with requests for aid against them being sent by both The Arbor and the T’au Federation.&lt;br /&gt;
&lt;br /&gt;
'''DEFEND Options'''&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1) [1S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) [5S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) [3S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) [3S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [3S,-2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) [3S,-2D]&lt;br /&gt;
&lt;br /&gt;
*'''To Defend: send in Defend (X,X)'''&lt;br /&gt;
&lt;br /&gt;
===Invest===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3404</id>
		<title>Downtime 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3404"/>
				<updated>2025-04-02T19:32:09Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Pre Event 19 - March 2025=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
&lt;br /&gt;
We will post on the FB group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 25/5/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir is still blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Most of the fleets of the Dominion of the Star Father continue to attack his enemies.&lt;br /&gt;
*The former BMTF Assault Fleet has been withdrawn for repair and rebuilding making them vulnerable to destruction.&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities, Ambassadors and from certain NPCs will have more information on these.&lt;br /&gt;
*Jessica Patriot has come up with a daring plan to strike at and potentially retake the heart of the BMTF, Capital, and is calling in her debts and favours.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are still attacking Arbor, and T’au territory in increasing numbers, but seem to have mostly stopped attacking the Dominion of the Star Father.&lt;br /&gt;
*The Red (splitter) Orks have secured their small territory and are still randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF are still low they have begun to recover.&lt;br /&gt;
*Font Rebels who do not believe in the False Star Father continue to look for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_30_03_25.png|700px|Sector Map - March 2025]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order:&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect. (ie if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties)&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbor.&lt;br /&gt;
*The Arbor are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbor combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father. &lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert===&lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector '''CONVERT''' now has a slightly different effect. '''CONVERT''' can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit however emboldened by their previous success they will be harder to direct.&lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert'''&lt;br /&gt;
*Send in Convert Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavor that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in Convert Red Orks [-1D] (these points can be spent 3:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in Convert Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore:''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captain’s Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in Explore through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to '''MUSTER''' act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
Muster supports '''ATTACK''' or '''DEFEND''' actions from friendly or unclaimed space. Thus known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet&lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet dock (I,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Capital (H,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory (X,X)&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in (G,8) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) &lt;br /&gt;
&lt;br /&gt;
When choosing a muster location, state which endeavour you are supporting.&lt;br /&gt;
&lt;br /&gt;
*send in Muster (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captain’s Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been fully fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Jessica Patriot is calling in all the favours and deals she can to commit to a daring plan. She thinks it might be possible to capitalise on the sudden reversal of fortunes caused by the Arkangel Alliance to retake the heart of the BMTF, the world of Capital. The Captain’s Table has promised to support an action chosen by her as part of a quid pro quo deal and she feels the time is now. The Arbour will be sending two of their fleets and Dragon Fleet is specifically calling in the favor promised in return for the assistance against the ''Terminus est Divinitatus''.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''Attack Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
*Attack Assault Fleet dock (I,6) [2S,-4D]&lt;br /&gt;
&lt;br /&gt;
*Attack Capital (H,6) [7S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
Each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
Each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
*'''To Attack: send in Attack (X,X) or Attack X'''&lt;br /&gt;
&lt;br /&gt;
===Defend===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Invest===&lt;br /&gt;
&lt;br /&gt;
[insert table here]&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3403</id>
		<title>Downtime 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3403"/>
				<updated>2025-04-02T19:31:21Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Pre Event 19 - March 2025=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
&lt;br /&gt;
We will post on the FB group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 25/5/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir is still blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Most of the fleets of the Dominion of the Star Father continue to attack his enemies.&lt;br /&gt;
*The former BMTF Assault Fleet has been withdrawn for repair and rebuilding making them vulnerable to destruction.&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities, Ambassadors and from certain NPCs will have more information on these.&lt;br /&gt;
*Jessica Patriot has come up with a daring plan to strike at and potentially retake the heart of the BMTF, Capital, and is calling in her debts and favours.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are still attacking Arbor, and T’au territory in increasing numbers, but seem to have mostly stopped attacking the Dominion of the Star Father.&lt;br /&gt;
*The Red (splitter) Orks have secured their small territory and are still randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF are still low they have begun to recover.&lt;br /&gt;
*Font Rebels who do not believe in the False Star Father continue to look for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_30_03_25.png|700px|Sector Map - March 2025]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order:&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect. (ie if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties)&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbor.&lt;br /&gt;
*The Arbor are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbor combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father. &lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert===&lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector '''CONVERT''' now has a slightly different effect. '''CONVERT''' can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit however emboldened by their previous success they will be harder to direct.&lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert'''&lt;br /&gt;
*Send in Convert Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavor that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in Convert Red Orks [-1D] (these points can be spent 3:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in Convert Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore:''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captain’s Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in Explore through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to '''MUSTER''' act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
Muster supports '''ATTACK''' or '''DEFEND''' actions from friendly or unclaimed space. Thus known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet&lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet dock (I,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Capital (H,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory (X,X)&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in (G,8) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) &lt;br /&gt;
&lt;br /&gt;
When choosing a muster location, state which endeavour you are supporting.&lt;br /&gt;
&lt;br /&gt;
*send in Muster (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captain’s Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been fully fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Jessica Patriot is calling in all the favours and deals she can to commit to a daring plan. She thinks it might be possible to capitalise on the sudden reversal of fortunes caused by the Arkangel Alliance to retake the heart of the BMTF, the world of Capital. The Captain’s Table has promised to support an action chosen by her as part of a quid pro quo deal and she feels the time is now. The Arbour will be sending two of their fleets and Dragon Fleet is specifically calling in the favor promised in return for the assistance against the ''Terminus est Divinitatus''.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''Attack Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
*Attack Assault Fleet dock (I,6) [2S,-4D]&lt;br /&gt;
&lt;br /&gt;
*Attack Capital (H,6) [7S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
Each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
Each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
*'''To Attack: send in Attack (X,X) or Attack X'''&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3402</id>
		<title>Downtime 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3402"/>
				<updated>2025-04-02T19:31:06Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* Muster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Pre Event 19 - March 2025=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
&lt;br /&gt;
We will post on the FB group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 25/5/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir is still blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Most of the fleets of the Dominion of the Star Father continue to attack his enemies.&lt;br /&gt;
*The former BMTF Assault Fleet has been withdrawn for repair and rebuilding making them vulnerable to destruction.&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities, Ambassadors and from certain NPCs will have more information on these.&lt;br /&gt;
*Jessica Patriot has come up with a daring plan to strike at and potentially retake the heart of the BMTF, Capital, and is calling in her debts and favours.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are still attacking Arbor, and T’au territory in increasing numbers, but seem to have mostly stopped attacking the Dominion of the Star Father.&lt;br /&gt;
*The Red (splitter) Orks have secured their small territory and are still randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF are still low they have begun to recover.&lt;br /&gt;
*Font Rebels who do not believe in the False Star Father continue to look for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_30_03_25.png|700px|Sector Map - March 2025]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order:&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect. (ie if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties)&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbor.&lt;br /&gt;
*The Arbor are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbor combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father. &lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert===&lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector '''CONVERT''' now has a slightly different effect. '''CONVERT''' can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit however emboldened by their previous success they will be harder to direct.&lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert'''&lt;br /&gt;
*Send in Convert Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavor that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in Convert Red Orks [-1D] (these points can be spent 3:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in Convert Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore:''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captain’s Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in Explore through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to '''MUSTER''' act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
Muster supports '''ATTACK''' or '''DEFEND''' actions from friendly or unclaimed space. Thus known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet&lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet dock (I,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Capital (H,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory (X,X)&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in (G,8) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) &lt;br /&gt;
&lt;br /&gt;
When choosing a muster location, state which endeavour you are supporting.&lt;br /&gt;
&lt;br /&gt;
*send in Muster (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captain’s Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been fully fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Jessica Patriot is calling in all the favours and deals she can to commit to a daring plan. She thinks it might be possible to capitalise on the sudden reversal of fortunes caused by the Arkangel Alliance to retake the heart of the BMTF, the world of Capital. The Captain’s Table has promised to support an action chosen by her as part of a quid pro quo deal and she feels the time is now. The Arbour will be sending two of their fleets and Dragon Fleet is specifically calling in the favor promised in return for the assistance against the ''Terminus est Divinitatus''.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''Attack Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
*Attack Assault Fleet dock (I,6) [2S,-4D]&lt;br /&gt;
&lt;br /&gt;
*Attack Capital (H,6) [7S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
Each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
Each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
*To Attack: send in Attack (X,X) or Attack X&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3401</id>
		<title>Downtime 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3401"/>
				<updated>2025-04-02T19:29:02Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* Muster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Pre Event 19 - March 2025=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
&lt;br /&gt;
We will post on the FB group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 25/5/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir is still blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Most of the fleets of the Dominion of the Star Father continue to attack his enemies.&lt;br /&gt;
*The former BMTF Assault Fleet has been withdrawn for repair and rebuilding making them vulnerable to destruction.&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities, Ambassadors and from certain NPCs will have more information on these.&lt;br /&gt;
*Jessica Patriot has come up with a daring plan to strike at and potentially retake the heart of the BMTF, Capital, and is calling in her debts and favours.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are still attacking Arbor, and T’au territory in increasing numbers, but seem to have mostly stopped attacking the Dominion of the Star Father.&lt;br /&gt;
*The Red (splitter) Orks have secured their small territory and are still randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF are still low they have begun to recover.&lt;br /&gt;
*Font Rebels who do not believe in the False Star Father continue to look for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_30_03_25.png|700px|Sector Map - March 2025]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order:&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect. (ie if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties)&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbor.&lt;br /&gt;
*The Arbor are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbor combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father. &lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert===&lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector '''CONVERT''' now has a slightly different effect. '''CONVERT''' can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit however emboldened by their previous success they will be harder to direct.&lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert'''&lt;br /&gt;
*Send in Convert Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavor that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in Convert Red Orks [-1D] (these points can be spent 3:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in Convert Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore:''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captain’s Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in Explore through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to '''MUSTER''' act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
Muster supports '''ATTACK''' or '''DEFEN'''D actions from friendly or unclaimed space. Thus known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet&lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet dock (I,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Capital (H,6) &lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory (X,X)&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in (G,8) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (F,3) &lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Ork Waaagh! (G,4) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) &lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,11) &lt;br /&gt;
&lt;br /&gt;
When choosing a muster location, state which endeavour you are supporting.&lt;br /&gt;
&lt;br /&gt;
*send in Muster (X,X) supporting actions in (X,X) or supporting Attack X&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3400</id>
		<title>Downtime 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3400"/>
				<updated>2025-04-02T19:26:53Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Pre Event 19 - March 2025=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
&lt;br /&gt;
We will post on the FB group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 25/5/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir is still blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Most of the fleets of the Dominion of the Star Father continue to attack his enemies.&lt;br /&gt;
*The former BMTF Assault Fleet has been withdrawn for repair and rebuilding making them vulnerable to destruction.&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities, Ambassadors and from certain NPCs will have more information on these.&lt;br /&gt;
*Jessica Patriot has come up with a daring plan to strike at and potentially retake the heart of the BMTF, Capital, and is calling in her debts and favours.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are still attacking Arbor, and T’au territory in increasing numbers, but seem to have mostly stopped attacking the Dominion of the Star Father.&lt;br /&gt;
*The Red (splitter) Orks have secured their small territory and are still randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF are still low they have begun to recover.&lt;br /&gt;
*Font Rebels who do not believe in the False Star Father continue to look for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_30_03_25.png|700px|Sector Map - March 2025]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order:&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect. (ie if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties)&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbor.&lt;br /&gt;
*The Arbor are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbor combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father. &lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert===&lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector '''CONVERT''' now has a slightly different effect. '''CONVERT''' can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit however emboldened by their previous success they will be harder to direct.&lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert'''&lt;br /&gt;
*Send in Convert Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavor that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in Convert Red Orks [-1D] (these points can be spent 3:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in Convert Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore:''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captain’s Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in Explore through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Known_Space&amp;diff=3395</id>
		<title>Known Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Known_Space&amp;diff=3395"/>
				<updated>2025-03-30T20:37:53Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS CURRENTLY UNDER DEVELOPMENT&lt;br /&gt;
&lt;br /&gt;
This is a high level map of the sector, as of Event 19.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_30_03_25.png|700px|Sector Map - March 2025]]&lt;br /&gt;
&lt;br /&gt;
==The Player Characters==&lt;br /&gt;
[[Arkangel]]&lt;br /&gt;
&lt;br /&gt;
== Human Civilisations In The Sector ==&lt;br /&gt;
===THIS SECTION NOT UPDATED TO REFLECT CURRENT STATE OF THE SECTOR===&lt;br /&gt;
&lt;br /&gt;
*[[The Arbour of the Righteous]]&lt;br /&gt;
*[[Blessed Multitude Trade Federation]]&lt;br /&gt;
*[[The Most Holy Order of the Everlasting Font]]&lt;br /&gt;
&lt;br /&gt;
== Other Factions In the Sector ==&lt;br /&gt;
&lt;br /&gt;
===THIS SECTION NOT UPDATED TO REFLECT CURRENT STATE OF THE SECTOR===&lt;br /&gt;
*[[Port Svartalf]]&lt;br /&gt;
*[[Cabal_of_the_Blood-Splashed_Rose|Drukhari]]&lt;br /&gt;
*[[Craftworld Tel’Sharr]]&lt;br /&gt;
*[[The Knights Encarmine]]&lt;br /&gt;
*The Orks (PAGE TBC)&lt;br /&gt;
*[[The Tau Federation]]&lt;br /&gt;
&lt;br /&gt;
'''Other Planets'''&lt;br /&gt;
&lt;br /&gt;
Upon first passing through the Maw of Ni'ir, before reaching what is now Arkangel and Svartalf space, the Arkangel fleet encountered many smaller civilisations and inhabited planets. You can read about some of them here: &lt;br /&gt;
*[[:category:planets|Planets]]&lt;br /&gt;
&lt;br /&gt;
'''Other Useful Links'''&lt;br /&gt;
*[[:category:Arkangel Assets|Arkangel Assets]]&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=State_of_the_Sector_2025-03-30&amp;diff=3394</id>
		<title>State of the Sector 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=State_of_the_Sector_2025-03-30&amp;diff=3394"/>
				<updated>2025-03-30T20:34:59Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* State of the Sector - March 2025 (pre- Event 19) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==State of the Sector - March 2025 (pre- Event 19)==&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_30_03_25.png|700px|Sector Map - March 2025]]&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
&lt;br /&gt;
'''There is only War'''&lt;br /&gt;
&lt;br /&gt;
The alliance of Arkangel, The Arbour and the BMTF loyal to Jessica Patriot have gone to War with the Dominion of the Star Father. There have been pitched battles all across the sector. The forces of the father have seen significant resistance across the sector. The enemy BMTF Assault Fleet made an offensive into Arkangel space. A valiant defence was mounted by The Dunrega Dynasty and 1st Arkangel Rifles. The Assault Fleet was heavily damaged and withdrawn for repairs but at a heavy cost. “Cartwright's Own” suffered extreme casualties. The Font’s Crusader Fleet were more successful. Despite the glorious attempts of the Lupus and Cartwright Dynasties they caused significant damage to Arkangel Space, destroying key strategic points, over all lessening Arkangel grip on that territory. The Star Father’s Templar fleet met the Arbour Celestial Fleet on the frontier of Arbour Space. Both sides fought to a standstill however Templar Fleet is extremely resilient so will not suffer from this battle. The enemy BMTF patrol fleet have ranged into Jessica Patriot’s territory, and left undefended, they have raided and caused significant structural damage.&lt;br /&gt;
&lt;br /&gt;
Meanwhile Cheevus’ Bad Moons clan have been extremely active. They have raided Arbor and Dominion of the Starfather space, causing significant damage. Unconfirmed reports state that they have engaged the T’au with the T’au proving victorious.&lt;br /&gt;
The forces of Her Majesty Queen Regent Vivienne Du Morholt of The Arbour of the Righteous have made multiple attacks. Dragon Fleet flew with Arkangel in their successful attack on The ''Terminus Ex Machina'', however they were damaged in the battle. Gryphon fleet struck deep into Bad Moonz territory, suffering damage but also doing damage to the Ork Tribes holdings. Spear fleet successfully raided the Dominion of the Star father, causing significant disruption.&lt;br /&gt;
&lt;br /&gt;
The ships of Craftworld Tel’Sharr have accompanied various engagements by Arkangel and its allies across the sector; they appear to lack a great deal of direct capability but have been escorting damaged ships to safety as well as screening merchant and supply vessels. While they have not contributed much to direct battles, their presence has prevented significant interference or inconveniences.&lt;br /&gt;
&lt;br /&gt;
With the sacrifice of the ''Tyrannus Ex Machina'' to defeat the ''Terminus est Divinitatus'' the remains of Explorator Fleet Kerris have fallen back to Arkangel to regroup and have promised to ensure the false God will not pass through The Maw.&lt;br /&gt;
&lt;br /&gt;
===Economic===&lt;br /&gt;
&lt;br /&gt;
While the Battles in the void have been back and forth the battle of economic output has swung in Arkangel’s favour. By forming a Total War alliance with the remnants of the BMTF they have essentially merged their main stock exchanges meaning they are now the largest single economic market in the sector, giving them a bullish position and allowing them to set borrowing and debt rates. This along with widespread rumour that the reserve currency and planetary vaults of the former Font have been compromised put the Dominion of the Star Father in a precarious position, allowing the other great economic power, Svartalf to leverage its position.&lt;br /&gt;
It is clear that The Dominion of the Star Father cannot afford a drawn out military campaign so will seek drastic measures to bring this conflict to a close, lest they be bled white by the powerhouse Arkangel/BMTF economic bloc.&lt;br /&gt;
&lt;br /&gt;
===Diplomatic===&lt;br /&gt;
&lt;br /&gt;
With the formation of the Alliance of Arkangel, Arbour and Jessica Patriot much of the Diplomacy across the sector has taken a backseat to the conflicts. &lt;br /&gt;
&lt;br /&gt;
Svartalf has attempted to remain as a Neutral party however it is clear there are significant forces at play as each side tries to win the powerful fortress over to their side. &lt;br /&gt;
&lt;br /&gt;
Jessica Patriot and the Von Den Totten Dynasty’s diplomatic efforts with the Freebooter and Evil Sunz Ork Tribe prevented them from raiding Arkangel and her allies and directed them against the ''Terminus Est Divinitatus''. This alone will not be enough to keep these unpredictable elements on Arkangel side for long however.&lt;br /&gt;
&lt;br /&gt;
===Rumours===&lt;br /&gt;
&lt;br /&gt;
Cartwright's Own, the 1st Arkangel rifles have suffered significant losses, and their fighting capabilities will be limited until they can be reinforced.&lt;br /&gt;
&lt;br /&gt;
Sighting of pods of Void Whales deep into Font Territory.&lt;br /&gt;
&lt;br /&gt;
Rumours of a bloody Martyr walking the Halls of Svartalf. There have been additional sightings of the faces of Saints appearing in everything from processed corn snacks to visions from navigators and psykers have been reported.&lt;br /&gt;
&lt;br /&gt;
The Sector is aflame with tales of the Dread Pirate LePitch plundering the vaults of Aqua Aeternus. The tale goes that on the eve of the destruction of the ''Terminus est Divinitatus'', the moons around Aqua Aeternus grew dark as a great leviathan appeared from the warp, before unleashing a legion of damned souls who overran the Grand Basilica and stole the majority of its ancient riches.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=File:Sector_Map_30_03_25.png&amp;diff=3393</id>
		<title>File:Sector Map 30 03 25.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=File:Sector_Map_30_03_25.png&amp;diff=3393"/>
				<updated>2025-03-30T20:33:48Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=State_of_the_Sector_2025-03-30&amp;diff=3392</id>
		<title>State of the Sector 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=State_of_the_Sector_2025-03-30&amp;diff=3392"/>
				<updated>2025-03-30T20:31:20Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==State of the Sector - March 2025 (pre- Event 19)==&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
&lt;br /&gt;
'''There is only War'''&lt;br /&gt;
&lt;br /&gt;
The alliance of Arkangel, The Arbour and the BMTF loyal to Jessica Patriot have gone to War with the Dominion of the Star Father. There have been pitched battles all across the sector. The forces of the father have seen significant resistance across the sector. The enemy BMTF Assault Fleet made an offensive into Arkangel space. A valiant defence was mounted by The Dunrega Dynasty and 1st Arkangel Rifles. The Assault Fleet was heavily damaged and withdrawn for repairs but at a heavy cost. “Cartwright's Own” suffered extreme casualties. The Font’s Crusader Fleet were more successful. Despite the glorious attempts of the Lupus and Cartwright Dynasties they caused significant damage to Arkangel Space, destroying key strategic points, over all lessening Arkangel grip on that territory. The Star Father’s Templar fleet met the Arbour Celestial Fleet on the frontier of Arbour Space. Both sides fought to a standstill however Templar Fleet is extremely resilient so will not suffer from this battle. The enemy BMTF patrol fleet have ranged into Jessica Patriot’s territory, and left undefended, they have raided and caused significant structural damage.&lt;br /&gt;
&lt;br /&gt;
Meanwhile Cheevus’ Bad Moons clan have been extremely active. They have raided Arbor and Dominion of the Starfather space, causing significant damage. Unconfirmed reports state that they have engaged the T’au with the T’au proving victorious.&lt;br /&gt;
The forces of Her Majesty Queen Regent Vivienne Du Morholt of The Arbour of the Righteous have made multiple attacks. Dragon Fleet flew with Arkangel in their successful attack on The ''Terminus Ex Machina'', however they were damaged in the battle. Gryphon fleet struck deep into Bad Moonz territory, suffering damage but also doing damage to the Ork Tribes holdings. Spear fleet successfully raided the Dominion of the Star father, causing significant disruption.&lt;br /&gt;
&lt;br /&gt;
The ships of Craftworld Tel’Sharr have accompanied various engagements by Arkangel and its allies across the sector; they appear to lack a great deal of direct capability but have been escorting damaged ships to safety as well as screening merchant and supply vessels. While they have not contributed much to direct battles, their presence has prevented significant interference or inconveniences.&lt;br /&gt;
&lt;br /&gt;
With the sacrifice of the ''Tyrannus Ex Machina'' to defeat the ''Terminus est Divinitatus'' the remains of Explorator Fleet Kerris have fallen back to Arkangel to regroup and have promised to ensure the false God will not pass through The Maw.&lt;br /&gt;
&lt;br /&gt;
===Economic===&lt;br /&gt;
&lt;br /&gt;
While the Battles in the void have been back and forth the battle of economic output has swung in Arkangel’s favour. By forming a Total War alliance with the remnants of the BMTF they have essentially merged their main stock exchanges meaning they are now the largest single economic market in the sector, giving them a bullish position and allowing them to set borrowing and debt rates. This along with widespread rumour that the reserve currency and planetary vaults of the former Font have been compromised put the Dominion of the Star Father in a precarious position, allowing the other great economic power, Svartalf to leverage its position.&lt;br /&gt;
It is clear that The Dominion of the Star Father cannot afford a drawn out military campaign so will seek drastic measures to bring this conflict to a close, lest they be bled white by the powerhouse Arkangel/BMTF economic bloc.&lt;br /&gt;
&lt;br /&gt;
===Diplomatic===&lt;br /&gt;
&lt;br /&gt;
With the formation of the Alliance of Arkangel, Arbour and Jessica Patriot much of the Diplomacy across the sector has taken a backseat to the conflicts. &lt;br /&gt;
&lt;br /&gt;
Svartalf has attempted to remain as a Neutral party however it is clear there are significant forces at play as each side tries to win the powerful fortress over to their side. &lt;br /&gt;
&lt;br /&gt;
Jessica Patriot and the Von Den Totten Dynasty’s diplomatic efforts with the Freebooter and Evil Sunz Ork Tribe prevented them from raiding Arkangel and her allies and directed them against the ''Terminus Est Divinitatus''. This alone will not be enough to keep these unpredictable elements on Arkangel side for long however.&lt;br /&gt;
&lt;br /&gt;
===Rumours===&lt;br /&gt;
&lt;br /&gt;
Cartwright's Own, the 1st Arkangel rifles have suffered significant losses, and their fighting capabilities will be limited until they can be reinforced.&lt;br /&gt;
&lt;br /&gt;
Sighting of pods of Void Whales deep into Font Territory.&lt;br /&gt;
&lt;br /&gt;
Rumours of a bloody Martyr walking the Halls of Svartalf. There have been additional sightings of the faces of Saints appearing in everything from processed corn snacks to visions from navigators and psykers have been reported.&lt;br /&gt;
&lt;br /&gt;
The Sector is aflame with tales of the Dread Pirate LePitch plundering the vaults of Aqua Aeternus. The tale goes that on the eve of the destruction of the ''Terminus est Divinitatus'', the moons around Aqua Aeternus grew dark as a great leviathan appeared from the warp, before unleashing a legion of damned souls who overran the Grand Basilica and stole the majority of its ancient riches.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=State_of_the_Sector_2025-03-30&amp;diff=3391</id>
		<title>State of the Sector 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=State_of_the_Sector_2025-03-30&amp;diff=3391"/>
				<updated>2025-03-30T20:30:19Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Military===&lt;br /&gt;
&lt;br /&gt;
====There is only War====&lt;br /&gt;
&lt;br /&gt;
The alliance of Arkangel, The Arbour and the BMTF loyal to Jessica Patriot have gone to War with the Dominion of the Star Father. There have been pitched battles all across the sector. The forces of the father have seen significant resistance across the sector. The enemy BMTF Assault Fleet made an offensive into Arkangel space. A valiant defence was mounted by The Dunrega Dynasty and 1st Arkangel Rifles. The Assault Fleet was heavily damaged and withdrawn for repairs but at a heavy cost. “Cartwright's Own” suffered extreme casualties. The Font’s Crusader Fleet were more successful. Despite the glorious attempts of the Lupus and Cartwright Dynasties they caused significant damage to Arkangel Space, destroying key strategic points, over all lessening Arkangel grip on that territory. The Star Father’s Templar fleet met the Arbour Celestial Fleet on the frontier of Arbour Space. Both sides fought to a standstill however Templar Fleet is extremely resilient so will not suffer from this battle. The enemy BMTF patrol fleet have ranged into Jessica Patriot’s territory, and left undefended, they have raided and caused significant structural damage.&lt;br /&gt;
&lt;br /&gt;
Meanwhile Cheevus’ Bad Moons clan have been extremely active. They have raided Arbor and Dominion of the Starfather space, causing significant damage. Unconfirmed reports state that they have engaged the T’au with the T’au proving victorious.&lt;br /&gt;
The forces of Her Majesty Queen Regent Vivienne Du Morholt of The Arbour of the Righteous have made multiple attacks. Dragon Fleet flew with Arkangel in their successful attack on The ''Terminus Ex Machina'', however they were damaged in the battle. Gryphon fleet struck deep into Bad Moonz territory, suffering damage but also doing damage to the Ork Tribes holdings. Spear fleet successfully raided the Dominion of the Star father, causing significant disruption.&lt;br /&gt;
&lt;br /&gt;
The ships of Craftworld Tel’Sharr have accompanied various engagements by Arkangel and its allies across the sector; they appear to lack a great deal of direct capability but have been escorting damaged ships to safety as well as screening merchant and supply vessels. While they have not contributed much to direct battles, their presence has prevented significant interference or inconveniences.&lt;br /&gt;
&lt;br /&gt;
With the sacrifice of the ''Tyrannus Ex Machina'' to defeat the ''Terminus est Divinitatus'' the remains of Explorator Fleet Kerris have fallen back to Arkangel to regroup and have promised to ensure the false God will not pass through The Maw.&lt;br /&gt;
&lt;br /&gt;
===Economic===&lt;br /&gt;
&lt;br /&gt;
While the Battles in the void have been back and forth the battle of economic output has swung in Arkangel’s favour. By forming a Total War alliance with the remnants of the BMTF they have essentially merged their main stock exchanges meaning they are now the largest single economic market in the sector, giving them a bullish position and allowing them to set borrowing and debt rates. This along with widespread rumour that the reserve currency and planetary vaults of the former Font have been compromised put the Dominion of the Star Father in a precarious position, allowing the other great economic power, Svartalf to leverage its position.&lt;br /&gt;
It is clear that The Dominion of the Star Father cannot afford a drawn out military campaign so will seek drastic measures to bring this conflict to a close, lest they be bled white by the powerhouse Arkangel/BMTF economic bloc.&lt;br /&gt;
&lt;br /&gt;
===Diplomatic===&lt;br /&gt;
&lt;br /&gt;
With the formation of the Alliance of Arkangel, Arbour and Jessica Patriot much of the Diplomacy across the sector has taken a backseat to the conflicts. &lt;br /&gt;
&lt;br /&gt;
Svartalf has attempted to remain as a Neutral party however it is clear there are significant forces at play as each side tries to win the powerful fortress over to their side. &lt;br /&gt;
&lt;br /&gt;
Jessica Patriot and the Von Den Totten Dynasty’s diplomatic efforts with the Freebooter and Evil Sunz Ork Tribe prevented them from raiding Arkangel and her allies and directed them against the ''Terminus Est Divinitatus''. This alone will not be enough to keep these unpredictable elements on Arkangel side for long however.&lt;br /&gt;
&lt;br /&gt;
===Rumours===&lt;br /&gt;
&lt;br /&gt;
Cartwright's Own, the 1st Arkangel rifles have suffered significant losses, and their fighting capabilities will be limited until they can be reinforced.&lt;br /&gt;
&lt;br /&gt;
Sighting of pods of Void Whales deep into Font Territory.&lt;br /&gt;
&lt;br /&gt;
Rumours of a bloody Martyr walking the Halls of Svartalf. There have been additional sightings of the faces of Saints appearing in everything from processed corn snacks to visions from navigators and psykers have been reported.&lt;br /&gt;
&lt;br /&gt;
The Sector is aflame with tales of the Dread Pirate LePitch plundering the vaults of Aqua Aeternus. The tale goes that on the eve of the destruction of the ''Terminus est Divinitatus'', the moons around Aqua Aeternus grew dark as a great leviathan appeared from the warp, before unleashing a legion of damned souls who overran the Grand Basilica and stole the majority of its ancient riches.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtimes&amp;diff=3390</id>
		<title>Downtimes</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtimes&amp;diff=3390"/>
				<updated>2025-03-30T19:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The basic downtime rules are available at the Facebook link here:&lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/groups/norestlarp/permalink/6088595651238398/ Downtime Rules]&lt;br /&gt;
&lt;br /&gt;
Downtimes are submitted by dynasties, we do not run individual player character downtimes. Downtimes are submitted in response to specific opportunities and challenges set out each downtime by the plot team, in the documents below.&lt;br /&gt;
&lt;br /&gt;
The current State of the Sector document is available [[State_of_the_Sector_2025-03-30|here]]. This is the state of play just before Event 19, &amp;quot;The Law of Blades&amp;quot;, as the Player Characters deal with the ongoing impact of the war with the so-called Star Father. &lt;br /&gt;
&lt;br /&gt;
'''[[Downtime_2025-03-30|This]] is the current downtime document, for actions to be taken after Event 19. The reply deadline for this DT cycle is ADD DATE.'''&lt;br /&gt;
&lt;br /&gt;
==Previous downtime documents==&lt;br /&gt;
&lt;br /&gt;
'''Current''' [[Downtime_2025-03-30]]&lt;br /&gt;
&lt;br /&gt;
[[Downtime_2024-12-23]] &lt;br /&gt;
&lt;br /&gt;
[[Downtime_2024-06-23]]&lt;br /&gt;
&lt;br /&gt;
[[Downtime_2024-04-01]]&lt;br /&gt;
&lt;br /&gt;
[[Downtime_2024-02-14]]&lt;br /&gt;
&lt;br /&gt;
[[Downtime_2023-10-16]]&lt;br /&gt;
&lt;br /&gt;
==Previous State of the Sector documents==&lt;br /&gt;
&lt;br /&gt;
'''Current:''' [[State_of_the_Sector_2025-03-30]]&lt;br /&gt;
&lt;br /&gt;
[[State_of_the_Sector_2024-12-15]]&lt;br /&gt;
&lt;br /&gt;
[[State_of_the_Sector_2024-10-06]]&lt;br /&gt;
&lt;br /&gt;
[[State_of_the_Sector_2024-03-26]]&lt;br /&gt;
&lt;br /&gt;
[[State_of_the_Sector_2023-11-03]]&lt;br /&gt;
&lt;br /&gt;
[[State_of_the_Sector_2023-07-04]]&lt;br /&gt;
&lt;br /&gt;
==Known Space==&lt;br /&gt;
This summary map shows the areas of known space around Arkangel station, including the level of exploratory knowledge that applies to each hex grid. For more information about each of these factions, see [[Known Space]].&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_15_12_24.png|700px|Sector Map - July 2024]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exploration Level Modifiers====&lt;br /&gt;
'''Level 1''' - Provides information on the main faction in the area.&lt;br /&gt;
&lt;br /&gt;
'''Level 2''' - Provides a +1 modifier to appropriate action in the area, and gives notification of any penalties or modifiers caused by the locals (e.g. Necron Tomb World: -10 to Convert, -6 to attack. Lost Imperial Colony: +2 to Convert).&lt;br /&gt;
&lt;br /&gt;
'''Level 3''' - Provides a +2 modifier to appropriate action in the area; and level 1 information on neighbouring systems where there is not already an equal or higher exploration level.&lt;br /&gt;
&lt;br /&gt;
'''Level 4''' - This is only achievable through critical success. Provides +3 modifier to appropriate action in the system; and level 2 information on neighbouring systems where there is not already an equal or higher exploration level.&lt;br /&gt;
&lt;br /&gt;
Exploration information levels provided by having a high exploration score in a neighbouring space are already included in the scores on this map.&lt;br /&gt;
&lt;br /&gt;
==Downtime Assets==&lt;br /&gt;
''Last Updated: December 2024''&lt;br /&gt;
&lt;br /&gt;
As well as the bonuses provided to dynasties by their individual ships, and potentially individual one-off or ongoing modifiers, the creation of shared assets can also provide effects in downtime. A summary of effects is provided here. Please see each individual page for more detailed in-character descriptions, and the relevant downtime cycle document for a full list of modifiers in effect for that cycle, for example where one-off modifiers are in place when an asset is first created.&lt;br /&gt;
&lt;br /&gt;
[[The Great Cathedral]]&lt;br /&gt;
&lt;br /&gt;
*Permanent decrease in cost for raising Guard Regiments (this is reflected in the price listed in subsequent downtime documents).&lt;br /&gt;
&lt;br /&gt;
*Reliquary - may have effects for players, which will be outlined in individual downtime documents.&lt;br /&gt;
&lt;br /&gt;
*Blessed Canteen of St Kylie - Faithful characters may now use Mass Player Inspire or Mass Player Heal each Once Per Day for free as long as they invoke the name of St Kylie as part of the RP requirements.&lt;br /&gt;
&lt;br /&gt;
[[The Central Bank of Arkangel]]&lt;br /&gt;
&lt;br /&gt;
*The payout value of all Invest actions is increased (this is taken into account when the downtimes are processed)&lt;br /&gt;
&lt;br /&gt;
*The full scope of territory claimed by the BMTF is now revealed on the star map&lt;br /&gt;
&lt;br /&gt;
*New options to Invest in BMTF territory will become available&lt;br /&gt;
&lt;br /&gt;
[[The_Arbour_of_the_Righteous|Embassy - Arbour of Righteousness]]&lt;br /&gt;
&lt;br /&gt;
*+1 to Convert and Invest actions with the Arbour&lt;br /&gt;
*an additional +1 to Convert actions with the Arbour due to the presence of Countess Isabella&lt;br /&gt;
*Ambassadorial briefing made available each cycle to the named ambassador to this culture.&lt;br /&gt;
&lt;br /&gt;
[[Blessed_Multitude_Trade_Federation|Embassy - Blessed Multitude Trade Federation]]&lt;br /&gt;
&lt;br /&gt;
*+1 to Convert and Invest actions with the BMTF&lt;br /&gt;
*Ambassadorial briefing made available each cycle to the named ambassador to this culture.&lt;br /&gt;
&lt;br /&gt;
[[The_Most_Holy_Order_of_the_Everlasting_Font|Embassy - The Most Holy Order of the Everlasting Font]]&lt;br /&gt;
&lt;br /&gt;
*As of Event 18, due to the Font siding with Adamska as the Star-Father-Reborn, the Font Embassy no longer provides any bonuses to Convert or Invest actions. &lt;br /&gt;
*The previous Ambassadorial briefing will now be a spying report, which will be made available each cycle to the named ambassador to this culture.&lt;br /&gt;
&lt;br /&gt;
[[Forge_Ichadon|Forge Ichadon]]&lt;br /&gt;
&lt;br /&gt;
*Dynasties receive a permanent discount on raising Naval Patrol Groups (this is reflected in the price listed in subsequent downtime documents)&lt;br /&gt;
&lt;br /&gt;
*Dynasties may now purchase downtime modifier components, or any uptime ship component upgrades. Forge Ichadon counts as the obscure prerequisite for this purpose.&lt;br /&gt;
&lt;br /&gt;
*Uptime ship component upgrade refers to any ship part that is in the main rulebook under Void Ship Components; Rulebook Ch 8.3. Component upgrades of this type cost 800M. Costs for downtime modifier ship components are as follows:&lt;br /&gt;
**+1 stat component - 800M&lt;br /&gt;
**+2 stat component - 1700M&lt;br /&gt;
**Allow roll of 3D6 keep best 2 dice for a single action type (chosen at purchase) - 7500M (may only be purchased once per dynasty).&lt;br /&gt;
&lt;br /&gt;
*Swapping basic ship components or buying and upgrading ship components no longer costs an action to complete.&lt;br /&gt;
&lt;br /&gt;
*Any ship component can be sold back to Force Ichadon for 25% of the price of new.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3389</id>
		<title>Downtime 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2025-03-30&amp;diff=3389"/>
				<updated>2025-03-30T19:49:41Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: Created page with &amp;quot;THIS IS A PLACEHOLDER&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A PLACEHOLDER&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=State_of_the_Sector_2025-03-30&amp;diff=3388</id>
		<title>State of the Sector 2025-03-30</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=State_of_the_Sector_2025-03-30&amp;diff=3388"/>
				<updated>2025-03-30T19:45:50Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: Created page with &amp;quot;THIS IS A PLACEHOLDER FOR THE UPCOMING STATE OF THE SECTOR, PRE-E19&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A PLACEHOLDER FOR THE UPCOMING STATE OF THE SECTOR, PRE-E19&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtimes&amp;diff=3387</id>
		<title>Downtimes</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtimes&amp;diff=3387"/>
				<updated>2025-03-30T19:44:50Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The basic downtime rules are available at the Facebook link here:&lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/groups/norestlarp/permalink/6088595651238398/ Downtime Rules]&lt;br /&gt;
&lt;br /&gt;
Downtimes are submitted by dynasties, we do not run individual player character downtimes. Downtimes are submitted in response to specific opportunities and challenges set out each downtime by the plot team, in the documents below.&lt;br /&gt;
&lt;br /&gt;
The current State of the Sector document is available [[State_of_the_Sector_2024-12-15|here]]. This is the state of play after Event 18, &amp;quot;Ending: An Ascent&amp;quot;, as the Player Characters return from their time at the Forge of Vulcanos. &lt;br /&gt;
&lt;br /&gt;
'''[[xxx add page |This]] is the current downtime document, for actions to be taken after Event 19. The reply deadline for this DT cycle is ADD DATE.'''&lt;br /&gt;
&lt;br /&gt;
==Previous downtime documents==&lt;br /&gt;
&lt;br /&gt;
[[Downtime_2024-12-23]] &lt;br /&gt;
&lt;br /&gt;
[[Downtime_2024-06-23]]&lt;br /&gt;
&lt;br /&gt;
[[Downtime_2024-04-01]]&lt;br /&gt;
&lt;br /&gt;
[[Downtime_2024-02-14]]&lt;br /&gt;
&lt;br /&gt;
[[Downtime_2023-10-16]]&lt;br /&gt;
&lt;br /&gt;
==Previous State of the Sector documents==&lt;br /&gt;
&lt;br /&gt;
'''Current:''' [[State_of_the_Sector_2024-12-15]]&lt;br /&gt;
&lt;br /&gt;
[[State_of_the_Sector_2024-10-06]]&lt;br /&gt;
&lt;br /&gt;
[[State_of_the_Sector_2024-03-26]]&lt;br /&gt;
&lt;br /&gt;
[[State_of_the_Sector_2023-11-03]]&lt;br /&gt;
&lt;br /&gt;
[[State_of_the_Sector_2023-07-04]]&lt;br /&gt;
&lt;br /&gt;
==Known Space==&lt;br /&gt;
This summary map shows the areas of known space around Arkangel station, including the level of exploratory knowledge that applies to each hex grid. For more information about each of these factions, see [[Known Space]].&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_15_12_24.png|700px|Sector Map - July 2024]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exploration Level Modifiers====&lt;br /&gt;
'''Level 1''' - Provides information on the main faction in the area.&lt;br /&gt;
&lt;br /&gt;
'''Level 2''' - Provides a +1 modifier to appropriate action in the area, and gives notification of any penalties or modifiers caused by the locals (e.g. Necron Tomb World: -10 to Convert, -6 to attack. Lost Imperial Colony: +2 to Convert).&lt;br /&gt;
&lt;br /&gt;
'''Level 3''' - Provides a +2 modifier to appropriate action in the area; and level 1 information on neighbouring systems where there is not already an equal or higher exploration level.&lt;br /&gt;
&lt;br /&gt;
'''Level 4''' - This is only achievable through critical success. Provides +3 modifier to appropriate action in the system; and level 2 information on neighbouring systems where there is not already an equal or higher exploration level.&lt;br /&gt;
&lt;br /&gt;
Exploration information levels provided by having a high exploration score in a neighbouring space are already included in the scores on this map.&lt;br /&gt;
&lt;br /&gt;
==Downtime Assets==&lt;br /&gt;
''Last Updated: December 2024''&lt;br /&gt;
&lt;br /&gt;
As well as the bonuses provided to dynasties by their individual ships, and potentially individual one-off or ongoing modifiers, the creation of shared assets can also provide effects in downtime. A summary of effects is provided here. Please see each individual page for more detailed in-character descriptions, and the relevant downtime cycle document for a full list of modifiers in effect for that cycle, for example where one-off modifiers are in place when an asset is first created.&lt;br /&gt;
&lt;br /&gt;
[[The Great Cathedral]]&lt;br /&gt;
&lt;br /&gt;
*Permanent decrease in cost for raising Guard Regiments (this is reflected in the price listed in subsequent downtime documents).&lt;br /&gt;
&lt;br /&gt;
*Reliquary - may have effects for players, which will be outlined in individual downtime documents.&lt;br /&gt;
&lt;br /&gt;
*Blessed Canteen of St Kylie - Faithful characters may now use Mass Player Inspire or Mass Player Heal each Once Per Day for free as long as they invoke the name of St Kylie as part of the RP requirements.&lt;br /&gt;
&lt;br /&gt;
[[The Central Bank of Arkangel]]&lt;br /&gt;
&lt;br /&gt;
*The payout value of all Invest actions is increased (this is taken into account when the downtimes are processed)&lt;br /&gt;
&lt;br /&gt;
*The full scope of territory claimed by the BMTF is now revealed on the star map&lt;br /&gt;
&lt;br /&gt;
*New options to Invest in BMTF territory will become available&lt;br /&gt;
&lt;br /&gt;
[[The_Arbour_of_the_Righteous|Embassy - Arbour of Righteousness]]&lt;br /&gt;
&lt;br /&gt;
*+1 to Convert and Invest actions with the Arbour&lt;br /&gt;
*an additional +1 to Convert actions with the Arbour due to the presence of Countess Isabella&lt;br /&gt;
*Ambassadorial briefing made available each cycle to the named ambassador to this culture.&lt;br /&gt;
&lt;br /&gt;
[[Blessed_Multitude_Trade_Federation|Embassy - Blessed Multitude Trade Federation]]&lt;br /&gt;
&lt;br /&gt;
*+1 to Convert and Invest actions with the BMTF&lt;br /&gt;
*Ambassadorial briefing made available each cycle to the named ambassador to this culture.&lt;br /&gt;
&lt;br /&gt;
[[The_Most_Holy_Order_of_the_Everlasting_Font|Embassy - The Most Holy Order of the Everlasting Font]]&lt;br /&gt;
&lt;br /&gt;
*As of Event 18, due to the Font siding with Adamska as the Star-Father-Reborn, the Font Embassy no longer provides any bonuses to Convert or Invest actions. &lt;br /&gt;
*The previous Ambassadorial briefing will now be a spying report, which will be made available each cycle to the named ambassador to this culture.&lt;br /&gt;
&lt;br /&gt;
[[Forge_Ichadon|Forge Ichadon]]&lt;br /&gt;
&lt;br /&gt;
*Dynasties receive a permanent discount on raising Naval Patrol Groups (this is reflected in the price listed in subsequent downtime documents)&lt;br /&gt;
&lt;br /&gt;
*Dynasties may now purchase downtime modifier components, or any uptime ship component upgrades. Forge Ichadon counts as the obscure prerequisite for this purpose.&lt;br /&gt;
&lt;br /&gt;
*Uptime ship component upgrade refers to any ship part that is in the main rulebook under Void Ship Components; Rulebook Ch 8.3. Component upgrades of this type cost 800M. Costs for downtime modifier ship components are as follows:&lt;br /&gt;
**+1 stat component - 800M&lt;br /&gt;
**+2 stat component - 1700M&lt;br /&gt;
**Allow roll of 3D6 keep best 2 dice for a single action type (chosen at purchase) - 7500M (may only be purchased once per dynasty).&lt;br /&gt;
&lt;br /&gt;
*Swapping basic ship components or buying and upgrading ship components no longer costs an action to complete.&lt;br /&gt;
&lt;br /&gt;
*Any ship component can be sold back to Force Ichadon for 25% of the price of new.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Funeral_for_an_Iron_God&amp;diff=3386</id>
		<title>Funeral for an Iron God</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Funeral_for_an_Iron_God&amp;diff=3386"/>
				<updated>2025-03-30T19:32:53Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: Created page with &amp;quot;The act of deicide began softly.  The ''Astral Stranger'' knifed through space, scattered starlight flashing off of its prow, as it moved into position. The engines had been c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The act of deicide began softly.&lt;br /&gt;
&lt;br /&gt;
The ''Astral Stranger'' knifed through space, scattered starlight flashing off of its prow, as it moved into position. The engines had been carefully hooded and its sensor arrays were cranked to maximum, ancient sensorium rites having been unearthed from within tomes of held by the cowled tech adepts throughout the ship.&lt;br /&gt;
&lt;br /&gt;
Money had already changed hands long before ''The Stranger'' settled into position, words in the dark and across encrypted communiques to ensure they would be perfectly in position and waiting. The dark of space held many secrets and tonight it held bright eyes within the murky depths. The contacts had told the truth, the information was accurate and that meant the first step of this plan was underway.&lt;br /&gt;
&lt;br /&gt;
With power being diverted into the sensorium suites and routed through the astropathic choir, The ''Astral Stranger'' found the disturbance long in advance. Space crackled and hissed, it writhed and buckled and screamed, it grew pained and scourged as it was forced to go against the base laws that governed reality. For a moment it tried to hold, keep itself stable but it failed and how could it not against the behemoth that tore its way through the veil between worlds. As the universe wailed in agony the ''Terminus Est Divinitatus'' speared its way back into the mortal world, its shields popped and spat with errant bolts of violet and crimson lightning that settled down as it came to a standstill.&lt;br /&gt;
&lt;br /&gt;
So great was the majesty of the flagship that it took concerted effort to read the sensorium reports to detect the fleet that had breached through with their voidborne commander. Frigates looked like toys beside it and even the two grand cruisers, supposedly in protective positions, looked more like sentinel walkers being tasked with bodyguarding an Imperial Knight. It would have been comical if all of their weapons hadn't been unshrouded and powered up as the fleet prowled deeper into the system.&lt;br /&gt;
&lt;br /&gt;
Database scans aboard The ''Astral Stranger'' found entries against both of these larger vessels, they were fairly new constructions that had been suborned beneath Adamska's will; ''The Father's Fury'' and ''On Retribution's Wings'', each of them richly decorated with frescoes and paintings of the Star Father's ascension from the forge and his triumph over the villains that dared to try and stop him.&lt;br /&gt;
&lt;br /&gt;
The fleet was growing closer now and ''The Stranger'' gathered as much as it could before it turned and slid away into the shadows of the void once more. With a shudder and a pulse of energy it translated and moved back to the staging area where this war would be decided...&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Crates earmarked D-71 through to D-134, get them onto Echo Flight and over to ''The Exchange'', they're down on macro-shells.&amp;quot; Acting Captain Iskair roared over the hubbub of the docking bays on ''The Valhalla's Regards''. He got a series of affirmatives and several of the loader servitors moved with some of the troops to pick up crates and get them onto the cargo lighters and aquila landers. He let out a sigh and looked down, scratching another few marks onto the slate he was carrying.&lt;br /&gt;
&lt;br /&gt;
He understood the necessity of what he was doing but it felt terrible to not be going into battle with Arkangel's forces like they used to and he could feel that among the crew. They knew they were missing an integral part of who they were now and it wasn't something that could easily be remedied. The creaking of the stylus beneath his fingers snapped him out of his reverie.&lt;br /&gt;
&lt;br /&gt;
At least they could be helpful.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, Katarina, are those Treeboys getting their asses moving yet? The ''Mortis'' got a new shipment of boarding shields and I want to make sure those damned things are put to use.&amp;quot; He barked out to his VoxOp and she looked up at him, adjusting her goggles before giving a nod.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aye, sir, ''Majesty'' and ''Silver Winds'' report extra volunteers that are getting moved to some of the other ships. They're pretty excited by this, it seems like.&amp;quot; There was a quaint smile on her face as she spoke but Iskair could tell she was tense just as he was, they should be getting a share of this glory, they should be roaring combat maneuvers and repelling boarders. They should be doing anything other than sitting there handing out shells and candy like it was fucking Sanguinalia.&lt;br /&gt;
&lt;br /&gt;
Iskair took a breath and looked at his slate, pretty much everything was getting done anyway.  &amp;quot;Katarina, you've got command here. I'm going to go get our shakedown done and put us in a ready position.&amp;quot; She glanced at him for a second, lips pursed and a pleading look in her eyes, asking him to say more, to give orders for loading weapons and spooling up lances but he just shook his head, clapped her on the shoulder and walked on.&lt;br /&gt;
&lt;br /&gt;
He gave some encouragement to some of the crew he saw around, smiles and jokes mostly, and shared out some lho-sticks when there was an opportunity. As he moved up the internal corridors he passed by a small alcove and forced himself to stop. It was a scene that was repeated across the entire ship, a small altar that had been set up and adorned with candles. A pair of picts, the heart and the soul of ''The Regards'' ripped out and put on display. Someone had taken to drawing little angel wings on the images of Lord Captain Rexuz and Primaris Tempus and no one had the callousness required to wipe them off.&lt;br /&gt;
&lt;br /&gt;
Iskair set his jaw and bowed for a moment out of respect before he turned, heading into the Bridge, barking out orders to the officers assembled there to get ''The Valhalla's Regards'' in motion.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Across this system there were constant exchanges of Aquila Landers and cargo freighters as materiel and crew were transferred across. No one was under any illusions of this being an easy fight and every ship was equipping its armsmen as heavily as they could get away with. Every weapon was loaded and every reactor and shielding node was tested to ensure maximum efficiency.&lt;br /&gt;
&lt;br /&gt;
Every ship was dealing with the upcoming tension in their own ways.&lt;br /&gt;
&lt;br /&gt;
''The Frank Exchange of Views'' was pure professionalism, they accepted cargo easily and swiftly, the shortest turnaround time by far. Motivational speeches were broadcasted across the internal vox to spur the labourers on as they loaded the macro-cannons and stoked the inner furnaces.&lt;br /&gt;
&lt;br /&gt;
''Zoya's Triumph'' was darkly joking, taking bets on who would die to bad luck next and writing up fake tombstones on flakboard with the dumbest deaths they could think of. The Tech Adepts were taking turns being extra grumpy to make it feel normal, it was better to joke than grow melancholic. Torpedoes and shells were all marked with ironic statements or requests to say hi to the Lord Captain.&lt;br /&gt;
&lt;br /&gt;
''The Glorious Endeavour'' broke out a toast before it was time to go in, all of them were dressed in their finest ready to greet death or glory with a smile and a jest. The hull had been polished to a mirror sheen and some of the spare golden plating they had lying around was being used to gussy up some of the torpedoes they'd be using to exact vengeance on the bastards in any ship fancier than their own.&lt;br /&gt;
&lt;br /&gt;
''Blade of Mortis'' sat silent, almost brooding and solemn. It had its own rhythms and rituals that needed to be performed, ancient and occult technologies being activated and giving a strange living atmosphere to the ship. These days everyone was long accustomed to the shadows in the corner of their vision or the feeling of being watched, some of the crew even grew to accept it deeper and now the interior of the ship was full of ambush alcoves, false walls and wicked traps for any unwary foe that tried to walk it's halls.&lt;br /&gt;
&lt;br /&gt;
''The Conception of Hope'' had high spirits, the ranges onboard were being put to liberal use to perfect boarding actions on both the offensive and defensive fronts and troops were joking with each other as they readied personal arms and equipment. The weapons were loaded and hot, coiled like a boxer waiting to be unleashed, controlled but powerful, angry but focused.&lt;br /&gt;
&lt;br /&gt;
''The Ultima Ratio'' calmed itself, its soul grew calm and meditative. Incense was lit through its halls and technologies once lost were being activated and nursed back to life by robed and cowled attendants. The ship shivered in anticipation, as though it already knew the outcome of the fight and was just waiting to reach it. The reactor thrummed like a heartbeat, resonant tones dancing through the veins and arteries of the ancient, weathered vessel.&lt;br /&gt;
&lt;br /&gt;
''Pride of Victoria'' was simply planning their next objective as though it was no different than any other. Maneuvers were discussed, optimal battle positions, the information from ''The Stranger'' was being put to proper use and combat plans were being spread out among the offensive fleet. This was another hunt, though the beast was mechanical, it was great, deadly and furious. ''The Pride'' had more than enough experience in this.&lt;br /&gt;
&lt;br /&gt;
Dragon Fleet sat together in a tight grouping and every so often they would share boasts or brags among each other, or expand it out to shout out dares or challenges to the Arkangel ships in the system. They were all in high spirits and eagerly awaited the coming battle. The two cruisers leading the fleet; ''Majesty of Dragons'' and ''Proudest Roar'' seemed to be leading the boasts and setting quests for the rest of the fleet to adhere to.&lt;br /&gt;
&lt;br /&gt;
''Ganga-Van was solemn'', they'd made great strides in their quest but it would all be for naught if they didn't survive this fight. So they focused on the defensive, ensuring their shields were working, that their Ironkin were active and ready to repel boarders and that apologies were made to those still in stasis. If the ''Ganga-Van'' died they'd all be lost but even if they were put somewhere safe... No one would rescue them. This was part of the final quest, the deathmarch, only victory or the grave awaited them now.&lt;br /&gt;
&lt;br /&gt;
One ship rested alone, like a whale among dolphins, a great ironclad titan that looked more like a hive had taken flight than any regular vessel.&lt;br /&gt;
&lt;br /&gt;
The ''Tyrannus Ex Machina'' awaited the completion of its final shakedown protocols. It communicated with the two other combat vessels that Explorator Fleet Kerris had sent; ''Codesworn'' and ''Mars Resplendent'', two light cruisers that were fully armed and operational and sitting beside the ''Tyrannus'' like leashed attack dogs.&lt;br /&gt;
&lt;br /&gt;
Within the bridge a hulking mechanical figure stepped up to the command plate and a series of neural links slithered out of concealed recesses and plugged themselves into the Magos Dominus' MIU links. There was a flutter of light and power through the consoles of the bridge before Varkesus' optics flared into life and they let out a deep roaring breath. Their awareness expanding outwards to encompass the entire ship, instinctively knowing how the shields were faring, how the machine spirits of the weaponry awaited with an eager energy, how the reactor throbbed and growled, chained and controlled for now.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Contained Fury: The Usurper has slain an Angel of the Omnissiah and must be made to atone for this sin. Their blood and the remains of their vessel shall be of sufficient penance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Their voice was dull, emotionless, but their hands shook with barely controlled rage as they gripped the silver railings around the command pulpit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am abandoning emotional arrays. Activate secondary reactors and begin awakening procedures for the Empyric Tunnelers and the Inertia Drive. I want them active when we begin to kill.&amp;quot; Varkesus felt a strange tension leave their shoulders as they disengaged their emotive arrays and accepted that they would only feel empty and vengeful until their task was done.&lt;br /&gt;
&lt;br /&gt;
The secondary reactors spun up and machinery unknown to all but the crew of the ''Tyrannus Ex Machina'' awoke. There was a flash of power as Varkesus connected every imperial vessel to the tacnet routed through the computer systems of the ''Tyrannus''.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Destroy any attending vessels. The ''Tyrannus Ex Machina'' shall handle the Usurper. The Omnissiah knows no mercy. Kill them all. Speech ends.&amp;quot; Varkesus spoke and with a twitch of thought and a sharp, resounding bang the void shields ignited around the Ark Mechanicus and it began to power forwards.&lt;br /&gt;
&lt;br /&gt;
Engines ignited, shields fizzled and sparked and whooped on.&lt;br /&gt;
&lt;br /&gt;
Weapons slid from ports, lances cycled to power, torpedoes knocked and clanked as they were loaded into tubes.&lt;br /&gt;
&lt;br /&gt;
Space howled and was ripped open and snapped shut like the jaws of some great beast taking the fleet with it.&lt;br /&gt;
&lt;br /&gt;
The ''Valhalla's Regards'' remained, solemnly watching the now empty space. Acting Captain Iskair stood, knuckles white with his grip on the railing of the command pulpit, straining not to give the order to follow them, to fight, to just do something... Anything.&lt;br /&gt;
&lt;br /&gt;
His head bowed and he let go of the railing. They had done their job, there wasn't anything else for them to do, this was what The Captain's Table had ordered of him and this ship, it would never be his ship. He glanced back over his shoulder to where he knew the shrine lay even if he couldn't see it himself.&lt;br /&gt;
&lt;br /&gt;
This was Rexuz's ship, always would be.&lt;br /&gt;
&lt;br /&gt;
So maybe it was time to do like he did.&lt;br /&gt;
&lt;br /&gt;
Iskair steeled his resolve and lifted his head, a fervent light in his eyes as he gave out a fresh set of orders.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
There was no preamble. No squaring off of lines, no call and response or honourable battle between foes.&lt;br /&gt;
&lt;br /&gt;
Arkangel and Kerris struck like a lightning bolt.&lt;br /&gt;
&lt;br /&gt;
The data given by ''The Astral Stranger'' alongside the advanced computations of the ''Tyrannus'' with its psyber-linked Navigators allowed them to locate an exact position to strike from the moment they breached realspace.&lt;br /&gt;
&lt;br /&gt;
The prime material shuddered and was ripped through by the advancing hull of the Ark Mechanicus. The prow lances of the great ship flashed out death and fury, pulsing blue-white lines that slammed into two frigates and turned them to nothing but broken hopes and dreams. Fighter screens puffed outwards like a cloud of sand around the massive ship as it roared forwards. Combat stratagems and tactical computations scrolled across the tacnet even as Varkesus spoke into the vox link.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kill them all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The enemy fleet acted with remarkable alacrity, shields flaring into existence as they turned and The ''Terminus Est Divinitatus'' made itself known. Several weapons along its prow started to glow and let off searing, radiant beams that drove into the void shields of the ''Tyrannus'' and straight through the lesser shields of ''Codesworn'' burning it to cinders immediately and causing it to roll uncontrollably.&lt;br /&gt;
&lt;br /&gt;
Then something changed. Deep within the ''Divinitatus'' machinery started to grind to life, energies contained and charging for many, many years were unleashed. With a sickening wave of violet light and an oppressive pall that seemed to seep in through the air vents of the ships assembled, something went wrong.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Confirmation of an Immaterium Interdiction Generator. There is no escape. Death or victory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Information, normally held hidden by the Cult Mechanicus and still mostly censored, flashed through the tactical net. There was no way out now. Ships could get in but once they were in they were stuck here.&lt;br /&gt;
&lt;br /&gt;
Glory or the Grave; the only two options left to Arkangel.&lt;br /&gt;
&lt;br /&gt;
''The Glorious Endeavour'' powered forwards and was met by three frigates; ''Solar Domina'', ''Wings of Rage'', and ''Wrathspiral''. ''Solar'' and ''Wings'' routed power to their engines and split, aiming to loop around ''The Endeavour'' and sandwich the ship between them while ''Wrathspiral'' continued forward unleashing volleys of macro-cannon shells that spattered like rain against ''The Endeavour's'' shields.&lt;br /&gt;
&lt;br /&gt;
The Imperial vessel rolled and began to dive, letting out a spread of torpedoes as it tried to extricate itself from the jaws of the frigates around it. ''Wrathspiral'' was forced to execute a harsh rotation as a torpedo blasted its side plating and a few of its outer decks into scrap but the ship was still going and was even more furious as it began hunting down its glamorous opponent.&lt;br /&gt;
&lt;br /&gt;
''Wings of Rage'' turned and almost brought its broadside to bear upon ''The Glorious Endeavour'' until a series flashing beams punched through its ribs and ignited its reactor causing it to spew out coruscating energy while it twitched itself apart with internal detonations as the ammunition caches cooked off. ''Blade of Morti'' slid past like an assassin before turning to deal with another threat leaving ''The Endeavour'' with its two other opponents.&lt;br /&gt;
&lt;br /&gt;
The ''Mortis'' was being pursued by ''Resistance'', a light cruiser of Font manufacture, that although slow, was heavily armoured and the few shots that ''Blade of Mortis'' could get on it were simply sparking off the void shields or barely wounding the heavy front-plating of the ship. Any shots in return seemed to be precisely aimed towards the engines of the ''Mortis'', causing most of them to miss or be ineffective.&lt;br /&gt;
&lt;br /&gt;
With the ambush against ''Wings of Rage'' however, the ''Mortis'' had slowed itself and allowed ''Resistance'' to catch up. Heavy cannons roared silently into the void and tore through the void shields of the imperial vessel, ripping apart a couple of engine nacelles, drastically slowing the ship down and allowing the ''Resistance'' to close further. As it charged, it started to target point defense systems before drawing close enough to launch out something potentially more dangerous than macro shells.&lt;br /&gt;
&lt;br /&gt;
Shark Assault Boats. They were going to board.&lt;br /&gt;
&lt;br /&gt;
There were only two and the cruiser had been stripped of most of its powerful weapons and all fighter screens in order to accommodate them but these two parasite vessels shot out like birds of prey, and with engines flaring white hot they charged the wounded ''Blade of Mortis''. Both struck home midships and locked themselves in place with heavy duty mag-clamps before the twin las-breachers mounted on the prow blasted molten holes in the sides of the ancient ship.&lt;br /&gt;
&lt;br /&gt;
The ramps slammed down and heavily armoured breachers with shotcannons and boarding shields rushed forwards.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
''Zoya's Triumph'' and ''The Frank Exchange of Views'' lit engines and advanced as a team, they had fought powerful prey together before, though The ''Terminus Est Divinitatus'' might be just too big for them to chew on just yet, luckily The ''Tyrannus'' was already exchanging prodigious firepower with it. The ''Father's Fury'' however turned to face them and struck forth with glee, lances flashing across the prow shields of the ''Triumph'' while it unleashed a barrage of torpedoes against ''The Exchange''.&lt;br /&gt;
&lt;br /&gt;
''The Frank Exchange of Views'' artfully swung to the side, lashing out with a barrage of macro-cannon shells to rip the majority of the torpedoes apart before sliding gracefully between what was left and lashing out with a hail of firepower itself sending a dancing lightshow across the void shields of ''The Fury''. This maneuver caused ''The Exchange'' to slow, however, allowing the distance between itself and the ''Triumph'' to grow.&lt;br /&gt;
&lt;br /&gt;
Seeing a moment to pounce, ''The Father's Fury'' ignored the Navis Imperialis vessel and focused on the star galleon. As the two ships drew closer there was another burst of precision firepower from ''The Exchang''e that blasted the shields of ''The Fury'', detonating them with a pop of ozone and a short-lived storm of lightning across its prow.&lt;br /&gt;
&lt;br /&gt;
Exactly what the ''Triumph'' was waiting for.&lt;br /&gt;
&lt;br /&gt;
With a command, the cannon loads were exchanged with frightening efficiency and the new, overcharged ammunition they had received from the Votann were loaded and fired instead. Detonations stippled and striped the prow of ''The Fury'', turning ceramite and plasteel to liquid and tearing them off in gobbets and molten chunks. Decks were stripped bare and bodies were pulled out through the vacuum. The weapons continued to fire, deck serfs sweating and panting as they loaded shells in to the detriment of their own bodies. The massive firepower raked down the side of ''The Fury'', shredding armour plating and causing several cannon batteries to detonate before it managed to pull itself out of the line of fire.&lt;br /&gt;
&lt;br /&gt;
And straight into the weapons of ''The Frank Exchange'' that had pulled around to hammer its undamaged side with lances and cannons, chewing through decks with surgical precision until they tore out the heart of ''The Fury'' leaving it drifting aimlessly through space, a burning husk that occasionally spat out evac pods or landers that were picked off by point defense systems or fled to sister ships. The two Arkangel vessels turned and continued their hunt.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
The other Grand Cruiser had not been sitting idle however. It speared directly towards what it saw as the greatest threat that was less than ten times its own size; ''The Ultima Ratio''. Several smaller ships shifted in around it including a light cruiser known as ''Aquatic Hazard'' that quickly split off to deal with the nearby ''Pride of Victoria'' so it couldn't assist ''The Ratio''.&lt;br /&gt;
&lt;br /&gt;
''On Retribution's Wings'' was another heavily clad vessel with a curiously shaped prow that curved inwards almost like a maw. It barely seemed to fire anything as it ran red hot towards ''The Ratio''. Withering firepower of esoteric and exotic forms lashed out from the Imperial vessel, twisting waves of gravity and snarling bolts of ghost lightning that left afterimages on the sensors struck it across the shields and armour but none of them seemed to deal enough damage to deter it from the single minded desire to close the distance.&lt;br /&gt;
&lt;br /&gt;
It was too late when the crew realised what was going on and even straining the archeotech engines of the great vessel it couldn't turn itself fully away in time as the prow of ''Retribution'' punched through the void shields like a battering ram and the prow crunched midships on ''The Ratio''. Several hidden ports slammed open and a series of boarding clamps snapped out to hold the other ship in place before a breaching ram fired out, opening a direct path from the ''Retribution'' into the flagship of the Tollman Dynasty.&lt;br /&gt;
&lt;br /&gt;
The hatches opened and ''The Ultima Ratio'' prepared itself to repel boarders.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
''Aquatic Hazard'', backed up by its two smaller sister ships; ''Tidal Warning'' and ''Shipwrecker'', turned away from ''The Ratio'' to instead hunt down ''Pride of Victoria'' to prevent it from reinforcing its ally. Shells and lances were traded across the vastness of space as the ''Pride'' fought to keep ahead of the snapping predators behind them but they were long used to this scenario. Information came through the tacnet in reels and scripts and the ''Pride'' entered their own alterations to the plan.&lt;br /&gt;
&lt;br /&gt;
Varkesus signed them off and the ''Pride'' turned suddenly, letting its undamaged port shields take the firepower. The three vessels were forced to slow down to execute the turn with the ''Pride'' and that's when the jaws struck from the darkness. With their augurs so tightly focused on the imperial ship the Dominion vessels hadn't noticed that one of Dragon Fleet's light cruisers and two of its escorts had drawn close enough to engage.&lt;br /&gt;
&lt;br /&gt;
With a flash of light and firepower ''Under Golden Skies'', ''Searing Maw Scatters the Darkness'', and ''Scales Shimmer Under Burning Stars'' strike like quicksilver, hammering the two Dominion frigates and dragging them away from the ''Pride'' to begin their own hunt and sending apologies over the vox that they had to take the credit for this but understood it was the ''Pride's'' decision.&lt;br /&gt;
&lt;br /&gt;
With the heat lessened ''Pride of Victoria'' turned and engaged the enemy vessel properly this time, weapons pumping out lead and death, crashing waves of shells sparking off the ''Hazard's'' shields until they popped with a shuddering bang that rippled through the superstructure of the vessel. It still managed to pull itself around to the rear and begin chasing the ''Pride'' once more. &lt;br /&gt;
&lt;br /&gt;
At least until a chunk of the cargo decks of the ''Pride'' issued a gout of steam and disconnected from the ship itself, tumbling through space and directly into the path of the unshielded ''Aquatic Hazard'' which slammed into it at high speed, embedding chunks of the cargo container in the armour of the ship and crunching through the armour plating on its prow.&lt;br /&gt;
&lt;br /&gt;
Then the vox traffic went wild with reports of creatures inside the ship, that crew were being eaten and the ''Hazard'' was forced to limp away as it aggressively tried to fight back the squig invasion within the ship before they were overrun and left dead in the water.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
''Ganga-Van'' was holding itself in a good position, trading firepower with a pair of destroyers that circled it, able to lash out against its shields but they were unable to break through the far more advanced defensive barriers, however equally skillful piloting meant that ''Ganga-Van'' couldn't bring enough firepower to deal meaningful damage to ''Grand Larceny'' or ''Wicked Designs'', the two vessels circling it.&lt;br /&gt;
&lt;br /&gt;
That was until ''The Conception of Hope'' came to its rescue. Soaring in like a cavalry charge it coordinated its targeting arrays with ''Ganga-Van's'' more powerful auspexes to synchronise the attacks, and ''The Conception'' tore apart the shields of ''Wicked Designs'', sending the ship reeling before the Votann vessel struck it like a hammer, crushing its middecks and causing it to vent energy as it tried to pull itself around.&lt;br /&gt;
&lt;br /&gt;
''The Conception'' wasn't done yet, continuing its charge to pass the stricken vessel at short range and unleash another salvo into it, ripping the ship in half and casting it off into the darkness before turning to continue their assault. ''The Conception of Hope'' was on the warpath and nothing would deter it from bringing righteous fury to its foes.&lt;br /&gt;
&lt;br /&gt;
Now that it only had to face one vessel, the Votann ship turned and poured hate into the ''Larceny'', shredding through its shields but being unable to damage the vessel properly before it pulled out of the line of fire. It fired its thrusters and proved to be far too maneuverable for the ''Ganga-Van'' to handle, luckily their ally came prepared.&lt;br /&gt;
&lt;br /&gt;
As the ''Larceny'' spun around it passed close by ''The Conception'', not long enough for any reasonable firepower to be levied against it but that wasn't what ''The Hope'' had planned anyway. Instead there had been an awaiting stealth lander on loan from the BMTF that shot out like a tiny bullet and clamped itself to the back of the ''Larceny''.&lt;br /&gt;
&lt;br /&gt;
In their void suits came a squad of BMTF mercenaries, lead by one Sasha Saboteur and her sister Deborah Demolitionist who put the entire sapper squad to work carving into the ship near the reactor housing. It wasn't too long later that there was a grinding cough from within ''Grand Larceny'' and its engines shut down, leaving it a sitting duck for the combined firepower of Arkangel and the Votann, after they had rescued the sapper team of course.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
At the center of the battlefield, constantly trading fire back and forth, the ''Tyrannus Ex Machina'' and the ''Terminus Est Divinitatus'' fought like elden heroes. Neither of them backed down and each of them began to use ever more esoteric means to attempt to destroy one another.&lt;br /&gt;
&lt;br /&gt;
At one point all of the macro-cannons across the ''Tyrannus'' fired at once whether they were pointed at the Dominion Flagship or not seemingly into nothing but the emptiness of space, however just as the shells left the barrels of the macro-cannons thousands of micro warp-rifts opened up and swallowed the shells before a nearly equivalent number opened up again in clusters around more vulnerable parts of the ''Terminus Est'', spitting the shells back out like shotgun sprays aimed at the relic vessel's vital points.&lt;br /&gt;
&lt;br /&gt;
''The Tyrannus'' fired back by unleashing multiple powerful teleportariums across the entire ship, launching insurgent forces into the heart of the ''Tyrannus Ex Machina''. Each of the squads consisted of heavy grenadiers with boarding shields, autoguns and trench axes each of them commanded by a foe that the Skitarii defenders of the ''Tyrannus'' had never seen before; The Anointed.&lt;br /&gt;
&lt;br /&gt;
Seeming to act as lieutenants, The Anointed were each marked with a bleeding wound in the shape of a circle with four points at the inter-cardinals and possessed some manner of odd power or unnatural physical capabilities. Combat reports started to come back of some of these Anointed dodging around and through hails of gunfire, some of them took multiple shots from plasma calivers only for their flesh to reknit itself together and for them to continue fighting.&lt;br /&gt;
&lt;br /&gt;
Heavy enough firepower seemed to be able to kill them eventually but they broke lines easily, displaying enough strength to rip rangers in half with their hands and crush steel with their axes and maces.&lt;br /&gt;
&lt;br /&gt;
In retaliation, the ''Tyrannus'' teleported some of its... less stable forces into the opposing capital ship. So it was that the armsmen of the ''Divinitatus'' suddenly had to fight off roaming squads of chanting, twitching priests that began unleashing arcs of electricity whenever they charged and swung the heavy metal gauntlets on their arms or long, heavy staves that crackled with barely contained Motive Force to carve through armour like paper.&lt;br /&gt;
&lt;br /&gt;
Or they would come across the clanking of treads within the hallowed halls of the great vessel and turn in time to have Kataphrons mow them down with searing arcs of lightning or tear them in half with heavy hydraulic claws. The ships were locked together now, neither one willing to even think of retreat.&lt;br /&gt;
&lt;br /&gt;
Withering clouds of plasma, explosive shot, lightning, and other more esoteric attack forms filled the space between the two ships. To inadvertently end up between them was to bring instant annihilation.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for one of the boarding crews aboard the ''Tyrannus'' they had never fought a Magos Dominus in the full of their might. So even as they breached the bridge and thought it an easy fight, moving at a speed completely unnatural to the hulking metal frame of their body, Varkesus' Omnissian Axe split two boarders in half with a single diagonal chop. Arquebuses opened fire around the Dominus, cutting down the other assailants but managing to miss the Anointed.&lt;br /&gt;
&lt;br /&gt;
The strange, altered warrior attempted to engage the Magos Dominus with a pair of power axes only for a series of mechadendrites to lash out and wrap around their arms, swiftly followed by a series of sickening cracks and crunches as the steel tendrils snapped every bone in the Anointed's arms. He didn't even seem fazed by this and his bones started to knit together at least until Varkesus headbutted him, crushing the front of his skull flat and when it seemed like even it might come back together, Varkesus headbutted him again and turned his skull to pulp.&lt;br /&gt;
&lt;br /&gt;
The Dominus dropped the lifeless body and went back to the command pulpit, seemingly unbothered by the blood, gore and bone shards covering their optics.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
''The Endeavour'' was unfortunately still fighting for its life despite all of this.&lt;br /&gt;
&lt;br /&gt;
''Wrathspiral'' and ''Solar Domina'' continued to hunt it down like rabid hounds, lances flared across the shields of ''The Endeavour'' as it fought back to the best of its abilities, it wasn't a ship designed for sustained combat however. Eventually the shields were pierced and the cannon shells and lances started to cause some proper havoc across the ship.&lt;br /&gt;
&lt;br /&gt;
Frantic messages across the tacnet were brought forth and agreed upon and ''The Glorious Endeavour'' turned on a new heading, drawing its two attackers deeper into an assault they didn't see coming.&lt;br /&gt;
&lt;br /&gt;
''Majesty of Dragons'', ''Riding Silver Winds'', and ''On Iron Wings'' of Dragon Fleet drove themselves like a wedge between the two Dominion ships and ''The Endeavour'', sending out lashings of might that crashed into the two ships. ''Wrathspiral'' was ripped apart by the assault, spinning away and scattering glittering shards of metal and ceramite across the void.&lt;br /&gt;
&lt;br /&gt;
''Solar Domina'' however diverted full power to thrusters and tore through the Arbour assault before slamming bodily into ''The Glorious Endeavour'' and grinding across its side, shearing the armour plating and decks of both ships. ''Solar Domina'' didn't survive long enough to capitalise on this however as it was swiftly ripped apart and the Dragon Fleet members advised ''The Endeavour'' to limp away and protect itself, its work was done now. Though ''On Iron Wings'' would be joining ''The Endeavour'' as the death gasp of ''Wrathspiral'' and the final ramming maneuver of ''Solar'' had managed to heavily damage the vessel.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
The boarding parties that managed to land on ''Blade of Mortis'' were met initially with confusion. Not only were there no armsmen but the place's vaulted spaces felt distinctly wrong, alien even. This was supposed to be an Imperial vessel, why then did it feel so cavernous, so empty?&lt;br /&gt;
&lt;br /&gt;
They advanced slowly through the lofty corridors and echoing vaults of the ''Mortis''. At least until the first wall panels fell off and the shrapnel mines went off, coated in virulent toxins that killed with the faintest of cuts. A soft voice cut through vox.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Armsmen, please greet our guests... Appropriately.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Several more bands were ambushed likewise, from the floor, the ceiling, the walls, small squads of dedicated armsmen armed with knives, smoke grenades and shotcannons made short work of the boarding parties. False floors were filled with spikes, stone effigies would vent out toxic or hallucinogenic smoke leading one boarding team to slaughter each other in a drug-induced frenzy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately not all was well upon the ''Mortis'' as one of the teams managed to make it to the reactor housing and set charges there. They fought like furies, the Anointed commander of this assault was at their head, a whip-thin woman with preternatural accuracy despite the blindfold across her eyes, her pistols snapshotting between gaps in cover and armour with inhuman ease. She died in the end for even accuracy could not save you when more exotic weapons were brought out to play.&lt;br /&gt;
&lt;br /&gt;
She had bought enough time however for the charges to detonate, heavily damaging the reactor of the ''Mortis''.&lt;br /&gt;
&lt;br /&gt;
As ''Resistance'' finally closed in however, the ''Zoya's Triumph'' emerged from the lightshow of the battlefield and struck the ship when its shields went down as it moved in for a more thorough boarding action, riddling the ship with gouges and holes before a perfectly aimed shot blew through the bridge leaving the ship dead in the water.&lt;br /&gt;
&lt;br /&gt;
It floated listlessly away to perhaps one day in the far future be picked up by a scavenging crew for use, though that tale could be repeated for many of the ships here.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
A similar story was taking place on ''The Ultima Ratio''.&lt;br /&gt;
&lt;br /&gt;
Where the boarding ramp had driven into ''The Ratio'' like a gut wound from a knife, the fiercest boarding action took place. ''The Ratio'' was an ancient ship full of veterans and merciless killers. ''The Retribution'' spilled out zealots and furies but they were met with cold confidence and skill.&lt;br /&gt;
&lt;br /&gt;
Stubbers equipped with hollowpoint rounds and flechette shotcannons tore apart the first wave. Autoguns chattered through the smoke clouds that came next and turned the ramp into a charnel pit with the remains of the warriors that tried to push through. Boarding shields and spare ceramite plating prevented the shrapnel of the fragmentation grenades from having any effect.&lt;br /&gt;
&lt;br /&gt;
Then the Anointed struck and the battle changed. Everywhere else they had fought as sergeants or elites within a squad.&lt;br /&gt;
&lt;br /&gt;
Thirty of them charged down the ramp at once and brought a bloodbath to the armsmen of ''The Ultima Ratio''.&lt;br /&gt;
&lt;br /&gt;
Axes cleaved and chopped, one of the Anointed unleashed bolts of blinding white lightning that burned out the eyes of anyone close to where they landed. Another seemed to move between shadows and threw photon flash grenades like candy, dancing in the dimness between flashes.&lt;br /&gt;
&lt;br /&gt;
Only the arrival of heavier troops and armaments prevented it from becoming a total rout and though they managed to slaughter or drive back the various Anointed, at least one sapper squad had made it through. Despite being relentlessly hunted they were only slain after managing to detonate one of the power sources for an exotic weapon on the middecks, blasting out a chunk of the hull and heavily damaging the elden vessel.&lt;br /&gt;
&lt;br /&gt;
This nightmarish grapple didn't last for much longer as ''The Conception of Hope'' and ''The Frank Exchange of Views'' came to the rescue, their weapons easily ripping chunks out of the ''Retribution'' while it was locked in place with ''The Ultima Ratio''. It didn't go down without a fight though, choosing to focus all of its firepower on ''The Frank Exchange'', piercing through its shield and carving chunks out of its hull with the rain of shells and lances it fired until the very last moment when it ran out of power and was torn from ''The Ratio'', its prow left in the wound like a harpoon in the hide of a shark. The archeotech chimera limped away, gravely wounded but still alive.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
''Pride of Victoria'', now free from being hunted, turned to try and enter back into the fight, ready to put its weapons to use. It powered through the void, assisting the Dragon Fleet members that had flown to its aid to clear off a few more frigates, though it ended up chasing one of them slightly too far.&lt;br /&gt;
&lt;br /&gt;
Before they had fully realised where they were, sensorium signals went haywire aboard the ''Pride'', several massive scale capital ship weapons were now turning on them; the ''Divinitatus'' had noticed them, and death was moments away. &lt;br /&gt;
&lt;br /&gt;
Instead, however, the most peculiar of things took place.&lt;br /&gt;
&lt;br /&gt;
Drawn by a powerful psychic signal that only they could feel, and with a desire to protect not just the origin of the signal but those that would protect it, space was gently folded open by a pod of graceful, floating star whales. Although they could not pull the ''Pride'' back into the immaterium as they attempted at first, they flew alongside it and around it, absorbing much of the firepower, or at least that of the heavier weapons. There was still plenty of damage being done to the ship but it hadn't completely crippled the vessel.&lt;br /&gt;
&lt;br /&gt;
Several whales spent their lives gladly for this, there was no remorse, no regret among the psychic tones they sang, only the understanding that this was all for a greater purpose, one that would hopefully be known soon.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Enough of this. Fire it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A gruff, heavy voice laden with the psychic essence of command rang out across the bridge of the ''Terminus Est Divinitatus''. The officers looked worried for a moment but reluctantly complied with the order.&lt;br /&gt;
&lt;br /&gt;
Ancient generators and capacitors down the spine of the ship started to flare into life, drawing in energy from far beyond the materium, reaching deep into spaces left undisturbed for good reason. Space itself around the capital ship seemed to twist and grow strained. Several adepts near these generators or standing too close to the spinal weapon found their bodies twisted and stretched like dough, their bones turned to rubber and yet left completely alive despite all of this.&lt;br /&gt;
&lt;br /&gt;
Distorted wails through broken, knotted vocal cords were a commonplace sound throughout the decks of the ship. The Star Father cared for none of them, he knew they should be glad to give their bodies, lives, or even their very souls for him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The weapon is charged, Lord of Lords.&amp;quot; The master at arms intoned.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire on the ''Tyrannus Ex Machina'', I want it removed from my sight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aboard the bridge of Ark Mechanicus there was a horrendous squeal of distortion and the augur arrays started to howl with conflicting information as a pulse of power and wrongness made manifest travelled along the length of the ''Terminus Est Divinitatus''. Varkesus felt their synthetic heart stop and sent a furious command through the mind link into the ''Tyrannus''.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;INERTIAL DRIFT, TRANSMITTING HEADING!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Their voice roared out, all volume moderation negated in their fear and zeal. All of the ''Tyrannus''' forward momentum was suddenly into horizontal speed causing the ship to suddenly slide sideways instead of moving forwards.&lt;br /&gt;
&lt;br /&gt;
The superstructure screamed in agony with the sudden, rapid change in direction and Varkesus blacked out for a moment before coming back to their senses, their legs locked to prevent them from slumping.&lt;br /&gt;
&lt;br /&gt;
Then the weapon struck.&lt;br /&gt;
&lt;br /&gt;
The pulse of mind-shattering, reality warping force tore down the starboard side of the ''Tyrannus Ex Machina'' instead of striking the ship head on. Wherever the blast touched simply... Ceased to exist. No energy emissions, no spalling, no fires, it simply vanished, cut and cropped out of the picture, beyond even vaporised.&lt;br /&gt;
&lt;br /&gt;
Weapons ceased to be, decks were torn open, anyone hit by the blast simply wasn't anymore, nothing remained of them. One of the engine nacelles on the Ark Mechanics was only half annihilated and exploded, causing the massive ship to veer suddenly, structure groaning and howling in maddening pain. Varkesus grit their steel and sent new commands to the bridge and to the fleet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ALL SHIPS! TARGET AND DESTROY THE ''DIVINITATUS''!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Every ship, Imperial, Arbour, Votann and...&lt;br /&gt;
&lt;br /&gt;
Space ripped and the Orks entered the fray, drawn here by the promise of a damn good fight and some real good diplomacy from some of them talky folks!&lt;br /&gt;
&lt;br /&gt;
Vessels of every shape and size roared into the battlefield, hooting and hollering over the vox and unleashing a devastating amount of firepower against the massive capital ship and what few escorts it had remaining. It of course fought back but for every Ork ship that was destroyed it seemed like there were two more to replace it, an endless tide of red and green.&lt;br /&gt;
&lt;br /&gt;
Several of the Ork ships even careened straight into the ''Divinitatus'', though whether on purpose or simply because their engines couldn't be switched off no one was certain and thousands of Orks poured into the ship, butchering everyone they could get their hands on. It seemed like the ''Divinitatus'' was on the back foot even as it continued to fire and the spinal weapon charged up for a second shot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No more of this, let these mongrels chew on their prize and choke. My time is better served elsewhere.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Star Father sneered, his fist crashing through a console of priceless, golden age cogitators, and told his crew exactly what needed to happen before he turned and stomped off to his overcharged Teleportarium and with it, safety.&lt;br /&gt;
&lt;br /&gt;
The crew didn't hesitate this time, they knew they wouldn't be spared and they were far more scared of the Star Father than any of these Arkangel or Xenos swine. So they began to overcharge the reactors on the ''Divinitatus'', waves of energy flooding off of them as they also released all safety locks on the spinal weapon. They'd take down this entire damn combined fleet in one last action.&lt;br /&gt;
&lt;br /&gt;
They would become Glorious Martyrs.&lt;br /&gt;
&lt;br /&gt;
The Interdiction Generator was still active, there was no escape.&lt;br /&gt;
&lt;br /&gt;
Varkesus even drove the remnants of the ''Tyrannus Ex Machina'' into the ''Terminus Est'', superstructure meeting superstructure with a destructive screech and crunch and yet it wasn't going to be enough. &lt;br /&gt;
&lt;br /&gt;
The reactors were going to detonate. The terrifying warp weapon was going to detonate. Every last round of unused munitions was going to detonate. &lt;br /&gt;
&lt;br /&gt;
All of the ships in this mighty conflict would cease to be.&lt;br /&gt;
&lt;br /&gt;
Then they felt it, every navigator snapped their heads up. The last thing they expected.&lt;br /&gt;
&lt;br /&gt;
Reinforcements.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Warp emergence!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Warp ingress point!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Detecting Translation!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Realspace rupture.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And they could all see exactly where the ship was emerging: inside the ''Terminus Est Divinitatus''. &lt;br /&gt;
&lt;br /&gt;
A message came through the astropathic choirs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is Captain Iskair commanding the newly blessed ''Valhalla's Farewell'', the sensorum indicates you're in a bit of a shit situation. We've got readings on a massive power source in the Warp. So let us remember our dearly departed Lord Captain in a way that he'd be proud of us. We won't sit back and let anyone else win our fights, we won't let people die while we've got a gun in our hands, we won't live while others would fall. Raise a toast to Tomas for me, I won't be able to do it anymore.&lt;br /&gt;
&lt;br /&gt;
The Emperor Protects and when he can't do it, he leaves it up to us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Realspace split and like a spear from the heavens the ship formerly known as ''The Valhalla's Regards'', resplendent and glorious with a pair of angel wings painted upon its flanks, split the ''Terminus Est Divinitatus'' in half through the middle as it warp-breached into the center of the ship.&lt;br /&gt;
&lt;br /&gt;
It was torn apart in the process.&lt;br /&gt;
&lt;br /&gt;
The Interdiction Field deactivated.&lt;br /&gt;
&lt;br /&gt;
And the Arkangel Combined fleet fled into the Warp, leaving behind the shattered Ark Mechanicus, the ''Terminus Est Divinitatus''... And the remnants of the Rexuz Dynasty.&lt;br /&gt;
&lt;br /&gt;
Arkangel chose Glory Eternal... And two mechanical gods died for it.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Rules&amp;diff=3385</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Rules&amp;diff=3385"/>
				<updated>2025-03-23T17:34:06Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Our current rules document is available in the Files section of our Facebook community group, here:&lt;br /&gt;
[https://www.facebook.com/download/28776464062000984/NRFTW%20Season%202%20Rulebook%20-%20v4.1%20Mar%202025.pdf Current Rules - March 2025].&lt;br /&gt;
&lt;br /&gt;
A summary of the changes made in the March 2025 v4.1 of the rules document is available [[Rules Update March 2025|here]]. &lt;br /&gt;
&lt;br /&gt;
Some characters may require card decks, they are available to download here: &lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1644845135632304/Success%20Deck.pdf Success Deck]&lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1757541874311670/ScrapcodeCards.pdf Scrapcode]&lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1835744666458476/Perils%20of%20the%20Warp.pdf Perils of the Warp]&lt;br /&gt;
&lt;br /&gt;
The current consumables list is available here:&lt;br /&gt;
[https://www.facebook.com/download/151956491154163/Consumables%2011_04_23.pdf Consumables List]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We appreciate there is a lot of detail in our rules document. We recommend that new players focus on Sections 3 and 4 related to building a character; Optionally section 5 if you wish to play a character with a specific trait (Faithful, Psyker, Tech-Priest, Mutant, Navigator); and section 10 with the basic combat and game play rules. Section 16 also contains handy tables with descriptions of all the in and out of character calls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are separate files for the downtime rules system, more information on that in the [[Downtimes]] section of the wiki.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Rules&amp;diff=3384</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Rules&amp;diff=3384"/>
				<updated>2025-03-23T14:19:15Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Our current rules document is available in the Files section of our Facebook community group, here. [ADD LINK ONCE V4.1 IS UPLOADED].&lt;br /&gt;
&lt;br /&gt;
A summary of the changes made in the March 2025 v4.1 of the rules document is available [[Rules Update March 2025|here]]. &lt;br /&gt;
&lt;br /&gt;
Some characters may require card decks, they are available to download here: &lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1644845135632304/Success%20Deck.pdf Success Deck]&lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1757541874311670/ScrapcodeCards.pdf Scrapcode]&lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1835744666458476/Perils%20of%20the%20Warp.pdf Perils of the Warp]&lt;br /&gt;
&lt;br /&gt;
The current consumables list is available here:&lt;br /&gt;
[https://www.facebook.com/download/151956491154163/Consumables%2011_04_23.pdf Consumables List]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We appreciate there is a lot of detail in our rules document. We recommend that new players focus on Sections 3 and 4 related to building a character; Optionally section 5 if you wish to play a character with a specific trait (Faithful, Psyker, Tech-Priest, Mutant, Navigator); and section 10 with the basic combat and game play rules. Section 16 also contains handy tables with descriptions of all the in and out of character calls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are separate files for the downtime rules system, more information on that in the [[Downtimes]] section of the wiki.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Rules&amp;diff=3383</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Rules&amp;diff=3383"/>
				<updated>2025-03-23T14:09:03Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS CURRENTLY UNDER DEVELOPMENT&lt;br /&gt;
&lt;br /&gt;
Our current rules document is available in the Files section of our Facebook community group, here. [ADD LINK ONCE V4.1 IS UPLOADED].&lt;br /&gt;
&lt;br /&gt;
A summary of the changes made in the March 2025 v4.1 of the rules document is available [[Rules Update March 2025|here]]. &lt;br /&gt;
&lt;br /&gt;
Some characters may require card decks, they are available to download here: &lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1644845135632304/Success%20Deck.pdf Success Deck]&lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1757541874311670/ScrapcodeCards.pdf Scrapcode]&lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1835744666458476/Perils%20of%20the%20Warp.pdf Perils of the Warp]&lt;br /&gt;
&lt;br /&gt;
The current consumables list is available here:&lt;br /&gt;
[https://www.facebook.com/download/151956491154163/Consumables%2011_04_23.pdf Consumables List]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We appreciate there is a lot of detail in our rules document. We recommend that new players focus on Sections 3 and 4 related to building a character; Optionally section 5 if you wish to play a character with a specific trait (Faithful, Psyker, Tech-Priest, Mutant, Navigator); and section 10 with the basic combat and game play rules. Section 16 also contains handy tables with descriptions of all the in and out of character calls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are separate files for the downtime rules system, more information on that in the [[Downtimes]] section of the wiki.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Rules&amp;diff=3382</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Rules&amp;diff=3382"/>
				<updated>2025-03-23T14:03:25Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS CURRENTLY UNDER DEVELOPMENT&lt;br /&gt;
&lt;br /&gt;
Our current rules document is available in the Files section of our Facebook community group, here. [ADD LINK ONCE V4.1 IS UPLOADED].&lt;br /&gt;
&lt;br /&gt;
A summary of the changes made in the March 2025 v4.1 of the rules document is available [[Rules Update March 2025|here]]. &lt;br /&gt;
&lt;br /&gt;
Some characters may require card decks, they are available to download here: &lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1644845135632304/Success%20Deck.pdf Success Deck]&lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1757541874311670/ScrapcodeCards.pdf Scrapcode]&lt;br /&gt;
&lt;br /&gt;
[https://www.facebook.com/download/1835744666458476/Perils%20of%20the%20Warp.pdf Perils of the Warp]&lt;br /&gt;
&lt;br /&gt;
The current consumables list is available here:&lt;br /&gt;
[https://www.facebook.com/download/151956491154163/Consumables%2011_04_23.pdf Consumables List]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are also separate files for the downtime rules system, more information on that in the [[Downtimes]] section of the wiki.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Rules_Update_March_2025&amp;diff=3381</id>
		<title>Rules Update March 2025</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Rules_Update_March_2025&amp;diff=3381"/>
				<updated>2025-03-23T14:01:33Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a summary of changes made in V4.1 of the No Rest for the Wicked main rules. You can find the full rule book in the [[Rules]] section of the wiki.&lt;br /&gt;
&lt;br /&gt;
===Added higher 'catch up' starting XP, and amended final year earned XP===&lt;br /&gt;
*New characters can start with 30 XP instead of 20 XP. &lt;br /&gt;
*Any existing characters who have less than 30 XP may increase their XP in line with the new 'starting' figure. &lt;br /&gt;
*In addition, all existing and new characters may take some or all of the XP for every remaining event of 2025 now if they wish - so you can take a 6XP bump before E19 and then no more increases, or 2 XP after each event as normal, or anywhere in between. &lt;br /&gt;
&lt;br /&gt;
===Removed dynasty size limitations===&lt;br /&gt;
*For all three events in 2025, we are removing the lower and upper dynasty cap size (sections 3.1.5, 6.1.2, 6.4.1), so you may have a dynasty of less than 3 or more than 6 people. &lt;br /&gt;
This is so as not to punish crews whose size drops due to character death as that increases in likelihood, and also to encourage you to bring friends who might want to play for the first time even if you have 6 PCs on your dynasty's books. We trust that our players will not take the mickey and suddenly have a warrant each, but that this will add flexibility to maximise playing with the characters and players you wish. This will not affect normal linear party sizes which will remain at 6 people. &lt;br /&gt;
&lt;br /&gt;
===Removed Event Dynasty Packs - Option To Swap ''Enhanced Sensorum Array'' component===&lt;br /&gt;
We have removed reference to the Event Dynasty Pack (e.g. section 7.3.2, 8.2.2), and associated linear codes that previous came under the 'Advanced Intelligence' ability of all dynasty voidships. In practice these have not been in play as a standard approach to linear handling for some time, and while a useful tool, are not something that will be guaranteed by default in the rules. Where ship components have rules which may grant additional information or linear codes, the rules for those have not changed, but the language has been amended slightly to remove reference to the dynasty pack. &lt;br /&gt;
&lt;br /&gt;
However, due to the nature of the remaining games we have planned in 2025, it is very unlikely there will be briefings or extra linear codes available in advance.&lt;br /&gt;
As such, any dynasty who has the Enhanced Sensorum Array basic voidship component (section 8.3.4) may be swapped for another basic component from the core rule book (as all voidships have 4 basic components). If you have any upgrades to these components, you may swap them for either another uptime component from the rule book, or a component that provides a +1 stat upgrade as per the downtime rules. &lt;br /&gt;
&lt;br /&gt;
'''''Please email the ref team if you would like to make any of these swaps.'''''&lt;br /&gt;
&lt;br /&gt;
===Removed Trophies===&lt;br /&gt;
We have removed reference to 'trophies' in Section 7.1.1. In practice, these had not been in play in some time, so they have been removed to try to keep document size to a minimum and reduce stuff for new players to read through.&lt;br /&gt;
&lt;br /&gt;
===Removed Sale and Resale Costs===&lt;br /&gt;
We have removed reference to separate purchase and resale costs (section 7.5.1, 9.3.1). There may still be some lammies in uptime circulation where this applies but for the most part this has been removed to a single item cost on lammies. &lt;br /&gt;
&lt;br /&gt;
===Amended Voidship Components===&lt;br /&gt;
We removed reference to voidship component upgrades requiring an 'obscure pre-requisite', or a downtime action, as these are no longer required and you only need to pay the 800M cost due to the building of Forge of Ichadon (section 8.3.1, 9.1.2).&lt;br /&gt;
&lt;br /&gt;
===Removed setting information===&lt;br /&gt;
We have streamlined the setting information in sections 1 and 2. Nothing has been retconned from the game, if these were people or places you talked about or had linked to your character feel free to reference them. But most of this material either never made it into play or is not immediately relevant to the current stream of games, and is not OOC rules content. It has been removed from the rules document and will be added to the wiki for reference soon.&lt;br /&gt;
&lt;br /&gt;
===Other edits===&lt;br /&gt;
*Removed references to Personal Downtime Form as no longer relevant (please email the inbox for any queries or XP spends).&lt;br /&gt;
*Added a small clarification that Downtime ship components are detailed elsewhere, and separate to the ones in the core rules. &lt;br /&gt;
*Fixed a couple of very minor typos.&lt;br /&gt;
*We might have missed cross-referenced mentions of the above rules, especially where section numbers have changed through deletions, so if you find any please let me know and in a few weeks we will be happy to issue a minor update to v4.1.1 if there are enough of them that it's confusing people.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Rules_Update_March_2025&amp;diff=3380</id>
		<title>Rules Update March 2025</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Rules_Update_March_2025&amp;diff=3380"/>
				<updated>2025-03-23T13:50:36Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* THIS PAGE IS IN DEVELOPMENT AND THE CONTENTS ARE NOT YET APPROVED AND LIVE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Added higher 'catch up' starting XP, and amended final year earned XP===&lt;br /&gt;
*New characters can start with 30 XP instead of 20 XP. &lt;br /&gt;
*Any existing characters who have less than 30 XP may increase their XP in line with the new 'starting' figure. &lt;br /&gt;
*In addition, all existing and new characters may take some or all of the XP for every remaining event of 2025 now if they wish - so you can take a 6XP bump before E19 and then no more increases, or 2 XP after each event as normal, or anywhere in between. &lt;br /&gt;
&lt;br /&gt;
===Removed dynasty size limitations===&lt;br /&gt;
*For all three events in 2025, we are removing the lower and upper dynasty cap size (sections 3.1.5, 6.1.2, 6.4.1), so you may have a dynasty of less than 3 or more than 6 people. &lt;br /&gt;
This is so as not to punish crews whose size drops due to character death as that increases in likelihood, and also to encourage you to bring friends who might want to play for the first time even if you have 6 PCs on your dynasty's books. We trust that our players will not take the mickey and suddenly have a warrant each, but that this will add flexibility to maximise playing with the characters and players you wish. This will not affect normal linear party sizes which will remain at 6 people. &lt;br /&gt;
&lt;br /&gt;
===Removed Event Dynasty Packs - Option To Swap ''Enhanced Sensorum Array'' component===&lt;br /&gt;
We have removed reference to the Event Dynasty Pack (e.g. section 7.3.2, 8.2.2), and associated linear codes that previous came under the 'Advanced Intelligence' ability of all dynasty voidships. In practice these have not been in play as a standard approach to linear handling for some time, and while a useful tool, are not something that will be guaranteed by default in the rules. Where ship components have rules which may grant additional information or linear codes, the rules for those have not changed, but the language has been amended slightly to remove reference to the dynasty pack. &lt;br /&gt;
&lt;br /&gt;
However, due to the nature of the remaining games we have planned in 2025, it is very unlikely there will be briefings or extra linear codes available in advance.&lt;br /&gt;
As such, any dynasty who has the Enhanced Sensorum Array basic voidship component (section 8.3.4) may be swapped for another basic component from the core rule book (as all voidships have 4 basic components). If you have any upgrades to these components, you may swap them for either another uptime component from the rule book, or a component that provides a +1 stat upgrade as per the downtime rules. &lt;br /&gt;
&lt;br /&gt;
'''''Please email the ref team if you would like to make any of these swaps.'''''&lt;br /&gt;
&lt;br /&gt;
===Removed Trophies===&lt;br /&gt;
We have removed reference to 'trophies' in Section 7.1.1. In practice, these had not been in play in some time, so they have been removed to try to keep document size to a minimum and reduce stuff for new players to read through.&lt;br /&gt;
&lt;br /&gt;
===Removed Sale and Resale Costs===&lt;br /&gt;
We have removed reference to separate purchase and resale costs (section 7.5.1, 9.3.1). There may still be some lammies in uptime circulation where this applies but for the most part this has been removed to a single item cost on lammies. &lt;br /&gt;
&lt;br /&gt;
===Amended Voidship Components===&lt;br /&gt;
We removed reference to voidship component upgrades requiring an 'obscure pre-requisite', or a downtime action, as these are no longer required and you only need to pay the 800M cost due to the building of Forge of Ichadon (section 8.3.1, 9.1.2).&lt;br /&gt;
&lt;br /&gt;
===Removed setting information===&lt;br /&gt;
We have streamlined the setting information in sections 1 and 2. Nothing has been retconned from the game, if these were people or places you talked about or had linked to your character feel free to reference them. But most of this material either never made it into play or is not immediately relevant to the current stream of games, and is not OOC rules content. It has been removed from the rules document and will be added to the wiki for reference soon.&lt;br /&gt;
&lt;br /&gt;
===Other edits===&lt;br /&gt;
*Removed references to Personal Downtime Form as no longer relevant (please email the inbox for any queries or XP spends).&lt;br /&gt;
*Added a small clarification that Downtime ship components are detailed elsewhere, and separate to the ones in the core rules. &lt;br /&gt;
*Fixed a couple of very minor typos.&lt;br /&gt;
*We might have missed cross-referenced mentions of the above rules, especially where section numbers have changed through deletions, so if you find any please let me know and in a few weeks we will be happy to issue a minor update to v4.1.1 if there are enough of them that it's confusing people.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Rules_Update_March_2025&amp;diff=3379</id>
		<title>Rules Update March 2025</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Rules_Update_March_2025&amp;diff=3379"/>
				<updated>2025-03-23T13:50:21Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* THIS PAGE IS IN DEVELOPMENT AND THE CONTENTS ARE NOT YET APPROVED AND LIVE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THIS PAGE IS IN DEVELOPMENT AND THE CONTENTS ARE NOT YET APPROVED AND LIVE=&lt;br /&gt;
&lt;br /&gt;
===Added higher 'catch up' starting XP, and amended final year earned XP===&lt;br /&gt;
*New characters can start with 30 XP instead of 20 XP. &lt;br /&gt;
*Any existing characters who have less than 30 XP may increase their XP in line with the new 'starting' figure. &lt;br /&gt;
*In addition, all existing and new characters may take some or all of the XP for every remaining event of 2025 now if they wish - so you can take a 6XP bump before E19 and then no more increases, or 2 XP after each event as normal, or anywhere in between. &lt;br /&gt;
&lt;br /&gt;
===Removed dynasty size limitations===&lt;br /&gt;
*For all three events in 2025, we are removing the lower and upper dynasty cap size (sections 3.1.5, 6.1.2, 6.4.1), so you may have a dynasty of less than 3 or more than 6 people. &lt;br /&gt;
This is so as not to punish crews whose size drops due to character death as that increases in likelihood, and also to encourage you to bring friends who might want to play for the first time even if you have 6 PCs on your dynasty's books. We trust that our players will not take the mickey and suddenly have a warrant each, but that this will add flexibility to maximise playing with the characters and players you wish. This will not affect normal linear party sizes which will remain at 6 people. &lt;br /&gt;
&lt;br /&gt;
===Removed Event Dynasty Packs - Option To Swap ''Enhanced Sensorum Array'' component===&lt;br /&gt;
We have removed reference to the Event Dynasty Pack (e.g. section 7.3.2, 8.2.2), and associated linear codes that previous came under the 'Advanced Intelligence' ability of all dynasty voidships. In practice these have not been in play as a standard approach to linear handling for some time, and while a useful tool, are not something that will be guaranteed by default in the rules. Where ship components have rules which may grant additional information or linear codes, the rules for those have not changed, but the language has been amended slightly to remove reference to the dynasty pack. &lt;br /&gt;
&lt;br /&gt;
However, due to the nature of the remaining games we have planned in 2025, it is very unlikely there will be briefings or extra linear codes available in advance.&lt;br /&gt;
As such, any dynasty who has the Enhanced Sensorum Array basic voidship component (section 8.3.4) may be swapped for another basic component from the core rule book (as all voidships have 4 basic components). If you have any upgrades to these components, you may swap them for either another uptime component from the rule book, or a component that provides a +1 stat upgrade as per the downtime rules. &lt;br /&gt;
&lt;br /&gt;
'''''Please email the ref team if you would like to make any of these swaps.'''''&lt;br /&gt;
&lt;br /&gt;
===Removed Trophies===&lt;br /&gt;
We have removed reference to 'trophies' in Section 7.1.1. In practice, these had not been in play in some time, so they have been removed to try to keep document size to a minimum and reduce stuff for new players to read through.&lt;br /&gt;
&lt;br /&gt;
===Removed Sale and Resale Costs===&lt;br /&gt;
We have removed reference to separate purchase and resale costs (section 7.5.1, 9.3.1). There may still be some lammies in uptime circulation where this applies but for the most part this has been removed to a single item cost on lammies. &lt;br /&gt;
&lt;br /&gt;
===Amended Voidship Components===&lt;br /&gt;
We removed reference to voidship component upgrades requiring an 'obscure pre-requisite', or a downtime action, as these are no longer required and you only need to pay the 800M cost due to the building of Forge of Ichadon (section 8.3.1, 9.1.2).&lt;br /&gt;
&lt;br /&gt;
===Removed setting information===&lt;br /&gt;
We have streamlined the setting information in sections 1 and 2. Nothing has been retconned from the game, if these were people or places you talked about or had linked to your character feel free to reference them. But most of this material either never made it into play or is not immediately relevant to the current stream of games, and is not OOC rules content. It has been removed from the rules document and will be added to the wiki for reference soon.&lt;br /&gt;
&lt;br /&gt;
===Other edits===&lt;br /&gt;
*Removed references to Personal Downtime Form as no longer relevant (please email the inbox for any queries or XP spends).&lt;br /&gt;
*Added a small clarification that Downtime ship components are detailed elsewhere, and separate to the ones in the core rules. &lt;br /&gt;
*Fixed a couple of very minor typos.&lt;br /&gt;
*We might have missed cross-referenced mentions of the above rules, especially where section numbers have changed through deletions, so if you find any please let me know and in a few weeks we will be happy to issue a minor update to v4.1.1 if there are enough of them that it's confusing people.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Getting_Started&amp;diff=3378</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Getting_Started&amp;diff=3378"/>
				<updated>2025-03-02T12:49:29Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS CURRENTLY UNDER DEVELOPMENT&lt;br /&gt;
&lt;br /&gt;
Please take a look at the [[Rules]] section for a link to our Rules document.&lt;br /&gt;
&lt;br /&gt;
New players should focus on Sections 3 and 4 related to building a character; Optionally section 5 if you wish to play a character with a specific trait (Faithful, Psyker, Tech-Priest, Mutant, Navigator); and section 10 with the basic combat and game play rules. &lt;br /&gt;
Section 16 also contains handy tables with descriptions of all the in and out of character calls.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Rules_Update_March_2025&amp;diff=3377</id>
		<title>Rules Update March 2025</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Rules_Update_March_2025&amp;diff=3377"/>
				<updated>2025-03-02T12:47:37Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: Created page with &amp;quot;=THIS PAGE IS IN DEVELOPMENT AND THE CONTENTS ARE NOT YET APPROVED AND LIVE=  ===Added higher 'catch up' starting XP, and amended final year earned XP=== *New characters can s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THIS PAGE IS IN DEVELOPMENT AND THE CONTENTS ARE NOT YET APPROVED AND LIVE=&lt;br /&gt;
&lt;br /&gt;
===Added higher 'catch up' starting XP, and amended final year earned XP===&lt;br /&gt;
*New characters can start with 30 XP instead of 20 XP. &lt;br /&gt;
*Any existing characters who have less than 30 XP may increase their XP in line with the new 'starting' figure. &lt;br /&gt;
*In addition, all existing and new characters may take some or all of the XP for every remaining event of 2025 now if they wish - so you can take a 6XP bump before E19 and then no more increases, or 2 XP after each event as normal, or anywhere in between. &lt;br /&gt;
&lt;br /&gt;
===Removed dynasty size limitations===&lt;br /&gt;
*For all three events in 2025, we are removing the lower and upper dynasty cap size (sections 3.1.5, 6.1.2, 6.4.1), so you may have a dynasty of less than 3 or more than 6 people. &lt;br /&gt;
This is so as not to punish crews whose size drops due to character death as that increases in likelihood, and also to encourage you to bring friends who might want to play for the first time even if you have 6 PCs on your dynasty's books. We trust that our players will not take the mickey and suddenly have a warrant each, but that this will add flexibility to maximise playing with the characters and players you wish. This will not affect normal linear party sizes which will remain at 6 people. &lt;br /&gt;
&lt;br /&gt;
===Removed Trophies===&lt;br /&gt;
We have removed reference to 'trophies' in Section 7.1.1. In practice, these had not been in play in some time, so they have been removed to try to keep document size to a minimum and reduce stuff for new players to read through.&lt;br /&gt;
&lt;br /&gt;
===Removed Event Dynasty Packs===&lt;br /&gt;
We have removed reference to the Event Dynasty Pack (e.g. section 7.3.2, 8.2.2), and associated linear codes that previous came under the 'Advanced Intelligence' ability of all dynasty voidships. In practice these have not been in play as a standard approach to linear handling for some time, and while a useful tool, are not something that will be guaranteed by default in the rules. Where ship components have rules which may grant additional information or linear codes, the rules for those have not changed, but the language has been amended slightly to remove reference to the dynasty pack. There is still the possibility of advance information or an extra linear code provided directly to a dynasty from these components. &lt;br /&gt;
&lt;br /&gt;
===Removed Sale and Resale Costs===&lt;br /&gt;
We have removed reference to separate purchase and resale costs (section 7.5.1, 9.3.1). There may still be some lammies in uptime circulation where this applies but for the most part this has been removed to a single item cost on lammies. &lt;br /&gt;
&lt;br /&gt;
===Amended Voidship Components===&lt;br /&gt;
We removed reference to voidship component upgrades requiring an 'obscure pre-requisite', or a downtime action, as these are no longer required and you only need to pay the 800M cost due to the building of Forge of Ichadon (section 8.3.1, 9.1.2).&lt;br /&gt;
&lt;br /&gt;
===Removed setting information===&lt;br /&gt;
We have streamlined the setting information in sections 1 and 2. Nothing has been retconned from the game, if these were people or places you talked about or had linked to your character feel free to reference them. But most of this material either never made it into play or is not immediately relevant to the current stream of games, and is not OOC rules content. It has been removed from the rules document and will be added to the wiki for reference soon.&lt;br /&gt;
&lt;br /&gt;
===Other edits===&lt;br /&gt;
*Removed references to Personal Downtime Form as no longer relevant (please email the inbox for any queries or XP spends).&lt;br /&gt;
*Added a small clarification that Downtime ship components are detailed elsewhere, and separate to the ones in the core rules. &lt;br /&gt;
*Fixed a couple of very minor typos.&lt;br /&gt;
*We might have missed cross-referenced mentions of the above rules, especially where section numbers have changed through deletions, so if you find any please let me know and in a few weeks we will be happy to issue a minor update to v4.1.1 if there are enough of them that it's confusing people.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3375</id>
		<title>Season 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3375"/>
				<updated>2025-01-30T20:19:23Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* IC Pitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While Season 2 is up and running, we will post periodic updates about Season 3 content here, as and when they are available.&lt;br /&gt;
&lt;br /&gt;
==Launch Info - Jan 2025==&lt;br /&gt;
&lt;br /&gt;
===IC Pitch===&lt;br /&gt;
A Great Crusade has been called! The High Lords of Terra have selected a new Warmaster and assigned  the  task of retaking a large region of space lost to The Archenemy sixty standard years ago. The full might of the Imperium shall now descend upon this region.&lt;br /&gt;
However Crusades are won not just by the might of the Hammer of the Imperium, The Astra Militarum, or the impressive vessels of the Navis Imperialis. In each sector of this Crusade the Warmaster has selected a small group of individuals to act outside the usually rigid Imperial Hierarchy. These eclectic organisations are made up of high ranking members of the Astra Militarum and Navis Imperialis, The Inquisition, The Ecclesiarchy, The Adeptus Mechanicus and Rogue Trader dynasties. These groups have been given almost carte blanche by the Warmaster to ensure the Crusade is successful.&lt;br /&gt;
The Archenemy conquered this region fully some 60 years ago, some worlds have been under the heel of Chaos for a long time, some resist to this day. Yet all of these worlds remember what it was to live in the Light of the God Emperor and all cry out for rescue.&lt;br /&gt;
&lt;br /&gt;
===OC Pitch===&lt;br /&gt;
A swashbuckling two fisted adventure game set during the heroic and daring actions of a Great Crusade to reclaim a sector from Chaos. The players are part of a top secret group set up by the Warmaster to deal with various problems that the core rank and file of the Crusade are not equipped to deal with.&lt;br /&gt;
However with all this freedom comes extreme danger...&lt;br /&gt;
Players will form groups based round Rogue Trader Dynasties, Inquisitorial retinues or Military command cadres. Each group type will have access to different uptime and downtime benefits.&lt;br /&gt;
There will be a downtime system for players to engage with to simulate the effect their actions have on the overall Campaign. There will be multiple resources that will form the backbone of the rewards players can earn from successful linears.&lt;br /&gt;
We are attempting to write a detailed sector with multiple star systems. We heavily encourage players to make characters either from or with heavy ties to these systems, to explain why they are taking part in the campaign. As such we will be encouraging players to send in ideas for aspects of the setting such as star systems, planets or locations of note.&lt;br /&gt;
While Season 1 and 2 were essentially Pirates of the Caribbean in Space; Season 3 is intended to be Inglorious Basterds in Space, with the players acting as daring liberators against the relentless Warmachine of the Archenemy. We intend to incorporate more Dieselpunk aesthetics into our designs for the overall setting.&lt;br /&gt;
&lt;br /&gt;
'''What this Game is'''&lt;br /&gt;
*Primarily about melee: While the setting has a great deal of ranged weapons the design of this game is balanced in favour of melee combat.&lt;br /&gt;
*PVE: The players are all members of the same organisation fighting the same enemy. There will be political and competitive aspects as to which objectives are favoured over others, however this game is designed with the principle of building a bigger tower than your competitors rather than knocking their tower down. Physical PVP between players is allowed however it is not the intended theme of this game.&lt;br /&gt;
*A Linear LARP: There will be a down time game, there will be things going on at home base but primarily this game will focus on action that take place on linears.&lt;br /&gt;
*Accessible: this game will be designed with options for Non-combat players and players with limited mobility.&lt;br /&gt;
&lt;br /&gt;
'''What this game is not'''&lt;br /&gt;
*Simulationist: this is not an attempt to faithfully recreate the Wargame or its setting.&lt;br /&gt;
*Grimdark: while the world this game takes place in is and there will be bleak moments, the overall tone of this game is a pulp adventure.&lt;br /&gt;
*For Everyone: It will take place primarily in Douglaswood scout site, located near Dundee, so players will need to be able to play largely outdoors and deal with sleeping in bunk rooms or camping. It will involve walking, running and combat. Additionally there may be various special effects, light, smoke, loud sounds, fake blood, and slime.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3374</id>
		<title>Season 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3374"/>
				<updated>2025-01-30T20:19:13Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* IC Pitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While Season 2 is up and running, we will post periodic updates about Season 3 content here, as and when they are available.&lt;br /&gt;
&lt;br /&gt;
==Launch Info - Jan 2025==&lt;br /&gt;
&lt;br /&gt;
===IC Pitch===&lt;br /&gt;
A Great Crusade has been called! The High Lords of Terra have selected a new Warmaster and assigned  the  task of retaking a large region of space lost to The Archenemy sixty standard years ago. The full might of the Imperium shall now descend upon this region.&lt;br /&gt;
&lt;br /&gt;
===OC Pitch===&lt;br /&gt;
A swashbuckling two fisted adventure game set during the heroic and daring actions of a Great Crusade to reclaim a sector from Chaos. The players are part of a top secret group set up by the Warmaster to deal with various problems that the core rank and file of the Crusade are not equipped to deal with.&lt;br /&gt;
However with all this freedom comes extreme danger...&lt;br /&gt;
Players will form groups based round Rogue Trader Dynasties, Inquisitorial retinues or Military command cadres. Each group type will have access to different uptime and downtime benefits.&lt;br /&gt;
There will be a downtime system for players to engage with to simulate the effect their actions have on the overall Campaign. There will be multiple resources that will form the backbone of the rewards players can earn from successful linears.&lt;br /&gt;
We are attempting to write a detailed sector with multiple star systems. We heavily encourage players to make characters either from or with heavy ties to these systems, to explain why they are taking part in the campaign. As such we will be encouraging players to send in ideas for aspects of the setting such as star systems, planets or locations of note.&lt;br /&gt;
While Season 1 and 2 were essentially Pirates of the Caribbean in Space; Season 3 is intended to be Inglorious Basterds in Space, with the players acting as daring liberators against the relentless Warmachine of the Archenemy. We intend to incorporate more Dieselpunk aesthetics into our designs for the overall setting.&lt;br /&gt;
&lt;br /&gt;
'''What this Game is'''&lt;br /&gt;
*Primarily about melee: While the setting has a great deal of ranged weapons the design of this game is balanced in favour of melee combat.&lt;br /&gt;
*PVE: The players are all members of the same organisation fighting the same enemy. There will be political and competitive aspects as to which objectives are favoured over others, however this game is designed with the principle of building a bigger tower than your competitors rather than knocking their tower down. Physical PVP between players is allowed however it is not the intended theme of this game.&lt;br /&gt;
*A Linear LARP: There will be a down time game, there will be things going on at home base but primarily this game will focus on action that take place on linears.&lt;br /&gt;
*Accessible: this game will be designed with options for Non-combat players and players with limited mobility.&lt;br /&gt;
&lt;br /&gt;
'''What this game is not'''&lt;br /&gt;
*Simulationist: this is not an attempt to faithfully recreate the Wargame or its setting.&lt;br /&gt;
*Grimdark: while the world this game takes place in is and there will be bleak moments, the overall tone of this game is a pulp adventure.&lt;br /&gt;
*For Everyone: It will take place primarily in Douglaswood scout site, located near Dundee, so players will need to be able to play largely outdoors and deal with sleeping in bunk rooms or camping. It will involve walking, running and combat. Additionally there may be various special effects, light, smoke, loud sounds, fake blood, and slime.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3373</id>
		<title>Season 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3373"/>
				<updated>2025-01-30T20:18:39Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* IC Pitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While Season 2 is up and running, we will post periodic updates about Season 3 content here, as and when they are available.&lt;br /&gt;
&lt;br /&gt;
==Launch Info - Jan 2025==&lt;br /&gt;
&lt;br /&gt;
===IC Pitch===&lt;br /&gt;
A Great Crusade has been called! The High Lords of Terra have selected a new Warmaster and assigned  the  task of retaking a large region of space lost to The Archenemy sixty standard years ago.&lt;br /&gt;
&lt;br /&gt;
===OC Pitch===&lt;br /&gt;
A swashbuckling two fisted adventure game set during the heroic and daring actions of a Great Crusade to reclaim a sector from Chaos. The players are part of a top secret group set up by the Warmaster to deal with various problems that the core rank and file of the Crusade are not equipped to deal with.&lt;br /&gt;
However with all this freedom comes extreme danger...&lt;br /&gt;
Players will form groups based round Rogue Trader Dynasties, Inquisitorial retinues or Military command cadres. Each group type will have access to different uptime and downtime benefits.&lt;br /&gt;
There will be a downtime system for players to engage with to simulate the effect their actions have on the overall Campaign. There will be multiple resources that will form the backbone of the rewards players can earn from successful linears.&lt;br /&gt;
We are attempting to write a detailed sector with multiple star systems. We heavily encourage players to make characters either from or with heavy ties to these systems, to explain why they are taking part in the campaign. As such we will be encouraging players to send in ideas for aspects of the setting such as star systems, planets or locations of note.&lt;br /&gt;
While Season 1 and 2 were essentially Pirates of the Caribbean in Space; Season 3 is intended to be Inglorious Basterds in Space, with the players acting as daring liberators against the relentless Warmachine of the Archenemy. We intend to incorporate more Dieselpunk aesthetics into our designs for the overall setting.&lt;br /&gt;
&lt;br /&gt;
'''What this Game is'''&lt;br /&gt;
*Primarily about melee: While the setting has a great deal of ranged weapons the design of this game is balanced in favour of melee combat.&lt;br /&gt;
*PVE: The players are all members of the same organisation fighting the same enemy. There will be political and competitive aspects as to which objectives are favoured over others, however this game is designed with the principle of building a bigger tower than your competitors rather than knocking their tower down. Physical PVP between players is allowed however it is not the intended theme of this game.&lt;br /&gt;
*A Linear LARP: There will be a down time game, there will be things going on at home base but primarily this game will focus on action that take place on linears.&lt;br /&gt;
*Accessible: this game will be designed with options for Non-combat players and players with limited mobility.&lt;br /&gt;
&lt;br /&gt;
'''What this game is not'''&lt;br /&gt;
*Simulationist: this is not an attempt to faithfully recreate the Wargame or its setting.&lt;br /&gt;
*Grimdark: while the world this game takes place in is and there will be bleak moments, the overall tone of this game is a pulp adventure.&lt;br /&gt;
*For Everyone: It will take place primarily in Douglaswood scout site, located near Dundee, so players will need to be able to play largely outdoors and deal with sleeping in bunk rooms or camping. It will involve walking, running and combat. Additionally there may be various special effects, light, smoke, loud sounds, fake blood, and slime.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3372</id>
		<title>Season 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3372"/>
				<updated>2025-01-30T20:18:03Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While Season 2 is up and running, we will post periodic updates about Season 3 content here, as and when they are available.&lt;br /&gt;
&lt;br /&gt;
==Launch Info - Jan 2025==&lt;br /&gt;
&lt;br /&gt;
===IC Pitch===&lt;br /&gt;
A Great Crusade has been called!&lt;br /&gt;
&lt;br /&gt;
===OC Pitch===&lt;br /&gt;
A swashbuckling two fisted adventure game set during the heroic and daring actions of a Great Crusade to reclaim a sector from Chaos. The players are part of a top secret group set up by the Warmaster to deal with various problems that the core rank and file of the Crusade are not equipped to deal with.&lt;br /&gt;
However with all this freedom comes extreme danger...&lt;br /&gt;
Players will form groups based round Rogue Trader Dynasties, Inquisitorial retinues or Military command cadres. Each group type will have access to different uptime and downtime benefits.&lt;br /&gt;
There will be a downtime system for players to engage with to simulate the effect their actions have on the overall Campaign. There will be multiple resources that will form the backbone of the rewards players can earn from successful linears.&lt;br /&gt;
We are attempting to write a detailed sector with multiple star systems. We heavily encourage players to make characters either from or with heavy ties to these systems, to explain why they are taking part in the campaign. As such we will be encouraging players to send in ideas for aspects of the setting such as star systems, planets or locations of note.&lt;br /&gt;
While Season 1 and 2 were essentially Pirates of the Caribbean in Space; Season 3 is intended to be Inglorious Basterds in Space, with the players acting as daring liberators against the relentless Warmachine of the Archenemy. We intend to incorporate more Dieselpunk aesthetics into our designs for the overall setting.&lt;br /&gt;
&lt;br /&gt;
'''What this Game is'''&lt;br /&gt;
*Primarily about melee: While the setting has a great deal of ranged weapons the design of this game is balanced in favour of melee combat.&lt;br /&gt;
*PVE: The players are all members of the same organisation fighting the same enemy. There will be political and competitive aspects as to which objectives are favoured over others, however this game is designed with the principle of building a bigger tower than your competitors rather than knocking their tower down. Physical PVP between players is allowed however it is not the intended theme of this game.&lt;br /&gt;
*A Linear LARP: There will be a down time game, there will be things going on at home base but primarily this game will focus on action that take place on linears.&lt;br /&gt;
*Accessible: this game will be designed with options for Non-combat players and players with limited mobility.&lt;br /&gt;
&lt;br /&gt;
'''What this game is not'''&lt;br /&gt;
*Simulationist: this is not an attempt to faithfully recreate the Wargame or its setting.&lt;br /&gt;
*Grimdark: while the world this game takes place in is and there will be bleak moments, the overall tone of this game is a pulp adventure.&lt;br /&gt;
*For Everyone: It will take place primarily in Douglaswood scout site, located near Dundee, so players will need to be able to play largely outdoors and deal with sleeping in bunk rooms or camping. It will involve walking, running and combat. Additionally there may be various special effects, light, smoke, loud sounds, fake blood, and slime.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3371</id>
		<title>Season 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3371"/>
				<updated>2025-01-30T20:17:47Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While Season 2 is up and running, we will post periodic updates about Season 3 content here, as and when they are available.&lt;br /&gt;
&lt;br /&gt;
==Launch Info - Jan 2025==&lt;br /&gt;
&lt;br /&gt;
===IC Pitch===&lt;br /&gt;
TEST TEXT&lt;br /&gt;
&lt;br /&gt;
===OC Pitch===&lt;br /&gt;
A swashbuckling two fisted adventure game set during the heroic and daring actions of a Great Crusade to reclaim a sector from Chaos. The players are part of a top secret group set up by the Warmaster to deal with various problems that the core rank and file of the Crusade are not equipped to deal with.&lt;br /&gt;
However with all this freedom comes extreme danger...&lt;br /&gt;
Players will form groups based round Rogue Trader Dynasties, Inquisitorial retinues or Military command cadres. Each group type will have access to different uptime and downtime benefits.&lt;br /&gt;
There will be a downtime system for players to engage with to simulate the effect their actions have on the overall Campaign. There will be multiple resources that will form the backbone of the rewards players can earn from successful linears.&lt;br /&gt;
We are attempting to write a detailed sector with multiple star systems. We heavily encourage players to make characters either from or with heavy ties to these systems, to explain why they are taking part in the campaign. As such we will be encouraging players to send in ideas for aspects of the setting such as star systems, planets or locations of note.&lt;br /&gt;
While Season 1 and 2 were essentially Pirates of the Caribbean in Space; Season 3 is intended to be Inglorious Basterds in Space, with the players acting as daring liberators against the relentless Warmachine of the Archenemy. We intend to incorporate more Dieselpunk aesthetics into our designs for the overall setting.&lt;br /&gt;
&lt;br /&gt;
'''What this Game is'''&lt;br /&gt;
*Primarily about melee: While the setting has a great deal of ranged weapons the design of this game is balanced in favour of melee combat.&lt;br /&gt;
*PVE: The players are all members of the same organisation fighting the same enemy. There will be political and competitive aspects as to which objectives are favoured over others, however this game is designed with the principle of building a bigger tower than your competitors rather than knocking their tower down. Physical PVP between players is allowed however it is not the intended theme of this game.&lt;br /&gt;
*A Linear LARP: There will be a down time game, there will be things going on at home base but primarily this game will focus on action that take place on linears.&lt;br /&gt;
*Accessible: this game will be designed with options for Non-combat players and players with limited mobility.&lt;br /&gt;
&lt;br /&gt;
'''What this game is not'''&lt;br /&gt;
*Simulationist: this is not an attempt to faithfully recreate the Wargame or its setting.&lt;br /&gt;
*Grimdark: while the world this game takes place in is and there will be bleak moments, the overall tone of this game is a pulp adventure.&lt;br /&gt;
*For Everyone: It will take place primarily in Douglaswood scout site, located near Dundee, so players will need to be able to play largely outdoors and deal with sleeping in bunk rooms or camping. It will involve walking, running and combat. Additionally there may be various special effects, light, smoke, loud sounds, fake blood, and slime.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3370</id>
		<title>Season 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3370"/>
				<updated>2025-01-30T20:16:41Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While Season 2 is up and running, we will post periodic updates about Season 3 content here, as and when they are available.&lt;br /&gt;
&lt;br /&gt;
==Launch Info - Jan 2025==&lt;br /&gt;
&lt;br /&gt;
===IC Pitch===&lt;br /&gt;
&lt;br /&gt;
===OC Pitch===&lt;br /&gt;
A swashbuckling two fisted adventure game set during the heroic and daring actions of a Great Crusade to reclaim a sector from Chaos. The players are part of a top secret group set up by the Warmaster to deal with various problems that the core rank and file of the Crusade are not equipped to deal with.&lt;br /&gt;
However with all this freedom comes extreme danger...&lt;br /&gt;
Players will form groups based round Rogue Trader Dynasties, Inquisitorial retinues or Military command cadres. Each group type will have access to different uptime and downtime benefits.&lt;br /&gt;
There will be a downtime system for players to engage with to simulate the effect their actions have on the overall Campaign. There will be multiple resources that will form the backbone of the rewards players can earn from successful linears.&lt;br /&gt;
We are attempting to write a detailed sector with multiple star systems. We heavily encourage players to make characters either from or with heavy ties to these systems, to explain why they are taking part in the campaign. As such we will be encouraging players to send in ideas for aspects of the setting such as star systems, planets or locations of note.&lt;br /&gt;
While Season 1 and 2 were essentially Pirates of the Caribbean in Space; Season 3 is intended to be Inglorious Basterds in Space, with the players acting as daring liberators against the relentless Warmachine of the Archenemy. We intend to incorporate more Dieselpunk aesthetics into our designs for the overall setting.&lt;br /&gt;
&lt;br /&gt;
'''What this Game is'''&lt;br /&gt;
*Primarily about melee: While the setting has a great deal of ranged weapons the design of this game is balanced in favour of melee combat.&lt;br /&gt;
*PVE: The players are all members of the same organisation fighting the same enemy. There will be political and competitive aspects as to which objectives are favoured over others, however this game is designed with the principle of building a bigger tower than your competitors rather than knocking their tower down. Physical PVP between players is allowed however it is not the intended theme of this game.&lt;br /&gt;
*A Linear LARP: There will be a down time game, there will be things going on at home base but primarily this game will focus on action that take place on linears.&lt;br /&gt;
*Accessible: this game will be designed with options for Non-combat players and players with limited mobility.&lt;br /&gt;
&lt;br /&gt;
'''What this game is not'''&lt;br /&gt;
*Simulationist: this is not an attempt to faithfully recreate the Wargame or its setting.&lt;br /&gt;
*Grimdark: while the world this game takes place in is and there will be bleak moments, the overall tone of this game is a pulp adventure.&lt;br /&gt;
*For Everyone: It will take place primarily in Douglaswood scout site, located near Dundee, so players will need to be able to play largely outdoors and deal with sleeping in bunk rooms or camping. It will involve walking, running and combat. Additionally there may be various special effects, light, smoke, loud sounds, fake blood, and slime.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3369</id>
		<title>Season 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3369"/>
				<updated>2025-01-30T20:15:56Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While Season 2 is up and running, we will post periodic updates about Season 3 content here, as and when they are available.&lt;br /&gt;
&lt;br /&gt;
==Launch Info - Jan 2025==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OC Pitch===&lt;br /&gt;
A swashbuckling two fisted adventure game set during the heroic and daring actions of a Great Crusade to reclaim a sector from Chaos. The players are part of a top secret group set up by the Warmaster to deal with various problems that the core rank and file of the Crusade are not equipped to deal with.&lt;br /&gt;
However with all this freedom comes extreme danger...&lt;br /&gt;
Players will form groups based round Rogue Trader Dynasties, Inquisitorial retinues or Military command cadres. Each group type will have access to different uptime and downtime benefits.&lt;br /&gt;
There will be a downtime system for players to engage with to simulate the effect their actions have on the overall Campaign. There will be multiple resources that will form the backbone of the rewards players can earn from successful linears.&lt;br /&gt;
We are attempting to write a detailed sector with multiple star systems. We heavily encourage players to make characters either from or with heavy ties to these systems, to explain why they are taking part in the campaign. As such we will be encouraging players to send in ideas for aspects of the setting such as star systems, planets or locations of note.&lt;br /&gt;
While Season 1 and 2 were essentially Pirates of the Caribbean in Space; Season 3 is intended to be Inglorious Basterds in Space, with the players acting as daring liberators against the relentless Warmachine of the Archenemy. We intend to incorporate more Dieselpunk aesthetics into our designs for the overall setting.&lt;br /&gt;
&lt;br /&gt;
'''What this Game is'''&lt;br /&gt;
*Primarily about melee: While the setting has a great deal of ranged weapons the design of this game is balanced in favour of melee combat.&lt;br /&gt;
*PVE: The players are all members of the same organisation fighting the same enemy. There will be political and competitive aspects as to which objectives are favoured over others, however this game is designed with the principle of building a bigger tower than your competitors rather than knocking their tower down. Physical PVP between players is allowed however it is not the intended theme of this game.&lt;br /&gt;
*A Linear LARP: There will be a down time game, there will be things going on at home base but primarily this game will focus on action that take place on linears.&lt;br /&gt;
*Accessible: this game will be designed with options for Non-combat players and players with limited mobility.&lt;br /&gt;
&lt;br /&gt;
'''What this game is not'''&lt;br /&gt;
*Simulationist: this is not an attempt to faithfully recreate the Wargame or its setting.&lt;br /&gt;
*Grimdark: while the world this game takes place in is and there will be bleak moments, the overall tone of this game is a pulp adventure.&lt;br /&gt;
*For Everyone: It will take place primarily in Douglaswood scout site, located near Dundee, so players will need to be able to play largely outdoors and deal with sleeping in bunk rooms or camping. It will involve walking, running and combat. Additionally there may be various special effects, light, smoke, loud sounds, fake blood, and slime.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3368</id>
		<title>Season 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3368"/>
				<updated>2025-01-30T20:15:43Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While Season 2 is up and running, we will post periodic updates about Season 3 content here, as and when they are available.&lt;br /&gt;
&lt;br /&gt;
==Launch Info - Jan 2025==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OC Pitch===&lt;br /&gt;
A swashbuckling two fisted adventure game set during the heroic and daring actions of a Great Crusade to reclaim a sector from Chaos. The players are part of a top secret group set up by the Warmaster to deal with various problems that the core rank and file of the Crusade are not equipped to deal with.&lt;br /&gt;
However with all this freedom comes extreme danger...&lt;br /&gt;
Players will form groups based round Rogue Trader Dynasties, Inquisitorial retinues or Military command cadres. Each group type will have access to different uptime and downtime benefits.&lt;br /&gt;
There will be a downtime system for players to engage with to simulate the effect their actions have on the overall Campaign. There will be multiple resources that will form the backbone of the rewards players can earn from successful linears.&lt;br /&gt;
We are attempting to write a detailed sector with multiple star systems. We heavily encourage players to make characters either from or with heavy ties to these systems, to explain why they are taking part in the campaign. As such we will be encouraging players to send in ideas for aspects of the setting such as star systems, planets or locations of note.&lt;br /&gt;
While Season 1 and 2 were essentially Pirates of the Caribbean in Space; Season 3 is intended to be Inglorious Basterds in Space, with the players acting as daring liberators against the relentless Warmachine of the Archenemy. We intend to incorporate more Dieselpunk aesthetics into our designs for the overall setting.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3367</id>
		<title>Season 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3367"/>
				<updated>2025-01-30T20:15:32Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While Season 2 is up and running, we will post periodic updates about Season 3 content here, as and when they are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OC Pitch===&lt;br /&gt;
A swashbuckling two fisted adventure game set during the heroic and daring actions of a Great Crusade to reclaim a sector from Chaos. The players are part of a top secret group set up by the Warmaster to deal with various problems that the core rank and file of the Crusade are not equipped to deal with.&lt;br /&gt;
However with all this freedom comes extreme danger...&lt;br /&gt;
Players will form groups based round Rogue Trader Dynasties, Inquisitorial retinues or Military command cadres. Each group type will have access to different uptime and downtime benefits.&lt;br /&gt;
There will be a downtime system for players to engage with to simulate the effect their actions have on the overall Campaign. There will be multiple resources that will form the backbone of the rewards players can earn from successful linears.&lt;br /&gt;
We are attempting to write a detailed sector with multiple star systems. We heavily encourage players to make characters either from or with heavy ties to these systems, to explain why they are taking part in the campaign. As such we will be encouraging players to send in ideas for aspects of the setting such as star systems, planets or locations of note.&lt;br /&gt;
While Season 1 and 2 were essentially Pirates of the Caribbean in Space; Season 3 is intended to be Inglorious Basterds in Space, with the players acting as daring liberators against the relentless Warmachine of the Archenemy. We intend to incorporate more Dieselpunk aesthetics into our designs for the overall setting.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=MediaWiki:Sidebar&amp;diff=3366</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=MediaWiki:Sidebar&amp;diff=3366"/>
				<updated>2025-01-30T20:07:54Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help&lt;br /&gt;
*Rules and Game Info&lt;br /&gt;
** About The Game|About The Game&lt;br /&gt;
** Getting Started|Getting Started&lt;br /&gt;
** Rules|Rules&lt;br /&gt;
* Setting&lt;br /&gt;
** Introduction|Introduction&lt;br /&gt;
** Known Space|Known Space&lt;br /&gt;
** Downtimes|Downtimes&lt;br /&gt;
** Category:Dynasties|Dynasties&lt;br /&gt;
** Category:Characters|Characters&lt;br /&gt;
&lt;br /&gt;
** Season 3|Season 3&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=MediaWiki:Sidebar&amp;diff=3365</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=MediaWiki:Sidebar&amp;diff=3365"/>
				<updated>2025-01-30T20:07:38Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help&lt;br /&gt;
*Rules and Game Info&lt;br /&gt;
** About The Game|About The Game&lt;br /&gt;
** Getting Started|Getting Started&lt;br /&gt;
** Rules|Rules&lt;br /&gt;
* Setting&lt;br /&gt;
** Introduction|Introduction&lt;br /&gt;
** Known Space|Known Space&lt;br /&gt;
** Downtimes|Downtimes&lt;br /&gt;
** Category:Dynasties|Dynasties&lt;br /&gt;
** Category:Characters|Characters&lt;br /&gt;
&lt;br /&gt;
** Season 3|Season_3&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=MediaWiki:Sidebar&amp;diff=3364</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=MediaWiki:Sidebar&amp;diff=3364"/>
				<updated>2025-01-30T20:06:59Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help&lt;br /&gt;
*Rules and Game Info&lt;br /&gt;
** About The Game|About The Game&lt;br /&gt;
** Getting Started|Getting Started&lt;br /&gt;
** Rules|Rules&lt;br /&gt;
* Setting&lt;br /&gt;
** Introduction|Introduction&lt;br /&gt;
** Known Space|Known Space&lt;br /&gt;
** Downtimes|Downtimes&lt;br /&gt;
** Category:Dynasties|Dynasties&lt;br /&gt;
** Category:Characters|Characters&lt;br /&gt;
* Season 3|Season_3&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3363</id>
		<title>Season 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Season_3&amp;diff=3363"/>
				<updated>2025-01-30T20:06:16Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: Created page with &amp;quot;While Season 2 is up and running, we will post period updates about Season 3 content here, as and when they are available.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While Season 2 is up and running, we will post period updates about Season 3 content here, as and when they are available.&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3306</id>
		<title>Downtime 2024-12-23</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3306"/>
				<updated>2024-12-23T22:01:32Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* Special Notes for This Downtime */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Post Event 18 - December 2024=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
We will post on the No Rest Facebook group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 14/2/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions have changed position in the resolution track.&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir has been blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Four fleets have been sent from the Domain of the Star Father to attack his enemies (the Patrol, Assault, Templar and Crusader Fleets).&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities. Ambassadors and certain NPCs will have more information on these.&lt;br /&gt;
*The Star Father's flag ship ''Terminus est Divinitatus'' has been marked for death by the ''Tyrannus ex Machina'' and Explorator Fleet Kerris, who welcomes any who wish to assist.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are attacking Arbour, Dominion of the Star Father and T’au territories in increasing numbers. While the Orks who split from the main faction have claimed a small territory and are randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF have collapsed Svartalf has found ways to squeeze even more profit out and a new lucrative INVEST option has become available.&lt;br /&gt;
*Font rebels who do not believe in the False Star Father are looking for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_15_12_24.png|700px|Sector Map - July 2024]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action Order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order '''(please note, this is a slightly different order than previous downtimes)'''.&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews' actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect (i.e. if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties).&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbour.&lt;br /&gt;
*The Arbour are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbour combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert=== &lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector CONVERT now has a slightly different effect. CONVERT can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit. &lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert:''' &lt;br /&gt;
*Send in CONVERT Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavour that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in CONVERT Red Orks [-1D] (these points can be spent 2:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in CONVERT Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captains' Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to MUSTER act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
MUSTER supports ATTACK or DEFEND actions from friendly or unclaimed space. Thus, known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet [3S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,4)&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Assault Fleet (L,2)&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When choosing a MUSTER location, state your location and which endeavour you are supporting:&lt;br /&gt;
&lt;br /&gt;
* send in MUSTER (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack=== &lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captains' Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The ''Tyrannus ex Machina'' is intending to destroy The ''Terminus est Divinatus'' in retaliation for the theft and destruction of the Digital Angel by Adamska and are looking for additional support from the Captains' Table as a sign of increased cooperation.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been heavily fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''ATTACK Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Assault Fleet [3S, -4D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
*Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
''each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
''each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
To Attack: &lt;br /&gt;
*send in Attack (X,X) or Attack X&lt;br /&gt;
&lt;br /&gt;
===Defend=== &lt;br /&gt;
The forces who follow the Star Father are taking advantage of the lack of coordination of those against them by striking out in many directions with near impunity. &lt;br /&gt;
&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
&lt;br /&gt;
A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The Red Ork faction of Evil Sunz and Blood Axes are attacking everyone around them and enjoying the chaos of sector wide war and being a minor, if persistent annoyance.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the Bad Moon Orks under Cheevus Flashgob have begun a Waaagh! And are attacking in increasing strength across the sector with requests for aid against them being sent by both The Arbor and the T’au Federation.&lt;br /&gt;
&lt;br /&gt;
'''DEFEND Options'''&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Templar Fleet (G,4) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Assault Fleet (L,2) [3S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) [5S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
&lt;br /&gt;
*To Defend: send in DEFEND (X,X)&lt;br /&gt;
&lt;br /&gt;
===Invest===&lt;br /&gt;
&lt;br /&gt;
Investments, trade, exploitation of planetary resources are three of the myriad schemes available to Rogue Trader fleets to increase their already incalculable wealth. With new discoveries comes new opportunities. Dynasties may undertake invest actions in any part of Arkangel space, depending on the result of their roll they will earn marks. Investing in Arkangel Space is generally a good option as it has a bonus +1 due to the exploration level.&lt;br /&gt;
&lt;br /&gt;
'''Invest in Arkangel Space''' - This is the generic invest option, this represents any number of money making endeavours. As standard Dynasties can expect to make anywhere between 330M and 550M from an INVEST action.&lt;br /&gt;
&lt;br /&gt;
'''Invest on Port Svartalf''' - Svartalf is a hub for trade and commerce. Anything can be bought and sold and profit is just around the corner and open warfare has just increased the money that can be made here. As standard Dynasties can expect to make between 460M and 720M by trading here rather than in Arkangel Space but they should remember they will be helping to finance a port dominated by xenos, heretics and potentially worse.&lt;br /&gt;
&lt;br /&gt;
'''Invest in BMTF Territory''' - The Blessed Multitude Trade Federation, once the beating heart of commerce in the sector, has fallen on hard times as a diplomatic and military split has torn the nation apart, shattering the markets and transhipment network. This upheaval has massively reduced the profit that can be made here. As standard Dynasties can expect make between 130M and 230M by trading here rather than in Arkangel Space.&lt;br /&gt;
&lt;br /&gt;
'''Invest in the Arbour''' - The Glorious Kingdom of his Majesty King Agravain du Morholt, The Arbour of the Righteous is not a wealthy star nation in the manner of The BMTF but they have an extremely strong and long lasting military tradition and as such it is much easier to recruit soldiers here than anywhere else in the sector. As standard Dynasties can expect to make between 100M and 200M but will also earn between 350M and 500M as ‘credit’ toward the next Raise Imperial Guard Regiments or Raise Naval Patrol Groups BUILD action taken by any Rogue Trader Dynasty.&lt;br /&gt;
&lt;br /&gt;
'''War Profiteering and Looting''' - Open warfare has allowed a myriad of chances to gain wealth by piracy and salvage especially if one were to ignore sides and just grab anything you can find. This option is risky as any roll of a double will mean that your actions will become public knowledge but the payout could be extremely high:&lt;br /&gt;
Partial Success - 300M; Complete Success - 500M; Critical Success - 900M&lt;br /&gt;
&lt;br /&gt;
'''To INVEST'''&lt;br /&gt;
*Send in INVEST in [name of area]. &lt;br /&gt;
&lt;br /&gt;
'''Relevant Special Notes'''&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any INVEST action taken in The BMTF or The Arbour, thanks to the use of the Embassy.&lt;br /&gt;
&lt;br /&gt;
===Build=== &lt;br /&gt;
&lt;br /&gt;
With the expansion of Arkangel space has come a number of opportunities to build. These options are not cheap, but what are a few marks compared to the blood of the Martyrs that have come before...&lt;br /&gt;
&lt;br /&gt;
'''Embassies: 1500M'''&lt;br /&gt;
&lt;br /&gt;
A number of civilisations have formally requested Embassies be built on Arkangel to facilitate diplomatic relationships. As with all diplomatic situations, choosing to build embassies or not will send a definite message to the civilisations requesting them. While choosing to delay building an embassy for a cycle would be perceived as a limitation of capacity, any longer could be perceived as a snub...&lt;br /&gt;
&lt;br /&gt;
*Craftworld Tel'Sharr&lt;br /&gt;
*The Tau&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This creates palatial offices for the foreign diplomats on Arkangel station. Once built this creates  the position of ambassador to the civilisation in question. This position must be assigned by the Captains' Table. Ambassadors will gain one free use of “I’ve Studied Your People” of the appropriate sort per game. They will be Arkangel’s representative to this group; they will also get diplomatic information and *may* receive further information or linears as the game progresses as well as unique opportunities depending on the civilisation in question. &lt;br /&gt;
The individual will hold this position until they retire, die or another individual is assigned as ambassador by the Captains' Table. &lt;br /&gt;
&lt;br /&gt;
A Lord Captain may not be an Ambassador. &lt;br /&gt;
&lt;br /&gt;
Embassies also allow Arkangel to legally send representatives into the territory to conduct diplomatic missions, while there the opportunity to collect military, economic and political intelligence will be available. Additional build options will become available once an Embassy is in place.&lt;br /&gt;
&lt;br /&gt;
'''Cathedral on Arkangel (improvements):'''&lt;br /&gt;
&lt;br /&gt;
*The most Blessed and Holy Sepulchre of Saint Patroclus: 1000&lt;br /&gt;
This will construct a grand tomb worthy of an Imperial Saint and act as a focal point for his recognition to spread beyond Arkangel Space.&lt;br /&gt;
 &lt;br /&gt;
'''Raise Imperial Guard Regiments: 3000M'''&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering new Regiments and construction costs have been permanently reduced.&lt;br /&gt;
 &lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a task Rogue Traders and their crews are well suited to, as such the Astra Militarum have come to the Arkangel fleet with a proposition. If they sponsor the huge costs in raising these regiments, the Astra Militarum will see to the training and logistics involved. The regiments will be trained and outfitted in a manner chosen by their great patrons. It has been suggested by Segmentum command that there is no greater honour and service to the Imperium than to act as a patron for the Regiments that will one day complete the Conquest of Imperial space...&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of guard regiments. These regiments can be moved within allied space. Any hex they inhabit has increased defences against attacks from hostile civilisations, this is a +3 bonus to DEFEND actions. Each regiment may be relocated by its patron.&lt;br /&gt;
&lt;br /&gt;
'''Raise Naval Patrol Groups: 3000M'''&lt;br /&gt;
&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering Patrol Groups and construction costs have been permanently reduced.&lt;br /&gt;
&lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a take Rogue Traders and their crews are well suited to, as such the Navis Imperialis have a proposition: The remnants of the CHI Navy can be retrained and their ships refitted to form Patrol groups to protect Imperial space from attack by patrolling the frontiers of Arkangel subsector.&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of Navy Patrol Groups. These Patrol Groups can be sent to support attacking actions. This is a +2 once per DT cycle bonus chosen by the patron who funded the construction.&lt;br /&gt;
&lt;br /&gt;
*To Build: send BUILD (X), ensuring you have enough Marks in the system.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL: Font Rebel Support===&lt;br /&gt;
&lt;br /&gt;
Not everyone in The Font is happy with the decision to support and recognize Adamska as the Star Father. Influence and effort put into the Nation by members of the Captain’s Table has created a burgeoning spy and freedom fighter network, but they will need more support if they are to survive, never mind being successful.&lt;br /&gt;
They are in need of supplies, coordination, and the rescue of refugees and dependents so they can fight freely, able to worry less about reprisals.&lt;br /&gt;
The Captains' Table can support in various ways using the following ship stat combinations:&lt;br /&gt;
&lt;br /&gt;
*Bringing in guns/supplies - admin/augur &lt;br /&gt;
*Planning insurgency actions (assassinations/sabotage) - augur/military &lt;br /&gt;
*Training humint spies - grandeur/augur &lt;br /&gt;
*Training sigint spies - admin/augur&lt;br /&gt;
*Smuggling out refugees and dependents -  admin/grandeur&lt;br /&gt;
&lt;br /&gt;
All these rolls will use a points method to dictate effects and future options. (A partial success gives 1 point, a complete success gives 2 points, an exceptional success 3 points)&lt;br /&gt;
&lt;br /&gt;
*To Support the Rebels: Send in Support Rebels (Gunrunning, Insurgency, Humint, Sigint, or Refugees)&lt;br /&gt;
&lt;br /&gt;
===Special Notes for This Downtime===&lt;br /&gt;
&lt;br /&gt;
As an ongoing effect, all Dynasties receive a +1 to any CONVERT or INVEST action taken in The BMTF or the Arbour, thanks to the use of the Embassies - however this downtime there are no relevant CONVERT actions for this to be applied to.&lt;br /&gt;
&lt;br /&gt;
As an ongoing effect, any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour (although this downtime there are no relevant CONVERT actions for this to be applied to).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Summary of Special Modifiers&lt;br /&gt;
|-&lt;br /&gt;
! DT Action !! DT Modifier !! Source !! Affects Location&lt;br /&gt;
|-&lt;br /&gt;
| Attack ||  1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Defend || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Muster || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || The Arbour Embassy || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Borovich, Kasputin, Lupus and Rexuz Dynasties || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Arbour Embassy || The Arbour&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3305</id>
		<title>Downtime 2024-12-23</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3305"/>
				<updated>2024-12-23T21:59:42Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* Invest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Post Event 18 - December 2024=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
We will post on the No Rest Facebook group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 14/2/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions have changed position in the resolution track.&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir has been blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Four fleets have been sent from the Domain of the Star Father to attack his enemies (the Patrol, Assault, Templar and Crusader Fleets).&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities. Ambassadors and certain NPCs will have more information on these.&lt;br /&gt;
*The Star Father's flag ship ''Terminus est Divinitatus'' has been marked for death by the ''Tyrannus ex Machina'' and Explorator Fleet Kerris, who welcomes any who wish to assist.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are attacking Arbour, Dominion of the Star Father and T’au territories in increasing numbers. While the Orks who split from the main faction have claimed a small territory and are randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF have collapsed Svartalf has found ways to squeeze even more profit out and a new lucrative INVEST option has become available.&lt;br /&gt;
*Font rebels who do not believe in the False Star Father are looking for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_15_12_24.png|700px|Sector Map - July 2024]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action Order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order '''(please note, this is a slightly different order than previous downtimes)'''.&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews' actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect (i.e. if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties).&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbour.&lt;br /&gt;
*The Arbour are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbour combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert=== &lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector CONVERT now has a slightly different effect. CONVERT can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit. &lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert:''' &lt;br /&gt;
*Send in CONVERT Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavour that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in CONVERT Red Orks [-1D] (these points can be spent 2:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in CONVERT Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captains' Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to MUSTER act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
MUSTER supports ATTACK or DEFEND actions from friendly or unclaimed space. Thus, known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet [3S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,4)&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Assault Fleet (L,2)&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When choosing a MUSTER location, state your location and which endeavour you are supporting:&lt;br /&gt;
&lt;br /&gt;
* send in MUSTER (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack=== &lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captains' Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The ''Tyrannus ex Machina'' is intending to destroy The ''Terminus est Divinatus'' in retaliation for the theft and destruction of the Digital Angel by Adamska and are looking for additional support from the Captains' Table as a sign of increased cooperation.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been heavily fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''ATTACK Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Assault Fleet [3S, -4D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
*Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
''each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
''each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
To Attack: &lt;br /&gt;
*send in Attack (X,X) or Attack X&lt;br /&gt;
&lt;br /&gt;
===Defend=== &lt;br /&gt;
The forces who follow the Star Father are taking advantage of the lack of coordination of those against them by striking out in many directions with near impunity. &lt;br /&gt;
&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
&lt;br /&gt;
A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The Red Ork faction of Evil Sunz and Blood Axes are attacking everyone around them and enjoying the chaos of sector wide war and being a minor, if persistent annoyance.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the Bad Moon Orks under Cheevus Flashgob have begun a Waaagh! And are attacking in increasing strength across the sector with requests for aid against them being sent by both The Arbor and the T’au Federation.&lt;br /&gt;
&lt;br /&gt;
'''DEFEND Options'''&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Templar Fleet (G,4) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Assault Fleet (L,2) [3S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) [5S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
&lt;br /&gt;
*To Defend: send in DEFEND (X,X)&lt;br /&gt;
&lt;br /&gt;
===Invest===&lt;br /&gt;
&lt;br /&gt;
Investments, trade, exploitation of planetary resources are three of the myriad schemes available to Rogue Trader fleets to increase their already incalculable wealth. With new discoveries comes new opportunities. Dynasties may undertake invest actions in any part of Arkangel space, depending on the result of their roll they will earn marks. Investing in Arkangel Space is generally a good option as it has a bonus +1 due to the exploration level.&lt;br /&gt;
&lt;br /&gt;
'''Invest in Arkangel Space''' - This is the generic invest option, this represents any number of money making endeavours. As standard Dynasties can expect to make anywhere between 330M and 550M from an INVEST action.&lt;br /&gt;
&lt;br /&gt;
'''Invest on Port Svartalf''' - Svartalf is a hub for trade and commerce. Anything can be bought and sold and profit is just around the corner and open warfare has just increased the money that can be made here. As standard Dynasties can expect to make between 460M and 720M by trading here rather than in Arkangel Space but they should remember they will be helping to finance a port dominated by xenos, heretics and potentially worse.&lt;br /&gt;
&lt;br /&gt;
'''Invest in BMTF Territory''' - The Blessed Multitude Trade Federation, once the beating heart of commerce in the sector, has fallen on hard times as a diplomatic and military split has torn the nation apart, shattering the markets and transhipment network. This upheaval has massively reduced the profit that can be made here. As standard Dynasties can expect make between 130M and 230M by trading here rather than in Arkangel Space.&lt;br /&gt;
&lt;br /&gt;
'''Invest in the Arbour''' - The Glorious Kingdom of his Majesty King Agravain du Morholt, The Arbour of the Righteous is not a wealthy star nation in the manner of The BMTF but they have an extremely strong and long lasting military tradition and as such it is much easier to recruit soldiers here than anywhere else in the sector. As standard Dynasties can expect to make between 100M and 200M but will also earn between 350M and 500M as ‘credit’ toward the next Raise Imperial Guard Regiments or Raise Naval Patrol Groups BUILD action taken by any Rogue Trader Dynasty.&lt;br /&gt;
&lt;br /&gt;
'''War Profiteering and Looting''' - Open warfare has allowed a myriad of chances to gain wealth by piracy and salvage especially if one were to ignore sides and just grab anything you can find. This option is risky as any roll of a double will mean that your actions will become public knowledge but the payout could be extremely high:&lt;br /&gt;
Partial Success - 300M; Complete Success - 500M; Critical Success - 900M&lt;br /&gt;
&lt;br /&gt;
'''To INVEST'''&lt;br /&gt;
*Send in INVEST in [name of area]. &lt;br /&gt;
&lt;br /&gt;
'''Relevant Special Notes'''&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any INVEST action taken in The BMTF or The Arbour, thanks to the use of the Embassy.&lt;br /&gt;
&lt;br /&gt;
===Build=== &lt;br /&gt;
&lt;br /&gt;
With the expansion of Arkangel space has come a number of opportunities to build. These options are not cheap, but what are a few marks compared to the blood of the Martyrs that have come before...&lt;br /&gt;
&lt;br /&gt;
'''Embassies: 1500M'''&lt;br /&gt;
&lt;br /&gt;
A number of civilisations have formally requested Embassies be built on Arkangel to facilitate diplomatic relationships. As with all diplomatic situations, choosing to build embassies or not will send a definite message to the civilisations requesting them. While choosing to delay building an embassy for a cycle would be perceived as a limitation of capacity, any longer could be perceived as a snub...&lt;br /&gt;
&lt;br /&gt;
*Craftworld Tel'Sharr&lt;br /&gt;
*The Tau&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This creates palatial offices for the foreign diplomats on Arkangel station. Once built this creates  the position of ambassador to the civilisation in question. This position must be assigned by the Captains' Table. Ambassadors will gain one free use of “I’ve Studied Your People” of the appropriate sort per game. They will be Arkangel’s representative to this group; they will also get diplomatic information and *may* receive further information or linears as the game progresses as well as unique opportunities depending on the civilisation in question. &lt;br /&gt;
The individual will hold this position until they retire, die or another individual is assigned as ambassador by the Captains' Table. &lt;br /&gt;
&lt;br /&gt;
A Lord Captain may not be an Ambassador. &lt;br /&gt;
&lt;br /&gt;
Embassies also allow Arkangel to legally send representatives into the territory to conduct diplomatic missions, while there the opportunity to collect military, economic and political intelligence will be available. Additional build options will become available once an Embassy is in place.&lt;br /&gt;
&lt;br /&gt;
'''Cathedral on Arkangel (improvements):'''&lt;br /&gt;
&lt;br /&gt;
*The most Blessed and Holy Sepulchre of Saint Patroclus: 1000&lt;br /&gt;
This will construct a grand tomb worthy of an Imperial Saint and act as a focal point for his recognition to spread beyond Arkangel Space.&lt;br /&gt;
 &lt;br /&gt;
'''Raise Imperial Guard Regiments: 3000M'''&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering new Regiments and construction costs have been permanently reduced.&lt;br /&gt;
 &lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a task Rogue Traders and their crews are well suited to, as such the Astra Militarum have come to the Arkangel fleet with a proposition. If they sponsor the huge costs in raising these regiments, the Astra Militarum will see to the training and logistics involved. The regiments will be trained and outfitted in a manner chosen by their great patrons. It has been suggested by Segmentum command that there is no greater honour and service to the Imperium than to act as a patron for the Regiments that will one day complete the Conquest of Imperial space...&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of guard regiments. These regiments can be moved within allied space. Any hex they inhabit has increased defences against attacks from hostile civilisations, this is a +3 bonus to DEFEND actions. Each regiment may be relocated by its patron.&lt;br /&gt;
&lt;br /&gt;
'''Raise Naval Patrol Groups: 3000M'''&lt;br /&gt;
&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering Patrol Groups and construction costs have been permanently reduced.&lt;br /&gt;
&lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a take Rogue Traders and their crews are well suited to, as such the Navis Imperialis have a proposition: The remnants of the CHI Navy can be retrained and their ships refitted to form Patrol groups to protect Imperial space from attack by patrolling the frontiers of Arkangel subsector.&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of Navy Patrol Groups. These Patrol Groups can be sent to support attacking actions. This is a +2 once per DT cycle bonus chosen by the patron who funded the construction.&lt;br /&gt;
&lt;br /&gt;
*To Build: send BUILD (X), ensuring you have enough Marks in the system.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL: Font Rebel Support===&lt;br /&gt;
&lt;br /&gt;
Not everyone in The Font is happy with the decision to support and recognize Adamska as the Star Father. Influence and effort put into the Nation by members of the Captain’s Table has created a burgeoning spy and freedom fighter network, but they will need more support if they are to survive, never mind being successful.&lt;br /&gt;
They are in need of supplies, coordination, and the rescue of refugees and dependents so they can fight freely, able to worry less about reprisals.&lt;br /&gt;
The Captains' Table can support in various ways using the following ship stat combinations:&lt;br /&gt;
&lt;br /&gt;
*Bringing in guns/supplies - admin/augur &lt;br /&gt;
*Planning insurgency actions (assassinations/sabotage) - augur/military &lt;br /&gt;
*Training humint spies - grandeur/augur &lt;br /&gt;
*Training sigint spies - admin/augur&lt;br /&gt;
*Smuggling out refugees and dependents -  admin/grandeur&lt;br /&gt;
&lt;br /&gt;
All these rolls will use a points method to dictate effects and future options. (A partial success gives 1 point, a complete success gives 2 points, an exceptional success 3 points)&lt;br /&gt;
&lt;br /&gt;
*To Support the Rebels: Send in Support Rebels (Gunrunning, Insurgency, Humint, Sigint, or Refugees)&lt;br /&gt;
&lt;br /&gt;
===Special Notes for This Downtime===&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF or the Arbour, thanks to the use of the Embassy.&lt;br /&gt;
&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Summary of Special Modifiers&lt;br /&gt;
|-&lt;br /&gt;
! DT Action !! DT Modifier !! Source !! Affects Location&lt;br /&gt;
|-&lt;br /&gt;
| Attack ||  1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Defend || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Muster || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || The Arbour Embassy || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Borovich, Kasputin, Lupus and Rexuz Dynasties || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Arbour Embassy || The Arbour&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3304</id>
		<title>Downtime 2024-12-23</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3304"/>
				<updated>2024-12-23T21:59:04Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* Convert */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Post Event 18 - December 2024=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
We will post on the No Rest Facebook group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 14/2/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions have changed position in the resolution track.&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir has been blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Four fleets have been sent from the Domain of the Star Father to attack his enemies (the Patrol, Assault, Templar and Crusader Fleets).&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities. Ambassadors and certain NPCs will have more information on these.&lt;br /&gt;
*The Star Father's flag ship ''Terminus est Divinitatus'' has been marked for death by the ''Tyrannus ex Machina'' and Explorator Fleet Kerris, who welcomes any who wish to assist.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are attacking Arbour, Dominion of the Star Father and T’au territories in increasing numbers. While the Orks who split from the main faction have claimed a small territory and are randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF have collapsed Svartalf has found ways to squeeze even more profit out and a new lucrative INVEST option has become available.&lt;br /&gt;
*Font rebels who do not believe in the False Star Father are looking for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_15_12_24.png|700px|Sector Map - July 2024]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action Order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order '''(please note, this is a slightly different order than previous downtimes)'''.&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews' actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect (i.e. if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties).&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbour.&lt;br /&gt;
*The Arbour are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbour combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert=== &lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector CONVERT now has a slightly different effect. CONVERT can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit. &lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert:''' &lt;br /&gt;
*Send in CONVERT Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavour that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in CONVERT Red Orks [-1D] (these points can be spent 2:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in CONVERT Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captains' Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to MUSTER act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
MUSTER supports ATTACK or DEFEND actions from friendly or unclaimed space. Thus, known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet [3S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,4)&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Assault Fleet (L,2)&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When choosing a MUSTER location, state your location and which endeavour you are supporting:&lt;br /&gt;
&lt;br /&gt;
* send in MUSTER (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack=== &lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captains' Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The ''Tyrannus ex Machina'' is intending to destroy The ''Terminus est Divinatus'' in retaliation for the theft and destruction of the Digital Angel by Adamska and are looking for additional support from the Captains' Table as a sign of increased cooperation.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been heavily fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''ATTACK Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Assault Fleet [3S, -4D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
*Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
''each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
''each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
To Attack: &lt;br /&gt;
*send in Attack (X,X) or Attack X&lt;br /&gt;
&lt;br /&gt;
===Defend=== &lt;br /&gt;
The forces who follow the Star Father are taking advantage of the lack of coordination of those against them by striking out in many directions with near impunity. &lt;br /&gt;
&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
&lt;br /&gt;
A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The Red Ork faction of Evil Sunz and Blood Axes are attacking everyone around them and enjoying the chaos of sector wide war and being a minor, if persistent annoyance.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the Bad Moon Orks under Cheevus Flashgob have begun a Waaagh! And are attacking in increasing strength across the sector with requests for aid against them being sent by both The Arbor and the T’au Federation.&lt;br /&gt;
&lt;br /&gt;
'''DEFEND Options'''&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Templar Fleet (G,4) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Assault Fleet (L,2) [3S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) [5S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
&lt;br /&gt;
*To Defend: send in DEFEND (X,X)&lt;br /&gt;
&lt;br /&gt;
===Invest===&lt;br /&gt;
&lt;br /&gt;
Investments, trade, exploitation of planetary resources are three of the myriad schemes available to Rogue Trader fleets to increase their already incalculable wealth. With new discoveries comes new opportunities. Dynasties may undertake invest actions in any part of Arkangel space, depending on the result of their roll they will earn marks. Investing in Arkangel Space is generally a good option as it has a bonus +1 due to the exploration level.&lt;br /&gt;
&lt;br /&gt;
'''Invest in Arkangel Space''' - This is the generic invest option, this represents any number of money making endeavours. As standard Dynasties can expect to make anywhere between 330M and 550M from an INVEST action.&lt;br /&gt;
&lt;br /&gt;
'''Invest on Port Svartalf''' - Svartalf is a hub for trade and commerce. Anything can be bought and sold and profit is just around the corner and open warfare has just increased the money that can be made here. As standard Dynasties can expect to make between 460M and 720M by trading here rather than in Arkangel Space but they should remember they will be helping to finance a port dominated by xenos, heretics and potentially worse.&lt;br /&gt;
&lt;br /&gt;
'''Invest in BMTF Territory''' - The Blessed Multitude Trade Federation, once the beating heart of commerce in the sector, has fallen on hard times as a diplomatic and military split has torn the nation apart, shattering the markets and transhipment network. This upheaval has massively reduced the profit that can be made here. As standard Dynasties can expect make between 130M and 230M by trading here rather than in Arkangel Space.&lt;br /&gt;
&lt;br /&gt;
'''Invest in the Arbour''' - The Glorious Kingdom of his Majesty King Agravain du Morholt, The Arbour of the Righteous is not a wealthy star nation in the manner of The BMTF but they have an extremely strong and long lasting military tradition and as such it is much easier to recruit soldiers here than anywhere else in the sector. As standard Dynasties can expect to make between 100M and 200M but will also earn between 350M and 500M as ‘credit’ toward the next Raise Imperial Guard Regiments or Raise Naval Patrol Groups BUILD action taken by any Rogue Trader Dynasty.&lt;br /&gt;
&lt;br /&gt;
'''War Profiteering and Looting''' - Open warfare has allowed a myriad of chances to gain wealth by piracy and salvage especially if one were to ignore sides and just grab anything you can find. This option is risky as any roll of a double will mean that your actions will become public knowledge but the payout could be extremely high:&lt;br /&gt;
Partial Success - 300M; Complete Success - 500M; Critical Success - 900M&lt;br /&gt;
&lt;br /&gt;
'''To INVEST'''&lt;br /&gt;
*Send in INVEST in [name of area]. &lt;br /&gt;
&lt;br /&gt;
'''Relevant Special Notes'''&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF, The Arbour, or the Font thanks to the use of the Embassy.&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
&lt;br /&gt;
===Build=== &lt;br /&gt;
&lt;br /&gt;
With the expansion of Arkangel space has come a number of opportunities to build. These options are not cheap, but what are a few marks compared to the blood of the Martyrs that have come before...&lt;br /&gt;
&lt;br /&gt;
'''Embassies: 1500M'''&lt;br /&gt;
&lt;br /&gt;
A number of civilisations have formally requested Embassies be built on Arkangel to facilitate diplomatic relationships. As with all diplomatic situations, choosing to build embassies or not will send a definite message to the civilisations requesting them. While choosing to delay building an embassy for a cycle would be perceived as a limitation of capacity, any longer could be perceived as a snub...&lt;br /&gt;
&lt;br /&gt;
*Craftworld Tel'Sharr&lt;br /&gt;
*The Tau&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This creates palatial offices for the foreign diplomats on Arkangel station. Once built this creates  the position of ambassador to the civilisation in question. This position must be assigned by the Captains' Table. Ambassadors will gain one free use of “I’ve Studied Your People” of the appropriate sort per game. They will be Arkangel’s representative to this group; they will also get diplomatic information and *may* receive further information or linears as the game progresses as well as unique opportunities depending on the civilisation in question. &lt;br /&gt;
The individual will hold this position until they retire, die or another individual is assigned as ambassador by the Captains' Table. &lt;br /&gt;
&lt;br /&gt;
A Lord Captain may not be an Ambassador. &lt;br /&gt;
&lt;br /&gt;
Embassies also allow Arkangel to legally send representatives into the territory to conduct diplomatic missions, while there the opportunity to collect military, economic and political intelligence will be available. Additional build options will become available once an Embassy is in place.&lt;br /&gt;
&lt;br /&gt;
'''Cathedral on Arkangel (improvements):'''&lt;br /&gt;
&lt;br /&gt;
*The most Blessed and Holy Sepulchre of Saint Patroclus: 1000&lt;br /&gt;
This will construct a grand tomb worthy of an Imperial Saint and act as a focal point for his recognition to spread beyond Arkangel Space.&lt;br /&gt;
 &lt;br /&gt;
'''Raise Imperial Guard Regiments: 3000M'''&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering new Regiments and construction costs have been permanently reduced.&lt;br /&gt;
 &lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a task Rogue Traders and their crews are well suited to, as such the Astra Militarum have come to the Arkangel fleet with a proposition. If they sponsor the huge costs in raising these regiments, the Astra Militarum will see to the training and logistics involved. The regiments will be trained and outfitted in a manner chosen by their great patrons. It has been suggested by Segmentum command that there is no greater honour and service to the Imperium than to act as a patron for the Regiments that will one day complete the Conquest of Imperial space...&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of guard regiments. These regiments can be moved within allied space. Any hex they inhabit has increased defences against attacks from hostile civilisations, this is a +3 bonus to DEFEND actions. Each regiment may be relocated by its patron.&lt;br /&gt;
&lt;br /&gt;
'''Raise Naval Patrol Groups: 3000M'''&lt;br /&gt;
&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering Patrol Groups and construction costs have been permanently reduced.&lt;br /&gt;
&lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a take Rogue Traders and their crews are well suited to, as such the Navis Imperialis have a proposition: The remnants of the CHI Navy can be retrained and their ships refitted to form Patrol groups to protect Imperial space from attack by patrolling the frontiers of Arkangel subsector.&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of Navy Patrol Groups. These Patrol Groups can be sent to support attacking actions. This is a +2 once per DT cycle bonus chosen by the patron who funded the construction.&lt;br /&gt;
&lt;br /&gt;
*To Build: send BUILD (X), ensuring you have enough Marks in the system.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL: Font Rebel Support===&lt;br /&gt;
&lt;br /&gt;
Not everyone in The Font is happy with the decision to support and recognize Adamska as the Star Father. Influence and effort put into the Nation by members of the Captain’s Table has created a burgeoning spy and freedom fighter network, but they will need more support if they are to survive, never mind being successful.&lt;br /&gt;
They are in need of supplies, coordination, and the rescue of refugees and dependents so they can fight freely, able to worry less about reprisals.&lt;br /&gt;
The Captains' Table can support in various ways using the following ship stat combinations:&lt;br /&gt;
&lt;br /&gt;
*Bringing in guns/supplies - admin/augur &lt;br /&gt;
*Planning insurgency actions (assassinations/sabotage) - augur/military &lt;br /&gt;
*Training humint spies - grandeur/augur &lt;br /&gt;
*Training sigint spies - admin/augur&lt;br /&gt;
*Smuggling out refugees and dependents -  admin/grandeur&lt;br /&gt;
&lt;br /&gt;
All these rolls will use a points method to dictate effects and future options. (A partial success gives 1 point, a complete success gives 2 points, an exceptional success 3 points)&lt;br /&gt;
&lt;br /&gt;
*To Support the Rebels: Send in Support Rebels (Gunrunning, Insurgency, Humint, Sigint, or Refugees)&lt;br /&gt;
&lt;br /&gt;
===Special Notes for This Downtime===&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF or the Arbour, thanks to the use of the Embassy.&lt;br /&gt;
&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Summary of Special Modifiers&lt;br /&gt;
|-&lt;br /&gt;
! DT Action !! DT Modifier !! Source !! Affects Location&lt;br /&gt;
|-&lt;br /&gt;
| Attack ||  1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Defend || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Muster || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || The Arbour Embassy || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Borovich, Kasputin, Lupus and Rexuz Dynasties || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Arbour Embassy || The Arbour&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3303</id>
		<title>Downtime 2024-12-23</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3303"/>
				<updated>2024-12-23T21:55:18Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Post Event 18 - December 2024=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
We will post on the No Rest Facebook group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 14/2/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions have changed position in the resolution track.&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir has been blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Four fleets have been sent from the Domain of the Star Father to attack his enemies (the Patrol, Assault, Templar and Crusader Fleets).&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities. Ambassadors and certain NPCs will have more information on these.&lt;br /&gt;
*The Star Father's flag ship ''Terminus est Divinitatus'' has been marked for death by the ''Tyrannus ex Machina'' and Explorator Fleet Kerris, who welcomes any who wish to assist.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are attacking Arbour, Dominion of the Star Father and T’au territories in increasing numbers. While the Orks who split from the main faction have claimed a small territory and are randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF have collapsed Svartalf has found ways to squeeze even more profit out and a new lucrative INVEST option has become available.&lt;br /&gt;
*Font rebels who do not believe in the False Star Father are looking for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_15_12_24.png|700px|Sector Map - July 2024]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action Order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order '''(please note, this is a slightly different order than previous downtimes)'''.&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews' actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect (i.e. if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties).&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbour.&lt;br /&gt;
*The Arbour are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbour combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert=== &lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector CONVERT now has a slightly different effect. CONVERT can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit. &lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert:''' &lt;br /&gt;
*Send in CONVERT Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavour that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in CONVERT Red Orks [-1D] (these points can be spent 2:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in CONVERT Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
'''Special Notes'''&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF, The Arbour, or the Font thanks to the use of the Embassy.&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captains' Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to MUSTER act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
MUSTER supports ATTACK or DEFEND actions from friendly or unclaimed space. Thus, known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet [3S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,4)&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Assault Fleet (L,2)&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When choosing a MUSTER location, state your location and which endeavour you are supporting:&lt;br /&gt;
&lt;br /&gt;
* send in MUSTER (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack=== &lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captains' Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The ''Tyrannus ex Machina'' is intending to destroy The ''Terminus est Divinatus'' in retaliation for the theft and destruction of the Digital Angel by Adamska and are looking for additional support from the Captains' Table as a sign of increased cooperation.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been heavily fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''ATTACK Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Assault Fleet [3S, -4D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
*Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
''each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
''each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
To Attack: &lt;br /&gt;
*send in Attack (X,X) or Attack X&lt;br /&gt;
&lt;br /&gt;
===Defend=== &lt;br /&gt;
The forces who follow the Star Father are taking advantage of the lack of coordination of those against them by striking out in many directions with near impunity. &lt;br /&gt;
&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
&lt;br /&gt;
A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The Red Ork faction of Evil Sunz and Blood Axes are attacking everyone around them and enjoying the chaos of sector wide war and being a minor, if persistent annoyance.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the Bad Moon Orks under Cheevus Flashgob have begun a Waaagh! And are attacking in increasing strength across the sector with requests for aid against them being sent by both The Arbor and the T’au Federation.&lt;br /&gt;
&lt;br /&gt;
'''DEFEND Options'''&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Templar Fleet (G,4) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Assault Fleet (L,2) [3S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) [5S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
&lt;br /&gt;
*To Defend: send in DEFEND (X,X)&lt;br /&gt;
&lt;br /&gt;
===Invest===&lt;br /&gt;
&lt;br /&gt;
Investments, trade, exploitation of planetary resources are three of the myriad schemes available to Rogue Trader fleets to increase their already incalculable wealth. With new discoveries comes new opportunities. Dynasties may undertake invest actions in any part of Arkangel space, depending on the result of their roll they will earn marks. Investing in Arkangel Space is generally a good option as it has a bonus +1 due to the exploration level.&lt;br /&gt;
&lt;br /&gt;
'''Invest in Arkangel Space''' - This is the generic invest option, this represents any number of money making endeavours. As standard Dynasties can expect to make anywhere between 330M and 550M from an INVEST action.&lt;br /&gt;
&lt;br /&gt;
'''Invest on Port Svartalf''' - Svartalf is a hub for trade and commerce. Anything can be bought and sold and profit is just around the corner and open warfare has just increased the money that can be made here. As standard Dynasties can expect to make between 460M and 720M by trading here rather than in Arkangel Space but they should remember they will be helping to finance a port dominated by xenos, heretics and potentially worse.&lt;br /&gt;
&lt;br /&gt;
'''Invest in BMTF Territory''' - The Blessed Multitude Trade Federation, once the beating heart of commerce in the sector, has fallen on hard times as a diplomatic and military split has torn the nation apart, shattering the markets and transhipment network. This upheaval has massively reduced the profit that can be made here. As standard Dynasties can expect make between 130M and 230M by trading here rather than in Arkangel Space.&lt;br /&gt;
&lt;br /&gt;
'''Invest in the Arbour''' - The Glorious Kingdom of his Majesty King Agravain du Morholt, The Arbour of the Righteous is not a wealthy star nation in the manner of The BMTF but they have an extremely strong and long lasting military tradition and as such it is much easier to recruit soldiers here than anywhere else in the sector. As standard Dynasties can expect to make between 100M and 200M but will also earn between 350M and 500M as ‘credit’ toward the next Raise Imperial Guard Regiments or Raise Naval Patrol Groups BUILD action taken by any Rogue Trader Dynasty.&lt;br /&gt;
&lt;br /&gt;
'''War Profiteering and Looting''' - Open warfare has allowed a myriad of chances to gain wealth by piracy and salvage especially if one were to ignore sides and just grab anything you can find. This option is risky as any roll of a double will mean that your actions will become public knowledge but the payout could be extremely high:&lt;br /&gt;
Partial Success - 300M; Complete Success - 500M; Critical Success - 900M&lt;br /&gt;
&lt;br /&gt;
'''To INVEST'''&lt;br /&gt;
*Send in INVEST in [name of area]. &lt;br /&gt;
&lt;br /&gt;
'''Relevant Special Notes'''&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF, The Arbour, or the Font thanks to the use of the Embassy.&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
&lt;br /&gt;
===Build=== &lt;br /&gt;
&lt;br /&gt;
With the expansion of Arkangel space has come a number of opportunities to build. These options are not cheap, but what are a few marks compared to the blood of the Martyrs that have come before...&lt;br /&gt;
&lt;br /&gt;
'''Embassies: 1500M'''&lt;br /&gt;
&lt;br /&gt;
A number of civilisations have formally requested Embassies be built on Arkangel to facilitate diplomatic relationships. As with all diplomatic situations, choosing to build embassies or not will send a definite message to the civilisations requesting them. While choosing to delay building an embassy for a cycle would be perceived as a limitation of capacity, any longer could be perceived as a snub...&lt;br /&gt;
&lt;br /&gt;
*Craftworld Tel'Sharr&lt;br /&gt;
*The Tau&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This creates palatial offices for the foreign diplomats on Arkangel station. Once built this creates  the position of ambassador to the civilisation in question. This position must be assigned by the Captains' Table. Ambassadors will gain one free use of “I’ve Studied Your People” of the appropriate sort per game. They will be Arkangel’s representative to this group; they will also get diplomatic information and *may* receive further information or linears as the game progresses as well as unique opportunities depending on the civilisation in question. &lt;br /&gt;
The individual will hold this position until they retire, die or another individual is assigned as ambassador by the Captains' Table. &lt;br /&gt;
&lt;br /&gt;
A Lord Captain may not be an Ambassador. &lt;br /&gt;
&lt;br /&gt;
Embassies also allow Arkangel to legally send representatives into the territory to conduct diplomatic missions, while there the opportunity to collect military, economic and political intelligence will be available. Additional build options will become available once an Embassy is in place.&lt;br /&gt;
&lt;br /&gt;
'''Cathedral on Arkangel (improvements):'''&lt;br /&gt;
&lt;br /&gt;
*The most Blessed and Holy Sepulchre of Saint Patroclus: 1000&lt;br /&gt;
This will construct a grand tomb worthy of an Imperial Saint and act as a focal point for his recognition to spread beyond Arkangel Space.&lt;br /&gt;
 &lt;br /&gt;
'''Raise Imperial Guard Regiments: 3000M'''&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering new Regiments and construction costs have been permanently reduced.&lt;br /&gt;
 &lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a task Rogue Traders and their crews are well suited to, as such the Astra Militarum have come to the Arkangel fleet with a proposition. If they sponsor the huge costs in raising these regiments, the Astra Militarum will see to the training and logistics involved. The regiments will be trained and outfitted in a manner chosen by their great patrons. It has been suggested by Segmentum command that there is no greater honour and service to the Imperium than to act as a patron for the Regiments that will one day complete the Conquest of Imperial space...&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of guard regiments. These regiments can be moved within allied space. Any hex they inhabit has increased defences against attacks from hostile civilisations, this is a +3 bonus to DEFEND actions. Each regiment may be relocated by its patron.&lt;br /&gt;
&lt;br /&gt;
'''Raise Naval Patrol Groups: 3000M'''&lt;br /&gt;
&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering Patrol Groups and construction costs have been permanently reduced.&lt;br /&gt;
&lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a take Rogue Traders and their crews are well suited to, as such the Navis Imperialis have a proposition: The remnants of the CHI Navy can be retrained and their ships refitted to form Patrol groups to protect Imperial space from attack by patrolling the frontiers of Arkangel subsector.&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of Navy Patrol Groups. These Patrol Groups can be sent to support attacking actions. This is a +2 once per DT cycle bonus chosen by the patron who funded the construction.&lt;br /&gt;
&lt;br /&gt;
*To Build: send BUILD (X), ensuring you have enough Marks in the system.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL: Font Rebel Support===&lt;br /&gt;
&lt;br /&gt;
Not everyone in The Font is happy with the decision to support and recognize Adamska as the Star Father. Influence and effort put into the Nation by members of the Captain’s Table has created a burgeoning spy and freedom fighter network, but they will need more support if they are to survive, never mind being successful.&lt;br /&gt;
They are in need of supplies, coordination, and the rescue of refugees and dependents so they can fight freely, able to worry less about reprisals.&lt;br /&gt;
The Captains' Table can support in various ways using the following ship stat combinations:&lt;br /&gt;
&lt;br /&gt;
*Bringing in guns/supplies - admin/augur &lt;br /&gt;
*Planning insurgency actions (assassinations/sabotage) - augur/military &lt;br /&gt;
*Training humint spies - grandeur/augur &lt;br /&gt;
*Training sigint spies - admin/augur&lt;br /&gt;
*Smuggling out refugees and dependents -  admin/grandeur&lt;br /&gt;
&lt;br /&gt;
All these rolls will use a points method to dictate effects and future options. (A partial success gives 1 point, a complete success gives 2 points, an exceptional success 3 points)&lt;br /&gt;
&lt;br /&gt;
*To Support the Rebels: Send in Support Rebels (Gunrunning, Insurgency, Humint, Sigint, or Refugees)&lt;br /&gt;
&lt;br /&gt;
===Special Notes for This Downtime===&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF or the Arbour, thanks to the use of the Embassy.&lt;br /&gt;
&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Summary of Special Modifiers&lt;br /&gt;
|-&lt;br /&gt;
! DT Action !! DT Modifier !! Source !! Affects Location&lt;br /&gt;
|-&lt;br /&gt;
| Attack ||  1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Defend || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Muster || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || The Arbour Embassy || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Borovich, Kasputin, Lupus and Rexuz Dynasties || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Arbour Embassy || The Arbour&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3302</id>
		<title>Downtime 2024-12-23</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3302"/>
				<updated>2024-12-23T21:54:20Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* Invest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Post Event 18 - December 2024=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
We will post on the No Rest Facebook group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 14/2/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions have changed position in the resolution track.&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir has been blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Four fleets have been sent from the Domain of the Star Father to attack his enemies (the Patrol, Assault, Templar and Crusader Fleets).&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities. Ambassadors and certain NPCs will have more information on these.&lt;br /&gt;
*The Star Father's flag ship ''Terminus est Divinitatus'' has been marked for death by the ''Tyrannus ex Machina'' and Explorator Fleet Kerris, who welcomes any who wish to assist.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are attacking Arbour, Dominion of the Star Father and T’au territories in increasing numbers. While the Orks who split from the main faction have claimed a small territory and are randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF have collapsed Svartalf has found ways to squeeze even more profit out and a new lucrative INVEST option has become available.&lt;br /&gt;
*Font rebels who do not believe in the False Star Father are looking for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_15_12_24.png|700px|Sector Map - July 2024]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
&lt;br /&gt;
===Action Order===&lt;br /&gt;
&lt;br /&gt;
Actions will be resolved in the following order '''(please note, this is a slightly different order than previous downtimes)'''.&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews' actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
&lt;br /&gt;
Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect (i.e. if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties).&lt;br /&gt;
&lt;br /&gt;
===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbour.&lt;br /&gt;
*The Arbour are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbour combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
===Convert=== &lt;br /&gt;
&lt;br /&gt;
With the advent of full open war across the sector CONVERT now has a slightly different effect. CONVERT can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
&lt;br /&gt;
Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
&lt;br /&gt;
The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit. &lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
&lt;br /&gt;
'''To Convert:''' &lt;br /&gt;
*Send in CONVERT Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavour that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in CONVERT Red Orks [-1D] (these points can be spent 2:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in CONVERT Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
'''Special Notes'''&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF, The Arbour, or the Font thanks to the use of the Embassy.&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
&lt;br /&gt;
===Exploration===&lt;br /&gt;
&lt;br /&gt;
Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
&lt;br /&gt;
'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
&lt;br /&gt;
Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
&lt;br /&gt;
'''Special Explore''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captains' Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE through the Maw [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
===Muster===&lt;br /&gt;
&lt;br /&gt;
An essential role of any battle fleet, Dynasties choosing to MUSTER act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
&lt;br /&gt;
MUSTER supports ATTACK or DEFEND actions from friendly or unclaimed space. Thus, known muster opportunities from other options in this Downtime are:&lt;br /&gt;
&lt;br /&gt;
- Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
&lt;br /&gt;
- Attack Assault Fleet [3S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack Templar Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
&lt;br /&gt;
- Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
&lt;br /&gt;
- Attack Red Ork territory [3S, -3D]&lt;br /&gt;
&lt;br /&gt;
- Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Templar Fleet (G,4)&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Assault Fleet (L,2)&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When choosing a MUSTER location, state your location and which endeavour you are supporting:&lt;br /&gt;
&lt;br /&gt;
* send in MUSTER (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
&lt;br /&gt;
===Attack=== &lt;br /&gt;
&lt;br /&gt;
The forces of the Star Father are attacking many separate locations but the Captains' Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The ''Tyrannus ex Machina'' is intending to destroy The ''Terminus est Divinatus'' in retaliation for the theft and destruction of the Digital Angel by Adamska and are looking for additional support from the Captains' Table as a sign of increased cooperation.&lt;br /&gt;
&lt;br /&gt;
The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been heavily fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
&lt;br /&gt;
Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
&lt;br /&gt;
Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
&lt;br /&gt;
'''ATTACK Options'''&lt;br /&gt;
&lt;br /&gt;
*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Assault Fleet [3S, -4D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
*Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
''each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
''each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
To Attack: &lt;br /&gt;
*send in Attack (X,X) or Attack X&lt;br /&gt;
&lt;br /&gt;
===Defend=== &lt;br /&gt;
The forces who follow the Star Father are taking advantage of the lack of coordination of those against them by striking out in many directions with near impunity. &lt;br /&gt;
&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
&lt;br /&gt;
A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
&lt;br /&gt;
The Red Ork faction of Evil Sunz and Blood Axes are attacking everyone around them and enjoying the chaos of sector wide war and being a minor, if persistent annoyance.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the Bad Moon Orks under Cheevus Flashgob have begun a Waaagh! And are attacking in increasing strength across the sector with requests for aid against them being sent by both The Arbor and the T’au Federation.&lt;br /&gt;
&lt;br /&gt;
'''DEFEND Options'''&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Templar Fleet (G,4) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Assault Fleet (L,2) [3S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Crusader Fleet (J,1) [4S, -4D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Patrol Fleet (H,5) [5S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbor from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
&lt;br /&gt;
- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
&lt;br /&gt;
*To Defend: send in DEFEND (X,X)&lt;br /&gt;
&lt;br /&gt;
===Invest===&lt;br /&gt;
&lt;br /&gt;
Investments, trade, exploitation of planetary resources are three of the myriad schemes available to Rogue Trader fleets to increase their already incalculable wealth. With new discoveries comes new opportunities. Dynasties may undertake invest actions in any part of Arkangel space, depending on the result of their roll they will earn marks. Investing in Arkangel Space is generally a good option as it has a bonus +1 due to the exploration level.&lt;br /&gt;
&lt;br /&gt;
'''Invest in Arkangel Space''' - This is the generic invest option, this represents any number of money making endeavours. As standard Dynasties can expect to make anywhere between 330M and 550M from an INVEST action.&lt;br /&gt;
&lt;br /&gt;
'''Invest on Port Svartalf''' - Svartalf is a hub for trade and commerce. Anything can be bought and sold and profit is just around the corner and open warfare has just increased the money that can be made here. As standard Dynasties can expect to make between 460M and 720M by trading here rather than in Arkangel Space but they should remember they will be helping to finance a port dominated by xenos, heretics and potentially worse.&lt;br /&gt;
&lt;br /&gt;
'''Invest in BMTF Territory''' - The Blessed Multitude Trade Federation, once the beating heart of commerce in the sector, has fallen on hard times as a diplomatic and military split has torn the nation apart, shattering the markets and transhipment network. This upheaval has massively reduced the profit that can be made here. As standard Dynasties can expect make between 130M and 230M by trading here rather than in Arkangel Space.&lt;br /&gt;
&lt;br /&gt;
'''Invest in the Arbour''' - The Glorious Kingdom of his Majesty King Agravain du Morholt, The Arbour of the Righteous is not a wealthy star nation in the manner of The BMTF but they have an extremely strong and long lasting military tradition and as such it is much easier to recruit soldiers here than anywhere else in the sector. As standard Dynasties can expect to make between 100M and 200M but will also earn between 350M and 500M as ‘credit’ toward the next Raise Imperial Guard Regiments or Raise Naval Patrol Groups BUILD action taken by any Rogue Trader Dynasty.&lt;br /&gt;
&lt;br /&gt;
'''War Profiteering and Looting''' - Open warfare has allowed a myriad of chances to gain wealth by piracy and salvage especially if one were to ignore sides and just grab anything you can find. This option is risky as any roll of a double will mean that your actions will become public knowledge but the payout could be extremely high:&lt;br /&gt;
Partial Success - 300M; Complete Success - 500M; Critical Success - 900M&lt;br /&gt;
&lt;br /&gt;
'''Relevant Special Notes'''&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF, The Arbour, or the Font thanks to the use of the Embassy.&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
&lt;br /&gt;
===Build=== &lt;br /&gt;
&lt;br /&gt;
With the expansion of Arkangel space has come a number of opportunities to build. These options are not cheap, but what are a few marks compared to the blood of the Martyrs that have come before...&lt;br /&gt;
&lt;br /&gt;
'''Embassies: 1500M'''&lt;br /&gt;
&lt;br /&gt;
A number of civilisations have formally requested Embassies be built on Arkangel to facilitate diplomatic relationships. As with all diplomatic situations, choosing to build embassies or not will send a definite message to the civilisations requesting them. While choosing to delay building an embassy for a cycle would be perceived as a limitation of capacity, any longer could be perceived as a snub...&lt;br /&gt;
&lt;br /&gt;
*Craftworld Tel'Sharr&lt;br /&gt;
*The Tau&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This creates palatial offices for the foreign diplomats on Arkangel station. Once built this creates  the position of ambassador to the civilisation in question. This position must be assigned by the Captains' Table. Ambassadors will gain one free use of “I’ve Studied Your People” of the appropriate sort per game. They will be Arkangel’s representative to this group; they will also get diplomatic information and *may* receive further information or linears as the game progresses as well as unique opportunities depending on the civilisation in question. &lt;br /&gt;
The individual will hold this position until they retire, die or another individual is assigned as ambassador by the Captains' Table. &lt;br /&gt;
&lt;br /&gt;
A Lord Captain may not be an Ambassador. &lt;br /&gt;
&lt;br /&gt;
Embassies also allow Arkangel to legally send representatives into the territory to conduct diplomatic missions, while there the opportunity to collect military, economic and political intelligence will be available. Additional build options will become available once an Embassy is in place.&lt;br /&gt;
&lt;br /&gt;
'''Cathedral on Arkangel (improvements):'''&lt;br /&gt;
&lt;br /&gt;
*The most Blessed and Holy Sepulchre of Saint Patroclus: 1000&lt;br /&gt;
This will construct a grand tomb worthy of an Imperial Saint and act as a focal point for his recognition to spread beyond Arkangel Space.&lt;br /&gt;
 &lt;br /&gt;
'''Raise Imperial Guard Regiments: 3000M'''&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering new Regiments and construction costs have been permanently reduced.&lt;br /&gt;
 &lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a task Rogue Traders and their crews are well suited to, as such the Astra Militarum have come to the Arkangel fleet with a proposition. If they sponsor the huge costs in raising these regiments, the Astra Militarum will see to the training and logistics involved. The regiments will be trained and outfitted in a manner chosen by their great patrons. It has been suggested by Segmentum command that there is no greater honour and service to the Imperium than to act as a patron for the Regiments that will one day complete the Conquest of Imperial space...&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of guard regiments. These regiments can be moved within allied space. Any hex they inhabit has increased defences against attacks from hostile civilisations, this is a +3 bonus to DEFEND actions. Each regiment may be relocated by its patron.&lt;br /&gt;
&lt;br /&gt;
'''Raise Naval Patrol Groups: 3000M'''&lt;br /&gt;
&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering Patrol Groups and construction costs have been permanently reduced.&lt;br /&gt;
&lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a take Rogue Traders and their crews are well suited to, as such the Navis Imperialis have a proposition: The remnants of the CHI Navy can be retrained and their ships refitted to form Patrol groups to protect Imperial space from attack by patrolling the frontiers of Arkangel subsector.&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of Navy Patrol Groups. These Patrol Groups can be sent to support attacking actions. This is a +2 once per DT cycle bonus chosen by the patron who funded the construction.&lt;br /&gt;
&lt;br /&gt;
*To Build: send BUILD (X), ensuring you have enough Marks in the system.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL: Font Rebel Support===&lt;br /&gt;
&lt;br /&gt;
Not everyone in The Font is happy with the decision to support and recognize Adamska as the Star Father. Influence and effort put into the Nation by members of the Captain’s Table has created a burgeoning spy and freedom fighter network, but they will need more support if they are to survive, never mind being successful.&lt;br /&gt;
They are in need of supplies, coordination, and the rescue of refugees and dependents so they can fight freely, able to worry less about reprisals.&lt;br /&gt;
The Captains' Table can support in various ways using the following ship stat combinations:&lt;br /&gt;
&lt;br /&gt;
*Bringing in guns/supplies - admin/augur &lt;br /&gt;
*Planning insurgency actions (assassinations/sabotage) - augur/military &lt;br /&gt;
*Training humint spies - grandeur/augur &lt;br /&gt;
*Training sigint spies - admin/augur&lt;br /&gt;
*Smuggling out refugees and dependents -  admin/grandeur&lt;br /&gt;
&lt;br /&gt;
All these rolls will use a points method to dictate effects and future options. (A partial success gives 1 point, a complete success gives 2 points, an exceptional success 3 points)&lt;br /&gt;
&lt;br /&gt;
*To Support the Rebels: Send in Support Rebels (Gunrunning, Insurgency, Humint, Sigint, or Refugees)&lt;br /&gt;
&lt;br /&gt;
===Special Notes for This Downtime===&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF or the Arbour, thanks to the use of the Embassy.&lt;br /&gt;
&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Summary of Special Modifiers&lt;br /&gt;
|-&lt;br /&gt;
! DT Action !! DT Modifier !! Source !! Affects Location&lt;br /&gt;
|-&lt;br /&gt;
| Attack ||  1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Defend || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Muster || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || The Arbour Embassy || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Borovich, Kasputin, Lupus and Rexuz Dynasties || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Arbour Embassy || The Arbour&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

	<entry>
		<id>https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3301</id>
		<title>Downtime 2024-12-23</title>
		<link rel="alternate" type="text/html" href="https://wiki.norestforthewicked.org.uk/index.php?title=Downtime_2024-12-23&amp;diff=3301"/>
				<updated>2024-12-23T21:52:24Z</updated>
		
		<summary type="html">&lt;p&gt;HazelK: /* Defend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Downtime - Post Event 18 - December 2024=&lt;br /&gt;
&lt;br /&gt;
Crews have 2 actions each. Please clearly state which two you are picking, quoting the name of any specific endeavour, the action you are taking and the grid reference or, if it is a build action, what you are building and where. Feel free to write a *short* description of what you are doing and how but keep in mind that this is not free text down time so any description that significantly deviates from the stated descriptions of specific endeavours will be ignored. We will try to incorporate your descriptions as well as the themes and tropes of Dynasties when writing our replies. You can expect a short description of the results of your actions as well as OOC clarification of the result and any ongoing effects, loot or linear codes gained.&lt;br /&gt;
We will post on the No Rest Facebook group a general highlight reel of events that occur across the DT cycle.&lt;br /&gt;
&lt;br /&gt;
'''The reply deadline for this DT cycle is midnight 14/2/25.''' Replies after this will unfortunately need to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Short Overview==&lt;br /&gt;
&lt;br /&gt;
*Convert actions have changed position in the resolution track.&lt;br /&gt;
*Convert actions can have immediate effects by helping other actions.&lt;br /&gt;
*Travel through the Maw of Ni’ir has been blocked by a force of unknown strength.&lt;br /&gt;
*Svartalf has become both a spying hub and home to a growing following of the true God-Emperor back on Terra.&lt;br /&gt;
*Four fleets have been sent from the Domain of the Star Father to attack his enemies (the Patrol, Assault, Templar and Crusader Fleets).&lt;br /&gt;
*Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
*A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
*The Fleets of the Sector (allied and opposed) each have special qualities. Ambassadors and certain NPCs will have more information on these.&lt;br /&gt;
*The Star Father's flag ship ''Terminus est Divinitatus'' has been marked for death by the ''Tyrannus ex Machina'' and Explorator Fleet Kerris, who welcomes any who wish to assist.&lt;br /&gt;
*The Ork forces following Warboss Cheevus are attacking Arbour, Dominion of the Star Father and T’au territories in increasing numbers. While the Orks who split from the main faction have claimed a small territory and are randomly attacking all on their borders.&lt;br /&gt;
*While financial returns from the BMTF have collapsed Svartalf has found ways to squeeze even more profit out and a new lucrative INVEST option has become available.&lt;br /&gt;
*Font rebels who do not believe in the False Star Father are looking for support and guidance on how best to show their displeasure.&lt;br /&gt;
&lt;br /&gt;
[[File:Sector_Map_15_12_24.png|700px|Sector Map - July 2024]]&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of using hex grids, it can be difficult to quickly pick out the grid reference you are looking at. We recommend you look for the letter on the bottom row and count up the hexes as you go.&lt;br /&gt;
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===Action Order===&lt;br /&gt;
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Actions will be resolved in the following order '''(please note, this is a slightly different order than previous downtimes)'''.&lt;br /&gt;
&lt;br /&gt;
*Repair&lt;br /&gt;
*Convert&lt;br /&gt;
*Explore&lt;br /&gt;
*Muster&lt;br /&gt;
*Attack&lt;br /&gt;
*Defend&lt;br /&gt;
*Invest&lt;br /&gt;
*Build&lt;br /&gt;
*SPECIAL: Font Rebel Support&lt;br /&gt;
&lt;br /&gt;
This order has been made to make cooperation, or the lack thereof, between Dynasties part of the DT game. For example, efficient crews might agree to explore and muster ahead of other crews' actions. Crews with in demand skills might even require favours or payment for their actions but that would, of course, be up to their Lord Captain.&lt;br /&gt;
A special point to note is that CONVERT has been moved to an earlier step in the order as some of these actions can affect those that come after it in the resolution. &lt;br /&gt;
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Successes or points required and difficulty applied to rolls will be shown as [xS/xP, -xD]. Not all successes or difficulties will be shown as a lack of information is a challenge EXPLORE actions can overcome.&lt;br /&gt;
The ‘D’ modifier is applied to the roll like any other ship stat or outside effect (i.e. if your ship has Defend +4 at a -1D, the number added to the dice roll is +3 assuming no other outside bonuses/penalties).&lt;br /&gt;
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===The Current Diplomatic situation===&lt;br /&gt;
&lt;br /&gt;
*The Font and two thirds of The BMTF have become a new star nation known as the Dominion of the Star Father and are in active war with the forces of Arkangel and the Arbour.&lt;br /&gt;
*The Arbour are officially allied with Arkangel but the level of coordination between Arkangel vessels and the Arbour combat fleets is low at this time.&lt;br /&gt;
*A third of BMTF territory has remained loyal to their President-in-Exile Jessica Freedom-Fighter and is dedicated to resisting attacks from those they consider traitors to the people.&lt;br /&gt;
*Craftworld Tel’Sharr have been active in the defence of Arkangel space; delivering intelligence on enemy movement and warning of the actions of those Aeldari assets that support The Star Father.&lt;br /&gt;
*The T’au Federation are continuing to make diplomatic overtures and trying to be friendly to Arkangel though Intelligence says that they are sending similar messages to The Domain of the Star Father.&lt;br /&gt;
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==Actions==&lt;br /&gt;
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===Convert=== &lt;br /&gt;
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With the advent of full open war across the sector CONVERT now has a slightly different effect. CONVERT can now be used to direct effect in various ways from gathering directly useful information to convincing others where they should attack.&lt;br /&gt;
For these rolls a partial success will give 1 point, a complete success gives 2 points, an exceptional success 3 points. These points can be saved or spent immediately for the listed effects. Points from a roll are all spent at once and are added to any other points from any other uses of this Endeavour to calculate the total successes added. &lt;br /&gt;
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Svartalf has become the one place in the sector any faction can be encountered without immediate hostilities erupting. With a peace enforced by MJOLNIR spying and information gathering has almost become the currency of the station. This information can be used in many ways by the canny investigator. &lt;br /&gt;
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The Red Ork faction are attacking randomly and erratically but a good negotiator could direct the aggressive xenos to their benefit. &lt;br /&gt;
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Thanks to the efforts by members of the Captain’s Table the Imperial Cult has gained a strong footing on Port Svartalf but there is always additional work to do.&lt;br /&gt;
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'''To Convert:''' &lt;br /&gt;
*Send in CONVERT Spy Networks [-1D] (these points can be spent 2:1 for additional successes on any Endeavour that is not an ATTACK or DEFEND.)&lt;br /&gt;
*Send in CONVERT Red Orks [-1D] (these points can be spent 2:1 for additional successes on any ATTACK action)&lt;br /&gt;
*Send in CONVERT Svartalf toward Imperial Cult [-2D] (points earned will be tracked by ST Team for possible effects)&lt;br /&gt;
&lt;br /&gt;
'''Special Notes'''&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF, The Arbour, or the Font thanks to the use of the Embassy.&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
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===Exploration===&lt;br /&gt;
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Exploration is the meat and potatoes of any Rogue Trader fleet and this sector is largely unknown to the Imperium. Exploring space provides information on local factors such as the Civilisations that may control it as well as information such as planetary systems, trade lanes, celestial anomalies and peculiarities of the warp. It will also provide vital intelligence that will assist any actions taking place in this region. As it stands all of Arkangel space is currently at level 3 exploration, meaning all actions in most of this territory will receive a plus 1 bonus. &lt;br /&gt;
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'''Explore'''&lt;br /&gt;
&lt;br /&gt;
*send in EXPLORE (X,X)&lt;br /&gt;
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Reminder: performing this action in territory controlled by a Civilization where you have not received permission will cause a diplomatic incident.&lt;br /&gt;
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'''Special Explore''' While every vessel sent by Arkangel through the Maw has failed to return the Dynasty Ships of the Captains' Table are faster, sneakier, and/or better crewed so an attempt to investigate the forces blockading the wormhole from the Imperial side is not the suicide mission at may first appear.&lt;br /&gt;
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*send in EXPLORE through the Maw [1S, -1D]&lt;br /&gt;
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===Muster===&lt;br /&gt;
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An essential role of any battle fleet, Dynasties choosing to MUSTER act as strategic commanders and logistical coordinators to the fleets doing battle across the void. While these actions do not often result in the same opportunities for Glory and Fame they do offer a better position for gathering intelligence and opportunities for Riches.&lt;br /&gt;
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MUSTER supports ATTACK or DEFEND actions from friendly or unclaimed space. Thus, known muster opportunities from other options in this Downtime are:&lt;br /&gt;
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- Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
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- Attack Assault Fleet [3S, -4D] &lt;br /&gt;
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- Attack Templar Fleet [4S, -4D] &lt;br /&gt;
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- Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
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- Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
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- Attack Red Ork territory [3S, -3D]&lt;br /&gt;
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- Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
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- Defend Arbor from Templar Fleet (G,4)&lt;br /&gt;
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- Defend Arkangel from Assault Fleet (L,2)&lt;br /&gt;
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- Defend Arkangel from Crusader Fleet (J,1)&lt;br /&gt;
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- Defend BMTF from Patrol Fleet (H,5)&lt;br /&gt;
&lt;br /&gt;
- Defend Arbour from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
&lt;br /&gt;
- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
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- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
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- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
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- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
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When choosing a MUSTER location, state your location and which endeavour you are supporting:&lt;br /&gt;
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* send in MUSTER (X,X) supporting actions in (X,X) or supporting Attack X&lt;br /&gt;
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===Attack=== &lt;br /&gt;
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The forces of the Star Father are attacking many separate locations but the Captains' Table has the chance to strike the fleets before they reach their designated targets to either destroy or weaken them before they reach the defenders.&lt;br /&gt;
Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
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The ''Tyrannus ex Machina'' is intending to destroy The ''Terminus est Divinatus'' in retaliation for the theft and destruction of the Digital Angel by Adamska and are looking for additional support from the Captains' Table as a sign of increased cooperation.&lt;br /&gt;
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The area captured by the Ork forces led by Ol’ Bert and Lawk Edunsun has not yet been heavily fortified or infested and so could be ripe for a counter attack and cleansing.  &lt;br /&gt;
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Attacking territory which is part of the Domain of the Star Father is possible but dangerous as most of it joined willingly meaning it will still have all the defences which were put in place during the long cold war with the other star nations.&lt;br /&gt;
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Attacking Svartalf is possible as you know its location, however your level of information only indicates it is extremely well defended and would be tough to take down. The defensive penalty to attacks is unknown and it would take a high number of successful attacks to destroy. Considering the potential firepower Svartalf could bring to bear an unsuccessful attack could cause considerable damage to attacking vessels.&lt;br /&gt;
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'''ATTACK Options'''&lt;br /&gt;
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*Attack Patrol Fleet [5S, -2D] &lt;br /&gt;
*Attack Assault Fleet [3S, -4D] &lt;br /&gt;
*Attack Templar Fleet [4S, -4D] &lt;br /&gt;
*Attack Crusader Fleet [4S, -4D] &lt;br /&gt;
*Attack The ''Terminus est Divinitatus'' [6S, -6D]&lt;br /&gt;
&lt;br /&gt;
*Attack Ork territory [3S, -3D] &lt;br /&gt;
''each held hex has 3 health, success on the [3S, -3D] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack DoS territory [Unknown] &lt;br /&gt;
''each held hex has unknown health, success on the [Unknown] roll will remove 1 health (critical success removes additional health)''&lt;br /&gt;
&lt;br /&gt;
*Attack Port Svartalf in G,8 [UNKNOWN]&lt;br /&gt;
&lt;br /&gt;
To Attack: &lt;br /&gt;
*send in Attack (X,X) or Attack X&lt;br /&gt;
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===Defend=== &lt;br /&gt;
The forces who follow the Star Father are taking advantage of the lack of coordination of those against them by striking out in many directions with near impunity. &lt;br /&gt;
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Enemy Fleets have persistent health, tracked by the successes required to defeat them. Once the success threshold is reached the fleet will need to be withdrawn for repair and refit. &lt;br /&gt;
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A withdrawn fleet may become vulnerable to complete destruction whilst they are in the repair dock.&lt;br /&gt;
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The Red Ork faction of Evil Sunz and Blood Axes are attacking everyone around them and enjoying the chaos of sector wide war and being a minor, if persistent annoyance.&lt;br /&gt;
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Meanwhile the Bad Moon Orks under Cheevus Flashgob have begun a Waaagh! And are attacking in increasing strength across the sector with requests for aid against them being sent by both The Arbor and the T’au Federation.&lt;br /&gt;
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'''DEFEND Options'''&lt;br /&gt;
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- Defend Arbour from Templar Fleet (G,4) [4S, -4D]&lt;br /&gt;
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- Defend Arkangel from Assault Fleet (L,2) [3S, -4D]&lt;br /&gt;
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- Defend Arkangel from Crusader Fleet (J,1) [4S, -4D]&lt;br /&gt;
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- Defend BMTF from Patrol Fleet (H,5) [5S, -2D]&lt;br /&gt;
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- Defend Arbor from Red Orks (H,3) [1S, -1D]&lt;br /&gt;
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- Defend Arkangel from Red Orks (J,2) [1S, -1D]&lt;br /&gt;
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- Defend BMTF from Red Orks (I,3) [1S, -1D]&lt;br /&gt;
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- Defend Arbour from Ork Waaagh! (F,3) [2S, -2D]&lt;br /&gt;
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- Defend T’au from Ork Waaagh! (I,10) [2S,-2D]&lt;br /&gt;
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*To Defend: send in DEFEND (X,X)&lt;br /&gt;
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===Invest===&lt;br /&gt;
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Investments, trade, exploitation of planetary resources are three of the myriad schemes available to Rogue Trader fleets to increase their already incalculable wealth. With new discoveries comes new opportunities. Dynasties may undertake invest actions in any part of Arkangel space, depending on the result of their roll they will earn marks. Investing in Arkangel Space is generally a good option as it has a bonus +1 due to the exploration level.&lt;br /&gt;
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'''Invest in Arkangel Space''' - This is the generic invest option, this represents any number of money making endeavours. As standard Dynasties can expect to make anywhere between 330M and 550M from an INVEST action.&lt;br /&gt;
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'''Invest on Port Svartalf''' - Svartalf is a hub for trade and commerce. Anything can be bought and sold and profit is just around the corner and open warfare has just increased the money that can be made here. As standard Dynasties can expect to make between 460M and 720M by trading here rather than in Arkangel Space but they should remember they will be helping to finance a port dominated by xenos, heretics and potentially worse.&lt;br /&gt;
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'''Invest in BMTF Territory''' - The Blessed Multitude Trade Federation, once the beating heart of commerce in the sector, has fallen on hard times as a diplomatic and military split has torn the nation apart, shattering the markets and transhipment network. This upheaval has massively reduced the profit that can be made here. As standard Dynasties can expect make between 130M and 230M by trading here rather than in Arkangel Space.&lt;br /&gt;
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'''Invest in the Arbour''' - The Glorious Kingdom of his Majesty King Agravain du Morholt, The Arbour of the Righteous is not a wealthy star nation in the manner of The BMTF but they have an extremely strong and long lasting military tradition and as such it is much easier to recruit soldiers here than anywhere else in the sector. As standard Dynasties can expect to make between 100M and 200M but will also earn between 350M and 500M as ‘credit’ toward the next Raise Imperial Guard Regiments or Raise Naval Patrol Groups BUILD action taken by any Rogue Trader Dynasty.&lt;br /&gt;
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'''War Profiteering and Looting''' - Open warfare has allowed a myriad of chances to gain wealth by piracy and salvage especially if one were to ignore sides and just grab anything you can find. This option is risky as any roll of a double will mean that your actions will become public knowledge but the payout could be extremely high:&lt;br /&gt;
Partial Success - 300M&lt;br /&gt;
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Complete Success - 500M&lt;br /&gt;
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Critical Success - 900M&lt;br /&gt;
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'''Relevant Special Notes'''&lt;br /&gt;
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All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF, The Arbour, or the Font thanks to the use of the Embassy.&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
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===Build=== &lt;br /&gt;
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With the expansion of Arkangel space has come a number of opportunities to build. These options are not cheap, but what are a few marks compared to the blood of the Martyrs that have come before...&lt;br /&gt;
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'''Embassies: 1500M'''&lt;br /&gt;
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A number of civilisations have formally requested Embassies be built on Arkangel to facilitate diplomatic relationships. As with all diplomatic situations, choosing to build embassies or not will send a definite message to the civilisations requesting them. While choosing to delay building an embassy for a cycle would be perceived as a limitation of capacity, any longer could be perceived as a snub...&lt;br /&gt;
&lt;br /&gt;
*Craftworld Tel'Sharr&lt;br /&gt;
*The Tau&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This creates palatial offices for the foreign diplomats on Arkangel station. Once built this creates  the position of ambassador to the civilisation in question. This position must be assigned by the Captains' Table. Ambassadors will gain one free use of “I’ve Studied Your People” of the appropriate sort per game. They will be Arkangel’s representative to this group; they will also get diplomatic information and *may* receive further information or linears as the game progresses as well as unique opportunities depending on the civilisation in question. &lt;br /&gt;
The individual will hold this position until they retire, die or another individual is assigned as ambassador by the Captains' Table. &lt;br /&gt;
&lt;br /&gt;
A Lord Captain may not be an Ambassador. &lt;br /&gt;
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Embassies also allow Arkangel to legally send representatives into the territory to conduct diplomatic missions, while there the opportunity to collect military, economic and political intelligence will be available. Additional build options will become available once an Embassy is in place.&lt;br /&gt;
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'''Cathedral on Arkangel (improvements):'''&lt;br /&gt;
&lt;br /&gt;
*The most Blessed and Holy Sepulchre of Saint Patroclus: 1000&lt;br /&gt;
This will construct a grand tomb worthy of an Imperial Saint and act as a focal point for his recognition to spread beyond Arkangel Space.&lt;br /&gt;
 &lt;br /&gt;
'''Raise Imperial Guard Regiments: 3000M'''&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering new Regiments and construction costs have been permanently reduced.&lt;br /&gt;
 &lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a task Rogue Traders and their crews are well suited to, as such the Astra Militarum have come to the Arkangel fleet with a proposition. If they sponsor the huge costs in raising these regiments, the Astra Militarum will see to the training and logistics involved. The regiments will be trained and outfitted in a manner chosen by their great patrons. It has been suggested by Segmentum command that there is no greater honour and service to the Imperium than to act as a patron for the Regiments that will one day complete the Conquest of Imperial space...&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of guard regiments. These regiments can be moved within allied space. Any hex they inhabit has increased defences against attacks from hostile civilisations, this is a +3 bonus to DEFEND actions. Each regiment may be relocated by its patron.&lt;br /&gt;
&lt;br /&gt;
'''Raise Naval Patrol Groups: 3000M'''&lt;br /&gt;
&lt;br /&gt;
With the outpouring of Faith caused by the building of the Grand Cathedral, recruitment numbers are up and the quality of recruits has improved. In addition, easier access to weapons and equipment from Forge Ichadon has resulted in a reduction in the cost of mustering Patrol Groups and construction costs have been permanently reduced.&lt;br /&gt;
&lt;br /&gt;
The Heroes of the Arkangel fleet cannot be everywhere at once. With the expansion of Imperial Space, billions of human lives are now the responsibility of the Arkangel. Defending a subsector is not a take Rogue Traders and their crews are well suited to, as such the Navis Imperialis have a proposition: The remnants of the CHI Navy can be retrained and their ships refitted to form Patrol groups to protect Imperial space from attack by patrolling the frontiers of Arkangel subsector.&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This will raise a number of Navy Patrol Groups. These Patrol Groups can be sent to support attacking actions. This is a +2 once per DT cycle bonus chosen by the patron who funded the construction.&lt;br /&gt;
&lt;br /&gt;
*To Build: send BUILD (X), ensuring you have enough Marks in the system.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL: Font Rebel Support===&lt;br /&gt;
&lt;br /&gt;
Not everyone in The Font is happy with the decision to support and recognize Adamska as the Star Father. Influence and effort put into the Nation by members of the Captain’s Table has created a burgeoning spy and freedom fighter network, but they will need more support if they are to survive, never mind being successful.&lt;br /&gt;
They are in need of supplies, coordination, and the rescue of refugees and dependents so they can fight freely, able to worry less about reprisals.&lt;br /&gt;
The Captains' Table can support in various ways using the following ship stat combinations:&lt;br /&gt;
&lt;br /&gt;
*Bringing in guns/supplies - admin/augur &lt;br /&gt;
*Planning insurgency actions (assassinations/sabotage) - augur/military &lt;br /&gt;
*Training humint spies - grandeur/augur &lt;br /&gt;
*Training sigint spies - admin/augur&lt;br /&gt;
*Smuggling out refugees and dependents -  admin/grandeur&lt;br /&gt;
&lt;br /&gt;
All these rolls will use a points method to dictate effects and future options. (A partial success gives 1 point, a complete success gives 2 points, an exceptional success 3 points)&lt;br /&gt;
&lt;br /&gt;
*To Support the Rebels: Send in Support Rebels (Gunrunning, Insurgency, Humint, Sigint, or Refugees)&lt;br /&gt;
&lt;br /&gt;
===Special Notes for This Downtime===&lt;br /&gt;
&lt;br /&gt;
All Dynasties will receive a +1 to any CONVERT or INVEST action taken in The BMTF or the Arbour, thanks to the use of the Embassy.&lt;br /&gt;
&lt;br /&gt;
Any Dynasty which contains a Knight of the Arbour (currently the Borovich, Kasputin, Lupus and Rexuz Dynasties) gains a +1 bonus to any CONVERT actions taken in The Arbour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Summary of Special Modifiers&lt;br /&gt;
|-&lt;br /&gt;
! DT Action !! DT Modifier !! Source !! Affects Location&lt;br /&gt;
|-&lt;br /&gt;
| Attack ||  1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Defend || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Muster || 1 || Arkangel Space Level 3 || Arkangel Space&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Invest || 1 || The Arbour Embassy || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Borovich, Kasputin, Lupus and Rexuz Dynasties || The Arbour&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || BMTF Embassy || BMTF&lt;br /&gt;
|-&lt;br /&gt;
| Convert || 1 || Arbour Embassy || The Arbour&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HazelK</name></author>	</entry>

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