What should your focus for the rest of the Quest be?


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The problem is that taking/sabotaging Voxx Primus's agri-worlds will lead to a massive famine... although to be fair, an invasion will do the same thing, considering the kind of disruption that would be necessary to make an invasion work. It's definitely something worth considering. (And before anyone says "but magic," it's well established in-lore that large hive worlds need agri-worlds to feed their population. It's not something you can handwave like that.)
 
At least with the agri worlds in the same system it makes a bit more sense them most Hive worlds as then you do not have to worry about your food shipments being delayed in the warp.
 
A somewhat monstrous choice is establishing stable route to Secundus, cutting those agri worlds off from Voxx, and sieging it.

We have hive-local agri industry and rations, so our insurgents could last longer and leverage access to food as a recruitment tool. Should probably dedicate a write-in to establish more farms and emergency supplies, as it will be useful regardless.
 
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The problem is that taking/sabotaging Voxx Primus's agri-worlds will lead to a massive famine... although to be fair, an invasion will do the same thing, considering the kind of disruption that would be necessary to make an invasion work. It's definitely something worth considering. (And before anyone says "but magic," it's well established in-lore that large hive worlds need agri-worlds to feed their population. It's not something you can handwave like that.)
Ideally, you'd take them simultaneously, because when they lose the Hive, they'll likely retreat from the (now useless and hard to defend) agri worlds and burn them to the ground.
 
Honestly speaking we should hit those automation actions as soon as they come. Getting a destroyer a turn doesn't sound like much until you consider how many turns it lets us not do shipbuilding which is a good thing or how much FP it would save by not having us make destroyers letting us build other things. We are getting to the size where not having automation is starting to work as an active detriment

Edit: Like imagine how many actions we don't have to spend because SAGs happen mostly in the background now. Welcome to the power of automation and the glories of a state that has mechanics working in the background
Destroyers are worth 2 FP each. We get 36 FP per action. So it would take eighteen turns before we break even on that research action. And all that for destroyers, a ship class we barely use because Andromeda mechanics lock us into a high-tonnage fleet structure.
Look, if we want effective navy build automation, we know where to get it: at Void Industry XV. The Destroyer Automation research won't do much for us.
 
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Destroyers are worth 2 FP each. We get 36 FP per action. So it would take eighteen turns before we break even on that research action. And all that for destroyers, a ship class we barely use because Andromeda mechanics lock us into a high-tonnage fleet structure.
It has been confirmed that the destroyer automation is the fist step in a chain later parts might be better, and the automated ships from this action can be used as scouts.
 
It has been confirmed that the destroyer automation is the fist step in a chain later parts might be better, and the automated ships from this action can be used as scouts.
People said that about Academic Initiatives too, yet we haven't got a research chain from it.

As for scouts: we need maybe 10 more scouts, top. Not 18. And preferably we need them soon, not across 18 turns.
 
Destroyers are worth 2 FP each. We get 36 FP per action. So it would take eighteen turns before we break even on that research action. And all that for destroyers, a ship class we barely use because Andromeda mechanics lock us into a high-tonnage fleet structure.
Look, if we want effective navy build automation, we know where to get it: at Void Industry XV. The Destroyer Automation research won't do much for us.
It is the first step in the automation tree, confirmed by QM.
Being part of a tree implies that it unlocks better techs.
No, as that tech is part of the Automation Tree.


People said that about Academic Initiatives too, yet we haven't got a research chain from it.
In this case it is confirmed by QM.
As for scouts: we need maybe 10 more scouts, top. Not 18. And preferably we need them soon, not across 18 turns.
As an expanding polity we'll always need some more Scouts.
And there are plans for other Destroyer hull things.
 
Just a reminder, lest we forget, that with the right ISC we are only three actions away from Civilian Infrastruture XV. That's not a small thing.

Anyway... Giving some thoughts to what would actually help in taking the Forge World.

Novel/Experimental Infantry-Grade Weapons and Armor Development sounds like it could give us a big advantage in the ground fighting. And there'll be a lot of ground fighting, even in the most optimistic scenario.

Logistical Infantry-Grade Weapons/Armor Development costs three actions each, so it's not cheap. However, it would allow our forces infiltrating the Forge World to, hopefully, mass-produce weapons for their supporters on a scale that would allow them to expand much faster.

Servitor Cognition Auxiliary Enhancement Procedures... Well, I'd honestly be shocked if our people couldn't figure out ways to use that.

Propaganda For The Foreign Masses: Well, this one targets a world at random, so it probably wouldn't help with this particular issue.

Militarize The Schools Of Paladins: It provides us with an equivalent to Sisters Of Battle - sort of an intermediary step between regular troops and Space Marines. Definitely something that'd be handy in this sort of military campaign.

Create A [Blazing Sun - 8x War-Packs] or 6x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]: This, alas, is vital. The Forge World battle will involve numbers that are effectively unprecedented for the Federation. So the real question is, what type of SAG do we need most?
It's gonna be fighting in the confined spaces of an industrial hellscape, so, mechs, mechanized, and tank legions will be at a severe disadvantage. Meaning we need Infantry and Augmetic. Especially Augmetic.
They'll be fighting with limited resources, so, mostly Light with perhaps a smattering of Medium.
And they'll be fighting in a Forge World, so we primarily want Sabotage, Engineering, and Demolition, with some support from Assault and Ogryn.
 
They'll be fighting with limited resources, so, mostly Light with perhaps a smattering of Medium.
And they'll be fighting in a Forge World, so we primarily want Sabotage, Engineering, and Demolition, with some support from Assault and Ogryn.
First off, its a Hive World, not a Forge World.

Second, we already have some Light infantry SAG, but we lack Medium and Heavy infantry to hold the line once the initial beacheads are established.
 
[x] Plan: The Hammer and the Anvil, Part 1

Hmmm.

So, you know how we have Wussies and at least one other background organization, and how both of them have been saving us Actions by preventing things from going wrong?

Are we able to create more organizations like that, but specialized such that they essentially provide a small dripfeed into a specific action like our Choirs provide Melody research?

Like, a Department of Colonial Affairs that over the course of 5 turns colonizes one planet that we choose.

Or an Office of Military Procurement that slowly ticks away at one of our Military Equipment Research Options?

Even a tick of .1 a turn is more than these options have been getting already, and extra development is extra development.

I'm not sure if this has been asked about already, so I'm not quite @ing HeroCooky about it yet, since I want people to tell me if this was a denied idea first.
 
Destroyers are worth 2 FP each. We get 36 FP per action. So it would take eighteen turns before we break even on that research action. And all that for destroyers, a ship class we barely use because Andromeda mechanics lock us into a high-tonnage fleet structure.
Look, if we want effective navy build automation, we know where to get it: at Void Industry XV. The Destroyer Automation research won't do much for us.
Sure but consider this. Any time we do take a "Build fleet" action we don't have to think about destroyers and can put that elsewhere. And also the tech is confirmed to be the opener to greater automation tech. So it's gonna do a fair bit for us. If the other techs in this tree are similar then the math you did certainly changes as well.

Edit: Also it's not just scouts we build with the destroyer slot so...it all works out
 
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So, we found the Screaming Polity.

And I suspect that "Into the Voidless Gaze" unstable warp route has something to do with their elevated volume levels.

Ominous. I wonder if the Gaze is a Warp Rift / Warp Storm.

I would be screaming too if I was bordering something like that.
 
So, @HeroCooky , have our Scouts found anything newly concerning/etc? Acknowledging that their coverage still is currently kinda shit.
Nope. Voxx is now at twelve Cobras. Nothing more than that. Oh, and the Black Ash Clan is having a Civil War again.
So, we found the Screaming Polity.
No, that one was there since you've unlocked a view into that Sub-Sector. I just had to move this one into a new post since SV only allows 20 Images per post.
 
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Imperium style polities like Neon are not just weak to Chaos subversion, but subversion in general. Including ours, and we are good at it due to having so much to offer to the common Imperial.

How did Neon fall? Multiple important planets revolted simultaniously.

We can do that here too.

Not another Hive World no, but we dont need to, even if they have another one. Civilized worlds, Forge world maybe even (Hereteks Refuge might come in handy, also idea we can infiltrate to steal tech surely!), well placed worlds...

Do not try to solve all our problems with (awesome) ships.

Edit: We need a Civ Infra XV trait to regen our developments before Voxx is taken, otherwise say goodbye to our above V infra.
 
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Our strengths when competing with other polities as I see it are:

1. Civ Industry, Robust Society, Diplomacy, Sneaky Diplomacy (Subversion)
-comes from having the superpowers of being a well functioning morally decent civilization (by 40k standards).

2. Growth Speed
-we grow stupidly fast for our size. Benefits of a well functioning society and tech proliferation, and thats before absorbing whole polities peacefully is accounted for.

3. Psykery
-stable psykers. Melodies. Songs. Noone else has these things.

4. Naval Combat
-with our tech, traits, and developments we punch way above our weight class here, but not nearly as much as we do psyker wise.

5. Ground Combat
-we are decent at it. The Lamenters are doing a lot to cover for this relative weakness of ours.

Play to our strengths. Avoid our weaknesses.

Focus on subversion and diplomacy, especially with the aim of avoiding ground combat. Have our psykers boost those, and develop a ground combat song to cover for our weakness.

Perhaps a Song to show masses of civilians or soldiers who we are and what we offer, that we are not monsters or enemies. Pierce through the propaganda and let the Truth of us be known.
 
Vote closed
Scheduled vote count started by HeroCooky on Jun 18, 2024 at 11:19 AM, finished with 79 posts and 30 votes.

  • [x] Plan: The Hammer and the Anvil, Part 1
    -[x] [Military] Fill Out Sector Battle Group
    --[x] Centaur (1/2)
    ---[x] When completed, Battle Group Centaur is to be assigned to Ultima Sigritta.
    -[x] [General] Colonize (Planet/s)
    --[x]Ultima Sigritta - Sira (Mesa and Savannah), Itani - Grubbub (Low Shrubs and Fog), Gnatiila - Smug (Outback and Canyons)
    ---[x] Ultima Sigritta/Sira is to be colonized as a primarily military colony, with focus to be given as a priority on building defenses, shipyards, and SDF.
    -[x] [Voxx Primus] Send infiltrators, social manipulators, and further elite troops in small numbers (enough to hide their involvement) to get involved in the gang wars to come. Focus on finding gangs that can be either recruited or bribed off... and utterly destroying those Underhive gangs that cannot, using those Gangs willing to bend the knee as a cover for expansion, transforming them from within and without through the power of being the ones with the guns, industry, and food. Infiltrators are to work on undermining those gangs that cannot be made to bend the knee from within, setting them up against each other and against themselves from within, with the Voxx Primus rebels always ready to sweep up the pieces of a gang civil war, rescue the survivors, and expand that way if needed. Additionally, while sending in these other covert experts and so on, also send in five Choirs covertly to strengthen communication and aid in this push, operating carefully and secretively--better not to be noticed than to be noticed when it comes to Psykana... a good choice would be the use of the Perception Melody in order to gather intel about the opposing gangs, but generally the Choir's instincts within these bounds are to be trusted.
    -[x] [Free] Place 1st Barbarun SAG, 1st Ikatun SAG, 1st Diablan SAG, 1st Brigach SAG, 1st Semumrum SAG, 1st Valhidem SAG, 1st Lights SAG & 1st Labors SAG on Ultima Sigritta for defense against incursion.
    -[x] Switch to [New Dawn R&D]
    [X] Plan Fortress Doctrine
    -[x] [General] Colonize (Planet/s)
    --[x]Ultima Sigritta - Sira (Mesa and Savannah), Itani - Grubbub (Low Shrubs and Fog), Gnatiila - Smug (Outback and Canyons)
    --[X] Sira is to be designated as a Fortress World for the time being, and colonization efforts are to be focused on establishing defenses and military logistics infrastructure as opposed to civilian development
    -[X] [Military] Create 8 Blazing Sun War Packs
    -[x] [Military] Fill Out Sector Battle Group
    -[X] Centaur (1/2)
    -[X] [Free] Designate the Ultima Sigritta system as SBG Centaur's Fleet Base until further notice
    -[x] [Free] Place 1st Barbarun SAG, 1st Ikatun SAG, 1st Diablan SAG, 1st Brigach SAG, 1st Semumrum SAG, 1st Valhidem SAG, 1st Lights SAG & 1st Labors SAG on Ultima Sigritta for defense against incursion.
    -[X] [Free] Switch active ISC to New Dawn R&D
    [X] Plan: Setting the Stage.
    -[x] [Military] Fill Out Sector Battle Group
    --[X] Centaur (0/1)
    -[X] [Psykana] Conduct Two Melodies — Slumber, Mercy
    -[X] [Voxx Primus] Send infiltrators, social manipulators, and further elite troops in small numbers (enough to hide their involvement) to get involved in the gang wars to come. Focus on finding gangs that can be either recruited or bribed off... and utterly destroying those Underhive gangs that cannot, using those Gangs willing to bend the knee as a cover for expansion, transforming them from within and without through the power of being the ones with the guns, industry, and food. Infiltrators are to work on undermining those gangs that cannot be made to bend the knee from within, setting them up against each other and against themselves from within, with the Voxx Primus rebels always ready to sweep up the pieces of a gang civil war, rescue the survivors, and expand that way if needed. Additionally, while sending in these other covert experts and so on, also send in five Choirs covertly to strengthen communication and aid in this push, operating carefully and secretively--better not to be noticed than to be noticed when it comes to Psykana… a good choice would be the use of the Perception Melody in order to gather intel about the opposing gangs and any latent Psykers they may find, but generally the Choir's instincts within these bounds are to be trusted
    -[X] [Free] Switch active ISC to New Dawn R&D
    [X] Plan: Colonizing Paladins
    -[x] [General] Colonize (Planet/s)
    --[X] Grubbub and Sira
    ---[x] Ultima Sigritta/Sira is to be colonized as a primarily military colony, with focus to be given as a priority on building defenses, shipyards, and SDF.
    -[X] [Military] Militarize The Schools Of Paladins
    -[X] [Voxx Primus] Send infiltrators, social manipulators, and further elite troops in small numbers (enough to hide their involvement) to get involved in the gang wars to come. Focus on finding gangs that can be either recruited or bribed off... and utterly destroying those Underhive gangs that cannot, using those Gangs willing to bend the knee as a cover for expansion, transforming them from within and without through the power of being the ones with the guns, industry, and food. Infiltrators are to work on undermining those gangs that cannot be made to bend the knee from within, setting them up against each other and against themselves from within, with the Voxx Primus rebels always ready to sweep up the pieces of a gang civil war, rescue the survivors, and expand that way if needed. Additionally, while sending in these other covert experts and so on, also send in five Choirs covertly to strengthen communication and aid in this push, operating carefully and secretively--better not to be noticed than to be noticed when it comes to Psykana… a good choice would be the use of the Perception Melody in order to gather intel about the opposing gangs and any latent Psykers they may find, but generally the Choir's instincts within these bounds are to be trusted
    -[x] [Free] Place 1st Barbarun SAG, 1st Ikatun SAG, 1st Diablan SAG, 1st Brigach SAG, 1st Semumrum SAG, 1st Valhidem SAG, 1st Lights SAG & 1st Labors SAG on Ultima Sigritta for defense against incursion.
    -[X] [Free] Switch active ISC to New Dawn R&D
    [X] Plan: Fleet Expansion
    -[x] [Military] Fill Out Sector Battle Group
    --[X] Centaur (0/1)
    --[X] Sphinx (0/0.5) (Overflow to Werewolf)
    -[X] [Military] Create 8 Blazing Sun War Packs
    -[X] [Free] Switch active ISC to New Dawn R&D
    [x] Plan: The Hammer on the Imperial Syncretists
    -[x] [Military] Fill Out Sector Battle Group
    --[x] Centaur (1/2)
    ---[x] When completed, Battle Group Centaur is to be assigned to Ultima Sigritta.
    -[x] [General] Colonize (Planet/s)
    --[x]Ultima Sigritta - Sira (Mesa and Savannah), Itani - Grubbub (Low Shrubs and Fog), Gnatiila - Smug (Outback and Canyons)
    ---[x] Ultima Sigritta/Sira is to be colonized as a primarily military colony, with focus to be given as a priority on building defenses, shipyards, and SDF.
    -[x] [Faith] The Great Heresies
    --[x] The Anti-Particularists
    -[x] [Free] Place 1st Barbarun SAG, 1st Ikatun SAG, 1st Diablan SAG, 1st Brigach SAG, 1st Semumrum SAG, 1st Valhidem SAG, 1st Lights SAG & 1st Labors SAG on Ultima Sigritta for defense against incursion.
    -[x] Switch to [New Dawn R&D]
 
700.M42 - Cabal of Rogue Psykers
Lady Governor Omamsi van Grim Dracentia de Larraal Hattie Vetesese Suri Consenho Scalle van der Snipe gingerly stabbed her fork into the small fruit on her plate; the flat thing quickly speared and brought it to her lips, where she took a singly dainty bite, eating a portion like a lady ought to, as she delighted silently in the taste of the fruit. From the sweetness lightly overshadowed by the sour notes replacing them after a second to the consistency of the pulp within her mouth, to the delight of knowing there would be yet more to come, it was all delightful.

All too bad that she could not allow herself more than one of these treats per day after her work was done, else she would end up like her dearlydepartedandmuchmissedfather, and nobody would like that, her the least. A healthy body ensured a healthy mind, and she took to great pains to ensure both were in ample supply. Even if the exercises were the worst parts of her day, by far, and she had to deal with that dreadful Lord General Sebulustu. Really, what had her dearlydepartedandmuchmissedfather thought when he had elevated a commoner to that position? He was so...uncouth and brash, always eager to expand the PDF and SDF, chasing after any tail that would permit him to "clean up the Underhives" like that could be done.

Then again, the man did have his advantages, and it was always a good day when she could throw him at some useless fob who thought themselves important enough to order her around with how the military ought to be organized. Even if his obsession with logistics and feeding the troops was a bore at the best of times. The troops of the Free Dutchy were made up of her Hivers, and they were more than happy with the rations and corpse-starch given to them, and anything more than that, even if it were something she wouldn't even dare to touch, would have them praising her like a Saint!

Speaking of which..."Bring the map," she ordered into the room, her invisible gaggle of servants immediately moving around with nary a sound like they were trained to do. Servants ought to be seen, but never heard. It only took them seven-point-four seconds to bring forth and unfurl the map she requested once daily during her little treat. Upon that large banner of cloth that had taken a team of master seamstresses several months of non-stop work to complete was her planet, with all its Hives and all the interiors of the Hives depicted in perfect detail. Humming and still tasing the delightful sourness of her favorite fruit, she took the laser pointer from the plate offered by a servant and hummed for a moment, looking at the map in concentration. She had done the lower left yesterday, and she didn't feel like going to the upper right, so maybe...center middle-lower area? Yes, that sounded like a plan. And with that, she pointed the tiny stick at the map, the red dot illuminating some insignificant area within Hive Draconus.

"This one," she said, and enjoyed the furious scribbling of the various Administratum Servo-Skulls recording her choice for her daily charitable efforts, knowing that an additional ration filled by her specifications and adorned by her visage and the crest of her House would be delivered to all within that Hab-Block or Manufactory. Of course, selling the rations or defacing the crest of her visage was punishable by death, but that only meant they had to be careful when opening the packages. Something even th-

"My Lady," her handmaid softly spoke a step behind her, bowing forward to hold her head level with hers. Usually, she would not be happy to have her thoughts interrupted, but the girl knew her well enough that she would have waited, so this had to be important. A gesture of her hand allowed her handmaid to continue speaking without fear of punishment. "Psyker-Lord Shem Al-Abdazzah is urgently requesting to meet you. He waits before the doors as I speak."

This...did make her pause for a moment. Not only that, he had been allowed to walk this far, even if he was the Psyker-Lord of this Sub-Sector and more than 300 billion souls within, as such a thing was not done. So, either he was trying to finally murder her after being corrupted by Chaos (very unlikely, he would have blown up the Upper-Hive Spire just to be sure, cautious as he was), or something had gone very wrong. "Let him enter," she spoke, and the doors opened before her lips had even closed, the man marching into her dining room upright and imperial, coat fluttering behind him. He also had to be a drama queen because being a psyker and reading the minds of her servants was apparently not enough. "I believe I told you to stay out of the minds of my servants. They are mine, after all, not yours," she idly commented, thinking he would have some witty comeback or make a funny face in return. He did neither, speaking gravely and harshly.

"Tell me that you have an explanation as to why my disciples detected what they are very sure is a Cabal of Rogue Psykers right within your Underhive?"



You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).

[] [General] Develop The Federations'...
-[] Food Production VII (0/2)
-[] Civilian Infrastructure XIII (0/2)
-[] Heavy Industry VI (0/2)
-[] Void Industry X (0/2)
-[] Medical Services VI (0/2)
-[] Military Industry VI (0/2)

(Gain: A boost in production focusing on the chosen option.)

[] [General] Colonize (Planet/s)
It is time to bring two more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Two colonized Worlds.
Habitable Worlds: N/A
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere), Abyssal Eye - Howling Gaze (No Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[] Poke The Weird Ships
(Gain: Information?)
-[] Burner Seeker Mines
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves.)
-[] Snapshot Cogitation Improvements
(Gain: Missiles have increased Breakthrough against Hostile AM-Systems)
-[] Tetratek ARc Cannonade
(Gain: Tetratek Advanced-Reach (Grade c) Cannonade Ship Weapon (4 Dp).)
-[] Servitor Cognition Auxiliary Enhancement Procedures
(Gain: Improved Servitors.)
-[] Novel Infantry-Grade Weapons and Armor Development
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development (0/3)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.)
-[] New Boarders for a New Age
(Gain: New Boarding Craft.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization
(Gain: 1 Destroyer every Turn.)
-[] Mind-Machine Interface Re-Examined (0/2)
(Greater Insight into already existing MMI methods and links.)
-[] Reconstruct The Shattered STC-Fragment (0/12)
(Gain: An STC Fragment.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent.
Academic Initiatives - +0.1 Research per Action Spent.
[Song - 10x Choirs] - A Spark of Genius - +0.05 Research per Action Spent.
(0.1 Research Banked)

[] [General] Propaganda For The Foreign Masses (0/4)
With the Glimmering Federation struggling to digest its recent mass acquisition of systems and populations, some have raised the possibility of using the Federation's more diplomatic abilities and capabilities to subvert, convert, and then integrate new systems without causing mass casualties or widespread destruction. A Propaganda office outfitted with ships, Choirs, materials, factories, and a mandate to do just that should bring foreign systems into our sphere of influence and then the Federation as a whole. It will be pricy, though.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)

[] [General] Free Movement and Friendship Declaration
Due to the Glimmering Federations patronage of the Ashan Families, inconsistent as it was overwhelming, industrial and economic sectors, a proposal was proposed by them to start an opening of border between the citizen of both nations to seek employment and opportunity (with some limiting factors and clauses, security concerns still apply after all), alongside a Friendship Declaration between the two nations.
(Gain: Ashan Families like you more.)

[] [Military] Militarize The Schools Of Paladins
Though the schools created to equip and train our missionaries for all possible environments and situations have quickly grown to smooth out all failures and bumps in their curriculum, some military think tanks have poked at the possibility of creating a home-grown version of the Imperial Sisters of Battle mentioned in both records and the descendants of a squad on Saget VII. This would include streamlining the usage of the Militaristic Faith Orders to use them in battles on the front line and training those dedicated to spreading and defending the Faith of the Star Child as parts of the military directly in the use of bullet and sword in heavy power armor.
(Gain: Unlock Templars, boosting your military.)

[] [Military] Create A [Blazing Sun - 4x War-Packs] or 6x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by soldiers with spiffy hats that will not be disobeyed. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed, and an Augmetic Legion consists of cybernetically enhanced humans, equipped with high-end implants and prosthetics that set them far above the human baseline, allowing for far more dangerous deployments. Light Units are better for low-logistic scenarios, while Medium Units rely more on regular shipments and strike a good balance between supply consumption and effectiveness. Heavy Units rely on solid logistics to continue working while offering an equal force concentration in return. A War-Pack comprises 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Four War-Packs or Six SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] [Construct/Refit] A Fleet - [36 Fleet Points] - [16 FP Banked]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Frigates at 4 FP, Light Cruisers at 8 FP, and Heavy Cruisers at 18 FP.
You can refit for 19 FP: One Leo-Primus to One Leo-Class Vanguard, Two Libra-S to Two Libra-T, Three Crux to Three Crux-S, and Four Taurus into Four Taurus-S in one Turn.
(Gain: Chosen Fleet.)

[] [Military] Fill Out Sector Battle Group
-[] Sphinx (0/0.5)
-[] Werewolf (0/3.5)
-[] Minotaur (0/4)
-[] Leviathan (0/4)

A Sector Battle Group consists out of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, and 4 Corvettes. Building them in Bulk is cheaper than in parcel, and once we have them all filled, we can think about constructing new ones!
(Information: All Action Cost must be paid to recieve the ships.
Gain: Filled out SBG.)

[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser (4 DP), Heavy Cruiser (8 DP)] - [8 DP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 33x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity) - (Missing: 4 Carriers)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 2x Libra-Tertium Light Carrier, 2x Libra-Secundus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)

(3x Andromeda-Class Command Ship, 1x Leo-Primus Heavy Cruiser, 3x Leo-Class Vanguard Cruiser, 8x Libra-Tertium Light Carrier, 2x Endeavour Light Cruiser, 4x Scorpio-Class Light Cruiser, 3x Crux-Secundus Class Heavy Frigate, 5x Crux-Class Missile Frigates, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Werewolf (7/10 Ship Capacity) - (Missing: 2 Andromeda, 4 Heavy Cruisers, 8 Carriers, 6 Line Holder, 5 Frigates)

(1x Andromeda-Class Command Ship, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer)
-[] Task Fleet Alpha
(2x Cobra Destroyers, 5x Taurus-S Troopship (0/25 SAG Capacity), 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Independent Operations Task Force
(5x Chamleon-Class Infiltration Carrier)
-[] Lamenters Chapter Fleet (7/10)
(1x Andromeda-Class Command Ship, 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 3x Lantern Bearer-Class Commandeering Ship (0/3 Companies), 1x Resurgence-Class Torpedo Hunter, and 1x Bloody Dawn-Class Light Cruiser (0/2 Companies))
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)

There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 20% Adjacent Systems, 5% Three+ Systems, 1% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] The Celestial Orrery (0/2)
Taking the first stumbling step in creating wonders by combining technological and psychic disciplines into one cohesive whole is a step that is fraught with dangers. Though we know that such psy-tech can be made that it can become the underlying linchpin of civilization itself, like the Hymns of the Machines, many dangers come with invoking the powers of the Warp without a mind to ward off the daemonic influences that inevitably try to take advantage. Yet, a step can be taken in a direction that will enable us to build familiarity without suffering titanic repercussions in failure. The first intentional psy-tech of the Federation shall be the construction of the Celestial Orrery. This large machine will show the nearest star system's planetary bodies and their stellar paths.
(Gain: 8 DP Equipment: Celestial Orrery. Improves scouting.)

[] [Psykana] Conduct Two Melodies (Choose two below.) (0.2/1 - Auto Complete) - [Choose Melody]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 30
Uncovered: Technology II.
Secret: Slumber, Silence, Perception II, and Grounding.
Star Child: Hope II, Compassion II, Humanity II, Mercy, Creativity III, Health II, Unity II, Innovation, Machinery, Logic II, Progress II, Protection II, Justice, Wisdom, The Sun II, The Home II, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void II, Struggle, Community, and Family.
Gain: Two Melodies newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Uncovered: Technology I.
Secret: Perception I
Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, and Health I.
Kil'drabi: Void I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)

[] [Faith] The Great Heresies
Though it is infuriating to many that splits and cracks have already started to appear within the structure of our faith, especially when the Prophet hasn't even been laid to rest in his last resting place, these splits were inevitable. There was no way to prevent those who strayed from established Doctrine, so we must expend effort to bring them back into the fold, even if some start to whisper about altering Doctrine itself to incorporate some parts of their beliefs into ours.
(Gain: Reconcile, Syncretise, Legalise, or Crack Down on a Heresy.)
-[] The Particularists
The opposite to the Anti-Particularists, they have twisted this section of the Creed to its utter limit: I believe that these Five, Omnissiah, Emepror, Motive Force, Body of the Faith, and Star Child, are Indivisible and One, and Two, And Three, Four, and Five. They believe one can pair the Five-One according to their "Co-Equal Hierarchy," represented by a square with four edges and the Star Child in the middle. In this, they claim that the Emperor and Omnissiah are on the Left and Right of the square, with the Community of Faith and Motive Force in the lower left and right, relating to each other in their respective roles and relations as they come together to create the Star Child.
-[] The Anti-Particularists
The Droman Creed emphasizes the different qualities and roles of each of the Five, encapsulating the Co-equal Oneness of the Five-One, One-Five, yet some believe this to be a Pantheon. For the Anti-Particularists, this is the furthest from the truth, as they believe the Five-One to not be co-equal within their shared Divinity, but One-As-Five, mixing everything into one being by denying the uniqueness of each Five to not deny the Oneness of them all.
-[] The Adherents of the Divine Lines
Those who call themselves the Adherents of the Divine Lines hold to the idea that a Divine Lineage exists at all, claiming that, as the Space Marines and Primarchs are the children of the Emperor-and-Omnissiah as well as the Star Child, a clear line of Divine Heritage exists that allows those who partake in its shared blood to better understand and enact the will of the Five-One unto the face of the galaxy, and that the Glimmering Federation need only right what has so long been silenced.

[] [Blazing Sun] Every World A Fortress (0/32)
No longer left aside.
(Gain: 1 War-Pack per Action on a Planet.)

[] [Chapter] A Ship Worthy Of The Chapter (3.5/4)
Though bound by oaths and ties of blood and industry, the Lamenters were, have, and will never be a Chapter bound by terrestial chains; their fate to sail the endless void in pursuit of the enemy, the wicked, and the daemonic. But to proudly fly once again in full strength, a ship worhty of the Chapter must be built.
(Gain: The Lamenters gain a Grand Cruiser as a Flagship.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)

AN: Competent Imperials, in this Quest, on this Hive World, located entirely within a single Hive? Say it ain't so!
 
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What does this mean, @HeroCooky ?

[] [Blazing Sun] Every World A Fortress (0/58)
No longer left aside.
(Gain: 1 War-Pack per Action on a Planet.)
Every two Turns you gain a War-Pack stationed on one of your Worlds, with more War-Packs added as you get more worlds. Also I did a funni with the math. Should be 32 Actions to complete.
The Laurent said:
So, considering they're using Perception, have they noticed that they've been noticed, @HeroCooky ? Also in general how are things going on Voxx Primus beyond the news we have?
You are up to around ~110 million people, with gangs slowly starting to flock to your banner for food, guns, and safety. And the sent Choirs have not noticed that they were noticed, that is another Melody. They have noticed several hundred Psykers (only 11 were of Choir Quality) and took them under their wings or put a few hundred rounds through their bodies.
 
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