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


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Hmm @HeroCooky. So when I look at unstable warp routes I see that a lot of them in Breskal intersect. It's a meme question but could one take a unstable warp route and then hop onto one of those intersections to another warp route?
Yes, as long as you can traverse the system to get to the other Route.
They are traveling light-years(~9.6 trillion km), it should be trivial to shift the exit point millions to billions of light-years and exit at any spot on the sphere. Or if it has to be a linear point to point path and can't go around corners, that's still half the sphere they can access.
Unless you are Chaos specifically sacrifing for that kind of precision, only Micro-Warp Jumps carried out with Navigators have that precision, and sometimes not even then.

You are also forced to consider that while one can jump from outside the gravity well of a star to another route in any direction, being angled in the right direction without a star system in the way vastly reduces the turbulence you experience in the jump.
Hmm...question. Can we, using songs, turn people into psykers? I am only asking because of intellectual curiosity for now.
Do you want daemonhosts? 'Cause that's how you get daemonhosts.
 
Yes, as long as you can traverse the system to get to the other Route.
Unless you are Chaos specifically sacrifing for that kind of precision, only Micro-Warp Jumps carried out with Navigators have that precision, and sometimes not even then.

You are also forced to consider that while one can jump from outside the gravity well of a star to another route in any direction, being angled in the right direction without a star system in the way vastly reduces the turbulence you experience in the jump.
Do you want daemonhosts? 'Cause that's how you get daemonhosts.

Using Songs, can we make someone Not a Psyker Anymore?
 
@HeroCooky
1: Would the Leo benefit from going from regular Rotary marco cannons to the plasma version?
2: The Spirit of Discovery Scout-Class Light Cruiser keeps finding strange things and returning them can we build our own scout cruiser and do the same?
3: If a design is spread over two turns is the design made during the first or second turn(for example making a grand cruiser)
4: can we spend the 3 design point we did not use during the last design action during the next one?

Trying to make a list of research we want to do before the next design action.
The Celestial Orrery: The scout
Rotary plasma: Leo?
autoloaders(helps cannons, missiles and torpedoes) : crux, Leo and Lupus
Variable Macro-Cannon Shell Experiments: Leo(but not sure how we are going to find 3 DP to fit these in)
 
The Celestial Orrery: The scout
Rotary plasma: Leo?
autoloaders(helps cannons, missiles and torpedoes) : crux, Leo and Lupus
Variable Macro-Cannon Shell Experiments: Leo(but not sure how we are going to find 3 DP to fit these in)
There's just so much - the Celestial Orrery is really just the start of the psytech research tree. Down that line we should get upgrades to the Hymns of the Machines (so we need fewer choirs per fleet) as well as actual proper combat psytech. If we have time during the war I think actually getting Psytech rolled out will be a huge help. We'll also likely get examples of working psytech from the Duchy wrecks - once we kill some of those Flyssa-class ships.

Most of the other research is just sort of improving our ships by a percentage. Psytech is opening up a whole new kind of warfare that not everybody will have a counter for.

There's also a ton of other useful research we could do:
-[] Mind-Machine Interface Re-Examined That would likely give us fighter upgrades.
-[] Expanded Snapshot Cogitation Improvements and Tetratek ARc Cannonade I'd actually put this over the rotary plasma cannons. We have a lot of missles and an actual specialized long-range heavy weapon would be nice.

And then of course the holy grails:
-[] Reconstruct The Shattered STC-Fragment (1/9) Who knows what's in here. It might be a nova cannon or a baneblade. Or a knife. Or a really nice refrigerator. Honestly, a really nice refrigerator would probably boost our food infastructure a few ranks, I'd take it.
-[] Poke The Weird Ships Ehehe. I mean... I kinda want to. Maybe when we get bored.
 
With luck we capture some of the tech priest that are responsible for building/maintaining the psytech at Voxx. The Celestial Orrery is indeed the first tech i would do of those to get us futher on the psytech research tree.
 
1: Would the Leo benefit from going from regular Rotary marco cannons to the plasma version?
2: The Spirit of Discovery Scout-Class Light Cruiser keeps finding strange things and returning them can we build our own scout cruiser and do the same?
3: If a design is spread over two turns is the design made during the first or second turn(for example making a grand cruiser)
4: can we spend the 3 design point we did not use during the last design action during the next one?
1. If you value range, yes.
2. No, that is a Yeeni thing.
3. The Turn in which it is completed.
4. No. That was a one-time bonus.
 
Binged through the quest the last couple of days, was a great read. Thanks for writing it.

[X] Operation Beacon of Liberty, Sword of Valor
 
Vote closed
Scheduled vote count started by HeroCooky on Jul 15, 2024 at 9:34 AM, finished with 56 posts and 17 votes.

  • [X] Operation Beacon of Liberty, Sword of Valor
    [X] Take Hives, Save Lives
    [X] Operation Beacon of Liberty, Sword of Valor
    -[X] Ships are as follows
    --[X] Sector Battle Group Sphinx (30/30 Ship Capacity)
    --[X] Sector Battle Group Centaur (30/30 Ship Capacity)
    --[X] Sector Battle Group Werewolf (30/30 Ship Capacity)
    --[X] Sector Battle Group Minotaur (30/30 Ship Capacity)
    --[X] Sector Battle Group Leviathan (30/30 Ship Capacity)
    --[X] Lamenters Chapter Fleet (30/30)
    --[X] Task Fleet Alpha - [3x Lupus-Secundus Auto Construct] (/45 SAG capacity)
    --[X] Independent Operations Task Force (13 SAG Capacity)
    -[X] SAGs are as follows... (Fill this in later)
    --[X] Assigned to Voxx Primus (lift capacity is slightly over, so a few 'lucky' SAG assigned for Voxx Primus will get to wait a few weeks before being dropped onto Voxx Primus, let the Admirals/Generals decide which one can wait.)
    ---[X] 1st Labors SAG (1st, 2nd, and 3rd Labors Light Mechanized Engineering, 1st Labors Light Tanks)
    ---[X] 1st Defenders of the Innocents (1st Yeeni Light Infantry Assault, 1st and 2nd Yeeni Light Infantry Engineering, 1st Light Tanks)
    ---[X]1st Hymns SAG (1st and 2nd Hymns Light Mechanized Assault, 1st and 2nd Hymns Medium Tanks)
    ---[X]1st Lights SAG (1st and 2nd Lights Light Infantry Assault, 1st Lights Light Infantry Sabotage, 1st Lights Light Infantry Engineering)
    ---[X]1st Terrore SAG (1st and 2nd Terrore Medium Mechanized Ogryn, 1st Terrore Medium Mechanized Kil'drabi, 1st Terrore Medium Augmetic Legion Assault)
    ---[X]1st Lethysan SAG (1st, 2nd, 3rd, and 4th Lethysan Heavy Mechanized Demolition)
    ---[X]1st Gheistheim SAG (1st, 2nd, 3rd, and 4th Gheistheim Medium Mechanized Engineering.)
    ---[X]1st Kanzura SAG (1st, 2nd, 3rd, and 4th Kanzura Medium Mechanized Assault) - (1/5 to Veterancy)
    ---[X]1st Valhidem SAG (1st Valhidem Light Infantry Sabotage, 1st Valhidem Light Mechanized Assault, 1st Valhidem Light Infantry Engineering, 1st Valhidem Light Mechanized Demolition)
    ---[X]1st Gathin SAG (1st, 2nd, 3rd, and 4th Gathin Heavy Infantry Demolition)
    ---[X]1st Semumrum SAG (1st and 2nd Semumrum Light Infantry Sabotage, 1st and 2nd Semumrum Light Infantry Engineering)
    ---[X]1st Malrasian SAG (1st, 2nd, and 3rd Malrasian Heavy Tanks, 1st Malrasian Light Infantry Engineering)
    ---[X]1st Saget SAG (1st, 2nd, 3rd, and 4th Saget Heavy Infantry Engineering)
    ---[X]1st Brigach SAG (1st and 2nd Brigach Light Infantry Sabotage, 1st and 2nd Brigach Light Mechanized Assault)
    ---[X]1st Diablan SAG (1st and 2nd Diablan Light Mechanized Assault, 1st Diablan Light Infantry Engineering, 1st Diablan Light Infantry Demolition) - (1/5 to Veterancy)
    ---[X]2nd Diablan SAG (1st and 2nd Diablan Heavy Mechanized Assault, 2nd Diablan Light Mechanized Engineering, 1st Diablan Heavy Infantry Demolition) - (1/5 to Veterancy)
    ---[X]1st Kriegar SAG - (1st, 2nd, 3rd, and 4th Kriegar Medium Augmetic Legion Assault) - (4/5 to Veterancy)
    ---[X]1st Ikatun SAG - (1st, 2nd, and 3rd Ikatun Light Infantry Sabotage. 1st Ikatun Light Augmetic Legion Demolition)
    ---[X]1st Host of the Unbidden - (1st, 2nd, and 3rd Yeeni Heavy Mechanized Assault, 1st Yeeni Heavy Mechanized Engineering)
    ---[X]2nd Slayers of the Banished Foes - (1st and 2nd Yeeni Medium Infantry Sabotage, 1st and 2nd Yeeni Light Tanks)
    ---[X]1st Barbarun SAG - (1st Barbarun Light Tanks, 1st, 2nd, and 3rd Barbarun Medium Mechanized Sabotage) - (1/5 to Veterancy)
    ---[X]1st Itanian SAG - (1st, 2nd, and 3rd Itani Heavy Tanks, 1st Itani Heavy Mechanized Engineering) - (2/5 to Veterancy)
    ---[X]1st Gnatiilian SAG - (1st Gnatiilan Medium Infantry Assault, 1st Gnatiilan Light Infantry Engineering, 1st and 2nd Gnatiilan Heavy Tanks) - (2/5 to Veterancy)
    ---[X]1st Perfindian SAG - (1st Order of the Final Bastion Heavy Engineering, 1st and 2nd Order of the Final Bastion Medium Mechanized Ogryns, 1st Order of the Final Bastion Medium Tanks) - (3/5 to Veterancy)
    ---[X]1st Neumidian SAG - (1st and 2nd Corcrat Heavy Mechanized Assault, 1st and 2nd Budget Arms Light Tanks) - (4/5 to Veterancy)
    ---[X]1st Droman SAG - (1st Cradle Medium Assault, 1st and 2nd Droman Coral Medium Assault, 1st Droman Tideswarm Heavy Demolition) - (2/5 to Veterancy)
    ---[X]2nd Droman SAG - (3rd, 4th, and 5th Droman Coral Medium Assault, 2nd Droman Tideswarm Heavy Demolition) - (1/5 to Veterancy)
    ---[X]3rd Droman SAG - (1st Cradle Medium Engineering, 6th Coral Medium Assault, 1st and 2nd Kil'drabi Heavy Sabotage) - (2/5 to Veterancy)
    ---[X]17th through 31st War Pack (all 1/5 to veterancy)
    ---[X]1st War-Pack 'The Ancient Pack' - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (Veterans)
    --[X] Assigned to Voxx Secondus, 5 per planet
    ---[X] 2nd through 16th War Pack (all 1/5 to Veterancy)
    -[X] The Voice of the People Is The Voice of the Star Child (The Trigger Sub Plan)
    --[X] [Mechanical] Army of the Damned - Scout Hive Defenses
    --[X] [Narrative] Paths through the Wastes
    --[X] [Mechanical] The Armored Fifth Column -
    ---[X] They are to work especially on raiding, attacking fortresses and other key locations as well as engaging in attacks on key industries and locales (that double as slave raids) and if they see civilians fleeing into their part of the Hive cover them... with extreme force against the enemy, just another way to attack and harass the enemy.
    ---[X] Voxxian Choirs with Melodies of Silence, Health, Humanity and Hope (among many others) may help these raids, both those that free slaves and do not, as might a Federation Choir's Turn Away Their Eyes.
    --[X] [Narrative] Arm the Enslaved - Yes, and starting very early on, and with a twist. When armed they are to focus as much as fleeing to the safety of our liberty's beacons/etc as they are to start shooting... because of course shooting their way out will EXPOSE the enemy defenses and DESTROY the enemy from an angle they might not have been expecting. Once there, we can easily feed them better than they were being fed before, and put them to work as farmers, industrial workers, or military recruits on the expanding industrial might of the revolution.
    --[X] [Narrative] Stoke the Workers to Action - Yes, similar to the above those in bad situations can and should carry out sabotage, steal key components, and if death is all they face... flee with these to boost the INDUSTRY of the REVOLUTION.
    ---[X] Those who cannot escape are encouraged to put in "bad work" if forced to, make tiny errors using their expertise that will reduce the efficacy of the weapons and horrors they are designed to make. Teach 'em how to do it... WUSSIES have a lot of experience with "workplace safety" which also translates into knowledge about the subtle ways that industrial production can go wrong for more than just the workers.
    --[X] [Narrative] Enforcers Turned - Law Enforcement
    --[X] [Mechanical]Hives: Attempt Shield Generator Subversion
    --[X][Mechanical] Attempt To Break The Walls -When? Just before the Generators are subverted, to provide cover for fully subverting them
    --[X] [Mechanical] Middle Hive: Moles in their Midsts - Fifth Column
    --[X] [Narrative] Middle Hive: Break The Morale - PDF primarily, noting you'll accept surrenders and give pardons to all soldiers and (most) officers, etc, etc, but add a bit of, "If you don't want to fight with us against the oppressor, you can flee and have a better life, waiting for you" that will appeal to both the PDF (and its deserters) and Civilians.
    --[X] [Mechanical] Mechanicus Deviancy - Subvert Shield Generators in Hives.
    --[X] [Mechanical] Templar Rampages - Critical Infrastructure
    --[X] [Narrative] Mass-Poisonings - Officers
    --[X] [Narrative] Targeted Assassinations- General
    --[X] [Mechanical] Rings--Attempt To Blow The Shield Generators
    --[X] [Narrative] Revolution In The Stars - When the Lamenters start arriving is the key trigger to start helping them out!
    --[X] [Mechanical] DVS--Turn the Guns Around
    --[X] [Mechanical] PDF Hidden Moles - Morale
    --[X] [Narrative] PDF Turned Officers - Turn Mid to Late game... but within each movement. That is to say, if a sub-sector is starting to fall to our side, that's when to start advertising the fact that mercy and food (or at least more food than they'll likely have) is available.
    --[X] [Mechanical] SDF Hidden Moles - Communications
    --[X] [Narrative] Turned Officers - Rely on middle-ranked officers, and when? Try to push them more towards encouraging surrender when things are bad rather than fighting to the last or self-destructing out of spite, etc, etc.
    --[X] [Mechanical] Use Songs - Yes, but only in moments of great strategic doubt, under the advisement of the Federation trained Choirs. And ONLY if none of them are immediately available/able to do the job. In almost all circumstances using the Federation Choirs is a better bet if it can be done, but there may come a time where they have to Sing a Song. If that is the case, be on the lookout for Chaos.
    --[X] [Mechanical] Use Melodies - Yes
    --[X] [Mechanical] (Designate Numbers, Songs, And Behaviour For The Ground War)--20 total, 5 (Federation trained) local, 2 from the oudated Scout Sloops, and 13 from the Free Choirs. "Break Their Chains" is to be used for strategic moments of destroying enemy cohesion or creating a fire in the rear, the Hide Song to obscure movements... or break off enemy communication, and the Bubble of Power to break any enemy Psyker attempts... or Chaos outbreaks. They're to be their brothers' keepers for the Voxxian Choirs, with full charge over them/etc, and discretion to do as they will. Along those lines for anti-Chaos purposes, Dirge of the Innocent is to be used liberally and often.
    --[X] The 15 "foreign" Choirs being sent in on Leos might therefore also participate in the space battle while still being relatively safe-ish
    [X] Take Hives, Save Lives
    -[X] Ships are as follows
    --[X] Sector Battle Group Sphinx (30/30 Ship Capacity)
    --[X] Sector Battle Group Centaur (30/30 Ship Capacity)
    --[X] Sector Battle Group Werewolf (30/30 Ship Capacity)
    --[X] Sector Battle Group Minotaur (30/30 Ship Capacity)
    --[X] Sector Battle Group Leviathan (30/30 Ship Capacity)
    --[X] Lamenters Chapter Fleet (30/30)
    --[X] Task Fleet Alpha - [3x Lupus-Secundus Auto Construct] (/45 SAG capacity)
    ---[X] Obviously to arrive behind/protected the main thrust, Taurses being what they are.
    --[X] Independent Operations Task Force (13 SAG Capacity)
    -[X] SAGs are as follows... (Fill this in later)
    --[X] Assigned to Voxx Primus (lift capacity is 59/58, so one lucky/'lucky' SAG will get to wait a few weeks before being dropped onto Voxx Primus, let the Admirals/Generals decide which one can wait.
    ---[X] 1st Labors SAG (1st, 2nd, and 3rd Labors Light Mechanized Engineering, 1st Labors Light Tanks)
    ---[X] 1st Defenders of the Innocents (1st Yeeni Light Infantry Assault, 1st and 2nd Yeeni Light Infantry Engineering, 1st Light Tanks)
    ---[X]1st Hymns SAG (1st and 2nd Hymns Light Mechanized Assault, 1st and 2nd Hymns Medium Tanks)
    ---[X]1st Lights SAG (1st and 2nd Lights Light Infantry Assault, 1st Lights Light Infantry Sabotage, 1st Lights Light Infantry Engineering)
    ---[X]1st Terrore SAG (1st and 2nd Terrore Medium Mechanized Ogryn, 1st Terrore Medium Mechanized Kil'drabi, 1st Terrore Medium Augmetic Legion Assault)
    ---[X]1st Lethysan SAG (1st, 2nd, 3rd, and 4th Lethysan Heavy Mechanized Demolition)
    ---[X]1st Gheistheim SAG (1st, 2nd, 3rd, and 4th Gheistheim Medium Mechanized Engineering.)
    ---[X]1st Kanzura SAG (1st, 2nd, 3rd, and 4th Kanzura Medium Mechanized Assault) - (1/5 to Veterancy)
    ---[X]1st Valhidem SAG (1st Valhidem Light Infantry Sabotage, 1st Valhidem Light Mechanized Assault, 1st Valhidem Light Infantry Engineering, 1st Valhidem Light Mechanized Demolition)
    ---[X]1st Gathin SAG (1st, 2nd, 3rd, and 4th Gathin Heavy Infantry Demolition)
    ---[X]1st Semumrum SAG (1st and 2nd Semumrum Light Infantry Sabotage, 1st and 2nd Semumrum Light Infantry Engineering)
    ---[X]1st Malrasian SAG (1st, 2nd, and 3rd Malrasian Heavy Tanks, 1st Malrasian Light Infantry Engineering)
    ---[X]1st Saget SAG (1st, 2nd, 3rd, and 4th Saget Heavy Infantry Engineering)
    ---[X]1st Brigach SAG (1st and 2nd Brigach Light Infantry Sabotage, 1st and 2nd Brigach Light Mechanized Assault)
    ---[X]1st Diablan SAG (1st and 2nd Diablan Light Mechanized Assault, 1st Diablan Light Infantry Engineering, 1st Diablan Light Infantry Demolition) - (1/5 to Veterancy)
    ---[X]2nd Diablan SAG (1st and 2nd Diablan Heavy Mechanized Assault, 2nd Diablan Light Mechanized Engineering, 1st Diablan Heavy Infantry Demolition) - (1/5 to Veterancy)
    ---[X]1st Kriegar SAG - (1st, 2nd, 3rd, and 4th Kriegar Medium Augmetic Legion Assault) - (4/5 to Veterancy)
    ---[X]1st Ikatun SAG - (1st, 2nd, and 3rd Ikatun Light Infantry Sabotage. 1st Ikatun Light Augmetic Legion Demolition)
    ---[X]1st Host of the Unbidden - (1st, 2nd, and 3rd Yeeni Heavy Mechanized Assault, 1st Yeeni Heavy Mechanized Engineering)
    ---[X]2nd Slayers of the Banished Foes - (1st and 2nd Yeeni Medium Infantry Sabotage, 1st and 2nd Yeeni Light Tanks)
    ---[X]1st Barbarun SAG - (1st Barbarun Light Tanks, 1st, 2nd, and 3rd Barbarun Medium Mechanized Sabotage) - (1/5 to Veterancy)
    ---[X]1st Itanian SAG - (1st, 2nd, and 3rd Itani Heavy Tanks, 1st Itani Heavy Mechanized Engineering) - (2/5 to Veterancy)
    ---[X]1st Gnatiilian SAG - (1st Gnatiilan Medium Infantry Assault, 1st Gnatiilan Light Infantry Engineering, 1st and 2nd Gnatiilan Heavy Tanks) - (2/5 to Veterancy)
    ---[X]1st Perfindian SAG - (1st Order of the Final Bastion Heavy Engineering, 1st and 2nd Order of the Final Bastion Medium Mechanized Ogryns, 1st Order of the Final Bastion Medium Tanks) - (3/5 to Veterancy)
    ---[X]1st Neumidian SAG - (1st and 2nd Corcrat Heavy Mechanized Assault, 1st and 2nd Budget Arms Light Tanks) - (4/5 to Veterancy)
    ---[X]1st Droman SAG - (1st Cradle Medium Assault, 1st and 2nd Droman Coral Medium Assault, 1st Droman Tideswarm Heavy Demolition) - (2/5 to Veterancy)
    ---[X]2nd Droman SAG - (3rd, 4th, and 5th Droman Coral Medium Assault, 2nd Droman Tideswarm Heavy Demolition) - (1/5 to Veterancy)
    ---[X]3rd Droman SAG - (1st Cradle Medium Engineering, 6th Coral Medium Assault, 1st and 2nd Kil'drabi Heavy Sabotage) - (2/5 to Veterancy)
    ---[X]17th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]18th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]19th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]20th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]21th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]22th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]23th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]24th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]25th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]26th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]27th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]28th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]29th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]30th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]31th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X]1st War-Pack 'The Ancient Pack' - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (Veterans)
    --[X] Assigned to Voxx Secondus, 5 per planet
    ---[X] 2nd War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 3rd War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 4th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 5th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 6th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 7th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 8th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 9th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 10th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 11th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 12th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 13th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 14th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 15th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    ---[X] 16th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
    -[X] The Voice of the People Is The Voice of the Star Child (The Trigger Sub Plan)
    --[X] [Mechanical] Army of the Damned - Scout Hive Defenses
    --[X] [Narrative] Paths through the Wastes
    --[X] [Mechanical] The Armored Fifth Column -
    ---[X] They have superior knowledge of the land, and they are to use it. They will scout, they will set up traps and ambushes, they will support and guide our forces through the underhive while also making the place a nightmare for PDF forces to move in.
    ---[X] A Federation Choir's Turn Away Their Eyes will provide assistance with stealth.
    --[X] [Narrative] Arm the Enslaved - Yes, with a combination of direct agents and Song. This has to be done with careful timing and coordination though. Once the fighting breaks out, and the PDF scrambles to the front, try to launch rebellions as simultaneously as possible throughout Voxx, leaving the loyalists overwhelmed and unable to concentrate enough forces to crush them.
    --[X] [Narrative] Stoke the Workers to Action - Yes, but in addition to strikes and work walkouts, teach as many of them as possible how to sabotage the weapons/vehicles/ammunition they create in a way that isn't immediately obvious. Grenades with iron fillings where the explosives should be; bolts that explode inside their bolters; Chimera gas tanks with sugar inside them; ship parts with fragile wiring that won't stand the stress of combat. When the actual fighting starts, let the PDF and SDF struggle not only with a lack of equipment, but with not knowing if their equipment will even work each time they use it.
    --[X] [Narrative] Enforcers Turned - Law Enforcement
    --[X] [Mechanical] Attempt Shield Generator Subversion
    --[X][Mechanical] Attempt To Break The Walls -When? At the same time that the Generators are Subverted!
    --[X] [Mechanical] Middle Hive: Moles in their Midsts - Morale
    --[X] [Narrative] Middle Have: Break The Morale - PDF primarily, noting you'll accept surrenders and give pardons to all soldiers and (most) officers, etc, etc, but add a bit of, "If you don't want to fight with us against the oppressor, you can flee and have a better life, waiting for you" that will appeal to both the PDF (and its deserters) and Civilians.
    --[X] [Mechanical] Mechanicus Deviancy - Subvert Shield Generators in Hives.
    --[X] [Mechanical] Templar Rampages - Critical Infrastructure
    --[X] [Narrative] Mass-Poisonings - Officers
    --[X] [Narrative] Targeted Assassinations- Admiral
    --[X] [Mechanical] Rings--Attempt To Blow The Shield Generators
    --[X] [Narrative] Revolution In The Stars - When the Lamenters start arriving is the key trigger to start helping them out!
    --[X] [Mechanical] DVS--Turn the Guns Around
    --[X] [Mechanical] PDF Hidden Moles - Morale
    --[X] [Narrative] PDF Turned Officers - Turn Mid to Late game... but within each movement. That is to say, if a sub-sector is starting to fall to our side, that's when to start advertising the fact that mercy and food (or at least more food than they'll likely have) is available.
    --[X] [Mechanical] SDF Hidden Moles - Communications
    --[X] [Narrative] Turned Officers - Rely on middle-ranked officers, and when? Try to push them more towards encouraging surrender when things are bad rather than fighting to the last or self-destructing out of spite, etc, etc.
    --[X] [Mechanical] Use Songs - Yes, but only in moments of great strategic doubt, under the advisement of the Federation trained Choirs. And ONLY if none of them are immediately available/able to do the job. In almost all circumstances using the Federation Choirs is a better bet if it can be done, but there may come a time where they have to Sing a Song. If that is the case, be on the lookout for Chaos.
    --[X] [Mechanical] Use Melodies - Yes
    --[X] [Mechanical] (Designate Numbers, Songs, And Behaviour For The Ground War)--20 total, 5 (Federation trained) local, 2 from the oudated Scout Sloops, and 13 from the Free Choirs. "Break Their Chains" is to be used for strategic moments of destroying enemy cohesion or creating a fire in the rear, the Hide Song to obscure movements... or break off enemy communication, and the Bubble of Power to break any enemy Psyker attempts... or Chaos outbreaks. They're to be their brothers' keepers for the Voxxian Choirs, with full charge over them/etc, and discretion to do as they will. Along those lines for anti-Chaos purposes, Dirge of the Innocent is to be used liberally and often.
 
862.M42 - First To Die
The night you've spent in your lover's embrace ends too soon, and the day brings the thunderous rumble of fleets roaring to battle and war.

You pray that you may hold them in your arms once more.

You will be the first to die.

Orders For The Fleets:
(1-Day Moratorium)
[] (Write-In the leading High Admiral)
-[] (Write-In Orders for the Void Battle of Voxx Primus.)
-[] (Write-In Orders for the Void Battle of Voxx Secundus as an [IF, THEN] statement.)
-[] (Write-In Orders for the Void Battle of (Insert System/s) as an [IF, THEN] statement.)


[] Admiral K-541
Daughter of a long line of captains and admirals, K-541 has more than a few legacies to live up to. She also has more than a few hundred years of collected experience to draw upon, and her foster parent was as eager to teach the then-young girl all they could as K-541 was to learn all knowledge given to her. Now an adult of 78 years, she yearns to burn another memory of her lineage into the void and does so with unparalleled efficiency, every metric of ship under her command memorized and ready to be utilized in the coming fight.
Most concerned with: Ensuring fleet cohesion, formation, and the liberation of Voxx Primus.
Least concerned with: Enemy casualties, surrenders, or morality.
Flaw: Tends to get lost in the hard numbers of battle.

[] Admiral Huntress Of The Black Awning
A Kil'drabi captain freshly changed into their female sex. She advanced to the position of an admiral after her previous command over the Battlecolony Paths We Year expired and a new generation took over. She was promoted by High Command due to her merit and a long line of duty, having earned commendations against pirates, Chaos, and within the ubiquitous wargames of the Admiralcy. Notably aggressive in her tactics, she is often a favorite of any Thule under her command due to her leadership style of boisterous command and daring fights, which has made her more than one enemy for those valuing professionalism above the force of personality.
Most concerned with: Killing the enemy and having rock-solid morale.
Least concerned with: Being professional and by-the-books.
Flaw: Utter drama-queen.

[] Admiral Elabaster Jakobinius Otruna
Born on Diablo Major in Quintura Diablo, Elabaster Jakobinius Otruna had an upbringing typical of those born in the Federation Core Worlds. Ten years of school starting at 5, three years of self-chosen social service to enter military service at eighteen as an officer candidate, with merit and professionalism earning him a steep rise in ranks, earning him his first command, a Libra-Quartus Light Carrier, at 28. Utterly despised by the local Thules due to his constant drills and disliked due to mandated harsh training for the entire crew by the same, both components nonetheless were distraught to see their captain leave when he turned 44 to ascend as Flotilla-Admiral, and then Konteradmiral within three years due to meritorious actions against a band of Pirates seeking to plunder Monresast. Has since risen to the rank of Admiral by way of service.
Most concerned with: The Flyssa-Class' unknown capabilities.
Least concerned with: Keeping enemy void-infrastructure intact.
Flaw: Harsh trainer and honorable demeanor.

[] (Write-In)
Warning: Requires QM approval and being posted here to be a valid choice.
Sector Battle Group Sphinx (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 8x Libra-Quartus 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, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 2x Endeavour Light Cruiser, 4x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)

Sector Battle Group Werewolf (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer, 4x Sagitarrius-Secundus Lance Frigate, 1x Lupus-Secundus Torpedo Destroyer)

Sector Battle Group Minotaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)

Sector Battle Group Leviathan (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)

Lamenters Chapter Fleet (30/30)
(3x Andromeda-Class Command Ship, 5x Loyalty's Bloom-Class Scout Destroyer, 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 6x Lantern Bearer Mk.2-Class Commandeering Ship (0/6 Companies), 6x Resurgence Mk.2-Class Torpedo Hunter (0/3 Companies), 4x Bloody Sunrise-Class Light Cruiser (0/8 Companies), 4x Bloody Sunset-Class Light Cruiser (0/8 Companies), 2x Thunderous Wings-Class Heavy Cruiser (0/8 Companies), 1x Eternal Promise-Class Temple Ship (0/8 Companies))

Task Fleet Alpha
(18x Lupus-Secundus Torpedo Destroyer, 2x Cobra Destroyers, 9x Taurus-S Troopship (0/45 SAG Capacity))

Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
 
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Oh I'm liking this Admiral Otruna the most honestly cause I am also worried about the Flyssa class of ships Voxx has on hand. And his honorable disposition should hopefully help with any surrenders that may occur.
 
I think we should send [] Admiral Elabaster Jakobinius Otruna to Voxx Primus and [] Admiral Huntress Of The Black Awning to Voxx Secundus.
 
There is fast paced and brutal theaters where things are changing by the second, the most moral thing in here os to win as quick as possible,shock and awe

I would reccomend K-541 for fast paced theathers

When you need shit done by yesterday regardless of casualties (tyranids,chaos,or existential threaths in decesive battles)



Then there is slow paced attrition theaters
I would reccomend

Huntress,morale and outkilling the enemy are vital on long term campaigns
 
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my priorities are:

>kick the enemy teeths in to the point they cant keep annoying us (the less enemies around,the more people we can save)

>do the evacs and humanitarian aid

>later priority is all the tech and infrastructure we may capture

I take huntress or K-541
 
The problem I see with [] Admiral Huntress Of The Black Awning is that people of the Duchy may have a problem with surrendering to the Xeno.
 
Getting to Echish seems like a good stopping point for the fleets, since it will deny the duchy a single choke point for defense. Though it's the first offensive like this I am a voting participant in for this quest so I might overestimate/underestimate our capabilities.

Huntress of the Black Awning to take the ringyard while Elabaster goes onward and secures the chokepoint with the rest of the fleet? Then K541 goes on a raiding spree deeper?
 
The problem I see with [] Admiral Huntress Of The Black Awning is that people of the Duchy may have a problem with surrendering to the Xeno.
Yeah that's be a major issue with her, anyone who sees her may say "welp we're fighting to the death against this filthy Xeno" or whatever. Making it harder for surrenders to happen which is why I'm inclined to the other two for at least Voxx Prime given that's the important target here.

I feel if we have a human or a mechanicus type in charge at Voxx Prime it'll make surrenders slightly more possible and thus one less ship we have to fight.
 
Issue: This choice is "first to die".

Unless this is just irrelevant angst fluff, picking someone we want to survive into the end of the invasion now is shooting our selves in the foot.

Vote for the person you want to catch a bullet.
 
My only idea is...

[] Admiral Huntress Of The Black Awning
-[] Hire an actor-diplomat (with military experience) who is ridiculously photogenic to serve as the "Demand Surrenders" Admiral, with a fake rank and a bunch of nonsense rank markings, medals, and etc. For those silly Xenophobes.
 
Voting is open
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