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Void Ship Construction And Design
Design Aesthetics:
Where before you built your ships for function alone, your people have come to a sudden realization: You are but two against the Galaxy. It is only the system of Droma with half the humans and all the Kil'drabi within that have seen the light of the Star Child, and the Age that will come where war, hatred, and suffering shall end. Only you were given the burden and privilege to spread the teachings of the Star Child, only you can provide a hand to those trying to rise above, and only you can be the place where the falling angels meet the rising mortals. Your ships, the ships of the Star Child and all its forces marching and flying in their name, should shout of the hope to come if only those who hear it are willing to fight for it. Remove the shackles of the past, remove the pretense and lies of this world, and don the mantle of the world you shall build with aid, mercy, and war.
(Your ships will be wholly newly designed. Imperial Humanity will be highly suspicious of you at best. Ministorum Planets will be hostile. Mechanicum Planets will be Hostile. Xenos Polities will be neutral upon contact if no horrendous Human Interaction has happened in their recent past. The Kil'drabi will be joyous beyond words for being able to help you in this endeavor.)

Available Weaponry:
Light Macro-Cannons - Not only the Imperial Navy's mainstay weaponry but for many Xenos, and for good reason. Comprising anything from the immense ordnance rounds used by many Imperial ships to the railguns of the T'au, Macro-Cannons use internal munitions to create kinetic impacts to deliver damage to the enemy. Fast and impactful, they are a favorite of many a captain. However, they are prone to miss over large distances and thus waste their damage potential, as they must hit an evading enemy to deliver said damage. A feat that requires either an outstanding gunnery crew or close-distance shooting.
Light Lances - Pumping large amounts of energy into focusing lenses and through capacitors from the ships' reactor, Lances are limited in their firing duration by what their cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light.
Light Missiles - Small, agile, hard-hitting, and very versatile, missiles can deliver a lot of hurt quickly, but they can be shot down or evaded and are best used in close-quarter brawls to minimize that risk. Thanks to their vicious Machine Spirits, most fired at the enemy will hit if not distracted or destroyed beforehand.
2x60m Torpedos - Gigantic Missiles that are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy ships of far heavier classes than the ship that shot them within moments after impact. This variant comes with six salvoes stored. Can only be installed at the front of a ship.
Small Hangars (Squadron/Support) - Hosting a squadron (12) of bombers and fighters or a duet of two Support Craft to extend Strike Craft operations, these hangars allow harassing actions of ships or bombing runs to be carried out. However, the mission expectancy of the pilots is usually in the lower double digits if not extensively supported. Can only be installed as a battery.
Small Mine-Layers - Mines are, despite the vastness of space, an effective tool in denying the enemy a path of approach toward a planet or void installation.
Medium Macro-Cannons - These up-scaled Macro-Cannons use internal munitions to create kinetic impacts to deliver damage to the enemy. Thundering and impactful, they are a favorite of many a captain. However, they are prone to miss over large distances and thus waste their damage potential, as they must hit an evading enemy to deliver said damage. A feat that requires either an outstanding gunnery crew or close-distance shooting.
Light Plasma Macro-Cannons - These Macro-Cannons use plasma-based propulsion to deliver their munitions faster, over longer distances, and more accurately.
Medium Lances - Pumping enormous amounts of energy into specialized focusing lenses and through overbuilt capacitors from the ships' reactor, Medium Lances are limited in their firing duration by what their often overstressed cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light.
Medium Missiles - Deceptively sized, deceptively agile, deceptively hard-hitting, and very versatile, these enlarged missiles can deliver a lot of hurt quickly, but they can be shot down or evaded and are best used in close-quarter brawls to minimize that risk. Thanks to their vicious Machine Spirits, most fired at the enemy will hit if not distracted or destroyed beforehand.
Light Kopesh-Pattern Missile Pods - The ancient Kopesh-Pattern takes advantage of the disposable nature of Missile Pods by utilizing several fire-pattern optimizations and safety features to deliver the equivalent of four Light Missile Turrets/Batteries in one massive go while bridging its obvious weaknesses of running dry and being useless after being fired by ensuring that the pods can be quickly ejected, recovered, re-bolted, and re-armed after a battle, sparing trips to munition depots or yards to bolt the pods on again.
4x80m Torpedos - These gigantic missiles are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy ships of far heavier classes than the ship that shot them within moments after impact. This variant comes with eight salvoes stored. They can only be installed at the front of a vessel.
Prow Ram - A massive ram designed to break an enemy ship's spine, able to outright rip apart smaller ships if equipped on large vessels.
Light Rotary Macro-Cannon - With several tricks of space-saving measures, logistical contortions, and the sacrifice of easy maintenance, a Rotary Macro-Cannon delivers twice the pain at only a bit more expenditure.
Light Prow Lance - Lances fire coherent beams of energy siphoned directly from the ship's reactor and are only limited in their cooling systems for firing duration and hurt delivered. Prow Lances takes that concept to a concerning level, sacrificing the ability to aim in exchange for more power pumped through their titanic catalysts.
Medium Hangars - [Mixed/Fighter/Interceptor/Bomber/Rad-Bomber/Boarding] - Capable of holding either 2 squadrons (24) of fighters and 1 squadron (12) of bombers, four squadrons (48) of fighters, two squadrons (24) of interceptors, 2 squadrons (24) of bombers and 1 squadron (12) of figthers, 1 squadron (12) of Rad-Bombers and 2 squadrons (24) of fighters, or 3 squadrons (36) of boarding craft, these hangars allow a variety of missions to be carried out. However, the mission expectancy of the pilots is usually in the lower double digits if not extensively supported. Can only be installed as a battery. [DOCTRINE DISCOUNT - 1 DP Reduced]
Medium Mine-Layers - Mines are, despite the vastness of space, an effective tool in denying the enemy a path of approach toward a planet or void installation.
Anti-Voidcraft Defenses - A coherent layer of overlapping firing zones for anti-voidcraft weaponry installed all across the hulls of a ship will make boarding actions that much harder and less likely to succeed. Also works against enemy missiles, tiny asteroids, and other small hostile objects.
Notice! Due to their size, these weapons cannot be mounted on anything smaller than Light Cruisers.
Heavy Macro-Cannons - These up-scaled Macro-Cannons use internal munitions to create kinetic impacts to deliver damage to the enemy. Thundering and impactful, they are a favorite of many a captain. However, they are prone to miss over large distances and thus waste their damage potential, as they must hit an evading enemy to deliver said damage. A feat that requires either an outstanding gunnery crew or close-distance shooting.
Medium Plasma Macro-Cannons - These Medium Macro-Cannons use plasma-based propulsion to deliver their heavy munitions faster, over longer distances, and more accurately.
Large Lances - Pumping enormous amounts of energy into specialized focusing lenses and through overbuilt capacitors from the ships' reactor, Large Lances are limited in their firing duration by what their often overstressed cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light.
Heavy Missiles - Deceptively sized, deceptively agile, deceptively hard-hitting, and very versatile, these murderous missiles can deliver a lot of hurt quickly, but they can be shot down or evaded and are best used in close-quarter brawls to minimize that risk. Thanks to their vicious Machine Spirits, most fired at the enemy will hit if not distracted or destroyed beforehand.
Medium Kopesh-Pattern Missile Pods - The ancient Kopesh-Pattern takes advantage of the disposable nature of Missile Pods by utilizing several fire-pattern optimizations and safety features to deliver the equivalent of four Medium Missile Turrets/Batteries in one massive go while bridging its obvious weaknesses of running dry and being useless after being fired by ensuring that the pods can be quickly ejected, recovered, re-bolted, and re-armed after a battle, sparing trips to munition depots or yards to bolt the pods on again.
6x100m Torpedos - These gigantic missiles are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy ships of far heavier classes than the ship that shot them within moments after impact. This variant comes with ten salvoes stored. They can only be installed at the front of a vessel.
Medium Rotary Macro-Cannon - With several tricks of space-saving measures, logistical contortions, and the sacrifice of easy maintenance, a Medium Rotary Macro-Cannon delivers twice the pain of a Medium Macro-Cannon at only a bit more expenditure.
Medium Prow Lance - Lances fire coherent beams of energy siphoned directly from the ship's reactor and are only limited in their cooling systems for firing duration and hurt delivered. Prow Lances takes that concept to a concerning level, sacrificing the ability to aim in exchange for more power pumped through their titanic catalysts.
Heavy Prow Ram - A titanic ram designed to break an enemy ship's spine, able to outright rip apart smaller ships if equipped on large vessels.
Large Mine-Layers - Mines are, despite the vastness of space, an effective tool in denying the enemy a path of approach toward a planet or void installation.
Rad-Lance - A weapon utilizing radioactive processes to propell a massive spinal-beam of power against the enemy, bypassing shields altogether. However, it is weak against armor and is mostly adept at temporarily scrambling the systems of an enemy shield by inducing massive interference.
Notice! Due to their size, these weapons cannot be mounted on anything smaller than Heavy Cruisers.
Super-Heavy Macro-Cannons - These up-scaled Macro-Cannons use internal munitions to create kinetic impacts to deliver damage to the enemy. Thundering and impactful, they are a favorite of many a captain. However, they are prone to miss over large distances and thus waste their damage potential, as they must hit an evading enemy to deliver said damage. A feat that requires either an outstanding gunnery crew or close-distance shooting.
Heavy Plasma Macro-Cannons - These Heavy Macro-Cannons use plasma-based propulsion to deliver their massive munitions faster, over longer distances, and more accurately.
Super-Large Lances - Pumping mind-boggling amounts of energy into specialized focusing lenses and through reinforced overbuilt capacitors from the ships' reactor, Super-Large Lances are limited in their firing duration by what their constantly overstressed cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light, and being able to outright cleave through Destroyers even while the same are shielded.
Super-Heavy Missiles - Massive, ponderous, destructive to a comical degree, and very versatile, these torpedo missiles are basically torpedos in all-but-name. Yet they can be shot down or evaded and are best used in medium-quarter brawls to minimize that risk. Thanks to their vicious Machine Spirits, most fired at the enemy will hit if not distracted or destroyed beforehand.
Heavy Kopesh-Pattern Missile Pods - The ancient Kopesh-Pattern takes advantage of the disposable nature of Missile Pods by utilizing several fire-pattern optimizations and safety features to deliver the equivalent of four Heavy Missile Turrets/Batteries in one massive go while bridging its obvious weaknesses of running dry and being useless after being fired by ensuring that the pods can be quickly ejected, recovered, re-bolted, and re-armed after a battle, sparing trips to munition depots or yards to bolt the pods on again.
8x150m Torpedos - These gigantic missiles are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy ships of far heavier classes than the ship that shot them within moments after impact. This variant comes with twelve salvoes stored. They can only be installed at the front of a vessel.
Heavy Rotary Macro-Cannon - With several tricks of space-saving measures, logistical contortions, and the sacrifice of easy maintenance, a Heavy Rotary Macro-Cannon delivers twice the pain of a Heavy Macro-Cannon at only a bit more expenditure.
Heavy Prow Lance - Lances fire coherent beams of energy siphoned directly from the ship's reactor and are only limited in their cooling systems for firing duration and hurt delivered. Prow Lances takes that concept to a concerning level, sacrificing the ability to aim in exchange for more power pumped through their titanic catalysts.
Heavy Hangars - [Mixed/Fighter/Interceptor/Bomber/Rad-Bomber/Boarding] - Capable of holding either 3 squadrons (36) of fighters and 2 squadrons (24) of bombers, 6 squadrons (72) of fighters, three squadrons (36) of interceptors, 4 squadrons (48) of bombers and 1 squadron of figthers (12), 2 squadron (24) of Rad-Bombers and 3 squadrons (36) of fighters, or 5 squadrons (60) of boarding craft these hangars allow a variety of missions to be carried out. However, the mission expectancy of the pilots is usually in the lower double digits if not extensively supported. Can only be installed as a battery. [DOCTRINE DISCOUNT - 1 DP Reduced]
Heavy Rad-Lance - A weapon utilizing radioactive processes to propell a titanic spinal-beam of power against the enemy, bypassing shields altogether. However, it is weak against armor and is mostly adept at temporarily scrambling the systems of an enemy shield by inducing massive interference.
Super-Heavy Kopesh-Pattern Missile Pods - The ancient Kopesh-Pattern takes advantage of the disposable nature of Missile Pods by utilizing several fire-pattern optimizations and safety features to deliver the equivalent of four Super-Heavy Missile Turrets/Batteries in one massive go while bridging its obvious weaknesses of running dry and being useless after being fired by ensuring that the pods can be quickly ejected, recovered, re-bolted, and re-armed after a battle, sparing trips to munition depots or yards to bolt the pods on again.


Mounting:
(This is a modifier to all Light/Medium/Heavy/Super-Heavy Weaponry.)
Turrets - Turrets allow a weapon to fire in an almost omnidirectional arc, only blocked by the ship itself. However, being mounted outside the ship forces trade-offs with the protection of the weapons, thus making them more susceptible to damage and destruction.
Batteries - Though mounted to the ship's sides, batteries increase a weapon system's survivability and can still fire in arcs around the sides.


Equipment:
Armored Prow - A heavily reinforced prow that allows frontal charges, ramming maneuvers, and damage mitigation during initial approaches.
Auto-Loaders - Machines that automatically reload Macro-Cannons and Missile Systems instead of having the ship rely on gunnery gangs to do so. Increases reload of all physical munitions by 50%.
Pure Lenses - Fine-tuned lenses allow beams to stay coherent for longer ranges without any energy loss, allowing ambushes and kiting tactics to be far more effective. All Lance weaponry have a 50% increased range.
Missile-Swarms - Triples all missiles fired by a missile weapon.
Strict Pilot Training - Sweat now replaces blood later. Pilots and Fighters/Bombers are more likely to survive a battle.
Advanced Alloying - Spending more time getting the proper blends flowing will reduce the time needed to replace lost ships wholesale. Negates a single killing blow, merely disabling the vessel until repaired should you win the battle.
Gravimetric Engine Calculations - Speed is life. You go slow, you die. Improves the maneuverability of your ships.
Tuned Shields - Proper tuning to the ship's reactor output allows downed shields to be returned online quicker than without.
Armored Lifepods - A favorite target for many an Imperial or Xenos out there, armoring them will reduce the loss of life after a ship has been lost.
Spacious Crew Quarters - More space, more people. More people, more crew. More crew, less worry when they start to die.
On-Board Supply Generation - Be it Hydroponics, mining equipment, enlarged machine shops, or more, the ability to generate some supplies will extend the reach of a ship drastically.
Internal Security Systems - Turrets, Gun-Servitors, crew training, and armored bunkers at strategic locations will make a boarder's life hell.
Veteran Pilot Gene-Lines - The Gene-Lines of the sibling-pilots who fought in the First Ork War were discovered to have an above-median capability and genetic disposition to the high-gravity and twitch-reflex combat of void fighter-craft combat, thanks to several quirks of their bones, chemical compositions of their brains, and psychological tendencies. The continuance of their Gene-Lines in service as sister-pilots is all-but-guaranteed.
Ship Shrines - Shrines dedicated to the Machine Spirit of the ship, the crew lost in battles and operations past, and to bolster the faith of all aboard.
[High-Explosive/Armor-Piercing/Cluster Charge] Missile Stores - A singular upgrade to all missile weapons on a ship, allowing them to load High-Explosive Missiles to pepper a foe's ability to resist future attacks and blanket already existing wounds with ferocious explosions, Armor-Piercing Missiles to punch through even the hardiest armor at the cost of raw damage output, or Cluster Charge Missiles to split the fired missiles into multiple projectiles that are far more likely to make it through the close-defense fire of the foe. (1 DP per Store.)
Small Troop Compartment - Enough space and Life Support Systems to transport four ground military units through the Warp.
Dedicated Ortillery - Able to deliver munitions against the foes of its controllers, dedicated ortillery has none of the downsides of aiming a ship's main guns at a planet as it can aim without a margin of error measured in kilometers.
Superior Gravimetric Engine Calculations - Like a leaf through the wind, a tear within the rain.
Enhanced Supply Generation - Internal factories and mining shuttles capable of gathering and manufacturing limited maintenance supplies for a ship on extended patrols.
Light Teleportarium - Imperial Teleporters can only send a roughly Ogryn-sized object through the Warp in a straight line every second, often blocked by more than five meters of solid matter. Yet, the versatility of surprise boarding troops outweighs the drawbacks.
Emergency Maneuver Engines - Inertia is a force not rapidly brought to heel. Yet, needs must, and a ship that survives damage is a ship that can be repaired instead of salvaged after being struck by enemy fire it couldn't evade.
Armored Bridges - The Captain of a ship is, arguably, the most critical component of its machinery, as losing them leads to mass confusion and a drastic loss in efficiency.
Prow Spur - An improvement of a Prow Ram that reduces the damage taken by a ship when using ramming maneuvers.
Automated Fighter Re-Arming Procedures - By cutting out several parts of the re-arming process deemed more ritual to appease the already war-hungry machine spirit of a fighter craft and replacing crew and servitors with dedicated machines, we can cut the process of refueling and re-arming our fighters and bombers by around a third. [DOCTRINE DISCOUNT - 1 DP Reduced]
Harsh Crew Training - In battle, blood is paid in three currencies: the blood running through your veins when the going gets tough, the blood spilled upon the bulkheads and your tools when you were training to improve your reaction times, and the sweat spilled as you worked and labored to ensure you never had to spill the second. Unfortunately, for you, the second will be spilled. Training is not optional; it is life-saving.
Improved Internal Security Systems - Ultra-Light Walkers for the central portions of the vessel's highways, plasma batteries bristling upon the massive hulks of purpose-crafted servitors, crew specialized in repelling hostile boarders, and a million more tweaks and drills to crew and ship to ensure taking it becomes a nightmare for all who dare enter.
Hardened Prow - It is not enough that you have a few meters of solid metal at the front of your ship to break the enemy as you seek to not break your spine when ramming. You need a prow capable of taking an entire barrage and emerge unscathed.
Lattice Hulls - An improvement of a ship's hull. By combining several armor-shaping techniques from the past with up-scaled proven practices from vehicles, the armor of the ship will be able to withstand even more punishment.
Refractive Hull Coating - With some attention to the hull, and some refractive paints, we can break up the targeting of enemy ships with semi-regularity, or at least muddy their sensors a bit.
Anti-Radiation Hardening - A minor alteration to our ships armors to proof them against radiation-based weaponry or stellar phenomena.
Civilian Supply Generation - Internal factories and mining shuttles capable of gathering and manufacturing limited supplies for a ship aiding a planetary of void station suffering a disaster.
Handpicked Pilots - The best of the best, straight from the academies back home, each one eager to prove themselves worthy of their station and all trained to standards expected of beings far above them. [DOCTRINE DISCOUNT - 1 DP Reduced]
Medium Teleportarium - These Teleporters can send four roughly Ogryn-sized objects through the Warp in a straight line every second, often blocked by more than five meters of solid matter. Yet, the versatility of surprise boarding troops outweighs the drawbacks.
Medium Troop Compartment - Enough space and Life Support Systems to transport ten ground military units through the Warp.
Dedicated Heavy Ortillery - Able to deliver munitions against the foes of its controllers, dedicated ortillery has none of the downsides of aiming a ship's main guns at a planet as it can aim without a margin of error measured in kilometers. With the addition of heavier guns, planetary or city shields will offer our foes less protection than they might hope for.
Tiny On-Board Manufactory - Creating supply parts while en route or on patrol can greatly enhance the length of fleet operations away from friendly ports or allied outposts.
Snapshot Pinpoint Targeting Solutions - Installing a cogitation-matrix within our weaponry linked to each battery and turret will allow us to share targeting data with the wider sensor-network of the ship, increasing our ability to hit shots without spending as much time on aiming.
Experimental Fighter Deployments - Thanks to a renewed cache of information and examples of superior fighters, we can accelerate the development and deployment of better native designs. Though they are less reliable due to their rushed nature, they remain one step ahead of the development of our newest generation.
Veteran Crews - "Luck? Who needs that if you have training, experience, and tenaciousness?"
Enhanced Strategium - While FleetSim, or Programm F733t, has been an unexpected development, its implementation as a training tool within a ship will improve the ability of Senior Officers to control the vessel, especially if that training is augmented with a multitude of other training tools and mandatory drills.
Chapels to the Five - "Find meaning amidst our faith. Find peace within your soul. Seek happiness from both."
Luxurious Crew Amenities - Morale is a far different beast within the void than it is on the ground. If a crew gets angry, there isn't a place to run to when the place itself can move around. Ensuring the crews can blow off steam with all manner of games, learning, vice, and art will pay off, especially on long-term missions.
Augmetic Security Department - Augments enhanced to the limits of practicality armed with deadly plasma weaponry and serviced by purpose-crafted servitors, enhanced anti-boarding specialists to devour boarders with lethal weaponry from the shadows, and many more secret measures that will see boarding turn into a nightmare of horrors.
BESH Missile Store - The imaginatively named "Big Explosive Squash Head" missiles are a combination of the armor-piercing and high-explosive missile variants, combining together to create a fearsome, if very silly sounding, addition to our missile capability.
Small Civilian Transportation Hold - Enough space and Life Support Systems to transport two million souls through the Warp. Neither comfortable nor luxurious, but better than dying.
Tiny Mobile Civilian Manufactory - A tiny manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally.
Large Teleportarium - These Teleporters can send ten roughly Ogryn-sized objects through the Warp in a straight line every second, often blocked by more than ten meters of solid matter. Yet, the versatility of surprise boarding troops outweighs the drawbacks.
Large Troop Compartment - Enough space and Life Support Systems to transport Twenty ground military units through the Warp.
Small On-Board Manufactory - Creating supply parts while en route or on patrol can greatly enhance the length of fleet operations away from friendly ports or allied outposts.
Yeeni Auxiliary Engineer Division - Surprisingly, the Yeeni who volunteered for military duty showed a shocking and near-intuitive grasp of machinery and its repair. However, some argue that this is because they have to use Tool Gloves to use anything smaller than a human hand. Nonetheless, assigning a YAED to a ship significantly boosts its emergency repair speed and regular maintenance, with the onboard Magi and Enginseers also distracted "talking shop" with the Yeeni.
Macross Missile Massacres - "You got missiles in your missiles? Fuck that; I put a missile that shoots missiles inside my missile missile shooters!" In other words, sextupling the missiles fired at any moment, with the increased magazines to boot.
Lense Cogitation Matrix Lattice - Reach is king. The one who can harm their foe while their foe can't reach back is often the one who wins. Doubling the effective range of our Lances seems a good way to ensure we are the winners.
After-Burner Macro-Shells - The main problem with Macro-Cannon shells is that they are slow. Adding After-Burners to their payloads may be expensive, but both the ordinary and Plasma-boosted variants will strike with improved accuracy.
Emergency Maneuver Thrusters - "Adjust course by 93° degrees starboard, fire rear-axial thrusters in counter in four-point-three seconds, on my mark...mark!"
Stealth Engine Dampeners - Light and Heat are the two most obvious give-aways for vessels seeking to stealth into a system or planetary orbit. By dampening the engines and stealthing their thermal output, finding our ships will be a difficult task.
Small Mobile Civilian Manufactory - A small manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally.
Emergency Relief Cargo Holds - Holds everything a small population experiencing a natural or artificial disaster may need to survive.
Shrine of the Charging Revenant - Within the halls and bowels of this ship rests a shrine dedicated to Saint Theodorius of the Ancient Pack, the faith and prayers offered here bolstering the spirits of its crew and their resolve to emulate that unwillingness to back from duty and charge.
Emergency Transition Warp Breakers - Rather than relying on the need to reach a system's edge, these Warp Breakers allow a ship to enter the Warp from any position within a system. However, doing so is quite rough on the ship and the Gellar Field, and has a chance that both simply break under the stress if used too often. Yet, such will be quite useful if a retreat within battle is required for ships too important to risk.
Medical Deployment Division - Sometimes, a ship should not bring war. Sometimes, a healing hand must be given freely. And with the ability to deploy medical care to entire planets, even if only the most critical locations, that helping hand shall be extended. Always.
Orders of the Guiding Hands - "We can help these misguided souls. Thus, we shall." This is the guiding motto of a large, if not remarkably cohesive, collection of Faith Orders seeking to aid, preach to, and protect the populations of recently liberated or conquered worlds. How can we deny the requests of the faithful to extend a guiding hand if we seek a better Age?
Icons to the Faith - Adorning a ship with holy iconography is not a foreign concept among the faithful, but to do so with the backing and given funds is. Let these hulls remain empty of icons to the faith and martyrs no longer, and let the ships bear the handprints of all who serve them with pride.
Shield Overload - +++OVERLOAD CAPACITORS! DISENGAGE SAFETIES! WE MAKE IT THROUGH, OR WE DIE TODAY!+++ Allows ships to temporarily super-charge their shields and make themselves practically invulnerable. Unfortunately, that almost always leads to the shield generators turning inoperable due to damage until a shipyard can replace them.
Medium Civilian Transportation Hold - Enough space and Life Support Systems to transport Five million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes shuttles and transportation craft to facilitate smooth boarding.
Large Mobile Civilian Manufactory - A large manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally.
Elite Crews - "We are the Elite of the Federation Fleets not because we are skilled, talented, or tenacious enough to live long enough to become so, but because we had the luck to divide us from the chaff when death's uncaring hand plucked its harvest until only we remained. Never forget that luck is all that separated you from them."
Tiny Repair Bay - A few bays filled with all the machinery, equipment, personnel, and spare parts to begin preliminary repairs on damaged vessels on-site away from friendly shipyards.
Zero-Emissions Protocols - To not be seen is to always have an upper hand. Even if the ships begins to take damage if these machines are used for too long.
Enlarged Emergency Relief Cargo Holds - Holds everything a medium-sized population experiencing a natural or artificial disaster may need to survive.
Propaganda Center - Be it a vox-caster, pict-recorder, or pamphlet, this center for propaganda is more than capable of churning out hundreds of methods to turn a population for or against any thing, opinion, person, action, or idea as long as it is allowed to work its magic unmolested.
Small Repair Bay - A series of bays filled with all the machinery, equipment, personnel, and spare parts to begin repairs on damaged vessels on-site away from friendly shipyards.
The Celestial Orrery - The first intentional psy-tech of the Federation; the Celestial Orrery. This large machine composed of multiple rings within rings spin and whirl around each other, a large lense within its center turning and focusing in random and erratic movements that cause its outer rings to transform parts of them into small spheres to denote the celestial bodies of the nearest star system's planetary bodies alongside their stellar paths. Such knowledge is invaluable when scouting.
Medium Repair Bay - A large batch of bays filled with all the machinery, equipment, personnel, and spare parts to complete minor repairs on damaged vessels on-site away from friendly shipyards.
Large Civilian Transportation Hold - Enough space and Life Support Systems to transport Twenty million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes shuttle bays and bulky transportation craft to facilitate smooth boarding.
Large Emergency Relief Cargo Holds - Holds everything a population of a billion experiencing a natural or artificial disaster may need to survive. For a very short time. A week, at most.
Hymns of the Machines - These large halls overflow with blessed incense, sanctified parchments bearing hallowed sigils and symbols, and congregations of the Emperor-and-Omnissiah praying and maintaining the ship and machinery required by the Celestial Choir to transmit sermons of priests and engineseer, Melodies and Songs, Faith and Psykery into the Warp. With thunderous bellows and whispering quiet, their powers chart a path for all who follow in their wake, thousands praying for their health and success as thousands more follow heads held high and weaponry armed and alight with fervor. Let the Warp and its denizens tremble before the might of a people united, and let them know that the ships of the Glimmering Federation will never be theirs to take, for with every journey, the Spirits of the ships stir in their endless slumber and endless vigil against corruption within and without. (Allows this ship to guide 10 vessels through the Warp three to four times faster than without any guidance. Links to other Hymns to guide ships, but does not mesh well with Choir-guided singular ships.)
Ghosts Amidts The Stellar Winds - Unfurl the sails, hoist the anchors, and let loose the roses in your hands and harbor. There is duty to be done, and the void to traverse unseen by all.
Large Repair Bay - A serious dedication to the repair of ships, these massive bays can unfold from their mother-ship to aid damaged vessels, filled with all the machinery, equipment, personnel, and spare parts to complete uncomplicated repairs on damaged vessels on-site away from friendly shipyards.
N'Nonmiton Squadron - The pinnacle of Thule existence. They are, without compare, the best of Humanity. Period. There are no better pilots, in skill, dedication, ability, and record. To be one of these legends is the dream of all Thules, small and big, and for very good reason. Not even the pilots of the Lamenters can compare, try as they might.
Titanic Civilian Transportation Hold - Enough space and Life Support Systems to transport one-hundred million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes many shuttle bays and oversized transportation craft with their own loading facilities to facilitate smooth emergency evacuations.
Titanic Emergency Relief Cargo Holds - Holds everything a population of a billion experiencing a natural or artificial disaster may need to survive. For a short time. A month, at most.


Design Points:
You start with a certain amount per Class and Level of Industry. Every step into a Red-colored bracket below will cost a point. Every Green-colored bracket will add a point. Ending with negative DP will generate Detriments.

Detriments:
Each Design Point you spend above your available ones will be converted into a Detriment. They are usually related to the Design you have made, though they can take some other form I deem sensible. Yes, I deem sensible. You do not get to decide the faults of your ships; I will. And before you ask, yes, Detriments can escalate depending on the Design submitted and voted upon. Be sensible, and you get sensible. Be greedy, and you get greedy.

Weapon Cramming:
Keep in mind that, while you technically can do so, making a ship that is 90% Gun by weight will have it handle, and receive damage, like it too.


Active Doctrine:
Battle Fleet Carrier Focus

A doctrine that seeks to maintain the Federation's strength in its carrier arm while attempting to shore up specific weaknesses. Experience has shown the ability of enemies to launch lightning strikes against the core of the fleet; as such, this doctrine focuses on carriers and their close escorts. To allow the fleet carriers to work heavy escorts equipped with lances for pinpoint accuracy, responsive fire is necessary to counter threats such as the Flyssa class ships. Extreme-range voyages are a secondary concern compared to brutal battles nearer to home.
(Remove increased DP cost for Lances and High Tech Equipment (Teleportarium, etc.).
Acceleration and Shields are treated as one step cheaper for all classes.
Discounts do not reduce DP cost below 1.)


Active Ship Standards:
Hangar Afterburners
- Enables strikecraft to temporarily triple their speed once per deployment.



Available Classes:
Current Available DP: 18 (Base: 13)

[] [Destroyer] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 1.200/1.300/1.400/1.500/1.600 Meters
-[] Width - 200/250/300/350/400 Meters
-[] Acceleration - 6/6.5/7/7.5/8 Gravities
-[] Armor - Outer Coating/Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull
-[] Shields - None/Singular Emitter/Two Emitters/Three Emitters/One Array
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 24 (Base: 16)

[] [Frigate] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 1.600/1.700/1.800/1.900/2.000 Meters
-[] Width - 350/400/450/500/550 Meters
-[] Acceleration - 5/5.5/6/6.5/7 Gravities
-[] Armor - Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull/Medium Double Hull
-[] Shields - Singular Emitter/Two Emitters/Three Emitters/One Array/Two Arrays
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 25 (Base: 20)

[] [Light Cruiser] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 3.600/3.800/4.000/4.200/4.400 Meters
-[] Width - 400/450/500/550/600 Meters
-[] Acceleration - 3/3.5/4/4.5/5 Gravities
-[] Armor - Thick Single Hull/Thin Double Hull/Medium Double Hull/Thick Medium Double Hull/Thin Triple Hull
-[] Shields - Three Emitters/One Array/Two Arrays/Three Arrays/One Matrix
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 25 (Base: 20)

[] [Light Freighter] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 6.000/6.500/7.000/7.500/8.000 Meters
-[] Width - 1.000/1.200/1.400/1.600/1.800 Meters
-[] Acceleration - 0.4/0.8/1.2/1.6/2 Gravities
-[] Armor - Outer Coating/Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull
-[] Shields - None/Singular Emitter/Two Emitters/Three Emitters/One Array
-[] Weapons - (Write-In, Example: Type/Mounting. Notice: Freighters can only mount up to Two [2] weapons of all types.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 28 (Base: 22)

[] [Heavy Cruiser] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 4.600/4.800/5.000/5.200/5.400 Meters
-[] Width - 600/700/800/900/1.000 Meters
-[] Acceleration - 1/1.5/2/2.5/3 Gravities
-[] Armor - Medium Triple Hull/Thick Triple Hull/Thin Bulwark Hull/Medium Bulwark Hull/Thick Bulwark Hull
-[] Shields - Two Matrixes/Three Matrixes/One Lattice/Two Lattices/Three Lattices
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 45 (Base: 30)

[] [Heavy Freighter] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 10.000/11.000/12.000/13.000/14.000 Meters
-[] Width - 3.000/3.500/4.000/4.500/5.000 Meters
-[] Acceleration - 0.2/0.4/0.6/0.8/1 Gravities
-[] Armor - Thick Single Hull/Thin Double Hull/Medium Double Hull/Thick Medium Double Hull/Thin Triple Hull
-[] Shields - Three Emitters/One Array/Two Arrays/Three Arrays/One Matrix
-[] Weapons - (Write-In, Example: Type/Mounting. Notice: Heavy Freighters can only mount up to Three [3] weapons of all types.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)


Designed Classes:
[Kil'drabi] Proof of Our New Path-Class Battlecolony
-Length - 7.500m
-Width - 750m
-Acceleration - 2.5 Gravities
-Armor - Thick Bulwark Hull
-Shields - Three Lattices
-Weapons - 8x Light Rotary Macro-Cannon Turrets, 4x Heavy Missiles Batteries
-Equipment - Emergency Transition Warp Breakers/Auto-Loaders/Automated Internal Foundries/Genetic Lineage Memory Banks/Iron Wombs/Snapshot Pinpoint Targeting Solutions
-Detriments: Slow Crawler
[Kil'drabi] Pact of Our New Path-Class Battlecolony
-Length - 7.500m
-Width - 750m
-Acceleration - 2 Gravities
-Armor - Medium Double Hull
-Shields - One Array
-Weapons - 40x Medium Railgun Turrets, 2x Anti-Missile Missile Batteries
-Equipment - Large Storage Holds/Emergency Transition Warp Breakers/Fully Independent Ship Support Systems/Automated Internal Foundries/Genetic Lineage Memory Banks/Iron Wombs/Snapshot Pinpoint Targeting Solutions
-Detriments: Primitive Armor, Primitive Weaponry, Slow Crawler

[Kil'drabi] Bastion of the Chronicle-Class Heavy Cruiser
-Length - 5.000m
-Width - 800m
-Acceleration - 3 Gravities
-Armor - Thick Bulwark Hull
-Shields - Two Lattices
-Weapons - 2x Heavy Rotary Macrocannon Batteries, 1x Anti-Voidcraft Defenses, 2x Light Plasma Macrocannon Turrets
-Equipment - After-Burner Macro-Shells, Snapshot Pinpoint Targeting Solutions, Auto-Loaders, Armored Lifepods, Lattice Hulls, Ship Shrines

[Kil'drabi] Quill of the Stars-Class Light Cruiser
-Length - 4.000m
-Width - 550m
-Acceleration - 5 Gravities
-Armor - Medium Double Hull
-Shields - One Matrix
-Weapons - 1x Heavy Plasma Macro-Cannon Battery, 3x Light Plasma Macro-Cannon Turrets, 1x Anti-Voidcraft Defenses
-Equipment - Large Repair Bay, Auto-Loaders, Small On-Board Manufactory, Armored Lifepods, Lattice Hulls, Ship Shrines

[Kil'drabi] Ink of the Writ-Class Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 7 Gravities
-Armor - Medium Double Hull
-Shields - Two Arrays
-Weapons - 2x Light Plasma Macro-Cannon Batteries
-Equipment - Auto-Loaders/After-Burner Macro-Shells/Snapshot Pinpoint Targeting Solutions/Emergency Maneuver Thrusters/Armored Bridges/Armored Prow/Armored Lifepods/Advanced Alloying/Spacious Crew Quarters/Ship Shrines
[Kil'drabi] Words of the Writ-Class Frigate
-Length - 2.000m
-Width - 400m
-Acceleration - 7 Gravities
-Armor - Single Hull
-Shields - One Array
-Weapons - 2x Light Plasma Macro-Cannon Batteries
-Equipment - Auto-Loaders/Armored Lifepods

[Yeeni] Spirit of Discovery Scout-Class Light Cruiser
-Length - 4.000m
-Width - 450m
-Acceleration - 3 Gravities
-Armor - Thin Double Hull
-Shields - Three Emitters
-Weapons - 2x Light Missile Turrets, 1x Small Hangars
-Equipment - Yeeni Auxiliary Engineer Division/Small On-Board Manufactory/Luxurious Crew Amenities/Ship Shrines
N/A
Loyalty's Bloom-Class Scout Destroyer
-Length - 1.600m
-Width - 400m
-Acceleration - 8 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - 3x Light Kopesh-Pattern Missile Pods
-Equipment - Ghosts Amidts The Stellar Winds/Snapshot Pinpoint Targeting Solutions/Missile-Swarms/Macross Missile Massacres /BESH Missile Store

Risen Dirge-Class Boarding Ship
-Length - 1.700m
-Width - 400m
-Acceleration - 5.5 Gravities
-Armor - Single Hull
-Shields - Two Emitters
-Weapons - 2x Boarding Torpedoes
-Equipment - Light Teleportarium/Armored Prow/Tuned Shields/Gravimetric Engine Calculations

Lantern Bearer Mk.2-Class Commandeering Ship
-Length - 2.000m
-Width - 500m
-Acceleration - 7 Gravities
-Armor - Medium Double Hull
-Shields - Two Arrays
-Weapons - Prow Ram/2x Boarding Batteries/2x Medium Missile Turrets
-Equipment - Light Teleportarium/Hardened Prow/Prow Spur/"Brace For Impact!"/Tuned Shields/Superior Gravimetric Engine Calculations/Auto-Loaders/Missile-Swarms
Lantern Bearer-Class Commandeering Ship
-Length - 1.700m
-Width - 400m
-Acceleration - 6 Gravities
-Armor - Thick Single Hull
-Shields - Three Emitters
-Weapons - Prow Ram/2x Boarding Batteries/1x Heavy Missile Turret
-Equipment - Light Teleportarium/Armored Prow/Tuned Shields/Gravimetric Engine Calculations
-Detriment - Unruly Machine Spirits

Resurgence Mk.2-Class Torpedo Hunter
-Length - 1.600m
-Width - 400m
-Acceleration - 8 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - 2x 4x80m Torpedos/4x Light Kopesh-Pattern Missile Pods
-Equipment - Armored Prow/Tuned Shields/Gravimetric Engine Calculations/Ship Shrines/Auto-Loaders/Missile-Swarms/Macross Missile Massacres/BESH Missile Store
Resurgence-Class Torpedo Hunter
-Length - 1.500m
-Width - 200m
-Acceleration - 8 Gravities
-Armor - Thick Single Hull
-Shields - One Array
-Weapons - 2x 4x80m Torpedos/1x Light Missile Turret
-Equipment - Armored Prow/Tuned Shields/Gravimetric Engine Calculations/Ship Shrines
-Detriment - Chaos Cleansed

Bloody Sunrise-Class Light Cruiser
-Length - 4.400m
-Width - 600m
-Acceleration - 5 Gravities
-Armor - Thin Triple Hull
-Shields - One Matrix
-Weapons - 1x Heavy Prow Ram/6x Boarding Torpedoes/2x Medium Boarding Hangars/1x Medium Missile Turret (Total: 72 Boarders)
-Equipment - Hardened Prow/Prow Spur/"Brace For Impact!"/"ALL AHEAD FULL!"/Armored Bridges/Ship Shrines/Medium Teleportarium/Tuned Shields/Emergency Maneuver Thrusters
Bloody Dawn-Class Light Cruiser
-Length - 4.200m
-Width - 550m
-Acceleration - 4 Gravities
-Armor - Thick Medium Double Hull
-Shields - Two Arrays
-Weapons - 2x Medium Rotary Macro-Cannon Batteries/3x Large Lance Turrets
-Equipment - Auto-Loaders/Pure Lenses/Internal Security Systems/Ship Shrines/Light Teleportarium
-Detriment - Chaos Cleansed

Bloody Sunset-Class Light Cruiser
-Length - 4.400m
-Width - 600m
-Acceleration - 5 Gravities
-Armor - Thin Triple Hull
-Shields - One Matrix
-Weapons - 3x Medium Rotary Macro-Cannon Batteries/2x Medium Plasma Macro-Cannons Turrets
-Equipment - Auto-Loaders/After-Burner Macro-Shells/Internal Security Systems/Armored Bridges/Ship Shrines/Medium Teleportarium/Tuned Shields/Snapshot Pinpoint Targeting Solutions
Bloody Dawn-Class Light Cruiser
-Length - 4.200m
-Width - 550m
-Acceleration - 4 Gravities
-Armor - Thick Medium Double Hull
-Shields - Two Arrays
-Weapons - 2x Medium Rotary Macro-Cannon Batteries/3x Large Lance Turrets
-Equipment - Auto-Loaders/Pure Lenses/Internal Security Systems/Ship Shrines/Light Teleportarium
-Detriment - Chaos Cleansed

Thunderous Wings-Class Heavy Cruiser
-Length - 5.400m
-Width - 1.000m
-Acceleration - 3 Gravities
-Armor - Thick Bulwark Hull
-Shields - Three Lattices
-Weapons - Heavy Fighter Hangars/2x Heavy Rotary Macro-Cannon Turret/3x Medium Rotary Macro-Cannon Batteries (Total: 72 Fighters)
-Equipment - Shield Overload/Tuned Shields/Armored Prow/Armored Bridges/Auto-Loaders/After-Burner Macro-Shells/Strict Pilot Training/Medium Teleportarium/Dedicated Ortillery

Eternal Promise-Class Temple Ship
-Length - 7.200m
-Width - 1.400m
-Acceleration - 2.4 Gravities
-Armor - Thick Fortress Armor
-Shields - One Aegis
-Weapons - 6x Boarding Torpedos/4x Medium Plasma Macro-Cannon Batteries/2x Heavy Plasma Macro-Cannon Turrets/2x Heavy Hangars (Boarding) (Total: 120 Boarders)
-Equipment - Armored Prow/Auto-Loaders/Strict Pilot Training/Dedicated Ortillery/Superior Gravimetric Engine Calculations/Emergency Maneuver Thrusters/Armored Bridges/Harsh Crew Training/Improved Internal Security Systems/Snapshot Pinpoint Targeting Solutions/Chapels to the Five/Large Teleportarium/After-Burner Macro-Shells/Shield Overload
Aries-Secundus-Class Corvette
-Length - 1.300m
-Width - 300m
-Acceleration - 7.5 Gravities
-Armor - Single Hull
-Shields - Two Emitters
-Weapons - 1x "Chainbreaker" Macro Cannon Turret (3x Light Macro-Cannons In One)/1x "Lover's Dance" Light Lance Turret (Black/White Thermal-Neutral Dual-Shot Lance)
-Equipment - Superior Gravimetric Engine Calculations/Armored Lifepods/Advanced Alloying
Aries-Class Corvette
-Length - 1.300m
-Width - 300m
-Acceleration - 7 Gravities
-Armor - Single Hull
-Shields - Two Emitters
-Weapons - Light Macro-Cannon Turret/Light Lance Turret
-Equipment - Armored Lifepods/Advanced Alloying

Pyxis-Class High-Grade Scout Sloop
-Length 1.200m
-Width - 250m
-Acceleration - 8 Gravities
-Armor - Single Hull
-Shields - One Array
-Weapons - 1x Light Missile Batteries
-Equipment - Superior Gravimetric Engine Calculations/Emergency Maneuver Engines/Ship Shrines/Enhanced Supply Generation/Tiny On-Board Manufactory/ Reflective Hull Coating/Stealth Engine Dampeners/Elite Crews/Spacious Crew Quarter/ Tuned Shields

Circinus-Class Scout Sloop
-Length 1.200m
-Width - 250m
-Acceleration - 8 Gravities
-Armor - Single Hull
-Shields - Three Emitters
-Weapons - 2x Light Missile Batteries
-Equipment - Superior Gravimetric Engine Calculations/Emergency Maneuver Engines/Missile Swarms

Lupus-Secundus (Lupus-S) Torpedo Destroyer
-Length - 1.600m
-Width - 400m
-Acceleration - 8 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - 4x80m Torpedo Tubes/1x Light Rotary Macrocannon/1x Medium Mine Layer
-Equipment - Armored Lifepods/Ship Shrines/Superior Gravimetric Engine Calculations/Emergency Maneuver Engines/Refractive Hull Coating/Stealth Engine Dampeners
Lupus-Class Torpedo Destroyer
-Length -1.300m
-Width - 250m
-Acceleration - 7.5 Gravities
-Armor - Single Hull
-Shields - Three Emitters
-Weapons - 4x80 Torpedo Tubes/1x Light Rotary Macrocannon Turret
-Equipment - Superior Gravitmetric Engine Calculations/Emergency Manuever Engines/Advanced Alloying/Armored Life Pods

Rustbucket-Class Conveyance Ship
-Length - 1200m
-Width - 350m
-Acceleration - 8 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - NONE
-Equipment - Hymn of the Machines/Armored Lifepods/On Board Supply Generation/Ship Shrines/Spacious Crew Quarters/Refractive Hull Coating/Emergency Transition Warp Breakers
Taurus-Secundus (Taurus-S) Troopship
-Length - 2.000m
-Width - 550m
-Acceleration - 7 Gravities
-Armor - Thin Double Hull
-Shields - Two Arrays
-Weapons - 2x Medium Hangars (1x Fighter, 1x Bomber) (Total: 24x Bombers and 60x Fighters)
-Equipment - Strict Pilot Training/Veteran Pilot Gene Lines/Ship Shrines/Dedicated Ortillery/Dedicated Heavy Ortillery/Large Troop Compartment
Taurus-Class Troopship
-Length - 1.600m
-Width - 350m
-Acceleration - 7 Gravities
-Armor - Single Hull
-Shields - Two Emitters
-Weapons - Small Hangars
-Equipment - Small Troop Compartment/Dedicated Ortillery/Strict Pilot Training/Veteran Pilot Gene-Lines

Sagitarrius-Secundus (Sagitarrius-S) Lance Frigate
-Length - 2.000 Meters
-Width - 550 Meters
-Acceleration - 7 Gravities
-Armor - Thin Double Hull
-Shields - Two Arrays
-Weapons - 3x Light Prow Lances
-Equipment - Pure Lenses/Armored Lifepods/Ship Shrines/Emergency Manuever Engines/Superior Gravimetric Engine Calculations/Lens Cogitation Matrix Lattice
Sagittarius-Class Artillery Frigate
-Length - 1.700m
-Width - 400m
-Acceleration - 6 Gravities
-Armor - Single Hull
-Shields - Two Emitters
-Weapons - 1x Light Prow Lance/2x Light Missile Batteries
-Equipment - Pure Lenses/Missile Swarms

Crux-Secundus (S) Class Heavy Frigate
-Length - 1.800m
-Width - 450m
-Acceleration - 6 Gravities
-Armor - Medium Double Hull
-Shields - One Array
-Weapons - 4x80m Torpedos/2x Medium Missile Batteries
-Equipment - Missile Swarms/Lattice Hulls/Armored Life Pods/Superior Gravimetric Engine Calculations/Ship Shrines
Crux-Class Missile Frigate
-Length - 1.700m
-Width - 400m
-Acceleration - 6 Gravities
-Armor - Thick Single Hull
-Shields - Three Emitters
-Weapons - 2x Medium Missile Batteries
-Equipment - Missile Swarms/Advanced Alloying/Armored Life Pods

Chamleon-Class Infiltration Carrier
-Length - 1.600m
-Width - 350m
-Acceleration - 7 Gravities
-Armor - Single Hull
-Shields - One Array
-Weapons - N/A
-Equipment - Refractive Hull Coating/Ship Shrines/Enhanced Supply Generation/Stealth Engine Dampeners/Emergency Transition Warp Breakers/Ghosts Amidts The Stellar Winds/Superior Gravimetric Engine Calculations/Small Troop Compartment
Libra-Quartus (Libra-Q) Light Carrier
-Length - 4.200m
-Width - 550m
-Acceleration - 5 Gravities
-Armor - Medium Double Hull
-Shields - One Matrix
-Weapons -2x Medium Bomber Hangars/1x Medium Fighter Hangar/1x Medium Mixed Hangar/Anti-Voidcraft Defenses (Total: 60 Bombers and 96 Fighters)
-Equipment - Strict Pilot Training/Veteran Pilot Gene-Lines/Handpicked Pilots/Automated Fighter Re-Arming Procedures/Armored Lifepods/Superior Gravimetric Engine Calculations/Ship Shrines/Veteran Crews/Enhanced Strategeum/Tiny On-Board Manufactory
Libra-Tertium (Libra-T) Light Carrier
-Length - 3.800m
-Width - 450m
-Acceleration - 5 Gravities
-Armor - Thick Single Hull
-Shields - Three Arrays
-Weapons - 2x Medium Bomber Hangars/1x Medium Fighter Hangar/1x Medium Mixed Hangar (Total: 60 Bombers and 84 Fighters)
-Equipment - Strict Pilot Training/Veteran Pilot Gene-Lines/Handpicked Pilots/Automated Fighter Re-Arming Procedures/Armored Lifepods/Superior Gravimetric Engine Calculations/Ship Shrines/Veteran Crews

Libra-Secundus (Libra-S) Light Carrier
-Length - 3.600m
-Width - 400m
-Acceleration - 4 Gravities
-Armor - Thick Single Hull
-Shields - One Array
-Weapons - 2x Medium Bomber Hangars/1x Medium Fighter Hangar (Total: 48 Bombers and 72 Fighters)
-Equipment - Strict Pilot Training/Veteran Pilot Gene-Lines/Handpicked Pilots/Automated Fighter Re-Arming Procedures/Armored Lifepods

Libra-Class Light Carrier
-Length - 3.600m
-Width - 400m
-Acceleration - 3.5 Gravities
-Armor - Thick Single Hull
-Shields - One Array
-Weapons - 2x Medium Bomber Hangars/1x Medium Fighter Hangar (Total: 48 Bombers and 72 Fighters)
-Equipment - Strict Pilot Training/Veteran Pilot Gene-Lines/Handpicked Pilots/Armored Lifepods

Andromeda-Class Command Ship
-Length - 3.600m
-Width - 400m
-Acceleration - 3.5 Gravities
-Armor - Thick Single Hull
-Shields - One Array
-Weapons - 1x Medium Fighter Hangar (Total: 48 Fighters)
-Equipment - Veteran Pilot Genelines/Armored Bridges/Strict Pilot Training/Hymns of the Machines

Scorpio-Class Light Cruiser
-Length - 4.200m
-Width - 55Mm
-Acceleration - 5 Gravities
-Armor - Medium Double Hull
-Shields - One Matrix
-Weapons - 6x100m Torpedoes/2x Heavy Missile Batteries/Medium Bomber Hangar (Total: 24x Bombers and 12x Fighters)
-Equipment - Missile Swarms/Armored Lifepods/Strict Pilot Training/Veteran Pilot Gene-Lines/Internal Security Systems/Ship Shrines/Superior Gravimetric Engine Calculations/Lattice Hulls
Auriga-Class Emergency Response Freighter
-Length - 7.000m
-Width - 1.400m
-Acceleration - 2 Gravities
-Armor - Thin Single Hull
-Shields - Singular Emitter
-Weapons - Unarmed
-Equipment - Superior Gravimetric Engine Calculations/Chapels to the Five/Medical Deployment Division/Orders of the Guiding Hands/Large Mobile Civilian Manufactory/Propaganda Center
Leo-Class Vanguard Cruiser
-Length - 5.000m
-Width - 800m
-Acceleration - 3 Gravities
-Armor - Thick Bulwark Hull
-Shields - Three Lattices
-Weapons - 1x Medium Boarding Hangar/3x Heavy Rotary Macrocannon Turrets (Total: 36 Boarding Craft)
-Equipment - Armored Lifepods/Ship Shrines/Autoloaders/Strict Pilot Training/Veteran Pilot Gene-Lines/Advanced Alloys/Superior Gravimetric Engine Calculations/Yeeni Auxillary Engineer Division
Leo-Primus Heavy Cruiser
-Length - 4.600m
-Width - 600m
-Acceleration - 2.5 Gravities
-Armor - Medium Triple Hull
-Shields - Two Matrixes
-Weapons - 1x Medium Boarding Hangar/2x Heavy Rotary Macrocannon Turrets (Total: 36 Boarding Craft)
-Equipment - Armored Lifepods/Ship Shrines/Autoloaders/Advanced Alloying/Strict Pilot Training/Superior Gravimetric Engine Calculations/Harsh Crew Training/Yeeni Auxiliary Engineer Division
Canis-Major Class Bulk Transport Liner
-Length - 11.000m
-Width - 3.500m
-Acceleration - 1 Gravity
-Armor - Thick Single Hull
-Shields - Three Emitters
-Weapons - Unarmed
-Equipment - 3x Improved Internal Security Systems/Chapels to the Five/2x Titanic Civilian Transportation Hold

Canis-Minor Class Bulk Transport Hauler
-Length - 10.000m
-Width - 3.000m
-Acceleration - 1 Gravity
-Armor - Thick Single Hull
-Shields - Three Emitters
-Weapons - Unarmed
-Equipment - Ship Shrines/Internal Security Systems/1x Large Emergency Relief Cargo Hold/2x Titanic Emergency Relief Cargo Hold
The Pantagruel
-Length -7.200m
-Width - 750m
-Acceleration - 1 Gravities
-Armor - Thin Bulwark Hull
-Shields - One Lattice
-Weapons - Unarmed
-Equipment - A Drop Of Divinity
 
Last edited:
120.M42 - Abandoned
The first thing that the Kil'drabi engineers and shipwrights noticed upon entering the halls and rooms where all future ships of the Candle Keepers would be created was the omnipresence of paper, velum, servo-skulls, and ink. Servitors with auto-quills were busy writing down information and delivering towering stacks of documents from one room to another; servo-skulls with candles atop or pict-recorders or yet more auto-quills embedded within buzzed and hummed on paths arcane and unknowable. At the same time, dozens of humans walked with determination, glee, anger, deep in thought, or tiredly everywhere, the gentle murmur of speech and the scratching of quills across papers ratcheting up whenever a door was opened before being quieted by the same closing.

The second thing they noticed were the massive half-finished design philosophies and doctrines roughly projected into a large auditorium within the middle of the department and the shouting of a hundred people viciously debating what the first destroyer of the Candle Keepers should be, do, and survive.

The third they noticed was that every single Kil'drabi was followed by a single servo-skull, a Laud Hailer embedded within their mouth and a smattering of strips of paper affixed to their heads with wax seals, denoting names and designations in the script of the humans.

The fourth was a human noticing them entering the auditorium with unease before she demanded that the delegation tell her colleague his design was nuts and rusted. He, quickly, demanded the same from them.

Things devolved from there on out.

Or they evolved, depending on how optimistic you want to be.

Nonetheless, issues with over-eager shipwrights aside, it became quickly apparent to the delegation that the Candle Keepers were not seeking to ape the designs and artistry of their Imperial kindred, some unseen force or desire pushing them to rip apart those notions and replace them with designs that felt familiar and yet were still wholly alien to the Kil'drabi. Where towering arches and grim statues once stood watch, the Candle Keepers wanted sharp lines, white surfaces, and a bold statement projected into the galaxy and against their foes and for their friends.

They were not Imperium. They were Human.

And for those among the delegation that had never known the sight of their species' fleets beyond pictures in books and from stories of their parents, that desire to break free, to create something wholly their own and unique, rang true and struck a deeper chord than the science of ship-building could.

But for those who had seen the days when their fleet had sailed proudly amongst the stars, it brought back memories of olden days and dreams dreamt by juveniles as they drew ships of their design to ply the star lanes. For them, being invited to share their experience and influence the ships that would fly for generations with those who had aided them for decades was an honor.

But both realized an ugly truth quite quickly: the Candle Keepers were too advanced for many lessons to be applied, hundreds of tricks and workarounds made useless by the technologies their human friends had access to, and though what chips of wisdom remained were quickly understood and implemented, few of them could say proudly that a decrease in the cost of Macro-Cannon shells by 0.3% was the grand achievements they had wished to show their worth with.

Yet, for the Candle Keepers, those same pieces of advice, those minuscule percentages shaved off here and there, the routing of power and coolants, the mixture of fuel and connection of various systems, those tiny contributions...they all made what would have been a lousy design into a solid one.

The Candle Keepers could create the big things, make a grand design with withering fire from cannon and lance, with crew protections elevated above what was prudent...but they utterly lacked the finesse and skill of those who had built ships for literal generations, who knew the trade as well as they knew breathing and drinking water.

More than a few ships would survive thanks to the contributions of the Kil'drabi, features no human had thought of ensuring that the vessels of the Candle Keepers still roared defiance at the enemies of the Star Child.

And speaking of the Star Child, while a delegation found itself awed and shamed as it unintentionally awed and shamed in return, the colony of the Kil'drabi, which now surrounded an almost finished battleship/colony hybrid vessel, found itself host to guests of a more permanent sort, priests and laborers of the Candle Keepers gladly working with the Kil'drabi to teach to them of the Droman Creed.

The priests had probably thought it would be a demanding fight to illuminate and elevate the souls of the Kil'drabi here, as even armed with a lexicon of words painstakingly created to translate their languages over the decades of contact, many cultural and social, even biological, differences would surely make this fight one fought into spires and against barricades.

They needn't have bothered with the doom and gloom, as the slow spread of the Droman Creed through the regular contact and grey market deals between them and the crews of the mining ships had spread more than merely information about their society, culture, and language. It had brought comedy to the humans and music to the Kil'drabi. Both had such things already, yet it turned out that human and Kil'drabi humor is shockingly compatible. At the same time, the electronic beats and wailing tunes of the Candle Keepers, especially that of religious music, were quite beautiful to the Kil'drabi.

The priests had expected pushback. They got hordes of willing converts instead. A people who had nomad's blood flowing through their very genes knew well the siren song of the endless stars, but above that, the Star Child offered something that the native faiths of ancestor worship and ascetic meditations could not provide: a course to sail.

Before, they were adrift, but under the guiding light of the Star Child, they were voidfarers on a task most holy.

And on a task far less holy but no less consequential was Commodore Trhakis van Vansing, guiding a terrifyingly potent fleet through the Droma system. A Gothic Cruiser, two Dauntless Mk.2, seven Cobras, and two Firestorms flying in dread formation as they cut through the void to reach the other side of the system to enter the Warp again. Their presence alone was enough to make all ships, Candle Keeper or Droman alike, panic for a moment before sprinting out of their projected paths, and yet the messages they blared at the planets within the system caused far more panic amongst those able to receive them, be it the Merchant Lords of Droma VII in their gilded palaces or the House Schischi of Droma III within their bastions and fleets (though lessened in their case as they clutched arms and armor of far greater potency than ever before), or even the station of the Candle Keepers.

The Imperium would abandon the Droma System.

As it would Ubraka, Neumidia, and Perfinda. All assets within these systems would either be left where they were or, if an evacuation fleet could be spared, moved to the Hive World of Voxx Prime in Voxx Primus, where a new defensive line would be drawn against the Orks. The fleet's purpose was not to smash the Orks; it was only meant to take on the regiments fighting for Ubraka, throw ortillery against the local Orks before punching through Itani into the Amratur Sub-Sector to join a desperate defense against a Chaos Invasion being barely checked by hasty reinforcements of Sisters of Battle from the Order of the Valorous Heart.

This news, and the fact that these planets and systems will now face the Ork menace alone, has many reeling...and open for outside influence...


You Have 3 [Three] Actions.
[] [General] Construct Something
-[] Food Production II
-[] Civilian Infrastructure II
-[] Heavy Industry II
-[] Void Industry IV
-[] Medical Services II
-[] Military Industry III

With much of the station freed up, we can begin filling the empty parts again with industry and things we need, from clinics to starch vats feeding us in the void.
(Gain: A district focusing on the chosen option.)

[] [Military] Raise A Specialised [Light/Medium] [Infantry/Mechanized] Unit - [Choose: Sabotage/Assault/Engineering/Demolition/Ogryn]/ Construct A Warp Ship - [Choose a Design]
With a chosen direction, your Military can now focus on giving the Units you will raise the proper training for the right job. 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 men and women with spiffy hats that will not be disobeyed. 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. Light Units are better for Low-Logistic scenarios, while Medium Units rely more on regular shipments yet strike a good balance between supply consumption and effectiveness.
(Gain: A chosen Military Unit/Ship.)

[][Military] Design A New Voidship Class - [Available: Destroyer]
From what we can tell, thanks to our history, what information we have available, and what the Kil'drabi and the Governor of Droma III 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 only monitors, and 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.
(Gain: A newly designed and built Ship Class.)

[] [Military] A Task For Specialists (Assign Unit/s)
-[] Medium Engineering Unit
-[] Medium Assault Unit
-[] 1x Aries-Class Corvette

There is war to be had and battle to be made. Send troops to resolve issues and squash opposition to the Star Child and Humanity and all His Protectorates. Or send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are dispatched to look at other systems.
Scouting Range: 1 System from Droma.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct a Melody (Choose one below.)
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.
(Secret: Slumber, Silence, and Perception.
Star Child: Hope, Compassion, Humanity, Song, Mercy, Creativity, Health, Unity, Innovation, Machinery, Logic, Progress, Protection II, Justice, Wisdom, The Sun, The Home, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void, Struggle, Community, and Family.
Gain: A Melody 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.
(Available: Protection I, Fire I.
Gain: A Song.)

[] [Faith] Of Saints and Sinners, Miracles and Purposes
The rescue and mending of the Souls of the Star-Born from the predations of the Immaterium and their Maker's malicious hands cannot be called anything other than a Miracle. Yet, what does it make of them? Saints? Or sinners rescued? Have they been endowed with a purpose? Or are they merely saved by the grace of the Star Child being able to save them? What does it mean, and, more importantly, what does the Droma Creed say it means?
(Gain: Nail down the Saint and Miracle aspects of the Cult of the Star Child.)

[] [Faith] Souls Artificial and Minds Constructed
With five of the Psykana Experiments revealed to be not ravening monsters that wish to kill all soul-bearing life to devour, but wounded, terrified, and faithful beings seeking aid from the only source of comfort they had ever gained (the Star Child), questions have come up from various corners. Did they have souls? They should; the Celestial Choir said they felt a Song of Mercy sung by the Five-One for their wounds and minds. And yet, what nature does a soul constructed by malevolent monsters into crafted flesh-psykana automata take?
(Gain: Nail down the soul-doctrine aspects of the Cult of the Star Child.)

[] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition
Same verse as the second, now to get the third up and running!
(Gain: Deeper entrenchment of the Droman Creed within Droman III society.)

[] [Faith] Preach to Droma VII
The people of this desert and savannah world pray to the guise of the God-Emperor known to them as the "Gulden Lord," a figure that rules by wealth, influence, and trade rather than force, might, and his inexhaustible armies. For the people here, wealth is synonymous with piety, to the point that their preachers are merchants, one and all, and the wealthiest person rules this semi-theocratic semi-plutocratic government. Yet, they cannot go into space and have been delegated by Imperial authorities to pay their tithes in mineral wealth and provide their children for the "Gulden Lord's" armies. Converting them would be more complicated than Droma III, but we will have the time to do so once Droma III is ours.
(Gain: Start converting the people of Droma VII to the Droman Creed.)

[] [Chapter] Keep The New Blood Coming (1/4)
Same verse as the first two, and same as those that will come after until all one-thousand places have been filled with Brothers worthy of the title.
(Gain: The Lamenters gain another 80 Neophytes.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
(Gain: Turn to address the issue.)
 
hoo boy, we're in the fucking scrum now.

cricks neck.

Let's figure this out then.

[X] Prepare for the Storm
-[X] Construct Something
--[X] Heavy Industry II
-[X] Construct A Warp Ship - [Aries-Class]
-[X] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition


We've got a power vacuum to take advantage of, let's to that, then get our Heavy Industry up another notch and see if that improves things at all, and then get another pair of Aries-classes ready to have a full expeditionary squadron ready to start scouting. Three of these should be enough to nose around the edges of things safely.
 
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hoo boy, we're in the fucking scrum now.

cricks neck.

Let's figure this out then.

[X] Prepare for the Storm
-[X] Construct Something
--[X] Heavy Industry II
-[X] Construct A Warp Ship - [Aries-Class]
-[X] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition


We've got a power vacuum to take advantage of, let's to that, then get our Heavy Industry up another notch and see if that improves things at all, and then get another pair of Aries-classes ready to have a full expeditionary squadron ready to start scouting.

While I want to do the WUSS stuff eventually, I think it might have to wait, but... I will say, two different things seem more important than Droma III.

First, we could do another one of the Psykana Songs needed to eventually replace Navigators.

Second, we could start reaching out to Droma VII, so that all three major planets have conversions going on.
 
While I want to do the WUSS stuff eventually, I think it might have to wait, but... I will say, two different things seem more important than Droma III.

First, we could do another one of the Psykana Songs needed to eventually replace Navigators.

Second, we could start reaching out to Droma VII, so that all three major planets have conversions going on.

We were told Droma VII would be problematic until we had Droma III locked down. Hence, the focus on locking that down before we move on.

We can also do single system jumps apparently even without a Navigator, but getting a full three ship squadron of Aries-classes should put us up to "Can at least defend our own borders while investigating our immediate environs" level. Heavy Industry should also synergize with our other options.

Actually, come to think of it, what does Heavy Industry actually do, specifically @HeroCooky ?
 
We can also do single system jumps apparently even without a Navigator
Navigators are only really needed for long-distance and speed. You can just "skip" into and out the Warp in short bursts, doing what would take a Navigator one jump in twenty.
Alectai said:
Actually, come to think of it, what does Heavy Industry actually do, specifically @HeroCooky ?
Technology, Industry, and Production. Basically the option that gets you better stuff, more stuff to make stuff, and the stuff you can create.

Also, nobody noticed the DP change?
 
Navigators are only really needed for long-distance and speed. You can just "skip" into and out the Warp in short bursts, doing what would take a Navigator one jump in twenty.
Technology, Industry, and Production. Basically the option that gets you better stuff, more stuff to make stuff, and the stuff you can create.

Also, nobody noticed the DP change?

DP?

Am I having a smooth brain moment right now?

EDIT: Oh... OH

Wait, what did we do to get another point of it? Was that just Impressing the Kil'drabi? Or roping them in rather which ended up advancing our shipbuilding knowledge dramatically?

Because damn, that makes this awkward. We rolled out a ship and it's already nearly obsolete!
 
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We've got a power vacuum to take advantage of, let's to that, then get our Heavy Industry up another notch and see if that improves things at all, and then get another pair of Aries-classes ready to have a full expeditionary squadron ready to start scouting.
Not Just a power vacuum, but also a vector of spread if we manage to convert those leaving.
 
Now, that creates some tension. We could get one slightly better version of a ship with one more DP, or two slightly worse versions of a ship with 3 DP.

Not worth doing another design pass yet, with another DP though, we'd be ready for a Mark II model that's better suited to our needs. 1 DP is nice, but would ultimately only be an incremental enhancement.
 
[X] Prepare for the Storm
-[X] Construct Something
--[X] Heavy Industry II
-[X] Construct A Warp Ship - [Aries-Class]
-[X] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition
 
So roughly every 3 to 4 levels we achieve a major milestone in terms of development

Around heavy industry VI we might be able to match a small mechanicus outpost production capabilities?

Candle keepers first baby forge world?
 
[X] Prepare for the Storm
-[X] Construct Something
--[X] Heavy Industry II
-[X] Construct A Warp Ship - [Aries-Class]
-[X] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition
 
[X] Prepare for the Storm
-[X] Construct Something
--[X] Heavy Industry II
-[X] Construct A Warp Ship - [Aries-Class]
-[X] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition
 
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