Sir_Travelsalot:
The Lot of the Second Rank: Spent on gaining Auxiliary Squadron, large scale lift capacity troop transports (RO-ROs in space, ish)
To Be Prepared: 2M discount on next Armored Army, representing the use of Malcador Defenders in stockpile. Spent Turn Two.
Weaving in the Void: Purified Bulk Hauler Frame, as well as a +2 bonus to designing a Light Cruiser. Spent turn eight.
Shout Up: Spent on upgrading 1st Armored to IG Standard.
Burial Away From Home: Effective +XP to Bailafax 5th and Calavar 3rd
Assaying, Priming & All Manner of Hazing: Psyker Cadre
Warer:
Resolute-class Corvette: +2 to next modification project of the Sabre hull, spent turn 4.
Breezy:
An Imperial Tale: ++XP for the Bailafax Army
adwarf:
Should Have Stuck to Freight: +1 to next Strike Craft project, not spent (maybe spent on Savior, IIRC)
Warmach1ne32:
Torpedo Troubles: +1 to the lowest base roll Turn 4, spent
Lighter Feedback: +1 to next Fighter design, spent turn Nine
The Price of War: +1 to the next boarding component, not spent
jwolfe:
A Solid Foundation: +1 to drydock modification, spent turn 4
adwarf:
Clad in Faith, Armed in Fury: Lore applied to Feudal Army recovered from Ungaunt, acquired Hero Unit "The Star Knight"
mithril_blade:
Backroom Deals: Opened Political Channels with Yttreum
Thermo-Cavitation Tinkering: +1 bonus to next plasma explosive action (spent turn Nine) and 1 set of Improved T-C SHells
bagaLoging the Savior: Cooled the Eastern War and allowed the opportunity for arbitration.
Radical Gift: Gifted an escort carrier to Yttreum
From Where Designs Are Born: 10M to first Martinet Hull built.
vanigo:
Foreign Intelligence: Reduced tensions with Gehault.
Post Battle Analysis: +1 to next Cruiser action. Spent turn eight.
Small Shipyard Design: +2 to next subsidiary yard design, spent turn Nine
Long Arm Heavy Frigate: +30M to next Long Arm.
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Da Pile uv Gubbinz
Purified Bulk Hauler Frame Used for construction.
Looted Looted Cobra Destroyer Disassembled for Study
Khornate Armed Merchant Hull Gifted to Yttreum.
2x IN Macrocannons (Damage 3 with available shells, Medium Range)(4M,1A)(Escort) Installed on Herald Corvettes
1x IN Lance (Damage 3, Long Range)(5M,2A) (sent to Yttreum) (+1 to designing your own)(Escort)
Plasma Broadside (Cruiser, Broadside, Damage 5, Short Range)(8M,5A)
Ork Assault Boats (+2 to designing your own model from looking at the many, many ways you can cut through heavy armor; to variable success)
IG Power Swords (issued to ship officers, +1 to designing your own)
Imperial fighters (+2 to making your own)
Looted Torpedo (+1 to designing your own) Spent
Ork Power Fields and Zzappas (? but you have them)
Examples of Hashim Shooty Bits
Harvest's Day Loot: Light IN Armor (Armor 3, 2M,2A)(Escort), +2 bonus to building a dedicated Torpedo hull, +1 to next Adamantium project (-4 difficulty modifier), +1 to next Cogitator focused project, +1 to next new Escort Hull type, +1 to next plasma drive, +1 to next plasma weapon design, handful of superheavy plasma weapons.
Uniary Salvage: 2x 'Eavy Gunz (a Dark Star inspired, selective salvage of Ork kannons to find the largest and most easily repaired guns in order to save some manufacturing capacity and get some ability that might not be available)(Damage 3, VS Range; 1M), +1 to next macrocannon project, +2 to next bomb pumped laser project from studying Ork Looted lances, +1 to next Torpedo design from study of Ork "torpedoes", +1 to next engine design OR engine focused hull from looking at the Incleon Raider wrecks]
Turn Seven Hulk Hunt: A collection of six Escort and one Cruiser turrets (to be revealed at the end of Turn Eight Design phase), a Strange Ship (requires Design action to make use of), a Superheavy Tank attachment, +1 to next Superheavy Design.
-Bombardment Cannons: Fires slow but heavy ordnance that is best suited to breaking fortifications or erasing ground features under the weight of atomic fire. Or worse. (Lance 4 with domestic ordnance, Lance 5 using the small stock of recovered melta ammunition. Very Short Range. 3M,1A.) One Cruiser or three Escort modules.
-2x Macrocannon Turrets: Standard weapons of the Imperial Navy, though a bit worse for wear after being shot out of their ships. (Battery 3, Medium Range. 4M,1A)
-Plasma Turret: Powerful, long ranged, but power hungry and temperamental even before it was set adrift. (Battery 4, Medium Range, Aggressive Spirit. 5M,4A)
2x Looted Lances (Battery 3, Medium Range. 3M)
1x Looted Engines (Accel 3, Maneuver 2. 4M)
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Naval Reserve
6x Combat Lighters (1M discount to Aerial formations)
3x Thermo-Cavitation Shells
0x Improved T-C Shells