The Magus Dream - A Warhammer 40K Ship Builder Quest

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The galaxy roils in a storm of change, the likes of which have not been seen since the blessed Avatar of the Omnissiah guided the Legio Astartes across the stars during the Great Crusade. But you, oh Magus, stand impervious to the tempest, for this day has brought a triumph that eclipses the tumult of the wider Imperium.

Today, the shipyard above Temari's Prime stands complete, a gleaming testament to the Omnissiah's will, and it is yours to command. It is a realm of steel and starlight, where dreams of iron and fire take flight. Your mandate is clear: to forge vessels of unrivaled might, crafted by the hands of the faithful to serve the Machine God's boundless dominion.

Success will bring prestige, fueling the shipyard's growth and your own ascension within the Adeptus Mechanicus. It is a challenge worthy of your devotion, a crucible in which your faith and ingenuity will be tested and tempered. So seize this moment, Magus. Embrace the mantle of leadership and unleash the boundless potential of this hallowed shipyard. Let the galaxy tremble as you shape the very instruments of its destiny, for the Omnissiah's glory is boundless, and your service knows no bounds.
The Beginning

Jax

Location
Kiel; Germany
The shipyard above Temari's Prime is a hive of activity, even when devoid of current construction projects. Void-suited workers scurry across the surface, while small spacecraft weave in and out, carrying cargo, performing maintenance, or ferrying passengers. From your vantage point, the shipyard stands as a testament to the almighty Omnissiah's power. Humans and machines labor in perfect harmony, as the Machine God wills. Though many of the workers lack the blessed implants that would bring them closer to the Omnissiah's grace, they will eventually embrace this divine gift.

After all, Temari's Prime is not a world of the Adeptus Mechanicus, where the population is well-versed in the blessings of metal and its role in human existence. In fact, it is not even a hive world, despite its status as the central world of Subsector Temaris. This is a surprise to many and may change in the coming centuries. For now, Temari's Prime remains a civilized world, albeit one with ambitions and a surprisingly friendly attitude towards the local Forge World. Such amicable relations are rare in the Imperium.

Perhaps this is why the Adeptus Mechanicus has blessed the construction of a proper shipyard here, capable of building spacecraft for service beyond the local warp lanes. These ships could even be called upon to serve in His Imperial Navy. A thrill of religious fervor runs down your spine as you contemplate the possibility of a ship you have supervised being inducted into the Navy's ranks. It would be a triumph of faith and engineering, a testament to your devotion to the Omnissiah and your expertise in the construction of war vessels.

But for now you've to decide what the first ship that you will build is:

[ ] A tradeship that will carry goods among the Subsector (Prestige +2, Difficulty: Easy, Building Time estimated 10 Years)
[ ] A frigate fit for service in the Armed Forces of the Imperium (Prestige +5, Difficulty: Medium, Building Time estimated 15 Years)
 
[X] A tradeship that will carry goods among the Subsector (Prestige +2, Difficulty: Easy, Building Time estimated 10 Years)
 
[X] A tradeship that will carry goods among the Subsector (Prestige +2, Difficulty: Easy, Building Time estimated 10 Years)

Sounds like a good starter ship to cut our teeth on.
 
[X] A tradeship that will carry goods among the Subsector (Prestige +2, Difficulty: Easy, Building Time estimated 10 Years)
 
[X] A tradeship that will carry goods among the Subsector (Prestige +2, Difficulty: Easy, Building Time estimated 10 Years)
 
[X] A tradeship that will carry goods among the Subsector (Prestige +2, Difficulty: Easy, Building Time estimated 10 Years)
 
[x] A frigate fit for service in the Armed Forces of the Imperium (Prestige +5, Difficulty: Medium, Building Time estimated 15 Years)
 
[X] A tradeship that will carry goods among the Subsector (Prestige +2, Difficulty: Easy, Building Time estimated 10 Years)
 

Scheduled vote count started by Jax on Dec 6, 2023 at 9:36 AM, finished with 10 posts and 10 votes.
 
[X] A tradeship that will carry goods among the Subsector (Prestige +2, Difficulty: Easy, Building Time estimated 10 Years)
 
Maiden Project: Spaceframe
[ ] A tradeship that will carry goods among the Subsector (Prestige +2, Difficulty: Easy, Building Time estimated 10 Years)

As the newly appointed overseer of the newly constructed shipyard above Temari's Prime, you face a crucial decision: the type of merchantman you'll build as your maiden project. On one hand, a Chartrist Merchant, confined to established warp routes, offers a safer, more economical option. On the other hand, an Unbound Merchant, capable of traversing uncharted warp paths, promises greater flexibility and potential rewards, but also carries inherent risks.

Chartrist Merchants, the backbone of the Imperium's merchant fleet, rely on stable warp lanes, requiring no Navigator. While slower than Unbound Merchants, they minimize the treacherous perils of the Immaterium, making them a reliable choice for transporting goods and upholding trade routes.

Unbound Merchants, on the other hand, venture beyond established routes, expanding their trade horizons but courting the capricious nature of the Warp. These vessels require the expertise of Navigators, able to decipher the turbulent currents and guide their ships through the Warp's chaotic depths. While less common, Unbound Merchants hold the allure of untapped markets and the potential for substantial profits.

The decision lies before you: play it safe with a Chartrist Merchant, ensuring a steady flow of trade and minimizing potential hazards, or embark on a riskier venture with an Unbound Merchant, seeking the rewards and excitement of uncharted territories. Whether you choose the cautious path or the daring one, your choice will shape the shipyard's future and your reputation among the merchant clans of the Imperium.

[ ] Chartrist Merchant
[ ] Unbound Merchant

With the political hurdles overcome and Temari's Prime granted shipyard rights, you've begun gathering the STC (Standard Template Construct) copies essential for shipbuilding. These ancient blueprints, preserved through the ages, hold the blueprints for countless vessels, from humble freighters to formidable warships.

Among these, you find a selection of merchantman designs, each with its unique strengths and drawbacks. The Vagabund class, a favorite among Rogue Traders and Free Captains, boasts adaptability, capable of traversing both safe and dangerous routes. Its basic armament and armor provide a degree of self-defense against pirates, though caution is always advised.

The Selenia class, originally designed as auxiliary support vessels for the Imperial Navy, offers greater internal space and enhanced armor and engines compared to standard merchantmen. This makes them a more resilient choice for those anticipating trouble on normally safe routes.

Finally, the humble Void Sled class emerges, its main appeal being its immense cargo capacity. Though unremarkable in other aspects, Void Sleds are valued for their cost-effectiveness, making them a staple among merchant families. Their sheer numbers, often churned out as afterthoughts in Forge Worlds, reflect their importance in the vast network of intergalactic trade.

[ ] Vagabund class merchantmen (+1 Engines, +1 Armament, +1 Armor, +5 Years build time)
[ ] Selenia class merchantmen (+1 Engines, +1 Armor, +1 Internals, +3 Years build time)
[ ] Void Sled merchantmen (+3 Internals, -1 Prestige, +2 Years build time)

Current Project:
Name: Unnamed
Spaceframe: ???
Expected Build Time: 10 Years
Expected Prestige: 2
Engines: 1
Armament: 0
Armor: 0
Internals: 2
  • The Numbers show the space available for modules that will be offered later.
  • Prestige is the currency that allows you to access new STC copies and expand the yard.
  • No plan voting, as it is not needed.
 
[X] Unbound Merchant
[X] Selenia class merchantmen (+1 Engines, +1 Armor, +1 Internals, +3 Years build time)

I'm hoping there'll be choices to throw more weapons onto this thing later.
 
[X] Chartrist Merchant
[X] Selenia class merchantmen (+1 Engines, +1 Armor, +1 Internals, +3 Years build time)

I think a good niche can be found in operating in a lot of the overlooked parts of the Imperium. The areas which are somewhat dangerous, enough to scare away most traders but not lucrative enough to lure Free Traders. The Selenia works perfectly for that. It has a good amount of storage and has enough armor to take a hit or two and run away.

We can always expand later on but this is a good one to begin with in my opinion. The Vagabund is a bit overkill while also taking way more time to build while the Void Sled is very common and doesn't have the armor required to traverse anything except the safest routes.
 
Then you will be disappointed. Only the Vagabund carries weapons. The rest are simple cargo ships.
Dang, alright.

[X] Unbound Merchant
[X] Vagabund class merchantmen (+1 Engines, +1 Armament, +1 Armor, +5 Years build time)

I don't mind Chartrist + Selenia either though.
 
[X] Chartrist Merchant
[X] Selenia class merchantmen (+1 Engines, +1 Armor, +1 Internals, +3 Years build time)

harden the economic backbone of the imperium.
 
[X] Chartrist Merchant
[X] Selenia class merchantmen (+1 Engines, +1 Armor, +1 Internals, +3 Years build time)
 
[X] Chartrist Merchant
[X] Selenia class merchantmen (+1 Engines, +1 Armor, +1 Internals, +3 Years build time)
 
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