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


  • Total voters
    280
Voting is open
[X] Plan: Ships and Prayers
-[X][Military] Design A New Voidship Class - [Available: Destroyer]
-[X] [Faith] Preach To We Who Yet Wander
 
uhh I think the stuff with the workers was mostly just fluff stuff by herocooky and I am extremely relucant to use the ap for something else that not explcity a action to adress a problem by hero cooky mentioned with how tight our ap is and with the ork coming. Also I'd imangie civilian infrastruture would probably help this issue(if it is a large one) anyway
 
Last edited:
uhh I think the stuff with the workers was mostly just fluff stuff by herocooky and I am extremely relucant to use the ap for something else that not explcity a action to adress a problem by hero cooky mentioned with how tight our ap is and with the ork coming. Also I'd imangie civilian infrastruture would probably help this issue anyway

I think it'd have some interesting/good/fun knock-on effects, so I wanna do it. Like fundamentally, it's easy to imagine the kinds of subtle but meaningful advantages that having good safety standards and some more concern for things that reduce workplace safety... or workplace abuse, could give the industry of our home.

Plus, again, it's funny to me.
 
Yeah. It'd help with morale to know their leaders care, probably add a percentage to the life expectancy, increase workers as they'd die less to accidents and gangrene, and probably reduce options for corruption. Imagine a prospective worshipper turning down Nurgle because of all the WUSSie violations!
 
Remember we do have that write-in for fixing problems we think the current actions aren't addressing thing like how once we get a few more years we might need to rethink our juvenat usage to prevent the meritocracy from making a bunch of families practically immortal oligarchy
 
You Have 2 [Two] Actions.
[X] Trading With Imperials - (Mandatory)

Weapons, Armor, Munitions, and Equipment from one to the other, IOUs, Currencies, Valuables, and Information from the other to one.
(Cost: Blocks any expansion of your Military at the current level.
Gain: Droma III is much better prepared to resist any Orks that make planetfall. You gain Imperial currencies.)
since it says mandatory in red, shouldn't we put it in the two choices to make?
 
Adhoc vote count started by Woltaire on Feb 21, 2024 at 10:55 AM, finished with 49 posts and 30 votes.
 
uhh I think the stuff with the workers was mostly just fluff stuff by herocooky and I am extremely relucant to use the ap for something else that not explcity a action to adress a problem by hero cooky mentioned with how tight our ap is and with the ork coming. Also I'd imangie civilian infrastruture would probably help this issue(if it is a large one) anyway

Another point about why we should set up a "WUSS" is we haven't already is that in this setting (especially in quest) narratives, emotion, and belief can impact the Materium, not only through the whole "Faith and belief powers someone up", but in general too.

In one of the earlier posts I'm pretty sure it was mention how the suffering and shitty environment most Imperial workers work in had some effect on the shit made. So by having a group that makes sure everything is not only in top shape but that our workers aren't being mistreated would be a great boon for us in the long term as our machines and products won't be saturated with the suffering of generations worth of laborers because someone didn't want to waste metal on setting up guard rails or something.
 
Vote closed
Scheduled vote count started by HeroCooky on Feb 20, 2024 at 3:25 PM, finished with 51 posts and 30 votes.
 
111.M42 - One Sacrifice At A Time
The work begins now. Ships will be needed if the Candle Keepers wish to defend not only themselves, but also all the faithful within the Droman System, and all who reside outside of it. The Orks won't wait until we have created a perfect navy, and we cannot afford to wait until we have overwhelming numbers. A ship is needed that can take the fight to the enemy, and the engineers and shipwrights of both the Candle Keepers and Kil'drabi have convened to create the first of surely many classes to come.

Design Aesthetics:
This Vote is decoupled from the Ship Design Vote. DO NOT ADD IT TO A DESIGN VOTE! Any vote done so will be discarded in the final tally.
[] Imperial - High
A High Imperial Style will turn your ships into the flying gothic cathedrals we all know and love/hate, with every bit of artistry and flair attached that other Imperial Ships have.
(Your ships resemble Imperial Ships and Imperial Humanity will treat you as friendly until discovered, sometimes beyond that. The Mechanicum will be neutral until you are found to be Hereteks/Non-Imperials. All Xenos will be hostile upon contact.)

[] Imperial - Plain
A Plain Imperial Style will make your ships resemble Civilian Imperial Ships without the ostentatious designs and flairs that take months, if not years, to construct. That has no actual effect within the Quest unless you are attacked during a Turn where you build ships within a system that builds the ships.
(Your ships resemble Civilian Imperial Ships, and Imperial Humanity will treat you as friendly until discovered or if you lack the proper permits to fly ships. The Mechanicum will be neutral until you are found to be Hereteks/Non-Imperials. All Xenos will be hostile upon contact.)

[] Mechanicum - High
A High Mechanicum Style will turn your ships into the flying factory cathedrals we all know and love/hate, with every bit of artistry and flair attached that other Mechanicum Ships have.
(Your ships resemble Mechanicum Ships, and the Mechanicum will treat you as friendly until discovered, sometimes beyond that. The Imperium at large will be slightly suspicious or slightly favorable toward you until you are found to be Heretics. All Xenos will be hostile upon contact.)

[] Mechanicum - Plain
A Plain Mechanicum Style will make your ships resemble Industrial Mechanicum Ships without the ostentatious designs and flairs that take months, if not years, to construct. That has no actual effect within the Quest unless you are attacked during a Turn where you build ships within a system that builds the ships.
(Your ships resemble Industrial Mechanicum Ships, and the Mechanicum will treat you as friendly until discovered or if you lack the proper codes to fly your ships. The Imperium will be neutral until you are found to be Heretics. All Xenos will be hostile upon contact.)

[] Ministorum
Where you had flying factories or cathedrals beforehand, you now have Cathedrals That Are Spaceships. Prepare your velum, wax, prayerbooks, holy incense, and inks, it's time to get HOLY.
(Your ships resemble those of the Ministorum, and all Imperial Humanity will be deferential toward you. You may decide to join you outright in revolt against actual Ministorum/Imperium Forces if you start converting their planets/stations before you are discovered. You will be branded Heretics of the Highest Order once found out, and all Ministorum Forces will hate you beyond hate. All Xenos will be fanatically hostile upon contact.)

[][Design and Production Rationalization] Tall White
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.)

[] Actually...(Write-In)
Get Some Other Style In Here!



Available Weaponry:
(Each costs 1 DP to Install.)
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 shots stored. Can only be installed at the front of a ship.
Small Hangars - Hosting a squadron (12) of bombers and fighters, 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.


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:
(Each costs 1 DP to Install.)
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 - Tripples 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.


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.


You have 3 Design Points.
(6-Hour Moratorium)
[] (SHIP)
-[] 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.)
Light Macro-Cannon
Light Lance
Light Missiles
2x60m Torpedos
Small Hangars

Mounting:
Turreted
Batteries
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 - Tripples 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.
 
Last edited:
I'll work something out, but our best bet are Torpedo Destroyers, it's meta for good reason.

Now, that aside, just to confirm. Every Green option we take adds a DP, every Red option we take removes one, as long as we're net-neutral, the ship works as planned, but for every one below par, it generates Headaches?

I Do like Tall and White though. That's a unique Aesthetic, right? Not just cribbing off the Kil'drabi?
 
Last edited:
I'll vote for anything with this want to be friends with aliens

I mean, it's more "We're not pretending to be anything we're not". The Mechanicus hate it because they demand a monopoly on all tech, the Ministorum hate it because anything that doesn't fit their specific interpretation of the Orthodoxy of the God-Emperor is evil, and monuments that don't show enough worship to him are anathema. And most other Imperials will go "Anyone with the balls to piss those other two off is dangerous, and also we don't want to get burned to the ground from association".
 
A small part of me wants to propose a ship design that's entirely specialized for close range encounters even if such a ship class will be rather limiting for our first destroyer class.

Light Missiles, Armored Prow, Auto-Loaders, and Internal Security Systems would probably have been my choice for the design despite that fact it goes a point into debt thus resulting in a Detriment.
 
I think Imperial Plain would work best. While being hostile to xenos is unfortunate, we are more likely to run inot Imperials more than anyone else.

Plus, even if we are labeled Heretics/teks, they will underestimate us becuase we look civilian and won't expect us to to have military grade stuff.
 
Now, that aside, just to confirm. Every Green option we take adds a DP, every Red option we take removes one, as long as we're net-neutral, the ship works as planned, but for every one below par, it generates Headaches?

I Do like Tall and White though. That's a unique Aesthetic, right? Not just cribbing off the Kil'drabi?
Every Green one give +1 DP, every Red one takes -1 DP. Take note that Green options reduce the ships capabilities, while Red options enhance them. And yes, neutral DP is best, positive is wasted, and negative will get you headaches. They may just be worth it though!

And no, the Kil'drabi ships are more akin to the Stellaris Reptilian ones.


Oh, and people? Do note that I specified Imperial Humanity. You are in a Sector currently collapsing, and will get to see Non-Imperial Human Polities dick around here, alongside Minor Xenos/Xenos/Chaos and the Imperium/Mechanicum.
 
Last edited:
I mean, it's more "We're not pretending to be anything we're not". The Mechanicus hate it because they demand a monopoly on all tech, the Ministorum hate it because anything that doesn't fit their specific interpretation of the Orthodoxy of the God-Emperor is evil, and monuments that don't show enough worship to him are anathema. And most other Imperials will go "Anyone with the balls to piss those other two off is dangerous, and also we don't want to get burned to the ground from association".
that another reason I like it too I don't want to hide what we are
 
Voting is open
Back
Top