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


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So, we'll need to revisit the Sagi and the Aries, but I'm confident the block two versions will be effective by converting to Light Lances and Rotary MC/Medium Lance respectively, or if we still don't have that 6th DP we can avoid upgrading the Lance in favor of giving it Autoloaders to maximize its ability to punish Orks that it can get to the rear arc on, while keeping its shields suppressed and hopefully ablating its close in armaments.

I think Rotary and Light Lance+autoloader is the better choice over rotary+medium lance for the Aries cause that would have the best rate of fire of the suggested options, which will be preferable I think for our screening units over striking power.
 
Well, we still got a satisfactory doctrine for our current need here, and I set things up so we at least have the freedom to still build Frigates/Destroyers that aren't necessarily carriers (Though we can give them a strike wing relatively cheaply if we want.)

Which the whole "Modern Naval Doctrine" thing covers. Destroyers and Frigates are screening elements for the heavier Carrier ships. Even the famed Emperor-class Battleship of the Imperium--while an excellent Carrier--still doesn't fully commit to the bit, since it also has a strong close in macroweapon battery and heavy armor plating--as well as only eight wings of strike craft. Now, while 40K strike craft are much bigger than modern day aircraft, it's still somewhat telling that a dedicated, Supercapital scale voidship can only field the same air wing as a Gerald R. Ford-class despite having hundreds of times the mass.

So, we'll need to revisit the Sagi and the Aries, but I'm confident the block two versions will be effective by converting to Light Lances and Rotary MC/Medium Lance respectively, or if we still don't have that 6th DP we can avoid upgrading the Lance in favor of giving it Autoloaders to maximize its ability to punish Orks that it can get to the rear arc on, while keeping its shields suppressed and hopefully ablating its close in armaments.
We are still going to need beefy cruisers and battleships to serve as battleline to hold the enemy in place for the carriers to do their jobs. Carriers need bodyguards and destroyers and frigates don't cut it.

For the Aries, can it actually mount medium weapons?
 
We are still going to need beefy cruisers and battleships to serve as battleline to hold the enemy in place for the carriers to do their jobs. Carriers need bodyguards and destroyers and frigates don't cut it.

For the Aries, can it actually mount medium weapons?

We still can make those, it'll just come at a premium, which is fine, since they're not going to be the core of our fleets with this doctrine.

I think Rotary and Light Lance+autoloader is the better choice over rotary+medium lance for the Aries cause that would have the best rate of fire of the suggested options, which will be preferable I think for our screening units over striking power.

I'm inclined to agree, I think we'll do the Block II Aries that way, and then if that gets us a DP for Destroyers, we'll develop a proper Torpedo Boat afterwards as AP allows.
 
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I think Rotary and Light Lance+autoloader is the better choice over rotary+medium lance for the Aries cause that would have the best rate of fire of the suggested options, which will be preferable I think for our screening units over striking power.
Honestly, I think we should get rid of the light lance and just double up on rotary macros. Just dedicate to the bit of chinking down shields to help out the Sagittarius do its thing, b/c it's not like we'll be aiming to have the Aries go out on it's lonesome.
 
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Vote closed
Scheduled vote count started by HeroCooky on Mar 7, 2024 at 1:39 PM, finished with 56 posts and 15 votes.

  • [X] Plan: Fleet Carrier Doctrine
    --[X] Ultimately, we cannot afford to engage in warfare with other significant powers on a ton-to-ton basis, we will never be able to match their capacity to simply pour greater quantities of industry into the forges of war, using whatever means they are--inherited legacies, genetic memory, or sheer industrial mass. As such, our only hope to endure in the long run is to strike in a fashion that our foes cannot easily react to. The success of the Taurus-class despite having only a single vessel has shown that a well-equipped, elite strike wing can punch well above its on-paper weight class, especially with our understanding of the secrets of the machine and the faith of our crews. This is an advantage that should be cultivated whenever possible for the foreseeable future, even if we must make sacrifices in armor strength to achieve this goals. (STRENGTH: Strike Fighter Related Modules and Weapons are discounted. WEAKNESS: Vessels that are equipped for use as Carriers find it difficult to add additional armor, all non-Escort class hulls must have at least one proper Strike Fighter related Weapon)
    --[X] The fleet of the Candle Keepers is a force of Liberation, to bring the Star Child's light to those who toil under the weight of wicked forces and bring them low before they can bring harm to the innocent. [EXPLORATION/EXPANSION Doctrine, Power Projection in general rather than getting stuck in on the homefront and hoping for the best]
    [X] Candle Keeper Fleet Doctrine of 217.M42
    -[X] We are fine as is
    [X] We are fine as is.
 
220.M42 - The Sun
The Sun.

Born to a warm universe fecund and teeming with the very foundation of life.

Fated to die in a cold void alone and without any siblings to give it company, only the awning abyss of time reaching out to devour the last of its kind.

The first sun awoke alone, yearning for others of its kind, and it died never knowing the grace of another ray of sunshine.

The last sun will die asleep, dreaming of days where the last rays of its last siblings mingled with it, only to snuff out one by one.

The Sun gives Life.

Under its gentle embrace, bacteria rise from single beings into a roaring symphony of a trillion trillion united voices working as one.

The Sun takes Life.

Worlds weep for their barren surfaces, never to know the gentle touch of water, never to feel the sway of a warm breeze on a cold summer night, never to be graced by children praying to their cradle. For the hateful gaze of a burning star has long since scoured it all away in radiation and heat.

The Sun is not Life.

But it judges it all the same.


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

(Gain: A boost in production focusing on the chosen option.)

[] [General] Get Us Out! (0/4)
After leveling their "demands" at us, we have received several offers of various legitimacy from within the ruling structures of CUB. However, they quickly boiled into one cohesive slush when the various portions became aware of each other's offers. In exchange for constructing a frigate to their specifications, these high-ranking members of CUB offer us...the system. Initially highly suspicious, further questions and negotiations revealed that these members want absolutely none of this shit, are desperate to flee the Orks, and are more than willing to sell out their supposed people for a chance at nebulous freedom. Also, they'll be gaining a frigate, making them basically kings and queens of the void if the Imperium does not prove willing to play ball. The vanquishing of the Orks on their home has made the traitors to their people feel as if they have more cards in their deck, instead of less, and have thus demanded more from us.
(Gain: Corcrat becomes a part of the Candle Keepers. +1 Military Industry, Civilian Infrastructure, Void Industry, +2 Heavy Industry, -4 Food Production, -1 Medical Services, +4 Heavy Mechanized Units, +1 Light Tank Unit.)
OR
[] [General] Betray the Betrayers (0/2)
Those on Corcrat that have not offered us treason in exchange for their home have seen it go from a prosperous world to one torn by war and defeat, where hard-faced men and women counted down the supplies generated to those required to cast off the Orks. Whoever they were before, they are now all children of Corcrat that have seen it buckle and sink to one knee under the onslaught of the Orks...and how it was all due to the Imperium fleeing like cowards. But they have also seen you arrive, ships in one hand, aid in the other, and no dagger in a (sometimes not) metaphorical third. So now, with the Orks no longer a genocidal crisis, these men and women are turning their eyes to other targets in the far future beyond survival. There is a hunger deep within them, for they have seen the strength of their people when called upon, and they are determined to make the Imperium regret abandoning them like a used prostitute. Yet, they will not be able to raise their people and planet if they are stabbed in the back, can they? So, with some help and some tips, specific...elements of their government can be eliminated, even if it will be bloody and destructive. But they will be thankful and they will know to whom they owe their newfound freedom.
(Gain: Corcrat becomes a part of the Candle Keepers. +1 Military Industry, Void Industry, and Heavy Industry, -3 Food Production, -1 Medical Services, +2 Heavy Mechanized Units, +1 Light Tank Unit.)

[] [General] Stay The Course (4/7)
Yes, the cost is steep, but it is the correct thing to do, no matter what the Farseer may think. These people deserve our aid, and they deserve a better outcome than a bullet to the head. If we will not extend a hand to those sinking into the abyss...who will?
(Warning! Not taking this option at any point until completion will force an abandonment of Khara. This reverses the loss of 3 Medical Services, 2 Civilian Infrastructure, and 1 Heavy Industry. After 3 Actions, abandoning will leave behind a Feral World filled with a Hostile Population.
Gain: Khara becomes a functional part of the Candle Keepers. +2 Medical Services and +1 Civilian Infrastructure.)

[] [General] A Ship Worth The Name (0/4)
The Kil'drabi Battlecolony is a marvel of ingenious and studious engineering, something that all who worked on it can be proud of and remember for their lives, handing down the pride and accomplishment for generations to be drawn upon for strength and hope in bleak days and bleaker moments. Yet, for the Candle Keepers, it is a waste of effort, a massive ship barely scratching upon what it could be, scarcely able to give what it was designed to do, and better off rebuilt at once. The Kil'drabi are heralds of what those who bend to the will of the Star Child could gain, and to let them fly in such a ship is an insult to Their Majesty. Rip out the sub-par and replace it all.
(Gain: The Kil'drabi Pact of Our New Path Battlecolony is retrofitted to adhere to the technological standards of the Candle Keepers.)

[] [Military] Enacting The Plan (0/2)
With most of the planning already done, the expansion and correction of your current designs can be undertaken in a speedy fashion that will result in outsized effects.
(Gain: Design Turn to create one Scout, one Destroyer, and one Frigate, and build all three.)

[] [Military] Raise Two Specialised [Light/Medium/Heavy] [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. Ships are produced at these rates: Two Destroyers or One Frigate per decade.
(Gain: Chosen Military Units/Ships.)

[][Military] Design A New Voidship Class - [Available: Destroyer, Frigate]
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 the beginning of a nascent Void Fleet, yet 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) (Choose Location/s) (Designate Objective/s)
-[] (1/1) Medium Engineering Unit
-[] (1/1) Medium Assault Unit
-[] (6/6) Droman Coral Assault Unit
-[] (2/2) Droman Tideswarm Heavy Demolition Unit

-[] (1/1) Lamenters Space Marine Squad
-[] (2/2) Lamenters Space Marine Scout Platoon
-[] (3/4) Celestial Choirs
-[] Task Fleet Alpha
(6x Aries-Class Corvettes, 1x Sagittarius-Class Artillery Frigate, 1x Taurus-Class Troopship (0/4 Capacity))
-[] Kil'drabi Auxiliary Fleet
(1x Pact of Our New Path Battlecolony)

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 Their 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 Claimed Systems.
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, Perception, and Grounding.
Star Child: Hope, Compassion, Humanity, Song, Mercy, Creativity, Health, Unity, Innovation, Machinery, Logic, Progress, Protection II, Justice, Wisdom, The Sun II, 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, The Sun I.
Gain: A Song.)

[] [Faith] Nursery-Temples Beyond The Cradles
Droma has been liberated from the tyranny of an Imperium that cares not to defend those loyal for eons nor even to send a hand to help them flee the devastation to come. And with liberation comes the need to have faith in a new system, one brought by the heralds of a better age, an Age of Understanding and Progress! Let us create those temples where the young shall learn of better days and where the old will dream of the galaxy to come. Let us march hand in hand, share the power that gives strength and pride to every woman and man under our protection, let those new faithful lend a hand, and build that very Age we shall all create for future generations!
(Gain: Nursery-Temples are constructed within Droma, aiding the population in staving off Chaos Influence and strengthening their belief in the Droman Creed.)

[] [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] Technology Given Or Earned
Technology is the most fundamental aspect of creation in the name of the Omnissiah, a motion of worship and change that defies the base existence of nature by pulling everything back until only the cosmic machine remains. Technology is holy; it is worship and an act of pure faith. Yet, what of technology made by the Xenos? We know they will bend to the Star Child and become more than they thought they'd be in Their service, but what of their, and our, technology? Will we make use of what machines they use, and will we allow them to make use of ours? Or will lines be drawn never to be crossed upon pain of punishment? Maybe we will dictate tests and demand proof to give what we have gained in freedom and worship.
(Gain: Nail down the Xeno Uplift-doctrine aspects of the Cult of the Star Child.)

[] [Chapter] From The Top Again (0/2)
The Chapter still needs more Companies filled before Chyron is willing to shift his mindset of emergency to one of merely acute danger for the Chapter. After that, the real work begins.
(Gain: The Lamenters fill out two more Companies.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)

AN: Note that Chapter Master Chyron is strongly urging you to attack the Mega Rokk this turn.
 
So one action to attack the Mega rock, one to betray the betrayers and the last to stay the course?
 
[X] Plan: Steady Pace
-[X] [Military] Enacting The Plan (0/2)
-[X] [General] Stay The Course (4/7)

Get our military up to speed with the new doctrine and a bunch of new ships. While stay the course setting it up to complete next turn with only 2 actions
 
Huh, am I mistaken, or is Betray the Betrayers a straight up better version of what we had before?

That aside... Honestly, I'm in favor of it, but I think it's more important to modernize our fleet. Getting 3 Design Actions for two AP is a bargain. Especially if we get a DP bonus before we start due to all the paper study and build-up that was involved.
 
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I'd also like to be sure what Betray the Betrayers actually entails, because while the implication is "This is fucking over the dudes who want to cut and run and leave their dudes to die on the vine", what it's saying is "They're angry at the Imperium and intend to Get Revenge on them", which is... Well, it's not wrong but it's also not our biggest problem right now.

EDIT: Ah, nevermind, we need to hit the Mega Rokk this turn, no big projects possible then. How can the Lamenter's baby fleet contribute to the operation @HeroCooky ? Does it let us deploy them without needing to allocate spacelift to them?
 
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Do we need to spend a ap directing us to hit baby rock I was under the impression that our fleets in systenem would be doing that automatticly?
ye but fuck em they shouldn't have been assholes
mechanically as well it saves us 2 precious ap points and narratively does not throw a new faction with a frigate into the abaonded imperial terriotry to our right so it well worth it
 
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Do we need to spend a ap directing us to hit baby rock I was under the impression that our fleets in systenem would be doing that automatticly?

Apparently we do, it's a major operation, which requires major support.

I need to confirm what our naval force actually looks like before coming up with a force. Since it's space, we want mostly pure Infantry forces rather than Mechanized ones. I need to know how much spacelift the Lamenters can cover themselves too.
 
Half arsing a betrayal seems like a bad idea.
I think doing 1 of 2 actions is just us preparing for doing it next turn not half asking since I don't thing we've had multi part actions that needed to be done in one turn or else we fuck up. I trust out guys to not fuck up unless the action calls it out as a possibility

[X] Plan: Roks to traitors
-[X] [General] Betray the Betrayers (0/2)
-[X] [General] Stay The Course (4/7)
-[X] [Military] A Task For Specialists (Destroy the Mega Rok)
--[X] Task Fleet Alpha (6x Aries-Class Corvettes, 1x Sagittarius-Class Artillery Frigate, 1x Taurus-Class Troopship (0/4 Capacity))
--[X] (2/2) Droman Tideswarm Heavy Demolition Unit
--[X] (1/1) Lamenters Space Marine Squad
--[X] (1/4) Celestial Choirs

not
100% sure about the troops but I feel heavy Demolition is going to be good at wrecking as much as possible and Lamenters + Choir should be elites who can fight through the Orks so we can get the critical targets before pulling out
 
Apparently we do, it's a major operation, which requires major support.

I need to confirm what our naval force actually looks like before coming up with a force. Since it's space, we want mostly pure Infantry forces rather than Mechanized ones. I need to know how much spacelift the Lamenters can cover themselves too.
ah well shoot okay we prob want to bring our choirs up in support as well and more millitarty units maybe we spend one point on the assualt one point on keep the course and another on a new pyskana melody maybe the void to help in the void combat
 
Definitely the time to bring our Psykana forces to bear, yes, the rest is still pending answers before I finalize an approach.

Also, Heavy Demo--useful in a boarding op or no?

Also, if we start with Betray the Betrayers, are we Fucked if we don't finish it the same turn or no?
 
Ugh. This has gone up. We should work on this for this next vote.

It was good to confirm they were Bad Actors, I'm just pointing out that I want to know what Betray the Betrayers actually entails, because there's been some misunderstandings earlier and I want to make sure everyone's on the same page before I put anything on the table.
 
Definitely the time to bring our Psykana forces to bear, yes, the rest is still pending answers before I finalize an approach.

Also, Heavy Demo--useful in a boarding op or no?

Also, if we start with Betray the Betrayers, are we Fucked if we don't finish it the same turn or no?
Maybe we should do a Psykana Song of protection, fire, sun instead of starting betraying the betrayers.

So our choirs gaze can burn all that mean harm to us.
Reminders:
Fire
That which destroys, yet creates.
The heat of ashen corpses and warm beds.
The light of towns and of pyres.
Protection
To guard is to know when to yield, when to fold, when to give way, for the unyielding bow before the unstoppable.
To protect is to know when to strike, when to advance, when to force yourself forwards, for the unstoppable bow before the unyielding.
Sun
Giver of Life.
Taker of Destiny.
Burn under their gaze.
Flourish under their love.
Live.
Die.
Be.
 
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