Catacomb is 1 vote behind The venerable, at 4 from the looks of things, I believe in my Quirky bunker on treads! Common guys and gals, Image the eldar and tau's faces if they see (fake) Stone work on a Tank!
Catacomb is 1 vote behind The venerable, at 4 from the looks of things, I believe in my Quirky bunker on treads! Common guys and gals, Image the eldar and tau's faces if they see (fake) Stone work on a Tank!
Catacomb is 1 vote behind The venerable, at 4 from the looks of things, I believe in my Quirky bunker on treads! Common guys and gals, Image the eldar and tau's faces if they see (fake) Stone work on a Tank!
Respectfully dude, I don't think 'imagine how funny our enemy's reactions will be' is a good reason to propose or vote for a design for our mainline tank.
Edit: Also, not directed at you Frost, but I gotta say I'm really confused why so many people are voting for an anti-aircraft walker when that's a capability that we should be able to get easily enough by just using Hydras. It's basically just a Hydra with legs, which...doesn't seem like a particularly good use of the Special Tank slot? Same with the Self-Propelled Artillery proposal, when the Basalisk is like right there. Why make something we already have a pretty good option for when you could make a superheavy tank or something like my Plasma Assault Gun instead, that fills a niche pre-existing equipment doesn't.
I feel like I have made my opinions rather clear on using Real world looking tank with better shiny gubbins, or using Tank that basically just look Like 21st century tanks with a couple extra shiny bits.
The Homogenization of Vehicles, designed by internet tank experts screeching about suboptimal layouts and shot traps has rendered me quite sick of it, so watching 40k vehicles with such a strong Flair of aesthetics, and instead of trying to play into that aesthetics or a complimentary aesthetic that fits the setting, being turned into the samey vehicles Again that could be used in one of a dozen copy past sci-fi slop is certainly not my favorite, no.
I have tried not to kick up a fuss about, but this is one of my biggest pet peaves with TSV and SB Empire builders, The complete and utter erasure of any sense of aesthetics that most of the setting had before in the name of real world tanks with shiny bits or "futuristic tanks" That could blur together on a carasel and you could barely tell if you have the right one.
so I can't help but notice right now there are only legged options for light and specialist tanks, so I took it upon myself to offer walker options for medium and heavy. They are also built to work together with both each other and the existing walkers.
[X] Candlelight Medium tank
-[X] Role: medum Tank
-[X] Propulsion: Spider-limbs
-[X] Weaponry: 1x Kinflame pattern Chem-rail cannon
-[X] Lore: Developed in coordination with the Kil'drabi, the Candlelight uses a modified battle cannon incorporating electromagnetic rails to lend further range and velocity to its rounds. Built to function in broken or urban terrain where tracked vehicles would struggle. While the tank struggles against infantry at short range due to lacking secondary weapons, the range and power of the kinflame cannon makes it a lethal threat against other armor, and makes it excellent in a fire support role. When supported by either infantry, or lighter anti infantry platforms such as the Anansi or Angel it is a lethal threat to the foes of the federation.
[X] Crab Heavy tank
-[X] Role: Heavy tank
-[X] Propulsion: Spider-limbs
-[X] Weaponry: 2x Battle cannons 1x chin mounted multilaser.
-[X] Lore: Developed for heavy assaults' across broken ground, the Crab is coated in thick armor and carries a pair of battle cannons cable of both direct and indirect fire. caring extra thick armor on its front legs, the tank is capable of bunkering down when in the open, rotating its legs forward to present a solid wall of armor to the enemy. It's two independently tracking cannons enable it to easily engage and destroy multiple medium tanks or swarms of infantry with little issue, though it is less effective against other heavy tanks. To offset this weakness, it was developed to work alongside the Candlelight medium tank. With the crab supressing heavy and super heavy targets to allow the Candlelight to bring to bear their devastating kinflame cannons.
[X] Anansi-type Light Walker
[X] Angel Medium Walker
I feel like I have made my opinions rather clear on using Real world looking tank with better shiny gubbins, or using Tank that basically just look Like 21st century tanks with a couple extra shiny bits.
The Homogenization of Vehicles, designed by internet tank experts screeching about suboptimal layouts and shot traps has rendered me quite sick of it, so watching 40k vehicles with such a strong Flair of aesthetics, and instead of trying to play into that aesthetics or a complimentary aesthetic that fits the setting, being turned into the samey vehicles Again that could be used in one of a dozen copy past sci-fi slop is certainly not my favorite, no.
I have tried not to kick up a fuss about, but this is one of my biggest pet peaves with TSV and SB Empire builders, The complete and utter erasure of any sense of aesthetics that most of the setting had before in the name of real world tanks with shiny bits or "futuristic tanks" That could blur together on a carasel and you could barely tell if you have the right one.
The only reason WH40K has its aesthetic is to showcase how backward the Imperium is, which is something that we directly oppose, so why should we copy their design choices? Futuristic tank is both an aesthetic and a statement and I will die on that hill.
[X] Catacomb Medium tank
-[X] Image
-[X] Role: Medium Tank
-[X] Propulsion: Tracks
-[X] Weapons: 1xBattle Cannon, 3xHeavy bolters
-[X] Lore: Designed in the spirit of the venerable Malcador, The Catacomb is heavily based on the ancient tank, a Small force of which happened to be located on the station during the uprising after a warband sent them for repairs that they were unable to do. While lacking the STC to make more tanks like the malcador, The tech priests have taken many lessons on what, and what not, to do from the venerable tank. While outwardly presentinglike a castle wall on treads, the Catacomb's decrative stone facade armour belies its durability, providing a large amount of rokm in the front of the tank. this extra space renders the catacomb a rather versatile tank, enabling production of a similar variety of patterns as the original leman russ. During its first deployment, the catacomb of course lacks this backlog of flexable variants, and was deployed with the venerable combo of Battle cannons and heavy bolters, Forgoing the Heavy stubber of its typical imperial counter part through the use of its ample internal space.
[X] Angel Medium Walker
-[X] Image
-[X] Role: Specialist AA Tank
-[X] Propulsion: Spider Legs
-[X] Weaponry: 4x Autocannons
-[X] Lore: Designed as an all terrain solution to the problem of Anti-air, The Angel was designed under the premise that it would never match the near dirt-cheap nature of the Chimera based Hydra, As such, the Angel is designed to fulfil a pair of Different niches. It does this Through its Automaton legs allowing it an even wider amount of terrain traversal compared to the chimera, already noted for its also terrain nature, Allowing it to go in some of the few places that the Hydra cannot. In addition, The Angel mounts heavier armour, Allowing it to serve as both as anti-air, and Turn its Autocannons upon Infantry and heavy infantry targets, Serving to Help clear hordes upon hordes with its Dangerous autocannons when enemy air support is not in desperate need for killing.
[X] Firefly Light Hovertank
-[X]
-[X] Role: Light Tank
-[X] Propulsion: Hover
-[X] Armanents: x1 Autocannon, x3 Multilaser turrets
-[X] The Firefly is meant to be a skirmishing IFV and what it lacks in armor, it makes up for with the ability to turn infantry and light armor to mulch.
[X]Morrigan Heavy Tank
-[X] Image + Image, Body and profile of the Ginger, with the turret having a similar riveted Pauldron to the Morrigu
-[X] Role: Heavy Tank
-[X] Propulsion: Tracks
-[X] Weapons:1xBattlecannon, Armiger single direction Ion shield 1xTwin linked Heavy bolter
-[X] Lore: Designed as a Centerpiece Tank, The Morrigan is the first attempt to mount the Karnivores Single Directional Ion Shield on a new, non-bipedal Platform. To make space for the Ion shield, The heavy morrigan Wields a Weapon set more in common with the MBT of the Imperium, The leman russ. Instead, The Heavy tank while not a true super heavy, Makes up for this lesser Weapon load out with heavy armour and a Space marine-esque paldron on its turret, Which in truth is the Ion emitter for the shield. This heavy Defensive load out allows the Morrigan to serve as the cornerstone of a defensive line, or the armoured fist of a Armour column, protecting those around it by virtue of its large presence and Insanely durable nature, forcing the enemy to Surmount it, or continue to allow it to act as a mobile Armoured wall for its allies to shelter behind.
[X]Morrigan Heavy Tank
-[X] Image + Image, Body and profile of the Ginger, with the turret having a similar riveted Pauldron to the Morrigu
-[X] Role: Heavy Tank
-[X] Propulsion: Tracks
-[X] Weapons:1xBattlecannon, Armiger single direction Ion shield 1xTwin linked Heavy bolter
-[X] Lore: Designed as a Centerpiece Tank, The Morrigan is the first attempt to mount the Karnivores Single Directional Ion Shield on a new, non-bipedal Platform. To make space for the Ion shield, The heavy morrigan Wields a Weapon set more in common with the MBT of the Imperium, The leman russ. Instead, The Heavy tank While not a true super heavy, Makes up for this lesser Weapon load out with heavy armour and a Space marine-esque paldron on its turret, Which in truth is the Ion emitter for the shield. this heavy Defensive load out allows the Morrigan to serve as the cornerstone of a defensive line, or the armoured fist of a Armour column, protecting those around it by virtue of its large presence and
[X] Anansi-type Light Walker
-[X] Image Link
-[X] Role: Light Tank
-[X] Propulsion: Spider-limbs
-[X] Weapons: 1x Lascannon, 2x Light Multilas
-[X] Lore: The Anansi is the Federation's answer for the need for mobile skirmishers, urban combat, and recon vehicles. A squat, spider-like vehicle with four limbs, the Anansi's closest Imperial counterpart would be the Heavy Sentinel walker. Equipped to be able to have limited supply needs, the Anansi is equipped with laser weaponry to allow it to be ammo independent. Its limbs can allow climbing on steep surfaces and for vertical movement, the Anansi has a pair of wire anchors to allow it to grapple its way up to higher locations to flank heavier opponents in rough or urban terrain. Its speed and mobility is its main protection, with its armor being thin compared to medium tanks.
[X] Gallant Heavy Tank
-[X]
-[X] Role: Heavy Tank
-[X] Propulsion: Tracks
-[X] Weaponry: Battlecannon, Co-axial Multi-las, 1x Heavy stubber (pintle mount) 1x Heavy Flamer (front), 2x Heavy Bolters (side-mounted), Smoke launchers
-[X] Lore: Designed to be the main heavy tank of the Federation, the Gallant Heavy Tank is a large tracked vehicle with strong armor and a number of weapons. Its main gun is the venerable Battlecannon, a powerful anti-vehicle weapon. Backing this up is a number of various lighter weapons such as the coaxial multilas meant for shredding infantry and light vehicles. The Gallant is the heavy, sturdy spearhead for its compatriots. It is also equipped with smoke dispensers to provide line-of-sight cover against enemy targeting.
[X] Archer Self-propelled Artillery
-[X]
-[X] Role: Specialist Mobile Artillery
-[X] Propulsion: Tracks
-[X] Weaponry: Earthshaker Artillery Cannon, 3x Multi-las turrets
-[X] Lore: A heavy-tracked mobile artillery unit, the Archer is a vehicle meant to provide the fearsome power of the Earthshaker cannon in a mobile, protected package. The design is dominated by the main artillery cannon, but it also possesses three independent multi-las gun turrets to protect itself against infantry and light vehicles.
[X] Candlelight Medium tank
-[X] Role: medum Tank
-[X] Propulsion: Spider-limbs
-[X] Weaponry: 1x Kinflame pattern Chem-rail cannon
-[X] Lore: Developed in coordination with the Kil'drabi, the Candlelight uses a modified battle cannon incorporating electromagnetic rails to lend further range and velocity to its rounds. Built to function in broken or urban terrain where tracked vehicles would struggle. While the tank struggles against infantry at short range due to lacking secondary weapons, the range and power of the kinflame cannon makes it a lethal threat against other armor, and makes it excellent in a fire support role. When supported by either infantry, or lighter anti infantry platforms such as the Anansi or Angel it is a lethal threat to the foes of the federation.
[X] Crab Heavy tank
-[X] Role: Heavy Tank
-[X] Propulsion: Spider-limbs
-[X] Weaponry: 2x Battle cannons 1x chin mounted multilaser.
-[X] Lore: Developed for heavy assaults' across broken ground, the Crab is coated in thick armor and carries a pair of battle cannons cable of both direct and indirect fire. caring extra thick armor on its front legs, the tank is capable of bunkering down when in the open, rotating its legs forward to present a solid wall of armor to the enemy. It's two independently tracking cannons enable it to easily engage and destroy multiple medium tanks or swarms of infantry with little issue, though it is less effective against other heavy tanks. To offset this weakness, it was developed to work alongside the Candlelight medium tank. With the crab supressing heavy and super heavy targets to allow the Candlelight to bring to bear their devastating kinflame cannons.
MEDIUM
[X] Medium Tank: Venerable Guardian Mk. 1 (Guardian for short) - 6 Votes
[X] Catacomb Medium Tank - 4 Votes
[X] Candlelight Medium tank - 3 Votes
HEAVY
[X] Morrigan Heavy Tank - 8 Votes
[X] Gallant Heavy Tank - 6 Votes
[X] Heavy Tank: Steadfast Bulwark Mk. 1 (Bullwark for short) - 6 Votes
[X] Crab Heavy tank - 3 Votes
[X] Golem - Heavy Tank - 1 Vote
SPECIALIST
[X] Angel Medium Walker - 10 Votes
[X] Special Tank: Stelar Radiance Mk 1 Assault Gun (Radiance for short) - 6 Votes
[X] Archer Self-propelled Artillery - 6 Votes
[X] Padfoot Heavy Urban Walker - 1 Vote
Now we see if Neon is taking a poke at us I guess.
The real question is if they're going to Warp in and scream "AHHH MOTHERLAND" before firing all ze missiles.
And if we're about to Do The Flop or if we'll have another turn of concerning military buildup on our borders. (Are we even being scouted? I don't think the IN has proper scout ships actually--at least nothing that's widely written about, people seem to just fly around blind and deal with whatever is on the other end)
With the possibility of a prolonged war against Imperial Humans on the horizon and in the future all but certainty, various orders go out, to begin with the creation and distribution of new Warmachine Schemata to allow the Federation to field armored spearheads and war machines to counter those of the Imperium.
Though relatively anemic compared to other branches of the military, the design bureaus focusing on vehicles soon find themselves in a frenzy of competition and engineering challenges, each trying to one-up the other with various focuses and competencies. This results in fifteen different tanks, even if some use that word lightly, being designed, prototyped, and tested against the conventional equipment already in use and against each other.
In the end, four designs are chosen to become the backbone of any Tank Unit, triumphing over their brethren in one area or multiple to end up the winner in the eyes of the gathered generals and logisticians, alongside their advising engineers and soldiers; the Anansi Light Walker, Venerable Guardian Mk. 1 Medium Tank, Morrigan Heavy Tank, and the Angel Medium Walker.
The Anansi is the Federation's answer for the need for mobile skirmishers, urban combat, and recon vehicles. A squat, spider-like vehicle with four limbs, the Anansi's closest Imperial counterpart would be the Heavy Sentinel walker. Equipped with limited supply needs in mind, the Anansi is fitted with laser weaponry, a las-cannon atop its body and two multilas fitted in sponsons at the front, to be ammo-independent. Its limbs allow climbing on steep surfaces and vertical movement, with a pair of wire anchors enabling it to grapple up to higher locations to flank heavier opponents in rough or urban terrain. Unfortunately, its mobility comes at the cost of armor and crew space, with the pilot and gunner stacked over each other in a backward-leaning position so that the gunner's hips begin where the pilot's head ends, making it far more difficult to leave in a hurry.
The Venerable Guardian Mk.1 is the Glimmering Federation's take on the implacable Leman Russ tank and is meant to serve as the mainline combat vehicle of the armored core. Smaller than the Imperium's Hammer, the Guardian mounts a similar armament; a battle cannon in the turret supported by a coaxial heavy stubber, with hull, sponson, and pintle mount supporting weapons meant to deal with any threat the vehicle needs to fight. Significant changes to the hull shape use curves and slopes to increase the chances of shot deflection even with the Guardian's slightly weaker armor, though lower mass means the tank has a higher top speed than a Russ. Overall, it is a balanced vehicle that will serve as the armored fist of the Glimmering Federation. However, its weaponry loadout has led to a cramped interior, alongside a decrease in the "curved" hull due to the mass of weaponry attached to its frame, making it far more blocky than intended, if still less box-like than the Leman-Russ.
Designed as a Centerpiece Tank, the Morrigan Heavy Tank is the first attempt to mount the Karnivore-derived Single Directional Ion Shield Prototype on a new, non-bipedal platform. To make space for the Ion shield, the Heavy Morrigan wields a weapon that is more in common with the MBT of the Imperium, the Leman Russ. While not a genuine heavy in the sense of the Imperium, the Morrigan makes up for its lesser weapon loadout of only a Battlecannon and Twin-Linked Heavy Bolter with heavy armor and a Space marine-esque pauldron on its turret, which, in truth, houses its Prototype Ion Emitter. This heavy defensive loadout allows the Morrigan to serve as the cornerstone of a defensive line or the armored fist of an Armor column. Yet, the use of this novel technology has made it disliked by the troops using it due to its maintenance-heavy nature, earning it the nickname of "Mulish Morrigan."
Originally designed as an all-terrain solution to the problem of the Federations lacking anti-air, the Angel Medium Walker Design Team quickly changed tracks under the premise that it would never match the near dirt-cheap nature of the Chimera-based Hydra; as such, the Angel was remade to fulfill a pair of different niches. Thanks to its "spider" legs, it can traverse nearly any terrain able to hold its weight, with a limited vertical traversal ability inherited thanks to its choice of locomotion. In addition, the Angel mounts heavier armor than its lighter Anansi-counterpart, allowing it to serve as both anti-air and turn its quad-autocannons upon Infantry and Light Armor targets, serving to clear its vicinity of such threats when enemy air support is not in desperate need of killing.
Bad news from the Neon-Front. It seems that, whatever else, their leader is either blessed with capable subordinates, or competent himself, as their reaction to the continued scouting of their systems has been measured, precise, expertly executed, and swiftly concluded. Now, Brotar is newly in possession of a nascent Defense Station currently under construction, though already halfway built and able to operate, with a fleet anchorage point present and presently housing the same fleet that was noticed amassing in Barbarun. Some activity has also been noticed by our scouts, before they were initially run off, on the surface of the local planet. Likely a mining operation to supply the station and fleet with materials, founded around a ship reactor of what was likely a "colony starter ship"-esque vessel, as theorized by some of our think tanks.
In addition, we found out that the fleet has been given over to a disgraced noble who "shall redeem herself in defense of humanity against the Xeno Madness infesting Sub-Sector Archwan." Nothing about her is known except that she is called Tanya van Silberflügel.
You Have 3 [Three] Actions. (6-Hour Moratorium) [] [General] Develop The Federations'...
-[] Food Production VI
-[] Civilian Infrastructure VII
-[] Heavy Industry VI
-[] Void Industry VIII
-[] Medical Services II
-[] Military Industry II
(Gain: A boost in production focusing on the chosen option.)
[] [General] Colonize (Planet)
It is time to bring another world into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: A colonized World.
Habitable Worlds: Ultima Sigritta - Sira (Mesa and Savannah), Silista - Silista X (Temperate Continent), Itani - Grubbub (Ash and Frozen), Gnatiila - Smug (Volcanic and Ash)
Hostile Worlds (-1 Void Industry): N/A
Deathworlds (-1 to All): N/A)
-[] Directional Ion Shields
(Gain: Directional Ion Shield Emitters for your whole Military.) -[] Infantry-Grade Weapons and Armor Development
(Gain: Infantry Weapons/Armor Upgrades.) -[] Karnivore Weapon And Equipment Loadouts
(Gain: Improve and add to the weapons of your Karnivores.) -[] Anti-Ork Ecology Cleansing Methods (0/2)
(Gain: Reduces time to conquer Ork Worlds.) -[] New Fighters for a New Age (0/2)
(Gain: New Fighters.) -[] New Bombers for a New Age (0/2)
(Gain: New Bombers.) -[] Ship Design Improvements (0/2)
(Gain: +2 DP to all Ship Classes) -[] Ship Equipment Standartization - [1 DP Equipment] (0/4)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent. (0.2 Research Banked)
[] [Military] Fill Out The System Army Groups - (1/2)
With the military reorganized, it is time to begin a standardization across all our systems to fill out at least one SAG.
(Gain: All Systems currently fully controlled have their SAGs filled to 100% strength. 4 SAGs in Total.)
[] [Military] Create A [Blazing Sun - War-Pack] or SAG - [System] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
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. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. 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, with Tanks allowing a myriad of armored spearheads or operations to proceed. 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, with Heavy Units reliant on solid logistics to continue working while also offering an equal force-concentration in return. A War-Pack consists out of 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: A SAG. These contain [Four Units] chosen from the above choices.)
[] [Military] [Construct/Refit] A Warp Ship - [Choose a Design]
Ships are produced at these rates: Six Scouts, Four Destroyers, two Frigates, and One Light Cruiser per decade.
(Gain: Chosen Ships.)
[][Military] Design A New Voidship Class - [Available: Destroyer, Frigate, Light Cruiser]
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] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 2x Free Celestial Choirs -[] Task Fleet Alpha
(7x Aries-Secundus Class Corvette, 5x Lupus-Class Torpedo Destroyer, 1x Crux-Class Missile Frigate, 1x Libra-class Light Carrier, 2x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Task Fleet Beta
(2x Pact of Our New Path Battlecolonies)
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop)
-[-] Lamenters Chapter Fleet
(3x Risen Dirge-Class Boarding Ships (Space Marine Troopship))
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: 2 Systems from Claimed Systems. Scouting Efficiency: 50%
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] Conduct a Melody (Choose one below.) (0.8/1 - Auto Complete)
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.
(Uncovered: Technology.
Secret: Slumber, Silence, Perception, and Grounding.
Star Child: Hope, Compassion, Humanity II, Song III, Mercy, Creativity II, Health, Unity II, Innovation, Machinery, Logic II, Progress, Protection II, Justice, Wisdom, The Sun II, The Home II, 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, Humanity I, Creativity I, Song II, The Home I, Logic I, and Unity I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)
[] [Faith] Monuments for Martyrs, Graves for the Forgotten
The Candle Keepers have been fighting the good fight for nearly 250 years, a fourth of a millennium. In this time, thousands have perished to give people hope, security, and a better life and pave the way for those who come after to stride further and with growing security and pride into the great unknown and black abyss shrinking before the light of the Star Child. Within those 250 years, we have fought against a constant barrage of Orks, worshippers of Chaos, and those who tried to turn traitors to their fellow people, with the first of many Xeno Protectorates established, and its people turned into faithful worshippers and adherents to the Droman Creed. Yet, though now temples ring with the sounds of bells and the hymns of choirs signing united, and our systems teem with the faithful eager to build a better future against the coming of the dark, many had to give their lives to reach this point...and many more will follow. Do these people, who are now forever lost to the soil of worlds and the greedy grasp of the void, deserve to be forgotten? Does their memory not deserve to be honored and remembered? They do, and though some bodies shall never be recovered, their names deserve to be carved for eternity. The only question then arises...where should they be carved into? And how grand would these monuments be if we made multiple instead of one?
(Gain: The Candle Keepers discuss how to honor the fallen and the forgotten. Variable Action Cost.)
[] [Faith] Brotherhoods, Sisterhoods, Siblinghoods, And Orders of Faith
It is undeniable that many marching within our military are those most dedicated to spreading the light of the Star Child. Yet, questions have arisen from those seeking to contribute to the liberation of the galaxy, who either failed to enter the military by being too dedicated to the mission and failing to see the objectives that need to be taken or by failing some other criteria. Some of those questions are if it would not be beneficial if some manner of Faith Militant organization or organizations could be created, or allowed to be created, with others asking for a formal creation of Faith Orders to bolster the ranks of the soldiery with those utterly dedicated to the mission, lending strength, surety, and a bulwark against the horrors of the galaxy to all within.
(Gain: Nail down the Faith Militant aspects of the Cult of the Star Child.)
[] [Faith] Psykana Of The Outside And Unknown
Though we use the Celestial Choirs to bind and tame the powers of the Warp to minimize the risks and dangers inherent in the use of the Psykana, it is folly to believe that we are the only ones who have uncovered ways to utilize the Warp amongst the galaxy, or that there is nothing to be learned from Outsiders. Likewise, though there has been currently only one example, we must also consider what to do with the Psykers of Outsiders to the Federation and how we should go about ensuring that those individuals within our Protectorates or Kin are given over or sent to us instead of being utilized in horrific, immoral, or dangerous ways if they aren't outright killed as was the fate of all Kil'drabi Psykers before they began to send them to us to be taught control or executed should they fail and become a risk to themselves and others without sending their souls to the Great Enemy.
(Gain: Nail down the Outsider Psyker and Psykana Use-doctrine aspects of the Cult of the Star Child.)
[] [Chapter] Ships For The Fleet (0/3)
With the number of Brothers rising within the Chapter, the ability to deploy them has slipped ever further away. Likewise has the ability of the Glimmerling Shipwrights advanced leaps and bounds, allowing a new Ship to be designed to take advantage of their new-found expertise and for four of them to be created.
(Gain: The Lamenters gain a new Frigate Design and two batches (+1) of it are constructed.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
AN: Tank Units will have a mix of multiple tank types, corresponding to what makes sense. Light Tanks won't use Heavy Tanks, but Heavy Tanks will make use of them to scout stuff out. Tanks will also begin to be dispersed across your SAGs.
[] Plan: Building out Backbone -[] [Military] Fill Out The System Army Groups - (1/2) -[] Military Industry x2
This would get us to MI 3 and have the SAGs built. It'd put us slightly behind the curve on making ships, but we probably do want to get to Military Industry V if we're going to be fighting a big dramatic war in the near future.
Initial panic over, but they are very competent, think we're aliens, and are definitely going to attack us. Whoever's in charge knows their business, but is hobbled by the fact they are definitely being Expended because they're presumably dangerous to the current Orthodoxy because they actually Know Their Shit and that absolutely cannot be tolerated. So they have enough to win, but not enough to win cleanly (In the reckoning of their overlord, presumably). "Redemption Crusades" usually exist to get people killed.
This means we can likely infer that the current force isn't the entirety of the Protectorate of Neon's military assets, but is presumably high on relative elitism and low on Trust (Presumably because they actually know what they're doing and thus are a Threat to the current ruling House.) This does mean that taking prisoners would be a good idea when they inevitably come to take a swipe at us. But they're building a logistics base here, so they're absolutely going to deny us that foothold if they can. Not a dealbreaker, but it is something to be concerned over.
EDIT: Actually, a question, Are we still stuck at 2 free Choirs? That number doesn't seem to have been ticking up recently despite our population ballooning.
In addition, we found out that the fleet has been given over to a disgraced noble who "shall redeem herself in defense of humanity against the Xeno Madness infesting Sub-Sector Archwan." Nothing about her is known except that she is called Tanya van Silberflügel.
It's a reference to an anime about a fantasy modern war. While we should probably take a few hints from this, we shouldn't really assume that this means that it's actually some direct, "This is literally Tanya" as opposed to a character vaguely based off of her for vibes. But we can know that she's likely very competent.