A 40k Rogue Trader in the Multiverse

Voting is open
[X] That story is actually not historically accurate
-[X] Male
-[X] Lichtenstein
and you were
-[X] 28
-[X] PhD Student (History)

Based on me finding out that the one story i know about the micro-state of Lichtenstein, the "going to war with 70 men, returning with 71" one, is not compete true. I mean the spirit of it is, Kind of, but it actually a lot more complicated (and interesting) than the one you normally hear

Edit: in my defense, the new Post hasn't been threatmarked yet
 
Last edited:
My bad
[X] That story is actually not historically accurate
-[X] Male
-[X] Lichtenstein
and you were
-[X] 28
-[X] PhD Student (History)

Based on me finding out that the one story i know about the micro-state of Lichtenstein, the "going to war with 70 men, returning with 71" one, is not compete true. I mean the spirit of it is, Kind of, but it actually a lot more complicated (and interesting) than the one you normally hear

Edit: in my defense, the new Post hasn't been threatmarked yet

My bad!

Thank and done!
 
Hans turned his attention back to the room: it had been clearly chosen for its nondescript location and outlook, yet it was clear that some efforts had hastily been done to add some luxury finishes to it, just for the purposes of hosting the VIP present at the meeting.
"Prime Hermeticum!" said the high-ranking Administratum functionary, speaking to the higher-ranking Magos in the room "we can't allow the adventurism of the Mechanicus to go unchecked, as if messing with unstable Dark Age of Technology isn't bad enough!"
The Prime Hermeticum answered with an annoyed mechanical whizz: "Adeptus Karlys Kraz, the Abominable Intelligence uncovered by our Explorators is neutralized and in a secure location"
"On the way to the closest Forge World so that you can play with it, I guess!"
"The Cultus Mechanicus doesn't play with Heretek, suggesting otherwise is a grave accusation; our Magi must uncover the best rituals to destroy it and only deep analysis of the artifact can achieve the desired neutralization result."
"In my opinion attach it to a cyclon torpedo and detonate it would be safer, easier and faster, but this is the domain of the Mechanicus, not the Administratum's. Yet" the Administratum high-ranking functionary continues raising a hand "It's opinion of my Terran superiors that the new Warp Drive must be tested for the good of the Imperium under a … neutral leadership. That's why my lord has conferred via Chorus Astropathicum the Letter of Marque to our friend here, so that he can act in the wider interest of the Imperium and not in the particular interest of one of his branches."
"Puppeteering"
"Possibly, Prime Hermeticum. Now LORD CAPTAIN Hans Zimmerman, unfortunately the budget authorized by the Administratum for this endeavor is not so vast, not until we can prove this technology to be … useful. But, on the other hand, the budget spending is completely at your disposal, so that our friends of the Mechanicus can't accuse the Administratum of puppeteering, as it is the choice of your crew and the Voidship Pattern at your disposal, among a certain range of Patterns that our friend are confident can be retrofitted with the new Warp Drive."

"Let's start with the voidship"
Hans nodded, as the Aeronautic Engineer he was, he immediately looked at the impressive specifications of the three different options:
[X] Orion Class
[X] Jericho Class
[X] Carrack Class
As a side note in the data-pad, he noted that the Orion Class ship, despite being superior in theory, was just partially repaired after a violent skirmish with an alien race oddly called Orks.

So, we have

Orion 2 Jericho 1 Carrack class 1

Orion Class wins the vote
Hans turned his attention back to the room: it had been clearly chosen for its nondescript location and outlook, yet it was clear that some efforts had hastily been done to add some luxury finishes to it, just for the purposes of hosting the VIP present at the meeting.
"Prime Hermeticum!" said the high-ranking Administratum functionary, speaking to the higher-ranking Magos in the room "we can't allow the adventurism of the Mechanicus to go unchecked, as if messing with unstable Dark Age of Technology isn't bad enough!"
The Prime Hermeticum answered with an annoyed mechanical whizz: "Adeptus Karlys Kraz, the Abominable Intelligence uncovered by our Explorators is neutralized and in a secure location"
"On the way to the closest Forge World so that you can play with it, I guess!"
"The Cultus Mechanicus doesn't play with Heretek, suggesting otherwise is a grave accusation; our Magi must uncover the best rituals to destroy it and only deep analysis of the artifact can achieve the desired neutralization result."
"In my opinion attach it to a cyclon torpedo and detonate it would be safer, easier and faster, but this is the domain of the Mechanicus, not the Administratum's. Yet" the Administratum high-ranking functionary continues raising a hand "It's opinion of my Terran superiors that the new Warp Drive must be tested for the good of the Imperium under a … neutral leadership. That's why my lord has conferred via Chorus Astropathicum the Letter of Marque to our friend here, so that he can act in the wider interest of the Imperium and not in the particular interest of one of his branches."
"Puppeteering"
"Possibly, Prime Hermeticum. Now LORD CAPTAIN Hans Zimmerman, unfortunately the budget authorized by the Administratum for this endeavor is not so vast, not until we can prove this technology to be … useful. But, on the other hand, the budget spending is completely at your disposal, so that our friends of the Mechanicus can't accuse the Administratum of puppeteering, as it is the choice of your crew and the Voidship Pattern at your disposal, among a certain range of Patterns that our friend are confident can be retrofitted with the new Warp Drive."

"Let's start with the voidship"
Hans nodded, as the Aeronautic Engineer he was, he immediately looked at the impressive specifications of the three different options:
[X] Orion Class
[X] Jericho Class
[X] Carrack Class
As a side note in the data-pad, he noted that the Orion Class ship, despite being superior in theory, was just partially repaired after a violent skirmish with an alien race oddly called Orks.
So

Orion 2
Jericho 1
Carrack class 1

Orion Class Wins!
 
40k, Rogue Trader, Narrative “The Vaduz”, and vote for the Cargo Manifest
The space was cold.
That was Hans' first though staring at the empty extension of darkness between the bright spots of the Voidships, gleaming like Christmas trees, huge, looming gothic, five-kilometers long steel-like war machines; the Arvus was climbing higher and higher above the planet's stratosphere, passing layer above layer above layer of the huge parking lot that the lower orbit of Necromunda seemed to be.
Necromunda: from the orbit it seemed even more impressive, a testament both to the glorious might and to the ruinous greed of the Imperial humanity: the curved globe was bleak, an expansion of orange-purplish dust deserts made out of industrial waste, a brown-greenish sludge that passed for an ocean, cratered mountains, some crumbled into steaming quarries the size of Lake Michigan (he had seen it once from an airplane, never from a spaceship of course), while some other mountains, too steep to be natural, were growing out of solid waste accretion; among all this squalor, hyperextending like gleaming castles of countless needles, spires piercing the troposphere, the Hives, monument to the might whose byproduct was the whole planet's devastated biosphere, so tall that some were visible beyond the planet's curved horizon.
The climbed and climbed, until the hives became just thin pinheads, shining in the night side of Necromunda.
They climbed up until the geosynchronous orbit, where they started passing by the true voidships, nesting in the empty space like sleeping malevolent leviathans.
Some bigger than mountains, decorated like a sinister version of the Great Cathedrals of Europe, with statues so tall that the Statue of Liberty could comfortably sit on their toes.
"It's that one, sir!" Announced the Arvus' pilot.
Hans took a look to his Orion Class voidship: 3.42 km from bow to stern, from afar looked like a ridiculously decorated car's exhaust pipe, an elongated snow-plough, with that oddly looking massive bow; but after a short intense deceleration (the artificial gravity field of the old Arvus was imperfectly working, the pilot explained) the ridiculousness morphed into gargantuan sublimity and even the engineering mind of Hans was annihilated by the primeval instinct of reverence for the majestic ship.
The Arvus started a flyby of the right flank of the ship, passing close to the ancient cratered armored fuselage alterning with the new shiny patches, hatches, niches and towers, statues of angels and warriors in armor, ventilation nozzles, what looked like King Kong-size machine guns and cannon
barrels, antennae and, suddenly, they were at the cavernous entrance of a hangar bay.


——————————————

Hans tries to make himself comfortable in the huge chair, almost a throne, looming at the top table of a huge board of smooth Aluminium looking adamantium. Hans, uncomfortable, runs the hand over it, feeling the cold smooth surface under the fingertips, while he gives another look at the people in the room, deciding how to take the lead on the conversation.
Caldan Fara sprawls the stretched legs on the side of her chair, her body in a chilled position, while her attentive brown eyes are fast moving in the rooms almost like to automatically identify threats, her right hand seemingly dillydallying playfully around, ready to jump under her green coat to grab the lasgun the built-in sensors of his weird chair are relying to his newly installed cyber implants. At the right side of the skinny but sculpted military, looking intensely at her black bob haircut, or maybe at her gracious nose, almost oriental eyes or decisive jawline, sits Kers Maggar: a short and stocky pale big man, big hands holding the datapad almost like a fragile crystal sculpture, big back overflowing his chair, big stocky neck bent as he admires the silhouette of the military woman, large nostrils, bony forehead that makes him look like a triceratops in officer's uniform. The man sits like if he doesn't wanna sit at all. Hans wonders if he is slightly intimidated, being at the boundary between ordinary and mutating human (a thing that doesn't sit well in Imperial society, Hans was informed). In front of the voidmaster sits a gracious maid, the subtle net of wrinkles around her deep blue eyes betraying her real age (she was keeping herself artificially young with some expensive treatment -buying a rejuvenate treatment for himself had also been warmly suggested to Hans itself since he ascended to the rank of Rogue Trader-), her blond hair tied in a pony tail, she keeps the head straight, staring at nothing and everything at the same time; Hans turns his attention away from the astropath and to the priest close to her, that is peacefully sipping his hot tea from a deep green smooth-soft ceramic-looking steaming mug. The man is clearly baseline human, but of an ethnicity Hans can't really gauge based on the XXI century criteria: muscular but proportionate, he has ginger hair and ginger beard, eastern European-like protruding ears, his skin with an almost metallic color, in-between bronze and pink-gold, blue serene eyes, red and white robes evoking him the sensation of a wizard from the book cover of the '70 reprint of some yellowed fantasy book, a necklace with a huge skull-like pendant cast into iridium, the eyes of the skull blue crystals shining like Swarovski.
Finally Hans gives a look at the seneschal, Jalna Massai: if she was a woman of his time Hans would guess she would be Arab, maybe Kuwaiti, or Saudi perhaps. She wears a tight formal dress that makes her look a bit like the CEO of some financial company, her lips are full and curved into a friendly smile, her smiling almost oriental eyes are intent on reading the prospects she prepared for the other high ranking officers of the Vaduz (Hans decided to name the voidship like the capital on an ancient nation of Holy Terra, choice lauded by his "sponsors" in the Administratum), her tanned fingers typing something on it, the long purple nails making a "tic tic" noise on the screen as she types on the screen. Hans, momentarily distracted by the buzzing noise produced by one of the two Mechanicus appointed officers, turns his thoughts and gaze away from the young seneschal and, gazing to his datapad's screen, dives deep into the personalized report she prepared for him.


---



### **Vaduz Cargo Manifest Proposal**

**Prepared by Jalna Massai, Seneschal**



**To Lord Captain Hans Zimmerman,**

*Subject: Comparative Evaluation of Cargo Procurement Costs and Budget Allocation*



---



**Introduction:**



Lord Captain, as we prepare for our voyage aboard the *Vaduz*, I have compiled a detailed cargo manifest to guide our procurement decisions. I understand that the economic structures of your former planet differ greatly from those of the Imperium. However, through our discussions, I have gathered that one *Administratum Tithe Credit* (ATC) has a purchasing power roughly equivalent to $100,000 of your "dollars."



Given the vastness of our mission, the Administratum has been allocated a budget of **500,000 ATC**, which is approximately **$50 billion USD** by your reckoning. This budget must cover all our operational needs, as well as provide for the welfare of the crew and the upkeep of the *Vaduz*. Below, I present the costs for each item per unit, with the equivalent in your currency in parentheses for clarity.



---



### **General Budget: 500,000 ATC (~$50 billion USD)**



---



[X]1. Prometheum Grade C (Standard Propellant for Voidships and other transports)**

- **Price per Unit:** 2 ATC per kiloton (~$200,000 per kiloton)

- **Unit:** Kiloton

-Technical Max: 97,000 Kilotons (filling Prometheum tanks)

Considerations: the Administratum already equipped us with 10,000 free kilotons of Prometheum, which is enough for 2 travels to the Mandeville Point of average system +3 months of travel in the Immaterium. We strongly suggest increasing the transported amount, both for security and redundancy and for trade.





[X]2. Antimatter Fuel (High-Efficiency Warp Drive Fuel)**

- **Price per Unit:** 100,000 ATC per kilogram (~$10 billion per kilogram)

- **Unit:** Kilogram

Note: the Tech-Priest Enginseer explained that the normal functioning of our core reactor requires only a limited amount (0.01 kg/year) of antimatter, to "fertilize" the fusion nuclear fuel. However, injection of antimatter in our sacred engine can increase peak production of energy (e.g. in case lascannon needs to be activated in combo with max propulsion speed or to increase the might of our void shields).

We have been equipped by the Administratum with only 0.01 kg of free Antimatter.

The practical limit seems our budget, we suggest a moderate increase in our antimatter inventory.



[X]3. Nuclear Pallets (Backup Power Source)**

- **Price per Unit:** 100 ATC per pallet (~$10,000,000 per pallet)

- **Unit:** Pallet (100 tons)

Note: our main energy generation comes from the antimatter-fusion reactor (we already have enough hydrogenum and helium for centuries worth of consumption), however, we have a backup energy generation system working with nuclear fission. We currently don't have any nuclear pallet. The Vaduz's backup system needs a minimum of 7 pallets combined to operate, which allows the life support systems to operate for 70 years continuously without propulsion or energy weapons engaged or, doubling energy consumption, to operate propulsion at 1% peak sub-light velocity,

allowing to reach Mandeville point in 7000 days typically.

Note that 1 single pellet can also allow continuous for 300 years a field portable reactor.

Note: this specific item requires the Heavy Lifter or the Aquila Lander to be brought to planetary surface



[X] 3.1 Nuclear portable field-

-**Price per Unit:** 5,000 ATC per functional unit

(~$500M per unit)

Note: energy output modular, either 10MWh (conversion rate to the energy metric you provided me, Lord Captain) for 300 years or up to 100MWh for 30 years.

Note: this specific item requires the Heavy Lifter or the Aquila Lander to be brought to planetary surface





[X]4. Menial Void Workers (Basic labor force for ship operations)**

- **Price per Unit:** 0.03 ATC per existing worker (~$3,000 per existing worker) ; 0.04 per new workers if coercively (~$4,000 per new workers) ; 0.06 per new workers if voluntarily enlisted.

- **Unit:** Person

Note: includes acquisition cost and maintenance cost for two years (menials don't get salary, but get food and shelter).

The Vaduz is already equipped with 200,000 menials (minimum necessary for operational), that will cost 6,000 ATC over 2 years.

Acquiring additional menials costs 40 ATC (or 60 ATC if voluntarily recruited) per every 1000 menials, including procurement costs.

Menials can be procured either by the Guild of Slaves or by voluntary enlistment, voluntary enlisted menials are more expensive, since is necessary to hire freelancing recruiting agents disseminated in one low and mid low hive city.



[X]5. Assault Troops (Highly trained combat units for security and boarding actions)**

- **Price per Unit:** 3 ATC per trooper (~$300,000 per trooper)

- **Unit:** Person

Note: includes salary for two years and recruitment cost. Trained soldiers (e.g. former PDF or former Enforcers, private contractors, etc).



[X]5a. Floor officers and trained specialists (Highly trained specialists for ship operation)**

- **Price per Unit:** 3 ATC per trooper (~$300,000 per specialist)

- **Unit:** Person

Note: includes salary for two years and recruitment cost. Trained specialists (e.g. artillery officer, medicae, command bridge officers, menial crew managers, accountants, etc.).

The ship needs a minimum of 200 officers to be functional and typically one every 1,000 menials are suggested.

In a separate document I provided separately a list of all the professionals required, my Lord.



[X]6. Joy Girls (Indentured service workers for crew morale)

- **Price per Unit:** 0.13 ATC per worker (~$13,000 per worker)

- **Unit:** Person

Note: includes cost for procurement (0.1) and for food and shelter for two years (0.03). Joy girls can be procured by the Guild of Slaves (or by other houses of we spend time searching for them).

Also note that this is an average pricing, individual pricing may vary based on factors like age, attractiveness, rare traits, etc.



[X]6a. Modified Joy Girls (Indentured service workers for crew morale)

- **Price per Unit:** 1.03 ATC per worker (~$103,000 per worker)

Note: Joy Girls with custom or standard modifications, typically for the convenience of officers of the ship, can also be considered a trade good. The products of the Guild of Flesh of Necromunda (only reliable supplier, if excluding unreliable cheap products with short shelf life from underhive clandestine guilds) fetch for higher prices in nearby planets.



[X]7. Lasguns (Standard Issue Infantry Weapons)**

- **Price per Unit:** 0.005 ATC per lasgun (~$500 per lasgun)

- **Unit:** Weapon

Note: includes 1 spare energy cell per lasgun.

We already have abundance of chargers (solar or Prometheum based in the free inventory)



[xX8. Flak Armor (Basic Protective Gear for Troops)**

- **Price per Unit:** 0.01 ATC per armor set (~$1,000 per armor set)

- **Unit:** Set



[X]9. Medical Supplies (Advanced med-kits and pharmaceuticals)**

- **Price per Unit:** 100 ATC per crate (~$10,000,000 per crate)

- **Unit:** Crate (1 metric ton)

Note: this note is simplified, see separate inventory note in the data pad for price of individual drugs and biomedical tools



[x]10. Vox-Casters (Communication Devices for ground operations)**

- **Price per Unit:** 0.05 ATC per unit (~$5,000 per unit)

- **Unit:** Device

Note: referring to long range transmitters: can transmit planetary wise in any planet provided by ionosphere and, in any case, to orbit.



[X]11. Spare Parts for Voidship (Critical components for ship repairs)**

- **Price per Unit:** 5 ATC per crate (~$500,000 per crate)

- **Unit:** Crate (5 metric tons)

Note: not including critical Forge World made components. Includes instead e.g. bolts, copper wires, fiber optics, light bulbs, simple electronic boards, steel, aluminum or ferrocrete sheets, etc.



[X]12. Synthetic Food Supplies (Sustenance for 1,000 crew for 1 year)**

- **Price per Unit:** 3.6 ATC per 1000 man/year (~$360,000 per 1000 man/year)

- **Unit:** man/year

Note: mid-low quality synthetic food: mostly carbohydrates from farmed unicellular algae cultured using organic waste and proteins from mix of corpse starch and/or worm meal. Sustenance vitamins and mix of hormones, antiseptics, bland psicoactive drugs added to the mix. Food is frozen, with expiry date of 10 years.



[X]12a. Natural processed Food Supplies (Sustenance for 1,000 crew for 1 year)**

- **Price per Unit:** 36 ATC per 1000 man/year (~$3,600,000 per 1000 man/year)

- **Unit:** man/year

Note: processed mass produced natural food, carbohydrates from cereal or rice flour, potatoes, macro mushrooms , proteins from yibbah fish and from anktarian crickets or from rodents or chicken, with adding of vitamins. Frozen expiry 10 years.



[X]12b. Natural Organic Food Supplies (Sustenance for 1,000 crew for 1 year)**

- **Price per Unit:** 360 ATC per 1000/man year (~$36,000,000 per 1000 man/year)

- **Unit:** man/year

Note: gourmet food, vegetable, fruit, fish, meat, etc. Chrono-frozen, preserves freshness. 100 years expiry date if not removed from special freeezers.



[X]13. Water Purification Units (Ensure clean water for the crew)**

- **Price per Unit:** 0.5 ATC per unit (~$50,000 per unit)

- **Unit:** Unit (50,000 liters/day capacity)



[X]14. Navigational Charts (Updated star charts and warp route data)**

- **Price per Unit:** 10 ATC per set (~$1 million per set)

- **Unit:** Set

Note: In our conversations you mentioned that our Warp Drive is atypical, nonetheless, I think it's wise to procure navigational charts, each (priced) chart for a sub-sector



[X]15. Trade Goods - High-Quality Ceramite (Armor-Grade Material)**

- **Price per Unit:** 10 ATC per ton (~$1 million per ton)

- **Unit:** Ton

Note: this good is semi-refined, can be purchased either in cubic ingots of solid ceramite (excellent for carving high-fatigue enigine components or other solid ceramite objects) or in sheets (ideal to craft coating or surfaces)



[X]16. Trade Goods - Spices from Fenksworld (Luxury Item)**

- **Price per Unit:** 5 ATC per crate (~$500,000 per crate)

- **Unit:** Crate (500 kg)



[X]17. Trade Goods - Industrial Chemicals (High-Demand Trade Item, e.g., Sulfuric Acid, Ammonium Nitrate)**

- **Price per Unit:** 1 ATC per ton (~$100,000 per ton)

- **Unit:** Ton



[X]18. Adeptus Mechanicus Servo-Skulls (Automated Assistants)**

- **Price per Unit:** 5 ATC per unit (~$500,000 per unit)

- **Unit:** Unit



[X]19. Warp Beacon (Emergency Navigation Beacon)**

- **Price per Unit:** 50 ATC per unit (~$5 million per unit)

- **Unit:** Beacon



[x]20. Void Shields (Additional defense systems for the ship)**

- **Price per Unit:** 5,000 ATC per unit (~$500 million per unit)

- **Unit:** Shield

Note: can be equipped also to landers or used to protect locations on the planetary surface.



[X]21. Imperial Guard Rations and kit (Supplementary food, long shelf life, 100+ years without freezing, includes, food, bendage, female tampon, antiseptics and simple drugs, caff pills, water ratio, multipurpose knife, flashlight, lighter)**

- **Price per Unit:** 0.2 ATC per 1000 (~$20,000 per crate)

- **Unit:** 1000 units



[X]22. Lho Sticks (Luxury item for trade or crew morale)**

- **Price per Unit:** 2 ATC per crate (~$200,000 per crate)

- **Unit:** Crate (50,000 sticks)



[X]23. Slave Labor (Indentured workers for heavy lifting and manual labor)**

- **Price per Unit:** 0.05 ATC per person (~$5,000 per person)

- **Unit:** Person

Note: include cost for procurement with Guild of Slaves and mantainance cost food and shelter for two years



[X]24. Servitors (Cybernetic workforce for specialized tasks)**

- **Price per Unit:** 2 ATC per unit (~$200,000 per unit)

- **Unit:** Unit



[X] 25. Power Cells (Universal energy source for ship systems and heavy weapons e.g. las turrets)**

- **Price per Unit:** 1 ATC per unit (~$100,000 per unit)

- **Unit:** Cell



[X] 26. Automated Defense Turrets (Ship's internal security systems -note, turrets can be dismantled and reassembled anywhere else e.g. planetary surface-)**

- **Price per Unit:** 50 ATC per turret (~$5 million per turret)

- **Unit:** Turret





[X] 26a. Macrocannon Shell (for ship use or trade)

- **Price per Unit:** 1,000 ATC per shell (~$100 million per shell)

- **Unit:** Shell

Note: Necromunda is a a renowed production hub for macrocannon shells, out of the sector can resold for 20-30% profit.

Note: 10m long steel shell with carbon nanotube core.

**Acceleration Impact:** Steel shell deforms and vaporizes, creating a high-energy plasma that precedes the core, weakening targets.

**Orbital Use:** Plasma burns away in atmosphere, leaving nanotube core to shatter on impact, releasing shards with force far beyond a 50-megaton warhead—absolute devastation.

**Void Combat:** Void shields disperse plasma; nanotube shards penetrate, acting like hypervelocity shrapnel, capable of tearing through enemy hulls. Extreme caution advised—potential for widespread destruction is immense.



[X]27. Digital Weapons (Concealable weapons for personal defense)**

- **Price per Unit:** 100 ATC per weapon (~$10,00,000 per weapon)

- **Unit:** Weapon

Note. This item can be found only in the Xenos Spire of Hive Prime, given it is procured from Cold Trade.



[X]28. Psi-Amplifier (Enhances astropathic communications)**

- **Price per Unit:** 100 ATC per unit (~$10 million per unit)

- **Unit:** Amplifier



[X]29. Mechadendrites (Adeptus Mechanicus personal augmentations)**

- **Price per Unit:** 500 ATC per unit (~$50,000 per unit)

- **Unit:** Unit



[X]30. Servitors (Generic)**

- **Price per Unit:** 0.5 ATC per unit (~$50,000 per unit)

- **Unit:** Unit

Note: the ship is already equipped with 1560 units (necessary for some functionalities)



[X]31. Medical Servitors (Specialized for surgery and medical care)**

- **Price per Unit:** 2 ATC per unit (~$200,000 per unit)

- **Unit:** Unit



[X]32. Battle Servitors (Combat-capable cybernetic warriors)**

- **Price per Unit:** 3 ATC per unit (~$300,000 per unit)

- **Unit:** Unit



[X]33. Augmentic Spare Parts (Low level Replacements for crew augmentations)**

- **Price per Unit:** 200 ATC per crate (~$20,000 per crate)

- **Unit:** Crate (500 kg)



[X]34. Purity Seals (Religious items, protect ship and crew)**

- **Price per Unit:** 1 ATC per 100 units (~$100,000 per 100 units)

- **Unit:** Seal (100 units)



[X]35. Hymnals and Religious Texts (For Ship Chaplain's use)**

- **Price per Unit:** 1 ATC per crate (~$100,000 per crate)

- **Unit:** Crate (200 books)



[X]36. Books and Literature (Crew entertainment and education or for trade)**

- **Price per Unit:** 0.5 ATC per crate (~$50,000 per crate)

- **Unit:** Crate (600 books)



[X]37a. Spare Weapons, auto guns and mechanical, heavy (Extra armaments for the crew)**

- **Price per Unit:** 0.05 ATC per weapon (~$5,000 per weapon)

- **Unit:** Weapon

Note: includes heavy auto guns, portable rocket launchers with set of hell-rockets, flamers, chainsword etc.



[X]37b. Spare Weapons, explosives, kreg granades (Extra armaments for the crew)**

- **Price per Unit:** 0.05 ATC per crate (~$5,000 per crate)

- **Unit:** crate

Note: a crate contains 10 granades



[X]37c. Spare Weapons, Melta bomb (Extra armaments for the crew)**

- **Price per Unit:** 20 ATC per weapon (~$2,000,000 per weapon)

- **Unit:** Weapon

Note: One melta bomb



[X]37d. Spare Weapons, power swords (Extra armaments for the crew)**

- **Price per Unit:** 0.1 ATC per weapon (~$10,000 per weapon)

- **Unit:** Weapon


[X]37e. Spare Weapons, knives, swords, bayonets (Extra armaments for the crew)**

- **Price per Unit:** 1 ATC per 100 weapon (~$100 per weapon)

- **Unit:** Weapon

Note: includes high grade steel swords, knives or bayonets (attachable to lasguns or autoguns)



[X]38. Armor Plating (Reinforcements for the ship's hull)



• Price per Unit: 10,000 ATC per ton (~$1 million per ton)

• Unit: Ton



[X]39. Barracks Construction Materials (For on-board troop quarters)**

- **Price per Unit:** 1 ATC per 500 square meters (~$100,000 per 500 square meters)

- **Unit:** 500 square meters



[X]39.1 Field pre-fab

(Prefabricate field habitat)

Note: these prefabricate are ready to deploy prefabricates, complete of athmospheric filters and pressurized hatches (suitable for any atmosphere, including toxic or no athmosphere at all), includes decon, can be fitted with power cells or connected to energy lines (not in price), come complete with toilets, furnishing and basic equipment depending on configurations, suitable for temperatures from -70 C• to +120 C•, resistant to acid rains, ad Mech certified for conformity.

Pre-fabs can be attached to each other for modularity.

Size 9mx3mx3m, weight 30 ton except workshop configuration (60 ton).



39.1a Workers living hab, bunker beds and toilet, for 12 or 24 workers/ soldiers

Price per unit 1 ATC (100,000 USD)



39.1b Officer living hab. Sleeping and office space, includes optional space for a maid/ helper, includes functional but fine furnishing and toilet, wardrobe and safe.

Price per unit, 2 ACT (200,00$)



39.1c Office space liv hab

Configurable as admin working space or as meeting room, includes toilet

Price per unit 1.5 ACT (150,00$)



39.1d Med living hab.

Maedicae surgery kit, surgery bed and three beds, toilet included.

Price per unit 10 ACT (1,000,000$)



39.1e Workshop liv hab.

Workshop, include repairs and assembly kit, 1 ton of plasticrete gel, plasteel printer, copper wires, spare augmentics and electronics, las cutters, etc.

Price per unit 30 ACT (3,000,000$)

Note: this specific item requires the Heavy Lifter to be brought to planetary surface



[X]40. Furnishings for Crew Quarters**

- **Context:** The basic living quarters for our crew are currently functional but spartan, providing only the bare necessities. Upgrading these spaces would offer some improvements in comfort and morale, which could be crucial on long voyages.

- **Price per Unit:** 0.1 ATC per 1,000 square meters (~$10,000 per 1,000 square meters)

- **Unit:** 1,000 square meters

*(Upgrades from "Squalid" to "Miserable" — This would allow for slightly improved bedding, more efficient space usage, and basic privacy partitions.)*

Note: while the total floor area of the Vaduz is ≈30Million m2, of which only ≈30% (10m m2) is livable (the rest being cargo, technical areas, hangar, undership, etc).

A crew of ≈250k occupies ≈2.5M m2.



[X]41. Furnishings for Officer Quarters**

- **Context:** The officers' quarters, while adequate, would benefit from upgrades that offer greater comfort and an environment conducive to planning and relaxation. Such improvements can have a direct impact on the efficiency and morale of our command staff.

- **Price per Unit:** 1 ATC per 1,000 square meters (~$100,000 per 1,000 square meters)

- **Unit:** 1,000 square meters

*(Upgrades from "Good" to "Prestigious" — Enhancements include better furniture, improved lighting, and personal space enhancements to make the quarters more befitting of their rank.)*

Note: The officers quarters occupy a max. of 1M m2. A staff of 1K officers (and pertinent servants) occupies only half of it.



[X]42. Furnishings for Rogue Trader Quarters**

- **Context:** As the Lord Captain, your quarters are a reflection of your status and the prestige of our vessel. There are options to further elevate the quality of these spaces, from luxurious comforts to opulent displays of wealth and power.

- **Price per Unit:** 5 ATC per 1,000 square meters (~$500,000 per 1,000 square meters)

- **Unit:** 1,000 square meters

*(Upgrades from "Prestigious" to "Luxurious" — Enhancements include high-end furnishings, rare materials, and significant improvements in comfort and style.)*



[X]43. Furnishings for Rogue Trader Quarters**

- **Context:** Further refinement of your living quarters could provide not just comfort but also a statement of power and authority, essential for receiving high-ranking visitors and making a lasting impression.

- **Price per Unit:** 10 ATC per 1,000 square meters (~$1 million per 1,000 square meters)

- **Unit:** 1,000 square meters

*(Upgrades from "Luxurious" to "Lavish" — Includes exotic materials, custom-designed furniture, and the finest available amenities.)*



[X]44. Furnishings for Rogue Trader Quarters**

- **Context:** For the most distinguished of settings, where every detail speaks of unmatched wealth and influence, the final tier of upgrades offers unparalleled elegance and grandeur.

- **Price per Unit:** 25 ATC per 1,000 square meters (~$2.5 million per 1,000 square meters)

- **Unit:** 1,000 square meters

*(Upgrades from "Lavish" to "Extravagant" — The absolute pinnacle of luxury, including rare artifacts, bespoke art, and the finest comforts imaginable.)*

Note: Your headquarters, my Lord Captain have an extension of 0.1M m2, including both your chambers, your private guest areas, your personal servants dwellings, your vaults and areas for meetings or galà. Note that, with the most expensive configurations, we could also create a private garden with artificial illumination.

Also note, my lord, that, as your loyal top officers, we would be honored to be housed close to you, in a dedicated are of your palace, to be ready at your call.



[X]45. Arvus Lander (Short-range utility craft for intra-system transport)**

- **Price per Unit:** 900 ATC per unit (~$90 million per unit)

- **Unit:** Unit

Note: max cargo capability to orbit (Terran gravity well): 60 tons. Max passengers to orbit: 24 (excluding two pilots). Max speed (standard athmosphere) 1.5 sound-speed. Exo-atmosphere 10 sound-speed. Comes with gravity distorter for gravity well escape. Weapon system: 1 autogun and two rocket launchers. Fuel: Prometheus grade A, B, C, D, E, F. Doesn't come with shields (that can be equipped separately).

Max range 50K km.

Suggested to ferry small specialist or shock troop teams, light equip and for intra-atmospheric transports.



[X]46. Necromundan Pattern Orbit Heavy Lifter (Heavy-lift spacecraft for planetary-to-orbit cargo transport)**

- **Price per Unit:** 100,000 ATC per unit (~$10 Billion per unit)

- **Unit:** Unit

Note: can carry 3000 tons to orbit (Terran gravity well) and 500 passengers +30 crew.

In atmosphere has very low maneuverability. Max speed (standard athmosphere 1.5 sound-speed). Exo-atmosphere 10 sound-speed. Comes with gravity distorter for gravity well escape. Weapon system: 1 las turret and two rocket launchers. Fuel: Prometheus grade A, B, C, D, E

Comes with shield

Max range 500k km.

Suggested for bulk troop or colonists transports, necessary to transport heavy equipment (like mining equipment or heavy cargo).



[X]47. Aquila Lander.

(Luxury and multifunctional orbital and intersystem transport)

- **Price per Unit:** 15,000 ATC per unit (~$1.5 Billion per unit)

- **Unit:** Unit

Note: this vehicle blends luxury transport with multipurpose, attack and defense capability and extremely long range autonomy.

While has excellent maneuverability in atmosphere, can lift well over 100 tons of cargo into orbit (the volume is smaller than Argus lighter, but, thanks to more powerful gravity distorters, can lift heavier, denser cargo.

Normally equipped for 8 passengers in the luxury area +8 seats for staff and security in separate area +2 pilots.

Includes signature extravagant furniture, a bedroom, a complete bedroom, kitchen and bar, weapon bay, cargo bay, ultra-atmospheric hatch and equipment, staff area.

Athmosphere speed 5X sound speed.

Exo-atmosphere continuous 2g acceleration up to 0.7% speed light (e.g. can travel from Holy Terra to Mars in average 48h). Comes with gravity distorter for gravity well escape. Weapon system: 2 las guns, 1 plasma gun, two rocket launchers, air to air and air to ground plasma incendiaries, air and space bombing capability. Fuel: Nuclear micro fusion reactor and as propellant argon.

Comes with shield

Max range 1.5 Billion km.



[X]47a. Rejuvenate Treatment (Anti-aging procedure for senior officers and high-status crew)**

- **Price per Unit:** 50 ATC per treatment (~$5 million per treatment)

- **Unit:** Treatment



[X]48. Colonists (Gang-Pressed) (Low-cost labor, indentured criminals or debt slaves)**

- **Price per Unit:** 0.02 ATC per person (~$2,000 per person)

- **Unit:** Person



[X]49. Colonists (Recruited) (Handpicked workers, screened for reliability)**

- **Price per Unit:** 0.05 ATC per person (~$5,000 per person)

- **Unit:** Person



[X]50. Colonists (Professionals) (Specialists with valuable skills, such as engineers, doctors, etc.)**

- **Price per Unit:** 1 ATC per person (~$100,000 per person)

- **Unit:** Person



[X]51. Land Transport

Necromundan Fieraris Motorbike

- **Price per Unit:** 1 ATC per transport (~$100,000 per transport)

Note: This motorbike is produced in Hive Fieris (a secondary hive in the southern hemisphere). Is often used in the Ash Waste or exported off-world. With a top speed of 340km/h, ultra resistant tires and suspensions, is well suited for exploratory missions. Prometheum grade b or c fuels. Fuel autonomy 350 km



[X]52. Land Transport

Necromundan Fieraris Automobile

- **Price per Unit:** 2 ATC per transport (~$200,000 per transport)

Note: This automobile is produced in Hive Fieris (a secondary hive in the southern hemisphere). Is often used in the wasteland or exported off-world. With a top speed of 340km/h, ultra resistant tires and suspensions, is well suited for exploratory missions. Prometheum grade b or c fuels. The interior is climatized and pressurized and can be used in any atmosphere. Fuel autonomy 1250 km



[X]53. Land Transport

Necromundan Aranthor Armored Automobile

- **Price per Unit:** 2 ATC per transport (~$200,000 per transport)

Note: This automobile is produced in Hive Aranthor. Is often used in the ash wastes or exported off-world. With a top speed of 180km/h, ultra resistant tires and suspensions, and armored glasses and chassis is well suited for exploratory missions and well protected from light weapons. The interior is climatized and pressurized and can be used in any atmosphere. Prometheum grade b or c fuels. Fuel autonomy 1250 km.



[X]54. Land Transport

Centaur

- **Price per Unit:** 5 ATC per transport (~$500,000 per transport)

Note: see Report



[X]55. Taurus Venator ATV

- **Price per Unit:** 7 ATC per transport (~$700,000 per transport)

Note: This variant of the Taurus is produced in Necromunda, see Report



[X]56. Leman Russ

- **Price per Unit:** 100 ATC per transport (~$10,000,000 per transport)

Note: Given the recent levels of mobilization in the Sector, typically purchase is restricted to Imperial Astra Militaris, the Administratum, however, authorized our expedition to purchase a maximum number of 25 Leman Russ from local manufacturers. see report

Note: the Leman Russ can be transported to the ground only by the Heavy Orbit Lifter



[X]57. Light construction or mining equipment

- **Price per Unit:** 1,000 ATC per location set (~$100,000,000 per location set)

Note: this equipment (cranes, earth grinders, trucks, etc.) is enough either to continuously operate a small scale alluvial mine, a small quarry or to construct a small residential outpost or a small garrison over 6 months.

Note this equipment requires the Heavy Orbital lifter.



[X]58. Heavy construction or mining equipment

- **Price per Unit:** 10,000 ATC per location set (~$1,00,000,000 per location set)

Note: this equipment allows to operate large scale hard rock mining operations (including metal separators, centrifuges, etc.) either in the open or underground, large scale quarries or large scale construction projects (railways, tunnels, small cities over 1 year).

Note this equipment requires the Heavy Orbital lifter.

X]59. Gold (Commodity metal for trade)**

- **Price per Unit:** 0.5 ATC per kilogram (~$50K per kilogram)

- **Unit:** Kilogram
Note: Gold is often the privileged medium of exchange for human (and, in some case, Xenos) pre industrial societies. Can often be traded also with industrial societies, where is used for electronics, jewelry and holy decorations in our cathedrals.
While can be traded in non Imperial worlds, the demand for gold may in some cases be limited or its trade restricted, Unlike ATC given that any Imperial world of the Segment will always have demand for tithe discounts.

X]60. Iridium (Commodity metal for trade)**

- **Price per Unit:** 1.5 ATC per kilogram (~$150K per kilogram)

- **Unit:** Kilogram
Note: Iridium is the hardest and densest known metal, has many industrial applications and, while hardly tradable with pre-industrial worlds, Iridium is often in high demand for human (and, in some case, Xenos) industrialized.
While have the advantage to tradable in non Imperial worlds, the demand for iridium may in some cases be limited in worlds with limited industrial output or its trade restricted, Unlike ATC given that any Imperial world of the Segment will always have demand for tithe discounts.
---



**Conclusion:**



Lord Captain, this comprehensive manifest is designed to balance the operational needs of the *Vaduz* with the welfare of the crew and the strategic potential of our voyage. The comparison with your currency, the "dollar," is intended to give you a clear perspective on the value and costs associated with each decision. Should you need further clarification or wish to discuss the allocation in more detail, I remain at your service.



*Respectfully,*

*Jalna Massai, Seneschal*



p.s. The Mechanicus appointed their own team at their expense, see my separate report about the Mechanicus personnel.

---
 
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40k
Basically the vote entails the Cargo of the Vaduz (Vaduz ofc is a tribute to a fallen Lichtenstein plan).
Remember the total budget is 500K ACT.
The next vote will entail some narrative stuff while we go to the Mandeville point.
Following will finally decide where we go (remember the Vaduz can travel to multiple narrative universes), that one will be top tier importance, given it will define our course of action for a few turns.

In drafting a plan for the cargo manifesto, remember this is the stuff we'll have with us and will affect our capabilities for our endeavors.
So, vote carefully… ;)

Planning to keep the vote open until the weekend
 
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@LordNymphys can we upgrade 40. Furnishings for Crew Quarters more than one time and if so is it the same price. Also can we keep some ACT as ATC or do we need to spend it all
 
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[x]Plan Making sure we come back

  • 25,000 kiloton (50,000 ATC) 1. Prometheum Grade C (Standard Propellant for Voidships and other transports)
  • .05 kilogram (5,000 ATC) 2. Antimatter Fuel (High-Efficiency Warp Drive Fuel)
  • 20 Pallet (2,000 ATC) 3. Nuclear Pallets (Backup Power Source)
  • 1 (5,000 ATC) 3.1 Nuclear portable field
  • 4. Menial Void Workers (Basic labor force for ship operations)
  • -200,000 (6,000 ATC/2 years) Already on board
  • -Extra 50,000 (3,000 ATC)[voluntarily]
  • 10,000 (30,000 ATC) 5. Assault Troops (Highly trained combat units for security and boarding actions)
  • 500 (1,500 ATC) 5a. Floor officers and trained specialists (Highly trained specialists for ship operation)
  • 5000 (650 ATC) 6. Joy Girls (Indentured service workers for crew morale)
  • 100 (103 ATC) 6a. Modified Joy Girls (Indentured service workers for crew morale)
  • 60,000 (300 ATC) 7. Lasguns (Standard Issue Infantry Weapons)
  • 60,000 (600 ATC) 8. Flak Armor (Basic Protective Gear for Troops)
  • 10 Crates (1,000 ATC) 9. Medical Supplies (Advanced med-kits and pharmaceuticals)
  • 60,000 (3,000 ATC) 10. Vox-Casters (Communication Devices for ground operations)
  • 50 Crates (250 ATC) 11. Spare Parts for Voidship (Critical components for ship repairs)
  • 532,000 man/years (1925.2 ATC) 12. Synthetic Food Supplies (Sustenance for 1,000 crew for 1 year)
  • 12,000 man/year (432 ATC) 12a. Natural processed Food Supplies (Sustenance for 1,000 crew for 1 year)
  • 2,000 man/year (720 ATC) 12b. Natural Organic Food Supplies (Sustenance for 1,000 crew for 1 year)
  • 44 units (22 ATC) 13. Water Purification Units (Ensure clean water for the crew)
  • 100 sets (1000 ATC) 14. Navigational Charts (Updated star charts and warp route data)
  • 5,000 (25,000 ATC) 18. Adeptus Mechanicus Servo-Skulls (Automated Assistants)
  • 10 (500 ATC) 19. Warp Beacon (Emergency Navigation Beacon)
  • 4 (20,000 ATC) 20. Void Shields (Additional defense systems for the ship)
  • 60,000 (12 ATC) 21. Imperial Guard Rations and kit (Supplementary food, long shelf life, 100+ years without freezing, includes, food, bendage, female tampon, antiseptics and simple drugs, caff pills, water ratio, multipurpose knife, flashlight, lighter)
  • 60 Crates (120 ATC) 22. Lho Sticks (Luxury item for trade or crew morale)
  • 20,000 (40,000 ATC) 24. Servitors (Cybernetic workforce for specialized tasks)
  • 1,000 (1,000 ATC) 25. Power Cells (Universal energy source for ship systems and heavy weapons e.g. las turrets)
  • 1,000 (50,000 ATC) 26. Automated Defense Turrets (Ship's internal security systems -note, turrets can be dismantled and reassembled anywhere else e.g. planetary surface-)
  • 25 (25,000 ATC) 26a. Macrocannon Shell (for ship use or trade)
  • 10 (1,000 ATC) 27. Digital Weapons (Concealable weapons for personal defense)
  • 10 (5,000 ATC) 29. Mechadendrites (Adeptus Mechanicus personal augmentations)
  • 20,000 (10,000 ATC) 30. Servitors (Generic)
  • 1,000 (2,000 ATC) 31. Medical Servitors (Specialized for surgery and medical care)
  • 2 Crates (400 ATC) 33. Augmentic Spare Parts (Low level Replacements for crew augmentations)**
  • 300,000 seals (3,000 ATC) 34. Purity Seals (Religious items, protect ship and crew)
  • 150 Crates (150 ATC) 35. Hymnals and Religious Texts (For Ship Chaplain's use)
  • 1,000 (500 ATC) 36. Books and Literature (Crew entertainment and education or for trade)
  • 100,000 (5,000 ATC) 37a. Spare Weapons, auto guns and mechanical, heavy (Extra armaments for the crew)
  • 1,000 Crates (50 ATC) 37b. Spare Weapons, explosives, kreg granades (Extra armaments for the crew)
  • 10 (200 ATC) 37c. Spare Weapons, Melta bomb (Extra armaments for the crew)
  • 100 (10 ATC) 37d. Spare Weapons, power swords (Extra armaments for the crew)
  • 100,000 (1,000 ATC) 37e. Spare Weapons, knives, swords, bayonets (Extra armaments for the crew)
  • 50,000 square meters (100 ATC) 39. Barracks Construction Materials (For on-board troop quarters)
  • 1,000 (1,000 ATC) 39.1a Workers living hab, bunker beds and toilet, for 12 or 24 workers/ soldiers
  • 10 (20 ATC) 39.1b Officer living hab. Sleeping and office space, includes optional space for a maid/ helper, includes functional but fine furnishing and toilet, wardrobe and safe.
  • 20 (200 ATC) 39.1d Med living hab.
  • 10 (300 ATC) 39.1e Workshop liv hab.
  • 2.5M m2 (250 ATC) 40. Furnishings for Crew Quarters Upgrades from "Squalid" to "Miserable"
  • 2.5M m2 (750 ATC) 40. Furnishings for Crew Quarters Upgrades from "Miserable" to "Livable"
  • 500,000 m2 (500 ATC) 41. Furnishings for Officer Quarters Upgrades from "Good" to "Prestigious"
  • 1,000 m2 (5 ATC) 42. Furnishings for Rogue Trader Quarters Upgrades from "Prestigious" to "Luxurious"
  • 10 (9,000 ATC) 45. Arvus Lander (Short-range utility craft for intra-system transport)
  • 1 (100,000 ATC) 46. Necromundan Pattern Orbit Heavy Lifter (Heavy-lift spacecraft for planetary-to-orbit cargo transport)
  • 2 (30,000 ATC) 47. Aquila Lander.
  • 100 (5,000 ATC) 47a. Rejuvenate Treatment (Anti-aging procedure for senior officers and high-status crew)
  • 100 (100 ATC) 51. Land Transport Necromundan Fieraris Motorbike
  • 10 (20 ATC) 52. Land Transport Necromundan Fieraris Automobile
  • 2000 (4000 ATC) 53. Land Transport Necromundan Aranthor Armored Automobile
  • 25 (2,500 ATC) 56. Leman Russ
  • 9 (9,000 ATC) 57. Light construction or mining equipment
  • 2 (20,000 ATC) 58. Heavy construction or mining equipment
  • 10,000 (5,000 ATC) 59. Gold (Commodity metal for trade)
  • 10,000 (15,000 ATC) 60. Iridium (Commodity metal for trade)
  • Extra 20,403 ATC
This plan has an extra 50,000 Lasguns and Flak Armor as it's only real trade good (it now has gold, irdium, Lho sticks, light and heavy mining/construction equipment and some Rejuvenate Treatments) but it can easily be converted with our extra crew into an invasion force to take what we want. I am not sure what to do with the extra ATC if we can we should probably should keep at least I kept 20,000 for bribes and other stuff, the other I am not sure if we can I will upgrade our crew quarters at least one more time but I want to see how much that will cost and maybe some other trade good but I would like an idea on how much they would sale for if we have no idea we should just get more Macrrocannon Shells because we know we can profit from them.
 
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@LordNymphys can we upgrade 40. Furnishings for Crew Quarters more than one time and if so is it the same price. Also can we keep some ACT as ATC or do we need to spend it all

@Shadoweddrake Yes. You can upgrade from Miserable to Livable for 0.3 ATC per 1k m2 and for 0.6 ATC per 1K m2 from Livable to Good.
(Cost is not cumulative, unless done in different turns)

Consider that we are speaking of 2.5 Million M2, though, meaning that an Upgrading to Good far is felt on the budget and to Livable still makes a dent.
You can also decide to upgrade only a certain percentage of the living quarters.
For example you can upgrade only 1/4 of the officer quarters. Consider that 1.000 officers occupy 500.000 m2 (upgrading that from good to prestigious costs us the whole budget), but, if you had only 250 officers you can upgrade only 125.000 m2 (which is within the budget) or you can upgrade even less (for example only 50k square meters of the officers quarters), in that case you create hierarchy and competition for the best living space, given that not everyone gets the top.
Same goes for the crew quarters or the rogue trader quarters.
 
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@Shadoweddrake yes also to the other question. We can keep ATC.
They are Administratum fiat currency (basically paper tithe credit titles), you can spend them only visiting Imperial worlds (and, in some limit case in non Imperial worlds with a strong discount, e.g. if you have Xenos species dealing with rogue traders for cold trade and stuff). For obvious reasons can't be spent in other universes.

Price for goods will be different in different Imperial worlds and you have different upgrades and trading goods. For example, visiting a Feudal Imperial world you won't be able to buy Melta bombs, but you can buy timber or high quality food.
 
There was a typo in in 25. Power cells. It's 1 ATC each, not 1K . @Shadoweddrake you can update the plan accordingly .

If you spot other typos (consider 1 ATC should always be 100K usd), please tell me.
 
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@LordNymphys okay I have fixed the power cells and did some small changes to the plan with a mistake I found on the furnishing upgrade cost I had it over costed by 10 times so with extra from that and from the power cells I added upgrades to all the quarters and added 5 macrocannon shells. Also what weapons are installed on the ship the page just says 1 Dorsal, 1 Keel weapons battery.
 
40k, Rogue Trader, Weapons specifications
@LordNymphys okay I have fixed the power cells and did some small changes to the plan with a mistake I found on the furnishing upgrade cost I had it over costed by 10 times so with extra from that and from the power cells I added upgrades to all the quarters and added 5 macrocannon shells. Also what weapons are installed on the ship the page just says 1 Dorsal, 1 Keel weapons battery.

There is a (1) Lance in the Keel and a Dorsal Macrocannon battery, the Macrocannon battery has two barrels, one on the left, on on the right side of the ship. The barrels can turn 90^, further angles require the whole ship to steer. Each barrel is ≈200m long and, once armed, produces an extremely intense electromagnetic field that is accelerating the projectile at 1% of the light-speed over 1km. The projectile continues to accelerate for 800 meters after leaving the barrel, because the electromagnetic field extends for about 1.2 km. Actually, the electromagnetic field is so intense, that, even in the absence of a projectile, it would tear apart anything stupid enough to come closer to 1 km when the Macrocannon is firing (and sending fragments away at relativistic speeds). The shell itself is a ≈10m long 3m wide ultra dense ferrocrete shell, surrounding a core of 1m3 of graphite carbon nanotubes. During acceleration the shell reaches 4.600g.
The ferrocrete (that is mostly necessary due to its ferromagnetic properties) looses molecular coherence and turns into plasma due to the ultra intense acceleration, while the carbon nanotubes, while shattering steel keeps molecular coherence.

If the macrocannon shell is hitting a void shield, the plasma (that contains the energy of thermonuclear bomb) is typically dissipated, while still weakening the void shield. Most of the graphite carbon nanotubes fragments are completely annihilated by the void shield, but some of the bigger may survive in some capacity and hit the actual enemy hull. Consider that a fragment of 1 kg (at 1% light speed) still contain more energy than the Hiroshima bomb and can vaporize a 10m thick ceramite coated ferrocrete strata, breach the hull and devastate different docks. Smaller fragments an still damage the hull in some capacity or external antennae, sensors, etc.

If the enemy hull have no shields one single Macrocannon hit is enough to cut through it like butter, vaporizing a good chunk of it.

If you shot on a planet with no Athmosphere, the plasma will vitrify all the rocks in a 100km radius, while the graphite shards will cause a 1km wide crater.

If you fire it against a Terran-like planet, part of the plasma's energy will be lost as electromagnetic interaction with the ionosphere (causing spectacular aurorae and interference to electronics over thousands of km), part of it as light and infrared and (small) part of it as γ and χ rays ultra charging particles in the upper athmosphere, half of this energy will be lost in the space and half will reach the planet, as a bright, reddish light, hot enough to feel the heat over a 300km distance. A decent percentage of the now super heated and super fast plasma will reach the lower athmosphere, basically causing a hot shockwave (not as hot as an atomic bomb, but equally violent in terms of shockwave) that will flatten trees an non concrete buildings for a radius of dozens of Km (imagine Tunguska), finally, shards on graphite (ablated by atmosphere attrition) will hit the targeted area with the energy of a nuclear bomb (one or more shards the size of a human head with the energy of Hiroshima hitting a few km of distance a part from each other), a few dozens as big as olives, each hitting with enough energy to obliterate a skyscraper and hundreds smaller than a grain of sand, each still capable to pierce through a tank. Most of the bigger shards will generate mostly kinetic energy, similarly to the Rods of God, basically enough to cave in a mountain and to generate earthquakes.

The Lance is basically a giant laser, in our Vaduz we have a Las-Burner installed, which is a scaled down version of a true lance. It can weaken a ship voidshield, but not really cut through it. Given the lenses are not perfectly aligned, the beam becomes larger with increasingly bigger distances, as so the energy is distributed over a bigger surface. The laser can develop a power of 1Kton per second, can fire for 7 seconds (before overheating) and need some resting afterwards.
Basically it delivers the energy of a small nuclear bomb, but over 7 seconds, meaning, if hitting the ground, that the shockwave is at least 30 times weaker in terms of sonic bang, but you will still have a wall of fire irradiating from the original laser column (than collapsing into your typical mushroom cloud) far enough to turn anyone within 700m or so into Crispy McBacon. Anything, anyone that is in the direct trajectory of the laser directly turn into plasma and you'll have a nice 3m large 50m deep hole in solid rock.

In the Macrocannon battery you also have 6 lasturrets and 2 autoguns spitting 1 m long ceramite costed ferrocrete bullets. Both are basicslly innocuous for shielded targets and can't even do much against unshielded voidships, but the las turrets can seriously damage and the ceramite bullets can tear apart smaller unshielded craft.

I would say @Shadoweddrake thst there is a limit to the number of lasturrets you can equip our Orion class ship with (30 per side - 60 total), but you can still buy tue others to equip planetary garrisons or for trade.
 
[x]Plan Making sure we come back

  • 20,000 kiloton (40,000 ATC) 1. Prometheum Grade C (Standard Propellant for Voidships and other transports)
  • .05 kilogram (5,000 ATC) 2. Antimatter Fuel (High-Efficiency Warp Drive Fuel)
  • 20 Pallet (2,000 ATC) 3. Nuclear Pallets (Backup Power Source)
  • 1 (5,000 ATC) 3.1 Nuclear portable field
  • 4. Menial Void Workers (Basic labor force for ship operations)
  • -200,000 (6,000 ATC/2 years) Already on board
  • -Extra 50,000 (3,000 ATC)[voluntarily]
  • 10,000 (30,000 ATC) 5. Assault Troops (Highly trained combat units for security and boarding actions)
  • 500 (1,500 ATC) 5a. Floor officers and trained specialists (Highly trained specialists for ship operation)
  • 5000 (650 ATC) 6. Joy Girls (Indentured service workers for crew morale)
  • 100 (103 ATC) 6a. Modified Joy Girls (Indentured service workers for crew morale)
  • 60,000 (300 ATC) 7. Lasguns (Standard Issue Infantry Weapons)
  • 60,000 (600 ATC) 8. Flak Armor (Basic Protective Gear for Troops)
  • 10 Crates (1,000 ATC) 9. Medical Supplies (Advanced med-kits and pharmaceuticals)
  • 60,000 (3,000 ATC) 10. Vox-Casters (Communication Devices for ground operations)
  • 50 Crates (250 ATC) 11. Spare Parts for Voidship (Critical components for ship repairs)
  • 532,000 man/years (1925.2 ATC) 12. Synthetic Food Supplies (Sustenance for 1,000 crew for 1 year)
  • 12,000 man/year (432 ATC) 12a. Natural processed Food Supplies (Sustenance for 1,000 crew for 1 year)
  • 2,000 man/year (720 ATC) 12b. Natural Organic Food Supplies (Sustenance for 1,000 crew for 1 year)
  • 44 units (22 ATC) 13. Water Purification Units (Ensure clean water for the crew)
  • 100 sets (1000 ATC) 14. Navigational Charts (Updated star charts and warp route data)
  • 5,000 (25,000 ATC) 18. Adeptus Mechanicus Servo-Skulls (Automated Assistants)
  • 10 (500 ATC) 19. Warp Beacon (Emergency Navigation Beacon)
  • 4 (20,000 ATC) 20. Void Shields (Additional defense systems for the ship)
  • 60,000 (12 ATC) 21. Imperial Guard Rations and kit (Supplementary food, long shelf life, 100+ years without freezing, includes, food, bendage, female tampon, antiseptics and simple drugs, caff pills, water ratio, multipurpose knife, flashlight, lighter)
  • 60 Crates (120 ATC) 22. Lho Sticks (Luxury item for trade or crew morale)
  • 20,000 (40,000 ATC) 24. Servitors (Cybernetic workforce for specialized tasks)
  • 1,000 (1,000 ATC) 25. Power Cells (Universal energy source for ship systems and heavy weapons e.g. las turrets)
  • 1,000 (50,000 ATC) 26. Automated Defense Turrets (Ship's internal security systems -note, turrets can be dismantled and reassembled anywhere else e.g. planetary surface-)
  • 25 (25,000 ATC) 26a. Macrocannon Shell (for ship use or trade)
  • 10 (1,000 ATC) 27. Digital Weapons (Concealable weapons for personal defense)
  • 10 (5,000 ATC) 29. Mechadendrites (Adeptus Mechanicus personal augmentations)
  • 20,000 (10,000 ATC) 30. Servitors (Generic)
  • 1,000 (2,000 ATC) 31. Medical Servitors (Specialized for surgery and medical care)
  • 2 Crates (400 ATC) 33. Augmentic Spare Parts (Low level Replacements for crew augmentations)**
  • 300,000 seals (3,000 ATC) 34. Purity Seals (Religious items, protect ship and crew)
  • 150 Crates (150 ATC) 35. Hymnals and Religious Texts (For Ship Chaplain's use)
  • 1,000 (500 ATC) 36. Books and Literature (Crew entertainment and education or for trade)
  • 100,000 (5,000 ATC) 37a. Spare Weapons, auto guns and mechanical, heavy (Extra armaments for the crew)
  • 1,000 Crates (50 ATC) 37b. Spare Weapons, explosives, kreg granades (Extra armaments for the crew)
  • 10 (200 ATC) 37c. Spare Weapons, Melta bomb (Extra armaments for the crew)
  • 100 (10 ATC) 37d. Spare Weapons, power swords (Extra armaments for the crew)
  • 100,000 (1,000 ATC) 37e. Spare Weapons, knives, swords, bayonets (Extra armaments for the crew)
  • 50,000 square meters (100 ATC) 39. Barracks Construction Materials (For on-board troop quarters)
  • 1,000 (1,000 ATC) 39.1a Workers living hab, bunker beds and toilet, for 12 or 24 workers/ soldiers
  • 10 (20 ATC) 39.1b Officer living hab. Sleeping and office space, includes optional space for a maid/ helper, includes functional but fine furnishing and toilet, wardrobe and safe.
  • 20 (200 ATC) 39.1d Med living hab.
  • 10 (300 ATC) 39.1e Workshop liv hab.
  • 2.5M m2 (250 ATC) 40. Furnishings for Crew Quarters Upgrades from "Squalid" to "Miserable"
  • 2.5M m2 (750 ATC) 40. Furnishings for Crew Quarters Upgrades from "Miserable" to "Livable"
  • 500,000 m2 (500 ATC) 41. Furnishings for Officer Quarters Upgrades from "Good" to "Prestigious"
  • 1,000 m2 (5 ATC) 42. Furnishings for Rogue Trader Quarters Upgrades from "Prestigious" to "Luxurious"
  • 10 (9,000 ATC) 45. Arvus Lander (Short-range utility craft for intra-system transport)
  • 1 (100,000 ATC) 46. Necromundan Pattern Orbit Heavy Lifter (Heavy-lift spacecraft for planetary-to-orbit cargo transport)
  • 2 (30,000 ATC) 47. Aquila Lander.
  • 100 (5,000 ATC) 47a. Rejuvenate Treatment (Anti-aging procedure for senior officers and high-status crew)
  • 100 (100 ATC) 51. Land Transport Necromundan Fieraris Motorbike
  • 10 (20 ATC) 52. Land Transport Necromundan Fieraris Automobile
  • 2000 (4000 ATC) 53. Land Transport Necromundan Aranthor Armored Automobile
  • 25 (2,500 ATC) 56. Leman Russ
  • 9 (9,000 ATC) 57. Light construction or mining equipment
  • 2 (20,000 ATC) 58. Heavy construction or mining equipment
  • Extra 50,403 ATC
This plan has an extra 50,000 Lasguns and Flak Armor as it's only real trade good (aside from the light and heavy mining/construction equipment and some Rejuvenate Treatments) but it can easily be converted with our extra crew into an invasion force to take what we want. I am not sure what to do with the extra ATC if we can we should probably should keep at least 20,000 for bribes and other stuff, the other I am not sure if we can I will upgrade our crew quarters at least one more time but I want to see how much that will cost and maybe some other trade good but I would like an idea on how much they would sale for if we have no idea we should just get more Macrrocannon Shells because we know we can profit from them.
@Shadoweddrake , another thing:

The minimum upgradable unit for the rogue trader quarter is 1K m2, but the total extension is (you can find it in the notes) 0.1M m2 (so 100K m2), so, if we want to upgrade the whole quarters (and not just one room, which is, btw totally possible) the cost is 500 ATC, not 5

Another clarification. 250k m2 is the area currently occupied by the crew of ≈260k people including troops, ≈half of the habitable surface of the ship is currently abandoned. If, in the future, you decide to embark colonists you may use the other half of the ship.
The max capability as per life support is ≈1M people. After that air scrubbers start to fail (and people are packed one every 5m2)

Another key difference between colonists and crew members is that while colonists don't work on-board, they can be deployed in new planets without reducing the ship's crew. Also, colonists don't receive a real salary that's why a trained medicus costs you 3 ATC in the crew and only 1 ATC as colonist. The cost is mostly for recruiting, to provide them with material tools for comfortable survival and for their trade and to give them a down payment (once they embark their families on Necromunda will never see them again and usually, if they are trained professionals going willingly, they want to leave them cash).
Once deployed in a suitable world, they are either employed by us or are free to do their own thing and pay us a tithe.

Once we have established trade routes we can also ask perspective colonists to Pay US, but for now, we would be asking them to go blindly in the coldness of the void. Not such a great ad for paid trips.
 
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[x]Plan Making sure we come back

  • 20,000 kiloton (40,000 ATC) 1. Prometheum Grade C (Standard Propellant for Voidships and other transports)
  • .05 kilogram (5,000 ATC) 2. Antimatter Fuel (High-Efficiency Warp Drive Fuel)
  • 20 Pallet (2,000 ATC) 3. Nuclear Pallets (Backup Power Source)
  • 1 (5,000 ATC) 3.1 Nuclear portable field
  • 4. Menial Void Workers (Basic labor force for ship operations)
  • -200,000 (6,000 ATC/2 years) Already on board
  • -Extra 50,000 (3,000 ATC)[voluntarily]
  • 10,000 (30,000 ATC) 5. Assault Troops (Highly trained combat units for security and boarding actions)
  • 500 (1,500 ATC) 5a. Floor officers and trained specialists (Highly trained specialists for ship operation)
  • 5000 (650 ATC) 6. Joy Girls (Indentured service workers for crew morale)
  • 100 (103 ATC) 6a. Modified Joy Girls (Indentured service workers for crew morale)
  • 60,000 (300 ATC) 7. Lasguns (Standard Issue Infantry Weapons)
  • 60,000 (600 ATC) 8. Flak Armor (Basic Protective Gear for Troops)
  • 10 Crates (1,000 ATC) 9. Medical Supplies (Advanced med-kits and pharmaceuticals)
  • 60,000 (3,000 ATC) 10. Vox-Casters (Communication Devices for ground operations)
  • 50 Crates (250 ATC) 11. Spare Parts for Voidship (Critical components for ship repairs)
  • 532,000 man/years (1925.2 ATC) 12. Synthetic Food Supplies (Sustenance for 1,000 crew for 1 year)
  • 12,000 man/year (432 ATC) 12a. Natural processed Food Supplies (Sustenance for 1,000 crew for 1 year)
  • 2,000 man/year (720 ATC) 12b. Natural Organic Food Supplies (Sustenance for 1,000 crew for 1 year)
  • 44 units (22 ATC) 13. Water Purification Units (Ensure clean water for the crew)
  • 100 sets (1000 ATC) 14. Navigational Charts (Updated star charts and warp route data)
  • 5,000 (25,000 ATC) 18. Adeptus Mechanicus Servo-Skulls (Automated Assistants)
  • 10 (500 ATC) 19. Warp Beacon (Emergency Navigation Beacon)
  • 4 (20,000 ATC) 20. Void Shields (Additional defense systems for the ship)
  • 60,000 (12 ATC) 21. Imperial Guard Rations and kit (Supplementary food, long shelf life, 100+ years without freezing, includes, food, bendage, female tampon, antiseptics and simple drugs, caff pills, water ratio, multipurpose knife, flashlight, lighter)
  • 60 Crates (120 ATC) 22. Lho Sticks (Luxury item for trade or crew morale)
  • 20,000 (40,000 ATC) 24. Servitors (Cybernetic workforce for specialized tasks)
  • 1,000 (1,000 ATC) 25. Power Cells (Universal energy source for ship systems and heavy weapons e.g. las turrets)
  • 1,000 (50,000 ATC) 26. Automated Defense Turrets (Ship's internal security systems -note, turrets can be dismantled and reassembled anywhere else e.g. planetary surface-)
  • 25 (25,000 ATC) 26a. Macrocannon Shell (for ship use or trade)
  • 10 (1,000 ATC) 27. Digital Weapons (Concealable weapons for personal defense)
  • 10 (5,000 ATC) 29. Mechadendrites (Adeptus Mechanicus personal augmentations)
  • 20,000 (10,000 ATC) 30. Servitors (Generic)
  • 1,000 (2,000 ATC) 31. Medical Servitors (Specialized for surgery and medical care)
  • 2 Crates (400 ATC) 33. Augmentic Spare Parts (Low level Replacements for crew augmentations)**
  • 300,000 seals (3,000 ATC) 34. Purity Seals (Religious items, protect ship and crew)
  • 150 Crates (150 ATC) 35. Hymnals and Religious Texts (For Ship Chaplain's use)
  • 1,000 (500 ATC) 36. Books and Literature (Crew entertainment and education or for trade)
  • 100,000 (5,000 ATC) 37a. Spare Weapons, auto guns and mechanical, heavy (Extra armaments for the crew)
  • 1,000 Crates (50 ATC) 37b. Spare Weapons, explosives, kreg granades (Extra armaments for the crew)
  • 10 (200 ATC) 37c. Spare Weapons, Melta bomb (Extra armaments for the crew)
  • 100 (10 ATC) 37d. Spare Weapons, power swords (Extra armaments for the crew)
  • 100,000 (1,000 ATC) 37e. Spare Weapons, knives, swords, bayonets (Extra armaments for the crew)
  • 50,000 square meters (100 ATC) 39. Barracks Construction Materials (For on-board troop quarters)
  • 1,000 (1,000 ATC) 39.1a Workers living hab, bunker beds and toilet, for 12 or 24 workers/ soldiers
  • 10 (20 ATC) 39.1b Officer living hab. Sleeping and office space, includes optional space for a maid/ helper, includes functional but fine furnishing and toilet, wardrobe and safe.
  • 20 (200 ATC) 39.1d Med living hab.
  • 10 (300 ATC) 39.1e Workshop liv hab.
  • 2.5M m2 (250 ATC) 40. Furnishings for Crew Quarters Upgrades from "Squalid" to "Miserable"
  • 2.5M m2 (750 ATC) 40. Furnishings for Crew Quarters Upgrades from "Miserable" to "Livable"
  • 500,000 m2 (500 ATC) 41. Furnishings for Officer Quarters Upgrades from "Good" to "Prestigious"
  • 1,000 m2 (5 ATC) 42. Furnishings for Rogue Trader Quarters Upgrades from "Prestigious" to "Luxurious"
  • 10 (9,000 ATC) 45. Arvus Lander (Short-range utility craft for intra-system transport)
  • 1 (100,000 ATC) 46. Necromundan Pattern Orbit Heavy Lifter (Heavy-lift spacecraft for planetary-to-orbit cargo transport)
  • 2 (30,000 ATC) 47. Aquila Lander.
  • 100 (5,000 ATC) 47a. Rejuvenate Treatment (Anti-aging procedure for senior officers and high-status crew)
  • 100 (100 ATC) 51. Land Transport Necromundan Fieraris Motorbike
  • 10 (20 ATC) 52. Land Transport Necromundan Fieraris Automobile
  • 2000 (4000 ATC) 53. Land Transport Necromundan Aranthor Armored Automobile
  • 25 (2,500 ATC) 56. Leman Russ
  • 9 (9,000 ATC) 57. Light construction or mining equipment
  • 2 (20,000 ATC) 58. Heavy construction or mining equipment
  • Extra 50,403 ATC
This plan has an extra 50,000 Lasguns and Flak Armor as it's only real trade good (aside from the light and heavy mining/construction equipment and some Rejuvenate Treatments) but it can easily be converted with our extra crew into an invasion force to take what we want. I am not sure what to do with the extra ATC if we can we should probably should keep at least 20,000 for bribes and other stuff, the other I am not sure if we can I will upgrade our crew quarters at least one more time but I want to see how much that will cost and maybe some other trade good but I would like an idea on how much they would sale for if we have no idea we should just get more Macrrocannon Shells because we know we can profit from them.
@Shadoweddrake
If you wanna is possible to convert ATC in other currencies, including commodity metals like gold or iridium.

Gold is more likely to be valuable in pre-industrial societies, while iridium in industrial ones.

Adding Iridium and gold to the purchase options.
 
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