Do you guys think once we manage to get Ectosa's terraforming DAoT equipment, fix it up and sell it for a price to a couple of Human colonies and Xeno species; do you guys think that overtime Biel-Tan will become less butthurt over the fact they will find less and less inferior Xenos inhabiting Eldar Maiden Worlds since other Humans/Xeno species will now have a easier time terraforming other planets that aren't at least near where Biel-Tan is? Like, I can still see the Imperium and other Xenos try a couple of times to colonize a Maiden World but eventually stop due to Biel-Tan's hostile treatment towards their people and having other optional planets to choose from.
 
Biel Tan declared war over a philosophical disagreement less than 500 days after the apocalypse, and sent poorly armed and armoured troops to assault a craftworld on the other side of the galaxy while a new ruinous power is actively after their souls.

Those guys REALLY need to work on their priorities.
 
After some 10k years worth of ineffectual dickery, a lot of Biel-Tan was ready to be a little more reasonable. Not all of it, but a lot of people. Literally split the whole thing in pieces over it.

We are, sadly, only 500 days in.
 
An odd scenario I hope we run into is we discover a maiden world inhabited by xenos or humans, but they worship and venerate eldar god(s) after discovering eldar religious texts or monuments.

Vulkan in canon came across an Exodite world that had Eldar and Humans working together and at peace.
So possible.

(just the problem that his reaction was to kill everyone on the planet because the humans had no fucking reason to join the IoM at least if i remember that chain of event correctly)
 
Minor Craftworlds which we might have some common ground with and are not very far:
- Lugganth: Renegades/outcastes who want to take their craftworld into the webway. Close to the Harlequins. Segmentum Obscurus.
- Il'Kaithe: Known for creative Bonesingers, Located in the Segmentum Obscurus. Very anti-chaos.
- Iybraesil: Near the eye of terror. Very anti-chaos. Focused on Spelunking Crone World for Spirit Stones and pre-fall secrets/tech.
-Yme-loc: Segmentum Obscurus, Expert weapon smiths, with a focus on Titans and Engines of Vaul.
Yme-Loc uses the symbol of the Crucible of Souls as its world-rune. For the Eldar of Yme-Loc, the symbol represents the belief that the fate of their race is still theirs to forge.

These are potentially allies, IMO.

More distant minor craftworlds, less likely to become allies though...
- Mymeara: Sneaky craftworld, that managed to hide itself in the Segmentum solar, apparently by bending space around it. Had trouble with Orks after the fall.
-Thuyela: Location unknown, Destroyed and Pillaged by the Space wolves 3rd Company in the Great Crusade. Location Unknown.
-Varantha: Militant chaos haters, known for gemcraft and metalwork. Located in Segmentum Pacificus.
- Malan'tai: Trouble with Orks post Fall. Eventually allies with Iyanden and has a good run. Ultima Segmentum, probably. Notably fortified craftworld.

Major Craftworlds diplomacy:
Ulthwe: Focused on Chaos and the survival of the Eldar species. Having ELDRAD ULTHRAN on side is probably a very good idea. Their low number of aspect warriors makes our tech something they might want for their Black Guardians.

Iyanden: Wants a resurgent Eldar Dominion, and believes that the resurgence will starts at the maiden worlds. Focused on keeping the maiden worlds unspoiled by Chaos. Pioneered the Infinity Circuits. Not as stupid as Biel-tan about revanchism. We can probably curry some favor with them by purging orks and chaos from nearby worlds.

Alaitoc: Focused on the Necrons. We probably worsened the relations with them by showing Respect to the Necrons. Eventually become the most puritanical followers of the Eldar Paths, suspicious of even the other Eldar. Currently hostile :(.
 
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Weapons of the Enemy: Ork Naval Equipment & Ships, 970.M29 | Northern Galactic Rim area
Naval Wargear
Zapppaz
Zapppaz are Orkish energy weapons designed for naval scale combat. Unlike the Lances used by most races, Zapppaz are typically fairly weak, but have a very high rate of fire, sending a constant stream of their distinctive green-tinged faux-lightning at a target.
Big Zapppa
Larger versions of Zapppaz—sometimes simply several of the smaller weapons haphazardly bolted together—Big Zapppaz maintained the high fire rate of their lesser cousins but have effective output more comparable to the Lance weapons of other races.
Mega-Zapppa
Found on only a few ships, often those chosen as a flagship by a Mekboss, Mega-Zapppaz are colossal energy weapons of Orkish design which can blast whole flotillas of ships with powerful faux-lightning—whether it be by firing many bolts at once or single bolts which leap from target to target, Mega-Zapppaz can turn the tide of a battle in a single shot—which is good for the Orks, as these weapons are extremely temperamental and prone to backfires and overloads.
Shokka Kannon
The Shokka Kannon is perhaps one of the most obvious insanities of the Ork: a colossal version of the Shokk Attack Gun which fires Killa Kans—or unfortunate Ork Boyz who've sufficiently annoyed the Meks who maintain the weapons—though a short-lived tunnel through the Warp, depositing them into an enemy ship to wreak havoc. Of course, the unfortunate "ammunition" frequently ends up emerging partially phased into some system or another or random walls rather than convieant corridors, but this can in some cases cause even more damage than they would normally be capable of.
Mega-Shokka
Found on only a select few ships, a Mega-Shokka is a massively enlarged Shokk Attack Gun which can fire an entire Deff Dred or squad of specially trained Kommandoz called "Shokkboyz" into an enemy ship. While a profession that results in a very high attrition rate, these forces can significantly degrade a target's ability to continue fighting… at least as long as the gunners don't miss and drop the "Ammunition" into the Void, anyway.
Bubba-Blasta
A Bubba-Blasta is an exotic energy weapon of Ork design found on some Orkish ships. An application of conversion-field technology twisted into a formidable if unreliable weapon by the brutal imagination of the Ork, Bubba-Blastaz fire force-field 'bubbles' that explode with tremendous force when disrupted by an intersection with sufficient solid matter, such as a Voidship—or extremely unfortunate fighter. The actual force, however, can vary significantly from shot to shot, with some barely rattling the fittings and others snapping smaller ships in half like they were made of balsa-wood.
Trakta-Grabba
Trakta-Grabbaz are typically found on Ork ramships, which attempt to physically impact a target. These coruscating green beams inexorably drag a target towards the ramship, making it extremely difficult to evade—or, occasionally, drag the ramship to the target. Either way, a Trakta-Grabba is a formidable addition to an Orkish ship's arsenal, even if it inflicts no damage by itself.
Big Kannonz
"Big Kannonz" are a catchall term for a wide variety of what most other races would call "Macro-Cannons", firing solid slugs or explosive shells at a target. Like most Orkish ranged weapons, these are typically highly inaccurate but compensate through high rate of fire.
Mega-Kannon
A Mega-Kannon is an especially large and powerful example of "Big Kannon" found on some Orkish ships. While quite damaging, the weapons typically possess very poor accuracy at anything further than point-blank range, compensating with a somewhat higher than typical fire rate.
Soopa-Mega-Kannon
Found only on a select handful of the largest Ork craft, the Soopa-Mega-Kannon is effectively an even larger, more powerful Big Kannon whose shots can easily break an Escort in half… as long as they actually hit.
Dakkakannonz
Dakkakannonz are modified Big Kannonz that trade individual impact for a higher rate of fire, filling the void with a hail of rounds that can saturate many defensive systems.
Mega-Burna
Nowhere is the perversity of the Ork mind more visible than in the Mega-Burna, for only an Ork would think to mount a colossal Flamer to a Voidship for use against other voidcraft. While short ranged, a Mega-Burna can inflict widespread damage to a vessel by pouring fire into every hatch, gunport or hull breach on a vessel.
Ram Prow
A Ram Prow is a common feature of Ork ships, designed to allow a ship to physically collide with an enemy vessel without incurring (too much) damage. Those of the Orks are often fashioned into crude effigies of an Orkish face, with a heavily protruding jaw and prominent tusks.
Bita Ram
A Bita Ram is a modified ramming prow designed not to merely collide with a ship, but latch on with powerful servo-jaws. This can allow the vessels equipped with them to easily launch large scale boarding operations, or for several such craft to literally tear apart a Voidship like wolves tearing apart a steak.
Ship-Cutta
Ship-Cuttaz are as much an industrial tool of Orkish ship-building as a weapon, consisting of vast saws, vibro-blades, drills or other cutting or boring implements on equally titanic servo-arms used to cut large scrap-piles down to size or hollow out the interior of larger Roks. Regardless of form or function, these systems can easily do great harm to a voidship should a vessel carrying one reach the appropriate range to employ them.
Torkpedoz
Largely similar to the Torpedoes of other races, Torkpedoz are known primarily for being highly unreliable, often failing to detonate or missing due to engine failures. They come in two principal types, a standard unguided model and a slightly larger "Grotpedo" which is effectively a small suicide voidcraft operated by a Grot. As is typical for the Ork, the poor reliablility of Torkpedoz is compensated for by the simple expedient of firing more of them at once.
Shoota Turretz
Orks are well enamored with various guns, and so their hulls tend to be studded with haphazard arrays of "shootaz" which, while reasonably effective against smallcraft or enemy munitions—if only through sheer volume of fire—are completely incapable of inflicting meaningful damage to another voidcraft, even at close range. Orks being Orks, they typically fire them at enemy ships anyway.
Zzapppa Turretz
Zzapppaz or Zzappp Gunz are Orkish energy weapons that fire distinctive green-tinged faux-lighting, and are found on some Orkish voidships in the point defense role. While actually fairly effective, many Orks find them boring, preferring the rattle of guns or the whooshing of rockets instead.
Rokket Turretz
Rokket Turretz are the second most common form of point defense for Orkish voidships, firing salvos of crude, inaccurate and dubiously reliable rocket-propelled projectiles. As is typical, the Orks compensate for the low accuracy and poor reliability of their weapons by simply firing more rockets.
Flakk Gunz
Flakk Gunz are a catchall term for various large-caliber, often many-barrelled ballistic weapons mounted to Orkish voidships. Similar to the Close In Weapons Batteries of other races, Flakk Gunz are effective against small craft, munitions, and, at short rage, other voidcraft.
Bigga Rokkitz
Bigga Rokkitz are a weapon found on some Orkish voidships in a role similar to the Close In Weapons Batteries of other races, typically firing crudely guided "Grotkitts" which are effectively a rocket-propelled suicide plane operated by a Grot. These weapons are sufficiently powerful as to threaten voidships, but possess little fuel, making them only effective at short ranges.
Shokk Blastaz
A Shokk Blasta is a larger version of a Shokk Attack Gun which, rather than a living Ork, fires containers of flammable, explosive, or otherwise volatile chemicals or devices through the Warp, typically resulting in said chemicals or devices violently objecting upon their re-materialization—hopefully inside the enemy ship, and not in random patches of void or the firing ship's engine room, as the weapons possess a notoriously unreliable targeting matrix.
Trakta-Repella
A Trakta-Repella is an Orkish defensive technology which releases an omnidirectional pulse of force that can send kinetic munitions, torpedos, and even strike craft careening away from an Orkish ship as though fired from a cannon. While the system inflicts no actual damage—save from the spray of debris, munitions and occasional fightercraft—it is as effective against physical projectiles as it is useless against pure energy weapons: that is to say, completely. Fortunately, these systems cannot simply be pulsed indefinitely, as the ramshackle and unreliable nature of Orkish technology means that a ship's Meks must spend some time repairing the device after each firing, as it suffers various forms of overloads, shorts, and small explosions every time it is activated.
Zzappaa Field
A Zzappaa Field surrounds an Ork Voidship with a crackling nimbus of what seems like green-tinged lightning, which lashes out to burn, melt or vaporize any physical object that gets too close, gradually losing strength with each object destroyed. The trick, however, is that the field grows in strength every time it is hit by an energy weapon, absorbing the shot's energy for its own use. Fortunately, these systems can only absorb so much energy at once before the generator overloads and fails, often with explosive results.
Powwa Shieldz
Noone is entirely certain how these systems work—least of all the Orks themselves—but the watery green energy fields they produce effectively block most forms of energy and kinetic weapons, keep the air inside most Orkish voidcraft—which are rarely sufficiently structurally sound to do so otherwise—and generally serve in the role of basic defensive system for the Orks.


Escorts
Destroyers
  • Cuttaboats are technically industrial vessels, generally equipped with a Trakta-Grabba, Bita Ram, and two or three Ship-Cuttaz to help them manage the enormous floating junk-piles of Orkish ship-building industry. When pressed into combat, however, they can be deadly to foes who discount them for lack of ranged weapons, latching on to an unfortunate vessel and beginning to cut it apart, or tearing great chunks away with their powerful servo-jaws.
  • Rammas are Orkish voidships designed for a singular purpose: smashing into the enemy as hard as possible. To that end they are fitted with Ramming Prows, extra engines, and not much else, generally having only a modest array of Shootaz to ward off fighter craft. These ships should not be underestimated, however, as they can easily break up formations and cause significant damage to any ship that cannot get out of the way in time.
  • A Trakta-Ramma is a Ramma that trades an engine or two for a Trakta-Grabba, allowing it to more easily engage maneuverable targets. As this configuration was mostly constructed by the shipyard at Geargitz 'ere, it is expected that their numbers will decline in the future.
  • Belchas are armed with batteries of Bubba-Blastaz and Flakk Gunz, and protected by a Trakta-Repella in addition to its standard Powwa Shieldz. As this sophisticated design was produced exclusively by the now destroyed shipyards at Geargitz ''Ere, their numbers are expected to decline over the next few decades.
  • Attakk Boats are fairly straightforward general-purpose escorts, mounting a set of Big Kannonz, Flakk Gunz, and Shootaz supplemented by a battery of Torkpedoz.
  • A specialty of the shipyard at Zapppagitz, Zapppaboats mount a set of Zapppa batteries, Zzapppa Turretz for point defense, and are protected by a Zzappaa Field in addition to the standard Powwa Shieldz.
  • A Shokk Boat is designed for one purpose: carrying a Shokka Kannon into battle. While they also carry a modest array of Shokk Blastaz as secondary weapons, the Shokka Kannon takes up most of the ship's available volume, leaving little space for other equipment.
  • Dakkaboats are light escorts equipped with a set of Dakkakannonz and a single Mega-Kannon, as well as an array of Flakk Gunz for defense. This leaves them with little space for other systems.
Frigates
  • Another specialty of Zapppagitz, Zapppa-Killas carry a heavy array of Zapppaz and Zzapppa Turretz, along with a single Big Zapppa. Similarly, they are protected by a Zzappaa Field in addition to the standard Powwa Shieldz.
  • Fasta Smashas are heavy gunships equipped with a heavily battery of Big Kannonz, a battery of Flakk Gunz, and a battery of Torkpedoz.
  • Rokket Chukkas are dedicated torpedo boats, mounting a heavy battery of Torkpedoz backed by Bigga Rokkitz and Rokkit Turretz for defensive purposes.
  • A Burna-Blasta is a ship equipped for close range combat, mounting a Mega-Burna battery and a few Dakkakannonz, backed up with Flakk Gunz and a ramming prow. These ships use their guns—or the simple expedient of ramming—to compromise enemy hulls before unleashing massive blasts of flames from their array of Mega-Burnaz.
Raiders
  • A favorite of the Red Sunz Orks, Flya Raidas have only a single set of Big Kannonz and light Flakk Gunz for defense, but carry eight squadrons of crude Orkish attack craft into battle.
  • Once produced by the shipyard at Geargitz 'ere, these ships boast a heavy array of Shokka Kannonz and Shokk Blastaz as well as a Trakta-Repella for defensive purposes. With the world destroyed by Arach-Qin's fleet, it is likely that the number of these ships will decline over the next few decades.
  • The premier product of Zapppagitz, the Tunder 'Ead Attack Ship boasts a single Big Zapppa supported by a heavy battery of Zapppaz and a large number of Zzapppa Turretz. Like other such vessels, it carries a Zzappaa Field in addition to the standard Powwa Shieldz for defense.


Capital Ships
Light Cruisers
  • Lite Killkroozas are one of the more common forms of Orkish capital ship, but their equipment tends to vary in ratio if not composition—a mixture of one or two Mega-Kannonz, two to four batteries of Big Kannonz, one or two light batteries of Torkpedoz and Flakk Gunz, and between one and three batteries of Shoota Turretz.
  • Krumpa-Kroozas are modifed Lite Killkroozas that favor heavier armament, mounting fewer light weapons in exchange for more Big Kannonz, Mega-Kannonz, and occasionally a Dakkakannon battery or two.
  • Often called "terror ships" by other races, Pillaga Kroozas are commonly used by Freebootas. As a result they tend to be a bit more well equipped than the average, mounting a few Zapppaz, an advanced weapon or two (Shokka Kannonz, Bubba-Blastaz, and the like) and a number of hangers for strike craft.
Cruisers
  • Similar to Lite Killkroozas, the Orkish Killkrooza varies wildly in exact armament, but generally mounts the same overall equipment in a set range, that is, one or two Mega-Kannonz and heavy Torkpedo batteries, two to four batteries of Big Kannonz, and one to three batteries of Zapppaz, Flakk Gunz, and Shoota Turretz.
  • Dedicated to maximum firepower, Waaaghkroozas typically carry a single Soopa-Mega-Kannon supplemented by a large number of Big Kannonz and modest array of Shoota Turretz.
  • Favored by Freebootas, Loota-kroozas are effectively Killkroozas that sacrifice some of their secondary weapons and heavy guns for a hanger or three and replace some of their basic weapons with more advanced designs. They are also known to occasionally mount Trakta-Grabbas to prevent prey from escaping.
  • A Smasha-krooza is an advanced ship formerly constructed by the shipyard at Geargitz 'Ere, mounting a massive Mega-Shokka, a heavy battery of Bubba-Blastaz and Shokk Blastaz, and a Trakta-Repella for defensive purposes. With the shipyard there destroyed these ships are likely to decline in numbers over the next few decades.
  • Blasta-Kroozas are advanced Orkish voidships often taken as flagships by lesser Mekbosses. As a consequence, they typically mount a variety of advanced systems such as Bubba-Blastaz, Shokk guns, Trakta systems, and Zzapp devices that other Orkish ships can envy… as long as the collection of often unstable and volatile technology these ships are doesn't catastrophically explode from runaway failures, anyway.
Heavy Cruisers
  • Essentially an enlarged Killkrooza, a Bigga Krooza mounts a similar panoply, having between one and three Mega-Kannonz and or Big Zapppaz, two to four batteries of Big Kannonz and standard Zapppaz, one or two heavy batteries of Torkpedoz, one to three batteries of Flakk Gunz and or Bigga Rokkitz, and two to five batteries of Shoota, Zzapppa and or Rokkit Turretz. Most will also carry a hanger or two as well.
  • Generally the closest thing most Ork warbands have to a Battleship, Battlekroozas generally carry one special weapon, two or three heavy weapons, and five or six standard weapons batteries, as well as some numbers of point defense and or close in weapons batteries. Precise configuration and weapons vary wildly, as such vessels are typically the flagships of major Warbosses and thus heavily customized to their particular tastes.
Battleships
  • Effectively a Killkrooza that has grown to the size of a battleship thanks to the tendency of Orks to continue modifying and "improving" their ships over time, Soopa Kroozas typically lack the most advanced weapons and equipment of the Orks, but compensate by simply mounting "All Da Kannonz", often boasting ten or more weapons batteries alone.
  • Ded Nots are Orkish Battleship-equivalents, each a unique creation lavished with the very best weapons and equipment that can be found, as only the most powerful Warlords can afford the staggering amount of Teef needed for a Mek to consider building them one. These ships are almost always fitted with a panoply of bizzare and frequently unique weapons and defensive systems of highly unpredictable nature.
  • Mork'z Cleava is a massive super-capital class Ded Not that is the personal flagship of Freeboota warlord Morkan Goldtoof. The canny and Kunning warlord keeps a tight lid on exactly what his ship is armed with, but it is well known that it likely contains a large amount of archeotech and exotic devices of unknown origin, as the Freeboota lord has had his pick of the best Loot from hundreds of pirate crews for several centuries.
  • The flagship of Warlord Grimtusk Waaaghbringa, Da Grimm Tusk is roughly as "typical" as Ded Nots get, barring an unusually large number of hangers, save for two things: first is the Waaaghbringa Kannon, an energy weapon of enormous power that has been known to penetrate small moons without appreciably losing strength, and the second is an enormous Tellyporta array which can transport entire wings of strike craft, swarms of Roks, or even smaller Voidships to chosen positions in an instant.
Roks
Orkish Roks are lightly armed—typically having only some point defense guns—but extremely durable transport ships made from hollowed-out asteroids. They range in size from diminutive Corvette equivalents to colossal super-heavy examples that outweigh most battleships, but regardless of size each is stuffed with as many Orks as will fit, waiting to reach a battle site—and whether that be a planet or the inside of an enemy ship matters little to the Orks. Roks are by far the most numerous type of Orkish vessel, and one can generally expect a minimum three-to-one ratio of Roks to more standard vessels of equivalent size in any given Orkish fleet (Freebootas being the exception).
 
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Roks are by far the most numerous type of Orkish vessel, and one can generally expect a minimum three-to-one ratio of Roks to more standard vessels of equivalent size in any given Orkish fleet (Freebootas being the exception).

This here is pretty nice/important info.

Both for engaging the normal ork fleets but also that the Freebootas will have more "actual" ships in their fleets that have ranged weapons.

And with the amount of point defense all over the ships i think fighters/bombers can wait for a quite a while.
 
This here is pretty nice/important info.

Both for engaging the normal ork fleets but also that the Freebootas will have more "actual" ships in their fleets that have ranged weapons.

And with the amount of point defense all over the ships i think fighters/bombers can wait for a quite a while.
Best way to deal with Roks is probably Grav Weapons. They should be able to turn the Rok's weight against itself, killing the boarding army and possibly redirecting the impact of the asteroid.
 
Best way to deal with Roks is probably Grav Weapons. They should be able to turn the Rok's weight against itself, killing the boarding army and possibly redirecting the impact of the asteroid.

The amount of Roks for me means that we likely want an escort that is specialized into taking care of these things.
Doesn't sound like they come equipped with any shields, so starlances likely have a lot of fun carving them into pieces.
Edit: when we unlock plasma weaponry the naval plasma weapons likely also do a very good job at taking care of the Roks.
 
The amount of Roks for me means that we likely want an escort that is specialized into taking care of these things.
Doesn't sound like they come equipped with any shields, so starlances likely have a lot of fun carving them into pieces.
Edit: when we unlock plasma weaponry the naval plasma weapons likely also do a very good job at taking care of the Roks.
I think carving apart a Rok might just result in two smaller Roks.

Hull integrity and life support systems are particularly important in ork ships.
 
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