It would almost certainly be (an instrumental variant of) Praise Be To Our Eternal Glory, because I am contractually prohibited from not including Epixies of a certain Ossum Dude when writing Space Submarines.
That's fair. It's just that Sean Connery has an iron grip on my brain from beyond the grave.

How is it that it's the Orks who figure out superfiring when humanity apparently just forgets it?

(I mean, I know Imperial ships are repurposed cargo vessels, but still.)
 
On that subject... if he goes looking for us (and I think we have to assume he will) he's going to find Kronite in short order.

Kronite, with the wreckage of multiple High Age of Man warfleets in orbit.

Maybe, just maybe, we should hit those up before he does.
sure. we can order a Zahr-Tann line fleet to begin escorting civilians to tow scrap through the webways to our system with 2 warhosts for dealing with any threats. have them focus on the most intact hulls that we might be able to work a refit for.

though honestly he is intelligent enough to realize he has no clue where we are and shift his attention to the craft world just beyond his empire next to his burnt out worlds rather than just dispatch fleets scouting in every direction. we likely have time for this.
 
That's fair. It's just that Sean Connery has an iron grip on my brain from beyond the grave.


How is it that it's the Orks who figure out superfiring when humanity apparently just forgets it?

(I mean, I know Imperial ships are repurposed cargo vessels, but still.)
I mean, the mechanidumbs made it heresy to build anything new, so they would have to find a full stc of a warship to be able to build actually good stuff without going against their religion.
Having their tech base built into their DNA helps
This too.
 
That's fair. It's just that Sean Connery has an iron grip on my brain from beyond the grave.


How is it that it's the Orks who figure out superfiring when humanity apparently just forgets it?

(I mean, I know Imperial ships are repurposed cargo vessels, but still.)
to be fair, most human ships are Broadsiders and those macro-weapons aren't small. Getting them into turrets is not always possible---and several more recent properties (BFG vidyas) have had some turreted weapons in entirely sensible arrangements.

What's really scary? Every single one of those gun batteries can fire forward without interfering with each other

Cripes, that thing is nightmare fuel, nothing short of a fully rationalized Sword of Vaul could probably throw down with it.

Can't have Ork!Dessler without Dessura II after all.
 
True enough, that!

Anyway, looking forward to seeing where this all goes, I can't wait to get back to the Making Numbers Go Up phase, especially now that we have a better understanding of what Numbers need to Go Up!
 
How is it that it's the Orks who figure out superfiring when humanity apparently just forgets it?

(I mean, I know Imperial ships are repurposed cargo vessels, but still.)
It's because they are still partially using the Crusade era tactical approach paired with completely different ship armaments. Crusade Era standard is extreme range lance batteries that allow for devastating alpha strikes through combined fire of the whole fleet. Ships are supposed to get into a line and just go to town on the enemy rolling between volleys to use the other port side while the first one is cooling down.

Also if you look at Battlefleet Gothic Chaos ships, which are old Crusade era ships, you can see that many of them do have overlapping firing arcs. Way better than M40 Imperium fleet.
 
Well, Shit that is a very well designed Ork ship. That says VERY bad things about what level he is operating at. The ork's went to long without a cull in this section of space.

Planetkilla's? those can pop up. Reasonable Ship design? THAT is a dangerous ork.

With that in mind, we are going to need to start gearing our army towards Ork killing. Biel-Tan Shouldn't be anything more then a cold war after this meeting because the dangers of Poking us is to much to stomach, which leaves orks as the biggest threat in the region. If this is what level He's operating at, We might have to look at tailoring our army, Gear and its detachments towards Ork killing, and shift to a more generalist footing AFTER we no longer have the beasts younger brother on our doorstep.
 
That's fair. It's just that Sean Connery has an iron grip on my brain from beyond the grave.


How is it that it's the Orks who figure out superfiring when humanity apparently just forgets it?

(I mean, I know Imperial ships are repurposed cargo vessels, but still.)
your average Ork can pound your typical pile of home appliance scrap into an almost decent lasgun. their engineers can do better. worst of all, these inherent competencies increase with quality of the superior Ork leader who's punching them in the head, and those Orks are getting punched by Grimtusk.
Not really. We need to finish the repairs for the sword of Vaul the ship.
I don't think the Sword of Vaul class took damages. it isn't in the repair que. even diminished it's probably worth two Grimm Tussk, and too nimble for him to three shot with his cannon. It does need a refit though.
Killing Blow of the Murdiously Shining Sword, Sword of Vaul class Relic Warship (-5 points)
The Sword of Vaul class was the line vessel of the Aeldari during the War in Heaven—each a unique work of art dedicated to bringing furious and absolute destruction upon the foe. Each superior to even the greatest battleships of the lesser races in size, and able to effortlessly crush the gathered strength of younger races single handed, without taking so much as a scratch. Of all the enemies they faced, only the Necron have ever laid even one low.
But like the aeldari, this ancient warship is much reduced. With the Gods dead many of its systems have simply ceased to function—and others had to be torn away lest the corruption of She-Who-Thirsts flow through them to taint the vessel entirely. Even those systems which continue to function are often but a shadow of what they were of Eld—and yet; a Sword of Vaul still remains one of the most terrifyingly potent war-vessels in the galaxy, with only a tiny handful of ships that could dare claim peerhood.
Killing Blow of the Murdiously Shining Sword is currently armed primarily with batteries Fatetwister Cannons along its flanks, supplemented by batteries of light and heavy naval-grade Starlances and a set of six forward-facing Starcaster Mega-Lances—effectively what remains of its tertiary weapons battery; its more potent weapons either no longer functional at all due to the deaths of the aeldari gods, requiring too much psyekic might to be used with your people as reduced as they are now, or irreparably damaged during the Fall and beyond your means and knowledge to replace. At present only the ship's high maneuverability and Ancient Wraithbone Carapace protect the vessel, and only a quarter of its potential weapons batteries are employed. Fitting the ship with additional weapons and defenses is recommended to bring out its full potential as a combat unit.
for one thing it doesn't have Starlance Variations or Fatetwister Cannons, which are a must for a vessel of it's size. given what's described here is only a quarter of what could be mounted on it and probably used over a quarter of our exotics stores already, I'd suggest considering other options as well. we probably want to stick with Megalances though, and switch the cannon to PDA Cannons instead. If we put enough Haywire Heavy variants, we can probably Disable the Grimm Tussk and get that neat Tellyporta for ourselves for reverse engineering.
 





The Waaghbringa Kannon

Triple Mega-Kannon Batteries

Big Zapppa Turret

Tellyporta Array & Core Ship
It's surprisingly well put-together for an Ork ship.
I mean, it does look like it was built with some sort of plan and final shape in mind, rather than just with sticking piles of scrap to wherever they were available.

Also, the Core Ship is an escape pod, innit? Someone graduated from Gorgutz's Skool of Legging It To Krump Another Day.
 
989.M29 | Special Event : The Aeldmoot | Pre-Meeting Meetings, 2/3
For the first part of the day, you connect with various members of your own ideological faction—such as it is. As you already knew, there are a wide variety of ideas being implemented here, but there are two standouts among them, in regards to your faction specifically. Kher-Ys and their allies Di'lky-Tan and Ul-Kaethe have been working to develop a means to produce Spirit Stones—if successful, this would obviate, or at least greatly reduce, the need to make dangerous raids on the Crone Worlds for additional examples, important given that most Craftworlds do not at present have sufficient stockpiles for their entire population.
Muirgaythh leads a small coalition of themselves and the minor craftworlds of Faer-Kairn and Il'Tah'yrd who have been working to recreate the Tesseract Arcs of the Necrons—which have held gods, before—and believe that if they succeed, it will be possible to weaken the Ruinous Ones by trapping their servants—especially those counted among the Exalted—in those inescapable prisons, cut off from the Immaterium. An intriguing idea, to be certain—what would happen to a god, should one manage to trap enough of their greatest servants in such a fashion?

Too, you have taken their temperature at present. Many are being slowly drawn into the Asuryani camp, for the lure of an at least partially functional solution is strong, and some who have found themselves in perilous waters have begun drifting into the orbit of Ulthwe for survival. The emergence of your own faction in the northern rim, however, may give many of these a rallying-point, and the information you discovered on the nature of Aeldari souls and the Curses will likely cause a shakeup as previous seeming failures are reexamined and ideas now known to be unworkable are abandoned.

Eldrad himself did not, alas, have time to meet, but instead sends Choirmaster Kael Il'Drahe of Il-Kaithe in his stead—perhaps a deliberate move, for that Craftworld is perhaps the most Vaulish of those in Ulthwe's camp. The notion of greater cooperation between the Aeldari on the subject of major threats and issues has, at the very least, his personal support, and will likely be supported more widely by the Survivalist camp. With so many on the edge of the Great Wound, the need to maintain at least a semblance of a united front against the Ruinious Powers is never far from mind. Your own part in arranging this unprecedented meeting has already gained you a modest degree of favor, and it is likely that the revelations you hold will gain greater favor still.

Durran Fellwinter is a formidable man, and far more shrewd than his perhaps deliberately affected appearance of a typical Wild Rider would suggest. It seems that Saim-Hann has come mostly to protest the impressment of forces from a handful of the Exodite worlds in the southern rim by the warlike Craftworld, and that a number of smaller Craftworlds have already sought their patronage in laying accusations of attacks—or planned attacks seen in scrying—by Biel-Tan. Aerellian Lightningblade, it seems, has wasted no time in throwing his weight around and showing no qualms about coercing what he wants at gunpoint from other Craftworlds in the region, and he guessed at once one of the things you were meeting for. It seems that Iyanden is in for some unfortunate revelations about their ally, a few days hence.

For the first day, you first sounded out other Adaptionists, discovering the Average craftworlds of Kher-Ys and Muirgaythh are standouts, the former working to produce Spirit Stones artificially while the latter seeks to recreate a Necron technology to deny the Ruinous Gods their servants—and perhaps sap their power, as well. You also met with the Survivalists, with whom you are currently seen in good light, who are supportive of more widespread and regular cooperation between the Craftworlds on critical matters. Finally, you met with Durran Fellwinter of Saim-Hann and learned that it seems your grievance with Biel-Tan is no isolated incident, and that they have already added the complaints of several other lesser Craftworlds to their own from a handful of Exodite worlds. It seems that the good Archon thought he could get away with acquiring many relics and treasures at gunpoint whilst the majority of the other Craftworlds were distracted. Which suggests the intention for the attacks seen on you was to acquire either your most advanced exotic weapons… or perhaps the Forge of Vaul you possess, which may well be the last in the galaxy still functional. Or even both.
For the second day, whom do you meet?

[ ] First Block (Write-in, subject to QM approval)
[ ] Second Block (Write-in, subject to QM approval)
[ ] Third Block (Write-in, subject to QM approval)


12 Hour Moratorium

A/n: I ended up going with this format because the actual character scenes just WERE NOT cooperating. Blarg.
This may or may not hold true for the remaining scenes before the Moot proper (I have large portions of that already written and it isn't fighting with me) depending.
(but yeah, I rewrote the second meeting scene like four times and was just not happy with it, so I just went with this so we can proceed already.)
and yes, Biel-Tan's aim was absolutely "you have stuff that will help us. *cocks gun* Give over or else."
 
Well, as long as the Moot is broadly ready to go!

Anyway, Adaptionists seem to be congealing around us as a leader by default as the most successful one, Survivalists are well disposed towards us and are likely to become firm allies, and the Preventionists like the cut of our jib but are mostly here to stick the screws to Biel-Tan because they've been playing fucky-wucky games all over the place and Saim-Hann wants to knock them down a few pegs for their presumption.

It's a solid block so far, but there's more to do. I think broadly, we want to feel out the vibes of the Asuryani block as a whole and soothe some rumpled feathers, and get a private meeting with Iyanden to see if we can get them to run herd on Biel-Tan for now, so they don't fuck shit up.

Then I think we want to hold an action open, to see who bites now that we've started to inch things along.
 
oh great hes near Kork level
Not even close. It's not like that's a Battlemoon, and that's just high-end Ork, not even actual fullup Krork. Grimmtusk is absolutely the main Boss Character of the area, but he's not even on Gazgul's level, let alone a Beast, let alone a Krork. He's a regional power and a deadly threat, of course, that's no lie, and as the Warp calms he'll get more dangerous as his ability to rove out grows, but he's not an apocalyptic threat...
...yet.
It's surprisingly well put-together for an Ork ship.
I mean, it does look like it was built with some sort of plan and final shape in mind, rather than just with sticking piles of scrap to wherever they were available.

Also, the Core Ship is an escape pod, innit? Someone graduated from Gorgutz's Skool of Legging It To Krump Another Day.
"Da Right Kleva Git's Guide Ta not getten' Krumped so's ya can Krumps more Gits" is indeed on his shelf, yes.
 
Both the notables of our team seem worth supporting in the medium to long term, especially when we know that the Necrons will eventually reawaken and start releasing C'tan shards.

And I see that Biel Tann may be in need of wider censure.
 
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