The answer is "Waaagh Magic". Because even the Orks don't know, they just know that they make a satisfying rocket-roar, an appropriate amount of smoke and fire out the correct end, and push the ship around good.
I suppose that's not the worse answer--they could've stuck a nuclear salt-water rocket on it.

Most Ork ships are designed to fight head-on engagements with most to all of their firepower concentrated forward; some can manage to be okay at broadside or passing engagement because of having those very Kunning things called "turrets", but yeah, in front of an Orkish ship is where you don't want to be. They generally really, really suck at fighting things that get behind them, though, since they tend to have nothing at all able to fire aft and armor that's basically incidental.
How nimble are Ork ships, generally? I see a lot of fore thrust on these designs, but not necessarily a lot of Reaction Control System thrusters.
 
How nimble are Ork ships, generally? I see a lot of fore thrust on these designs, but not necessarily a lot of Reaction Control System thrusters.
Ork ships tend towards being pretty fast when going forward but turning tends to be someone else's problem.

EDIT: They also tend to big fans of putting afterburners on their ships.
 
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Dakkaboat is so cool, I've always been a fan of angular ships built around a big gun like that.
Problem is that the guns tend to be way too big. If they're firing ammunition, you have to ask stuff like "where do they keep the ammunition?" or "how do they even reload?"

Look at an Iowa-class battleship, and compare the guns to the overall size of the ship. Sixteen inch-wide shells is a huge caliber, but that's tiny compared to the vastly larger ship itself.

But if the gun itself is so large that a single shell would be too large to have a magazine fit in the ship with more than half a dozen rounds, then the weapon is way too big to be useful.

Even with energy weapons, you need a reactor big enough to power such a monster of a weapon repeatedly and all of the other systems.
 
orcs presumably dont think to hard about that then wahg magic makes it work. maybe they have some kind of energy to matter conversion that shits out shells instead of having a magazine.
 
Problem is that the guns tend to be way too big. If they're firing ammunition, you have to ask stuff like "where do they keep the ammunition?" or "how do they even reload?"

Look at an Iowa-class battleship, and compare the guns to the overall size of the ship. Sixteen inch-wide shells is a huge caliber, but that's tiny compared to the vastly larger ship itself.

But if the gun itself is so large that a single shell would be too large to have a magazine fit in the ship with more than half a dozen rounds, then the weapon is way too big to be useful.

Even with energy weapons, you need a reactor big enough to power such a monster of a weapon repeatedly and all of the other systems.
Things like concern for ammo and stuff for the Orks falls under Waaagh!!–Magic. Heck their guns are literally bashed together scrap and will still shoot. Even specific colors have effects like better stealth and going faster. Pretty much just the power of belief.
 
989.M29 | Special Event: The Aeldmoot | Pre-meeting Meetings, 3/3
Among the independent Craftworlds and federations thereof, there is at present a four way split—the majority are effectively neutral, whilst three other internal camps favor respectively Alaitoc, Ulthwe and Iyanden, in order of size. There are, however, a few standouts—firstly, Nacretinei stated their intention to attend to the small federation they aligned with, yet no representative has come—and from what their allies tell you, they have seemingly vanished shortly after the announcement—nearly four years ago, now. their allies have become… concerned, but the largest among the three remaining is the Small Craftworld of Stel'iy-Rann, and they would most welcome assistance in searching for the missing Craftworld.

An opportunity, however, is present in the Small Craftworld of Stel-Uit, who deliberately destroyed their own shipyards in the Fall to escape a monstrously powerful Keeper of Secrets. They had been getting drawn into the orbit of militarily powerful Biel-Tan, yet the rumors of that Craftworld engaging in, shall one say, unsavory business going around the various Craftworlds meeting here has made them pause—and given what you know of Saim-Hann's plans, those plans may soon be scuppered entirely. Drawing them into your own faction's orbit after the Moot should be entirely possible—after all, much like your current ally Arach-Qin, they are foremost seeking assistance in repairing what remains of their fleet and protection whilst they rebuild, and shipyards you've to spare at the moment.

Lastly, the average craftworld of Lal'c-Tann proved a surprise…
To be continued in Interlude: An Unexpected Meeting.

The Asuryani, it seems, do not as a whole share Tyrellian's disdain, though a few regard you poorly for your own goals. Still, overall temperature among the majority of the Asuryani is perhaps very slightly positive—the rescue of Meros, it seems, is starting to get around—and whilst actual friendship with Alaitoc and thus the faction they head is likely to remain out of the question whilst the Autarch lives, you suspect that he will grind his teeth and give up on actively opposing you after certain revelations are made two days hence.

Iyanden, it is apparent, has clearly at least heard of some of their erstwhile ally's ill conduct. Given that the Firecaller met with your party with Aerellian Lightningblade conspicuous in his absence, and the former simply sighed and began massaging his forehead when you started obliquely hinting. You are not, it seems, the first to approach Iyanden about their partner in the Revanchist camp. Nor, it seems, are they unaware of the various rumors going around.

There is, it seems, perhaps a degradation in that relationship occuring. You shall have to see what statements are made unspoken in two days time…

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.

On the second day, you canvassed the Independent Craftworlds, of whom Stel-Uit and Lal'c-Tann may be possible to draw into your sphere of influence relatively easily. Also of note is Nacretinei, who stated an intention to join the Moot with the party of their ally Stel'iy-Rann, yet have seemingly vanished shortly thereafter.

(Quest Chain A Pearl Without Price is now available)
You met also with the Asuryani, and have learned that whilst it is likely that your two factions will not ever be friends so long as Autarch Tyrellian Kulkessrin leads them, it is likely that your factions will need not be opposed following the conclusion of the Moot.

Lastly, you approached Iyanden about the poor conduct of Biel-Tan... and, it seems, are not the first to do so. That relationship is not yet broken, or even perhaps in serious danger—yet strained it definitely is, and you suspect that Iyanden will be, if nothing else, keeping a much closer eye on their partner than they might have otherwise, from now on.


For the final day before the Moot truly begins, 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)


18 Hour Moratorium

A/n: oh hey let's get distracted doing BFG Unit cards and forget to post for like five hours! fun!
 
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It seems we do not have to bend over backwards to the Asuryani and give everything we have to Biel-Tan.

Hm, maybe we can have a Chat with the Questboard Harlequins and see if they have another Suprise for us.
 
The answer is "Waaagh Magic". Because even the Orks don't know, they just know that they make a satisfying rocket-roar, an appropriate amount of smoke and fire out the correct end, and push the ship around good.


Most Ork ships are designed to fight head-on engagements with most to all of their firepower concentrated forward; some can manage to be okay at broadside or passing engagement because of having those very Kunning things called "turrets", but yeah, in front of an Orkish ship is where you don't want to be. They generally really, really suck at fighting things that get behind them, though, since they tend to have nothing at all able to fire aft and armor that's basically incidental.
Probably better this way.

You can be sure, if Orks had guns to fire backwards, they'd do it a lot.
Which endangers other Ork ships even more than being around Orks in general already does.
 
Among the independent Craftworlds and federations thereof, there is at present a four way split—the majority are effectively neutral, whilst three other internal camps favor respectively Alaitoc, Ulthwe and Iyanden, in order of size. There are, however, a few standouts—firstly, Nacretinei stated their intention to attend to the small federation they aligned with, yet no representative has come—and from what their allies tell you, they have seemingly vanished shortly after the announcement—nearly four years ago, now. their allies have become… concerned, but the largest among the three remaining is the Small Craftworld of Stel'iy-Rann, and they would most welcome assistance in searching for the missing Craftworld.
(Quest Chain A Pearl Without Price is now available)
For anyone who does not recall, this was the profile of Nacretinei during character creation, where they cost 3 points as a Minor ally:
Brilliant, shining Nacretinei with is pearl-silver hull seeks a patron with more strength than they can muster, for premonitions dire their Seers have made. Visions of its elegant shape twisted and blackened haunt their dreams, of cruel whips and instruments terrible, and the darkness of dying stars. Seek to avert this they do, by joining their strength to yours, against whatever darkness they fear comes seeking them.
They saw problems ahead, and it looks like those problems have come knocking in the last four turns. Cruel whips and instruments terrible sounds like Dark Eldar to me, but since we know that they're currently holed up in the Webway there's a chance that it's something else. They could have just caught Nacretinei on the move, though. Either way I think we need to go into this one thinking that the quest chain will be 1) find them, which will be a divination+scouting action, followed by 2) save them from whatever terrible fate has come to pass, which will be a military action and likely not a small one. Hopefully it will still be within our means; the Meros quest could easily have gone very badly because we didn't have enough military prowess and this is another rescue mission.

An opportunity, however, is present in the Small Craftworld of Stel-Uit, who deliberately destroyed their own shipyards in the Fall to escape a monstrously powerful Keeper of Secrets. They had been getting drawn into the orbit of militarily powerful Biel-Tan, yet the rumors of that Craftworld engaging in, shall one say, unsavory business going around the various Craftworlds meeting here has made them pause—and given what you know of Saim-Hann's plans, those plans may soon be scuppered entirely. Drawing them into your own faction's orbit after the Moot should be entirely possible—after all, much like your current ally Arach-Qin, they are foremost seeking assistance in repairing what remains of their fleet and protection whilst they rebuild, and shipyards you've to spare at the moment.
Stel-Uit's also from character creation, where they cost 4 points as a Small ally:
Oh, to see the forges of Stel-Uit! Oh, to see its grand temple to fallen Vaul! Oh, to weep for its great shipyards, lost to the grasp of Zaar'Esh lest the Dark Prince's servant claim the craftworld entire! Oh, to sing for its brave crews, who risked lives and souls until the very end to save as many as they could, spreading their net so wide! Oh, to cheer their success, for fully half again the lives of most others its size fill its halls to bursting! Aid they beg, the repair of what remains of their brave fleet, lest some enemy come upon them while they are still so weakened!
Since we've definitely got shipyards and repairmen up and running, and we've recently freed up a lot of BAP from completing other alliance repair work, we can absolutely afford this one so I think it's an obvious alliance to jump at. Stel-Uit is yet another Vaul-aligned craftworld, so if we can bring them into our faction we're well on the way to becoming a gathering of industrial powerhouses. And they have all the population that Meros doesn't, which would be great to bring onside.
 
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Surprised that Iyanden isn't rethinking their alliance with Biel-Tan if it's seriously considering the accusations to be true. Waging war against their own people when they're at the most vulnerable and lying about it should be a gigantic anathema.
 
For anyone who does not recall, this was the profile of Nacretinei during character creation, where they cost 3 points as a Minor ally:

They saw problems ahead, and it looks like those problems have come knocking in the last four turns. Cruel whips and instruments terrible sounds like Dark Eldar to me, but since we know that they're currently holed up in the Webway there's a chance that it's something else. They could have just caught Nacretinei on the move, though. Either way I think we need to go into this one thinking that the quest chain will be 1) find them, which will be a divination+scouting action, followed by 2) save them from whatever terrible fate has come to pass, which will be a military action and likely not a small one. Hopefully it will still be within our means; the Meros quest could easily have gone very badly because we didn't have enough military prowess and this is another rescue mission.
I want to help them, but I fear it would be a big commitment to pull it off. Depends on how this conference goes, perhaps.


Stel-Uit's also from character creation, where they cost 4 points as a Small ally:

Since we've definitely got shipyards and repairmen up and running, and we've recently freed up a lot of BAP from completing other alliance repair work, we can absolutely afford this one so I think it's an obvious alliance to jump at. Stel-Uit is yet another Vaul-aligned craftworld, so if we can bring them into our faction we're well on the way to becoming a gathering of industrial powerhouses. And they have all the population that Meros doesn't, which would be great to bring onside.
I like this one a lot. Fellow Vaul craftworld, brimming population, not requiring a big quest to ally with.
 
Problem is that the guns tend to be way too big. If they're firing ammunition, you have to ask stuff like "where do they keep the ammunition?" or "how do they even reload?"

Look at an Iowa-class battleship, and compare the guns to the overall size of the ship. Sixteen inch-wide shells is a huge caliber, but that's tiny compared to the vastly larger ship itself.

But if the gun itself is so large that a single shell would be too large to have a magazine fit in the ship with more than half a dozen rounds, then the weapon is way too big to be useful.

Even with energy weapons, you need a reactor big enough to power such a monster of a weapon repeatedly and all of the other systems.
Dakkaboats actually only carry a single shell at any time, they just use a Tellyporta to reload. Incidentally, Dakkaboats also often undergo Unplanned Disassembly when the Tellyporta misses and the shell fuses with the barrel and or the ships reactor.

EDIT: to clarify this is a joke, I have no knowledge of the inner workings or mechanics of the Dakkaboat.
 
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-[][FIRST] Arrange a meeting with Craftworlds Muirgaythh and Stel-Uit. For the former see if they're willing to accept assistance or support from our own researchers in developing methods to capture daemons. For the latter offer to repair their shipyards along with additional support in exchange for an alliance.

It's not perfect but it's the first meeting that came to mind.
 
Suggestion: Have the initial conversations abot setting up a process/system for sharing webway maps, realspace scouting information and maybe also scrying results.

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I'm imagining a courier system where ships/individuals bring (timestamped) maps and info or news between nearby different craftworlds and exodite worlds, and pickup recent maps and scouting data to bring back.

It's sorta decentralised, so as to adapt on the fly to changing webway paths.

Risks: extra webway travel for couriers means there's gonna be more bumping into the things in the webway over time.
 
-[][FIRST] Arrange a meeting with Craftworlds Muirgaythh and Stel-Uit. For the former see if they're willing to accept assistance or support from our own researchers in developing methods to capture daemons. For the latter offer to repair their shipyards along with additional support in exchange for an alliance.

It's not perfect but it's the first meeting that came to mind.
With them being in two different factions, i don't think we can meet them at the same time.

Surprised that Iyanden isn't rethinking their alliance with Biel-Tan if it's seriously considering the accusations to be true. Waging war against their own people when they're at the most vulnerable and lying about it should be a gigantic anathema.
They probably only have Seer prophecies from minor craftworlds, nothing concrete. You can't take drastic action for something that hasn't happened yet.

Saim hann's report will probably change that: They're not just planning shitty behavior which you have to police and preven, they've already engaged in it.
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As for who we should meet, i think we should either make overtures to the ones we are interested in courting, or try to get Biel-tan to committing their forces in our favor. Either destroying the neighboring ork empire for us, or going into the webway after Narcretinei. Let them stick their hand into the meatgrinder first.
 
Here's a thought.

We took the 'innovative' option at chargen, and a lot of players suspect is that many Alderi groups picked either neutral or conservative: thus we have a lot more Seeker AP than others.

As a minor trade deal can we offer tech trade deals where we spend Seeker AP teaching [how to make [given tech we have that someone wants] in return for [uh... something?].
----
Honestly, the Flare Shields variant that our allies use is my ideal setup, provided that they're paired with holofields (and/or gravshields for expensive stuff we really want to protect).
 
Interesting! In terms of a plan, we should wait for a Lal'c Tann interlude or clear understanding it won't come before deadline. But I would weight heavily in favor of these considerations:
1) We should look and ask around for a craftworld who has voidcannons tech intact.
2) We can leverage our posse for favorable meeting or two:
- Draylin for a second go with Eldrad. That one probably for a post-enclave meeting, after we drop a bombshell. Eldrad won't ignore us then.
- Yranne Kal for a meeting with Lesteillian who have superfleets and Petalcutter the Khaine's blade.
- Xenael Wraev + Irsfeial to meet Varantha's reps to share notes on killing major daemons of Slaanesh and praise Isha. Also would be better after the Conclave
- Draylin can also meet Aon'Tai's Wayseer, and Yranne Kal can talk to Kalth'se Archon,but I don't know what's the value in this beyond good vibes.
3) We can meet to accept a quest or two from quest-giving craftworlds. I think we should actually do both major quests here. One is our vaulic brother pressured by Biel-Tan (fuck Biel-Tan!) and the other looks like a chance to find out, and, possibly, slightly fuck up the proto Dark Eldar society before even Harlequins do. How cool would it be to drop a second bombshell on them so soon? But let's see what on the table with Lal'c Tann.
4) We can offer help to important craftworlds of out faction to drive them closer
 
@Mechanis an interlude that may dramatically impact what we want to do kinda makes any sort of planning hard. I mean, I'm glad to know about it, but you really should have given the vote and moratorium with it rather than at the end of this update. can we at least have a hint at what the meeting is about?

so, until we have info on what the independent average craft world that needs an entire interlude to itself is about, here is what I think our best moves are.

First Block Should be meeting with Stel-uit. discuss Stel-Uit's current location and if there are any threats it faces currently, as well as the state of it's engines, then attempt to hash out their incorporation into our alliance in the north for aid, offering both BAP and at least a line fleet in their defense. give an entire slot to this, since I'm not seeing what we have to discuss with others before the big reveals makes most of them a bit more inclined towards us.

second block we should make ourselves available to meet with interested parties. see who wants to meet us, whether it's the Harlequins, some major craft world, or a lesser member of one of the other factions. it's a good chance to see what the impact of our actions the previous days was, or whether the Harlequin's have info to share or an introduction to make.

Baring an interlude reveal that needs following up on, I think we can dedicate our last block to Stel'iy-Rann. inquire as to Nacretinei's last known location, if they have information on webways Nacretinei had mapped out, whether there has been any sign of Beil-tan active in the area. we could try and fold this into meeting with Stel-uit, but I believe that would negatively impact both actions outcomes.

the other thing we could do if we didn't give Stel-Uit and Stel'iy-Rann their own time blocks, is meet with the the Survivalists and ask for information on the ruinous ones, particularly individual servants likely to have acquired Aeldari relics of note during the fall.

thoughts?
 
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