Blood, Sweat, and Tears (WH40k Design Bureau)

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Design, construct, and lead the forces of Humanity in a bid to retake the lost Lativa Subsector.
A New Age Dawns
(Many thanks to Trent01 for his gracious allowance of the use of some of the basic mechanics of Interstellar Arms Race on SB for this campaign)



The Lativa Subsector was never known for anything outside of it's immediate area. It was simply one more region of space contributing to the survival and position of Humanity among a sea of similar sets of habitation. It was a quiet place that last saw serious conflict during the War of the Beast with only internal dissent and minor rebellions occurring during the time of living memory.
It was this lack of activity that left the Subsector unprepared for a sudden onset of foes routed by foreign campaigns that trickled in during the middle of the Fortieth Millennium.


The Lativa Subsector is covered in darkness following a four hundred year decline. Orks revel in the ruined worlds seized from Humanity and plot new campaigns against anything in reach. Minor Xenos creep out from the cracks between what was once Humanity's domain, for space is vast and holds much. Fallen worlds stir with inimicable intelligence as miserable wretches pledge their souls to the Ruinous Powers in the hope of even one more day of some sort of existence.

But it is in the darkest night that the smallest of lights can be seen clearest. The Civilized World of Calavar still stands at the edge of the Subsector in defiance of the myriad of foes that have consumed her sisters and the reigns of state have been taken by a charismatic individual who can see the truth:
To stay static is to invite defeat. Defense would eventually become untenable. If any respite is to be bought it will be through the toil and blood of Calavar's children.


The shipyard that hangs above the gas giant on the edge of the Calavar system has been expanded in recent years in light of this upcoming campaign, in the form of cancerous growths budding off of the original merchant maintenance and drydock. The official Mechanicus members had been grudging in their acceptance of the necessity in copying the existing machinery and tooling but acknowledged that it was necessary, something the local operators were eager to accept in light of the potential rewards... And the looming prospect of defeat.

On this ragged platform of new and old, as gas skimmers collected fuel for the station's overworked plasma forges and barges brought minerals from the asteroid belt, the new Admiralty was formed to lead what would, hopefully, become a true navy in time. A half dozen commanders, captaining the existing warships Calavar had to it's name, and the newly christened Lord Admiral. A rank a single world should not be capable of granting, but then the Imperial Navy was not present to provide a list of grievances.
To the surprise of many it was not the Hegemon who would take up the task of leading the newborn, militant Navy. Even more surprising was that it was not one of his siblings or cousins, but rather an ex-Navy merchant captain who had lost his ship in an evacuation deep inside the Subsector.

It was a powerful statement to those of power on Calavar's surface: survival before all. The Hegemon and the Lord Admiral had a personal dislike for the other, but none could say that they were inept in their fields of expertise. The aftermath caused some strain with the branch of the Martian Brotherhood that served the nobility of Calavar, for such a breach in tradition was threatening to them. Their subsequent inclusion in the burgeoning military-industrial complex as the leaders of the development of better arms and armor eased tensions, as their knowledge was useful and the ability to find and prevent true tech-heresy invaluable despite their pedestrian knowledge compared to true leaders of their order.


The Lativan Subsector is overrun with darkness and aliens. But a single system under the right leadership has beaten similar odds before...


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Welcome to the Admiralty, pursers. The newly crowned Hegemon is putting a lot of faith in you and by the Emperor's Light I am going to make sure that you deliver. Seeing as your job is mainly going to be manning desks I hope that even such as you can't bodge that sort of work.

So, the important things. First, the Subsector is in a bad state. Yeah, yeah, we tell the commoners "the Subsector is infested with Traitors and Xenos" but that doesn't get across the sheer scope of what we will be facing. Nearby we have Orks and expect them to attack us soon now that we are building and scouting. Simpleminded Xenos they might be but never underestimate their cunning. Then there are mixed patches of Chaotically aligned worlds that will need to be cleansed for eventual recolonisation and immediate surveys for salvageable machinery and technology. Plus the local Xenos problems, Minor races that are making a play now that the Subsector is in flux.

Worst part of it is, even the Orks can be said to have a better navy than us at the moment, and that's just embarrassing. Your jobs will be to pick what to prioritize for our engineering teams. Right now? Everything needs to get better. A single Sword class of any Pattern could likely swat away our navy. Purely merchant grade gear simply won't cut it. Briefing packets are on your desk.
Discharge your duty to Humanity with pride.
 
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Mechanics
Welcome to the game, folks, where the wages of victory are blood, sweat, and tears. Hopefully of people other than yourselves naturally.
As the Admiralty board your job is to prioritize research projects and allocate funding to prepare a military that can, eventually, retake the Lativa Subsector for Humanity. It will be no easy task for your enemies are varied and vile but with Faith and Steel your disorganized enemies can be repelled and ultimately destroyed.

This will be a Quest rather than a "true" Arms Race, where there is only your team against the horrors of the far future, with turns going like so:

Design: This is the phase where you do your changes to your equipment, be it introducing/modifying starship components or new army compositions.
Construction: Here you spend your build points to get new starships and armies.
Strategy: And then you divvy up your troops between any operations you have planned.


In the Design phase you will have a number of Actions that may vary between turns but will probably level out at three or four, with which to perform projects such as building new types of guns to mount on your ships or putting in the effort to put substantial garrisons on your warships.
I will be using a 2d6 system to account for the random nature of inspiration and the sometimes critical lack of progress some projects face. Said roll will then be modified by a difficulty rating, as small changes shouldn't have the same chance to fail outright as developing a new Warp Drive or Gellar Field.

In the Construction phase you will take existing hulls, modules, and systems and pay the total cost to purchase them as a completed and functional hull, or simply buying Armies.
-Retrofitting existing ships is possible, although it does cost half of the old module(s), rounded up, plus the entirety of the new one (possibly with some restrictions about what can be put in in place of what). And lays up the ship for the campaign season. Extremely minor changes, such as adding an Add On or changing Hangar complements, do not trigger this time out period. Changing strike craft do not cost the extra to remove the old complement.
--Reconstructing Crippled vessels is being added onto retrofitting, where it will be out of the fight for a turn.
The two resources here are Manufacturing and Artisan, differentiating between things that can be mass produced and that which needs the knowledge of trained personnel to safely construct.
-Due to limitations in facilities, a ship can only be built up to a certain limit per turn. The current Build Limit is 70.



In the Strategy phase you will send your forces out to accomplish objectives. How tactical this becomes remains to be seen but you will at least get to establish rules of engagement for each task force.

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As this is a Populist game there is the chance to gain some mild to moderate bonuses by writing, be they character pieces or action sequences. Said bonuses will be in line with what the omake was about, rather than being able to be banked and tagged to any action.

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Clarifications of stats:

Acceleration: Straight line "speed" for chases and moving about the system.
Maneuver: The ability to perform beneficial combat maneuvers, such as rotating to present fresh armor/shield or evade a Torpedo.

Damage: The ability of a weapon system to cause harm. Subdivided into categories when not a Battery.
Lance: A weapon that fires few but powerful projectiles. Typically longer ranged than a Battery, though obviously lacks internal guidance.
Torpedo: A large self contained missile. Bypasses Shields and vulnerable to Point Defense.
Fighter: Strike craft optimized against other strike craft. Can protect friendly ordnance from enemy Fighters or Point Defense.
Bomber: Strike craft optimized for dealing damage to ship. Of lesser power than most weapons but uniquely suited to dealing precision damage.

Armor: Reduces incoming damage by an amount by hardening the hull. As such it is most effective against Battery weapons because of their large number of shots but also resists anything that attacks the Hull, such as Torpedoes, boarding craft, etc, to some degree.
Shields: Provides a small amount of regenerating health. Enemy ships generally fire in volleys, a timeframe that most shields do not recharge in, and can "combine" their fire by forming into squadrons. Protects against esoteric effects such as teleportation and high strength single hits like Lances, and is less useful against the amount of damage weapon Batteries put out.
Point Defense: Small caliber, rapid fire weapons meant to engage strike craft and Torpedoes.

Active Sensors: Describes the ability of the ship to target foes.
Passive Sensors: Describes the ability of a ship to detect foes, especially those trying to hide.
 
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Turn One Design Phase
The Calavar system has sprung to life after the Segmentum Battlefleet withdrew and left what was left of the Subsector to live or die as they did. In the absence of the Tithe there is a surplus of personnel and material assets that are ready and eager to be used to reap a terrible toll on the foes of Humanity. Such is the outpouring of support that even the Mechanicus Adepts present are willing to aid this most righteous endeavor.

Our first objective is necessarily to improve our technical capabilities to something that is not simply repurposed merchant equipment.

Hulls
A hull is the container that everything else is poured into. It determines how many of each type of module can be mounted and can give bonuses or maluses to them depending on rolls and player goals set forth when Designed.

Converted Freighter (1E, 3O) (3M): The typical hull of a pre-Fall merchantman. The copious amounts of open space are a boon to designing new ships but the hull is not built with the rigors of combat in mind.


Weapons
Put simply, these are the things that make enemies die. Here they come in three flavors: Energy, Kinetic, and Ordnance. Energy weapons do not require ammunition but are more expensive to build and maintain, Kinetic weapons require ammunition but can be built to fire multiple kinds, and Ordnance are strike craft and torpedoes and thus heavily reliant on supply to continue operating.

Self Defense Battery (Short Range, Damage 1) (1M): A thick battery of merchant grade cannon firing solid shot.

Atomic Warheads (Very Short Range, Damage 1.5) (2M): Broadside mounted tubes launching volleys of fusion warheads on short burn missile bodies.


Defenses
Stuff to stave off your ship being turned into a half molten hulk. 'Nuff said. Armor provides damage reduction while Shields absorb punishment until they break. Point Defense target Ordnance and can technically do damage to a hostile ship in a pinch.

Navigational Shields (Shield 1) (1M): A single layer of weak Void Shielding meant to protect against mundane hazards and light weapon fire.

Hull Armor (Armor .5) (1M): Structural material forged into plates and welded onto the sides of your ships in useful locations.


Engines
The ship's Engines are an integral part of how they perform their duties as warfare is motion. They provide Acceleration (straight line speed) and Maneuverability (how fast they can change course).

Merchant Thrusters (1A, 1M, Fuel Efficient) (1M): Standard thrusters for small civilian shipping, built for economy over all other concerns.

Tuned Merchant Thrusters (2A, 1M, Fragile) (1M): Standard engines overhauled for additional speed, based off of "field refits" by criminal and civilian shipping.


Utility
Anything that is not directly military falls under this category, be it high gain sensor mounts, cargo holds beyond what is necessary for a ship that size, or an onboard manufactorum for minor repairs in the field.

Cargo Hold (0M): An open compartment with the necessary equipment for moving loads.

Repair Deck (2M): A minor production line for repairing common damage and restoring basic functionality to engines.

Troop Deck (2M): The necessary housing and life support systems for an Army Group worth of extra bodies, as well as some landers to unload them under noncombat conditions.



Essential Components
Critical infrastructure every ship needs one of: Bridge, Sensors, Life Support, Housing, and Warp Drive.


Bridge
The seat of power of a starship, where orders are given and the command crew dwells. Includes cogitator support for bridge personnel among other leadership type buffs or modifiers.

Merchant (1M): Basic command and control elements with limited redundancy.


Sensors
Every ship needs a way to see what happens beyond, or even inside, it's hull. Also can be made to include Electronic Warfare duties.

Merchant (1M): Simple and rugged systems meant to last in the face of the harshness of the void, with a dual stage passive and active sensor package with limited resolution.


Warp Drive
While not every ship will be given the means to leave the system of it's birth, it is a vital asset for any warship.

Merchant (4M): A truly massive piece of arcane engineering that allows for the carrying ship to be carried through the Warp at minimal passive risk to itself and it's crew, at a slow pace.

None (0M): Termed either monitors or SDF ships, ships that do not possess Warp capability are locked into the same system they were built in. Doing so provides an extra Omni slot to the ship class.


Life Support
Equipment meant to preserve the atmosphere of the ship goes under this category, such as automated fire fighting equipment, secondary shutters to prevent bleeding pressure into the void, and so on.

Essential (2M): Unlike the venerable ships that develop entire cities in their bellies, this provides for exactly the range of life forms that make up the average crew.


Housing
Crews need somewhere to live for the possibly decades they spend away from friendly ports. As well, this category accepts to the living space such as the addition of minor onboard garrisons.

Barracks (1M): Minimal amounts of space and mass go into maintaining the morale of the ratings and deckhands, with high density housing made the norm.
Armed Merchant Marine
-Converted Freighter (1E, 3O) (3M)
-Engine: Merchant (1A 1M, Fuel Efficient) (1M,1F)
-Omni: Self Defense Battery (Short Range, Damage 1) (1M), Navigational Shields (Shield 1) (1M), Hull Armor (Armor .5) (1M)
-Bridge: Merchant (1M)
-LS: Essential (2M)
-Sensors: Merchant(1M)
-Warp: Budget (4M)
-Housing: Barracks (1M)
Total: 16M
Infantry Army (2M)
-Infantry: Autoguns, T2 Heavy Weapons (rocket launchers, autocannon, heavy stubbers)
-Elite Infantry: Lasguns, T2/3 Heavy Weapons
-Artillery: Light and Medium towed guns
-Armor: Default

Armor Army (6M)
-Armor: Default
-Mechanized Infantry: Autoguns, T2 Heavy Weapons (rocket launchers, autocannon, heavy stubbers)
-Artillery: Light and Medium towed guns


We have six (6) Design actions this turn as we build up for our inaugural campaign of what will be remembered as a Crusade. As of now everything is equally direly needed so High Command has no requests for you to look into.

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Voting will be by Plan.
 
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Naval Registry
Active Vessels

1st Naval Squadron
CO: Captain Ajra Kelaman
Ships:
KV-11 Warrior (Warrior-class Corvette) (0/5 XP)(Experienced)
-built turn five, participated in the battle of Uniary turn five, was part of the hopefully decisive Relief of Uniary during turn six, partook in the overall successful operation against Oprechna during turn seven, joined the raid against Octan turn eight, reassigned from Second to First Squadron turn nine
CVBL-1 Courante (Courante-class Light Carrier)(1x Fury Interceptors, 1x Savior multirole)
-Built turn eight, was part of the diplomatic fleet to Gehault turn eight
KV-14 Hunter in the Void (Warrior-A-class Corvette) (0/5 XP / 3/5)(Experienced)
-Built turn nine with crew from the Aegis Immortal,




2nd Naval Squadron
CO: Unspecified
Ships:
FF-1 Indomitable (Indomitable-class Heavy Frigate) (1/5 XP to next crew rating)
-Built fourth turn, supported ground forces in the Homnan area turn four against what was left of WAAAGH!! Jawbreaka, refit with SDS turn five, participated in the battle of Uniary turn five, was part of the hopefully decisive Relief of Uniary during turn six, partook in the overall successful operation against Oprechna during turn seven, joined the raid against Octan turn eight
FF-2 Long Arm (Long Arm-class Heavy Frigate)(0/5 XP)(Experienced)
-built turn five, participated in the battle of Uniary turn five, refit with SDS turn six, was part of the hopefully decisive Relief of Uniary during turn six, partook in the overall successful operation against Oprechna during turn seven, joined the raid against Octan turn eight
CVA-1 Strife-class Assault Carrier (10 squadrons of Saviors, 2 of Harbingers)
-Built turn eight, joined the raid against Octan turn eight
CL-1 Audacity (Audacity-class Light Cruiser)(0/3 XP)
-Pressed into service while half completed to avert the loss of the primary shipyard, finished turn ten,


3rd Naval Squadron
CO: Unspecified
Ships:
CVL-2 Due Excise (Escort Carrier, converted from Armed merchant during construction during first turn) (4/5 XP to next Crew Rating) (Experienced)(1x Fury, 1x Starhawk)
-Escorted Lexicalum convoys with embarked Mechanicus voidcraft. present for the destruction of the Ork Asteroid Base turn two, refit with SDS turn three, reclaimed Bailafax orbit turn three, complement changed to Starhawk/Furies turn four, supported ground forces in the Homnan area turn four against what was left of WAAAGH!! Jawbreaka, participated in the battle of Uniary turn five, was part of the hopefully decisive Relief of Uniary during turn six, partook in the overall successful operation against Oprechna during turn seven, joined the raid against Octan turn eight
AMM-2 Starstrider (Armed Merchant Marine Modernized Escort Carrier, built during first turn) (1/5 XP to next Crew Rating)(Experienced)(1x Savior)
-Was part of the Purgation of Pox Marsh (crippling a Traitor gunship and destroying another), refit with SDS second turn, present for the destruction of the Ork Asteroid Base turn two,reclaimed Bailafax orbit turn three, supported ground forces in the Homnan area turn four against what was left of WAAAGH!! Jawbreaka, refit to Modernized Escort Carrier turn five, skirmished with Locroft craft in support of Lativa turn seven, protected the Homnan worlds turn eight
FFX-0 Sacred Legacy (Ancient Frigate) (0/5 XP) (two Lexicalum carriers in direct escort)
-recovered turn seven, refurbished turn eight, returned turn eight to fully repulse them, moved from Fourth to Third Squadron turn nine
KV-1 The Resolute (Resolute-class Corvette, built first turn) (0/3 XP to next Crew Rating)
-Was part of the Purgation of Pox Marsh (devastating the Traitor gunships and working with the Wage of Dissent to destroy the Traitor flagship), refit with SDS second turn, present for the destruction of the Ork Asteroid Base turn two, defeated Jawbreaka in the fallen Homnan League turn three, floated around feeling useless over Khornate occupied Hive World Uniary turn four, made contact with Gehault turn five, was part of the hopefully decisive Relief of Uniary during turn six, aggressively patrolled turn seven, was part of the diplomatic fleet to Gehault turn eight, moved from First to Third Squadron turn nine, crew reassigned to FF-3,
KV-4 Aegis Immortal (Resolute-class Corvette, built first turn) (0/3 XP to next Crew Rating)
-Part of a hunter-killer pair with The Itinerant near Lexicalum), present for the destruction of the Ork Asteroid Base turn two, refit with SDS turn three, reclaimed Bailafax orbit turn three, supported ground forces in the Homnan area turn four against what was left of WAAAGH!! Jawbreaka, participated in the battle of Uniary turn five, was part of the hopefully decisive Relief of Uniary during turn six, partook in the overall successful operation against Oprechna during turn seven, joined the raid against Octan turn eight, moved from Second to Third Squadron turn nine




4th Naval Squadron
CO: Unspecified
Ships:
KV-12 Herald (Herald-Ia-class Corvette) (2/3 XP)
-built turn six, was part of the hopefully decisive Relief of Uniary during turn six, skirmished with Locroft craft in support of Lativa turn seven, returned turn eight to fully repulse them
KV-13 Stormherald (Herald-Ib-class Corvette) (2/3 XP)
-built turn six, was part of the hopefully decisive Relief of Uniary during turn six, skirmished with Locroft craft in support of Lativa turn seven, returned turn eight to fully repulse them





1st Torpedo Squadron
CO: Unspecified
Ships:
KVG-1 Spear of Fury (Castigation-class Torpedo Corvette) (2/3 XP to nex crew rating)
-Built turn three, defeated Jawbreaka in the fallen Homnan League turn three, participated in the reclamation of t supported ground forces in the Homnan area turn four against what was left of WAAAGH!! Jawbreaka, participated in the battle of Uniary turn five, was part of the hopefully decisive Relief of Uniary during turn six, took critical damage during the operation against Oprechna during turn seven, joined the raid against Octan turn eight
-4x Indignant




2nd Torpedo Squadron
CO: Unspecified
Ships:
KVG-3 Light of Faith (Castigation-class Torpedo Corvette) (2/3 XP to nex crew rating)
-Built fourth turn, possess Ecclesiarchal markings, covered the purge of Uniary turn four, aggressively patrolled near the Shrine World Lativa turn five, was part of the hopefully decisive Relief of Uniary during turn six, took heavy damage during the operation against Oprechna during turn seven, was part of the diplomatic fleet to Gehault turn eight
-6x Indignant
KVG-4 Light of Dawn (Castigation-class Torpedo Corvette) (2/3 XP to nex crew rating)
-Built fourth turn, possess Ecclesiarchal markings, covered the purge of Uniary turn four, aggressively patrolled near the Shrine World Lativa turn five, was part of the hopefully decisive Relief of Uniary during turn six, took heavy damage during the operation against Oprechna during turn seven, was part of the diplomatic fleet to Gehault turn eight
-6x Indignant


1st Patrol Squadron
CO: Unspecified
Ships:
KV-7 Unbroken Defender (Resolute-class Corvette, built second turn)
-Assigned to Central Garrison turn two,
AMM-11 Profit of Skill (Armed Merchant, built second turn)
-Assigned to Central Garrison turn two,


2nd Patrol Squadron
CO: Unspecified
Ships:
KV-8 Victory's Price (Resolute-class Corvette, built second turn)
-Assigned to the Lexicalum district garrison turn two, scouted for Hulks turn seven
AMM-12 Treasure of Faith (Armed Merchant, built second turn)
-Assigned to the Lexicalum district garrison turn two, scouted for Hulks turn seven
AMM-13 Repeat Visit (Armed Merchant, built second turn)
-Assigned to the Lexicalum district garrison turn two, scouted for Hulks turn seven


3rd Patrol Squadron
CO: Unspecified
Ships:
KV-5 Undaunted (Resolute-class Corvette, built first turn) (1/5 XP to next Crew Rating)(Experienced)
-partook in the centralization of power near Calavar, defended Bailafax from Khornate invasion turn two, refit with SDS turn three, reclaimed Bailafax orbit turn three, made contact with Shrine World Lativa turn four, escorted convoys among the Homnan worlds turn five, skirmished with Locroft craft in support of Lativa turn seven, protected the Homnan worlds turn eight
AMM-1 Voidwright (Armed Merchant Marine Modernized Escort Carrier, built during first turn) (0/5 XP to next Crew Rating)(1x Savior)
-Was part of the Purgation of Pox Marsh (crippling a Traitor gunship), refit with SDS second turn, present for the destruction of the Ork Asteroid Base turn two, reclaimed Bailafax orbit turn three, supported ground forces in the Homnan area turn four against what was left of WAAAGH!! Jawbreaka, refit to Modernized Escort Carrier turn five, skirmished with Locroft craft in support of Lativa turn seven, protected the Homnan worlds turn eight
AMM-10 Golden Ark (Armed Merchant, built second turn)
-Assigned to Central Garrison turn two,




Fourth Patrol Squadron
CO: Unspecified
Ships:
KV-6 Armor of Hatred (Resolute-class Corvette, built second turn) (0/5 XP to next Crew Rating)
-Defended Bailafax from Khornate invasion turn two, refit with SDS turn three, reclaimed Bailafax orbit turn three, made contact with Shrine World Lativa turn four, escorted convoys among the Homnan worlds turn five, was assigned to the 4th PS turn six as part of the pacification around Lativa, assigned to Uniary patrols turn seven, protected the Homnan worlds turn eight
AMM-8 Camilla's Courier Cruiser IV (Armed Merchant Marine, built during first turn) (2/3 XP to next Crew Rating)
-partook in the centralization of power near Calavar, defended Bailafax from Khornate invasion turn two, reclaimed Bailafax orbit turn three, made contact with Shrine World Lativa turn four, refit to Lance Armed Merchant Marine turn five, was assigned to the 4th PS turn six as part of the pacification around Lativa, assigned to Uniary patrols turn seven, protected the Homnan worlds turn eight


1st Auxiliary Squadron
CO: Unspecified
Ships: Converted civilian shipping capable of landing an Army each in one wave of landers.


1st Support Squadron
CO: Unspecified
Ships:
AP-6 Ferryman (Ferryman-B-class Transport)
-built turn six, transferred to the 1st SS and used to support the Relief of Uniary turn six, partook in the operation against Oprechna turn seven
APA-1 Wages of Sin (Scorn-class Bombardment Ship, built second turn)(0/5 XP)
-Played a key part in the destruction of the Ork asteroid base turn two, participated in the reclamation of Bailafax turn three by destroying the Chaos Temple via high powered nuclear bombardment, participated in the purge of Uniary turn four, participated in the battle of Uniary turn five, used to support ground troops on Uniary, partook in the operation against Oprechna turn seven


2nd Support Squadron

AP-5 Crusader's Conquest (Ferryman-class Transport, built second turn)
-Participated in the destruction of the Ork asteroid base turn two, participated in the reclamation of Bailafax turn three, participated in the purge of Uniary turn four, participated in the battle of Uniary turn five, hunted for Hulks turn seven






Civilian Shipping

Bulk Hauler


In Docks

(70/133?M, 6/8A)


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Rolls of Honor

AMM-7 Oskar's Tub (Armed Merchant Marine, built during first turn)
-partook in the centralization of power near Calavar, was destroyed protecting Bailafax from Khornate invasion
-Killer: Claymore Corvette Carmine Glory and it's attendant Armed Merchants

KV-2 Wage of Dissent (Resolute-class Corvette, built first turn) (1/3 XP to next Crew Rating)
-Was part of the Purgation of Pox Marsh (devastating the Traitor gunships and working with The Resolute to destroy the Traitor flagship), refit with SDS second turn, crippled during the destruction of the Ork Asteroid Base turn two, defeated Jawbreaka in the fallen Homnan League turn three, floated around feeling useless over Khornate occupied Hive World Uniary turn four, made contact with Gehault turn five
-Killer: Ended-Effort Lite Krooza

CVL-3 Fugax Cymba (Escort Carrier, converted from Armed Merchant during construction during first turn) (2/3 XP to next Crew Rating)
-partook in the centralization of power near Calavar, defended Bailafax from Khornate invasion turn two, refit with SDS turn three, reclaimed Bailafax orbit turn three, complement changed to Starhawk/Furies turn four, made contact with Shrine World Lativa turn four, escorted convoys among the Homnan worlds turn five
-Killer: Kommando teams hijacking internal ordnance

KV-9 Sharp Retort (Resolute-A Corvette) (1/3 XP to next crew rating)
-Built turn three, defeated Jawbreaka in the fallen Homnan League turn three, floated around feeling useless over Khornate occupied Hive World Uniary turn four, made contact with Gehault turn five, refit with ESB turn six
Killer: Nurgle Leviathan

AMM-4 Sure Wager (Armed Merchant Marine, built during first turn) (2/3 XP to next Crew Rating)
-Part of a hunter-killer pair with Unbowed Supplicant near Lexicalum), present for the destruction of the Ork Asteroid Base turn two, scouted Ungaunt and shepherded refugees turn three
Failed to return to port, listed as lost with all hands.

KV-10 Blade of Justice (Resolute-A Corvette) (0/5 XP to next crew rating)
-Built turn three, defeated Jawbreaka in the fallen Homnan League turn three, floated around feeling useless over Khornate occupied Hive World Uniary turn four, made contact with Gehault turn five, refit with ESB turn six, was part of the hopefully decisive Relief of Uniary during turn six, aggressively patrolled turn seven, was part of the diplomatic fleet to Gehault turn eight
Destroyed in the clash at Uniary against WAAAGH!! Legcutta

CVL-1 The Causeway (Escort Carrier, converted from Armed Merchant during construction during first turn) (0/5 XP to next Crew Rating)(Experienced)(1x Fury, 1x Starhawk)
-Was part of the Purgation of Pox Marsh (blunting the tide of small craft for the rest of the fleet), refit with SDS second turn, present for the destruction of the Ork Asteroid Base turn two, complement changed to Fury/Starhawk turn three, defeated Jawbreaka in the fallen Homnan League turn three, floated around feeling useless over Khornate occupied Hive World Uniary turn four, made contact with Gehault turn five, was part of the hopefully decisive Relief of Uniary during turn six, aggressively patrolled turn seven, was part of the diplomatic fleet to Gehault turn eight, moved from First to Second Squadron turn nine
Destroyed by Ork light fleet elements at Uniary against WAAAGH!! Legcutta

KV-15 Justice Armed (Warrior-A-class Corvette) (1/3 XP / 1/5 XP)
-Built turn nine with crew from the Undaunted,
Destroyed in the clash at Uniary against WAAAGH!! Legcutta

FF-3 Light Fall (Long Arm-B-class Heavy Frigate) (2/3 XP / 2/5)
-Built turn nine with crew from KV-1 Resolute
Destroyed in the clash at Uniary against WAAAGH!! Legcutta

KVG-2 Hope's Reach (Castigation-class Torpedo Corvette) (2/3 XP to next crew rating)
-Built turn three, defeated Jawbreaka in the fallen Homnan League turn three, supported ground forces in the Homnan area turn four against what was left of WAAAGH!! Jawbreaka, participated in the battle of Uniary turn five, was part of the hopefully decisive Relief of Uniary during turn six, took heavy damage during the operation against Oprechna during turn seven, joined the raid against Octan turn eight
Destroyed in the clash at Uniary against WAAAGH!! Legcutta

AMM-5 The Itinerant (Armed Merchant Marine, built during first turn) (1/3 XP to next Crew Rating)
-Part of a hunter-killer pair with Aegis Immortal near Lexicalum), crippled during the destruction of the Ork Asteroid Base turn two,scouted Ungaunt and shepherded refugees turn three
Destroyed in the battles of maneuver around Lativa turn nine

KV-3 Unbowed Supplicant (Resolute-class Corvette, built first turn) (0/5 XP to next Crew Rating)(Experienced)
-Part of a hunter-killer pair with Sure Wager near Lexicalum), present for the destruction of the Ork Asteroid Base turn two, refit with SDS turn three, scouted Ungaunt and shepherded refugees turn three
Destroyed in the battles of maneuver around Lativa turn nine



Armed Merchant Marine, AMM
-Converted Freighter (1E, 3O) (3M)
-Engine: Merchant (1A 1M, Fuel Efficient) (1M)
-Omni: Self Defense Battery (Short Range, Damage 1) (1M), Navigational Shields (Shield 1) (1M), Hull Armor (Armor .5) (1M)
-Bridge: Merchant (1M)
-LS: Essential (2M)
-Sensors: Merchant(1M)
-Warp: Budget (4M)
-Housing: Barracks (1M)
Total: 16M

Lance Armed Merchant Marine, AMM
-Converted Freighter (1E, 3O) (3M)
-Engine: Militarized (2A 2M, Fuel Efficient) (3M)
-Omni: Farstrike Lance (3M,1A), Haptrix Rapid Shields (Shield 2, Armor .5) (4M), Scaffold Armor (Armor 1.5)(2M)
-Bridge: Merchant (1M)
-LS: Essential (2M)
-Sensors: Merchant(1M)
-Warp: Budget (4M)
-Housing: Barracks (1M)

Escort Carrier, CVL
-Converted Freighter (1E, 3O) (3M)
-Engine: Merchant (1A 1M, Fuel Efficient) (1M)
-Omni: Navigational Shields (Shield 1) (1M), 2x Cargo Hangar (2M)
-Bridge: Merchant (1M)
-LS: Essential (2M)
-Sensors: Merchant(1M)
-Warp: Budget (4M)
-Housing: Barracks (1M)
Total: 16M

Modernized Escort Carrier, CVL
-Converted Freighter (1E, 3O) (3M)
-Engine: Merchant (1A 1M, Fuel Efficient) (1M)
-Omni: Standard Macrocannon MkI (Short Range, Damage 2) (2M), Haptrix Rapid Shields (Shield 2, Armor .5)(4M), Cargo Hangar w/Savior S-1 Multirole (3M)
-Bridge: Merchant (1M)
-LS: Essential (2M)
-Sensors: T-100 Auspex (2M)
-Warp: Budget (4M)
-Housing: Barracks (1M)

Resolute-class Corvette, KV
-Sabre-class Hull (2W,1D,1E (Two Acceleration Maximum), 2U. (5M)
-Weapons: 2x Standard Macrocannon Battery MkI (4M)
-Defense: Haptrix Rapid Shields (4M)
-Engine: Merchant (1M)
-Utility: Cargo Hold (0M), Repair Deck (2M)
-Bridge: Merchant (1M)
-Sensors: T-100 (2M)
-Warp: Merchant (4M)
-Life Support: Essential (2M)
-Housing: Barracks (1M)
Total: 26M

Resolute-A (31M)
- Hull: Sabre-class Corvette Hull (2U) (5M)
- Weapon: Standard Macrocannon Battery MkI (2M)
- Weapon: Standard Macrocannon Battery MkI (2M)
- Defense: Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor.) (4M)
- Utility: Repair Deck (2M)
- Utility: Cargo Hold (0M)
- Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
- Bridge: Groupsight Combat Bridge (4M)
- Sensors: T-100 Auspex (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)

Warrior Class (31M)
-Spatha-class Hull (5M)
-Weapon: Standard Macrocannon Battery MkI (2M)
-Weapon Standard Macrocannon Battery MkI (2M)
-Defense Scaffold Armor (2M)
-Defense: Haptrix-Pattern Rapid Shields (4M)
-Utility: Cargo Hold (0M)
- Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
- Bridge: Groupsight Combat Bridge (4M)
- Sensors: T-100 Auspex (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)

Warrior-A class Corvette (48M)
-Spatha-class Hull (5M)
-Standard Macrocannon Battery MkII (5M)
-Standard Macrocannon Battery MkII (5M)
-Scaffold Armor (2M)
-Bubble-type Rapid Shield (6M)
-Repair Deck (2M)
-Militarized Engine (3M)
-Groupsight Combat Bridge (4M)
-Distributed Array Auspex (4M)
-Merchant Warp Drive (4M)
-Redoubt Life Support (3M)
-Bastion Housing (3M)
--Exoskeleton Support Bays (2M)

Ferryman-class Transport (23M)
- Hull: Converted Freighter (1E, 3O) (3M)
- Engines: Merchant Thrusters (1A, 1M, Fuel Efficient) (1M)
- Omni: [Defense] Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor) (4M)
- Omni: [Utility] Cargo Bay Hangar (1M) + Harbinger Heavy Transport (PD2, Military Transport) (3M)
- Omni: [Utility] Troop Deck (2M)
- Bridge: Merchant (1M)
- Sensors: Merchant (1M)
- Warp: Merchant (4M)
- LS: Essential (2M) + Servitor Defense Stations (1M, 1A)
- Housing: Barracks (1M)

Ferryman-B class transport (25M)
- Hull: Converted Freighter (1E, 3O) (3M)
- Engines: Militarized Engines (3M)
- Omni: Haptrix-Pattern Rapid Shields (4M)
- Omni: Cargo Bay Hangar (1M) + Harbinger Heavy Transport (3M)
- Omni: Troop Deck (2M)
- Bridge: Merchant (1M)
- Sensors: Merchant (1M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)

Scorn-Class Bombardment Ship (24M)
- Hull: Converted Freighter (1E, 3O) (3M)
- Omni: [Weapon] Fusion Breaker Bombardment Cannon (Spinal Mount) (Damage 4, Very Short Range) (4M)
- Omni: [Utility] Cargo Bay Hangar (1M) + Harbinger Heavy Transport (PD2, Military Transport) (3M)
- Omni: [Defense] Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor. (4M)
- Engine: Tuned Merchant Thrusters (2A, 1M, Fragile) (1M)
- Bridge: Merchant (1M)
- Sensors: Merchant (1M)
- Warp: Merchant (4M)
- LS: Essential (2M) + Servitor Defense Stations (1M, 1A)
- Housing: Barracks (1M)

Castigation-Class Torpedo Corvette (35M)
- Hull: Sabre-class Corvette Hull (2U) (5M)
- Weapon: Duet Torpedo Tubes (2M) + 6x "Indignant"-model Torpedo (1M per Torpedo)
- Weapon: Standard Macrocannon Battery MkI (2M)
- Defense: Scaffold Armor (Armor 1.5) (2M)
- Utility: Repair Deck (2M)
- Utility: Cargo Hold (0M)
- Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
- Bridge: Groupsight Combat Bridge (4M)
- Sensors: T-100 Auspex (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)

Indomitable-class Heavy Frigate (39M)
- Hull: War Hawk-class Heavy Frigate Hull (9M)
- Weapon: Standard Macrocannon Battery MkI (2M)
- Weapon: Standard Macrocannon Battery MkI (2M)
- Weapon: Standard Macrocannon Battery MkI (2M)
- Defense: Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor.) (4M)
- Defense: Scaffold Armor (Armor 1.5) (2M)
- Utility: Repair Deck (2M)
- Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
- Bridge: Groupsight Combat Bridge (4M)
- Sensors: T-100 Auspex (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)

Long Arm-class Heavy Frigate (40M, 2A)
- Hull: War Hawk-class Heavy Frigate Hull mk II (8M)
- Weapon: Farstrike Lance (3M, 1A)
- Weapon: Farstrike Lance (3M, 1A)
- Weapon: Standard Macrocannon Battery MkI (2M)
- Defense: Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor.) (4M)
- Defense: Scaffold Armor (Armor 1.5) (2M)
- Utility: Repair Deck (2M)
- Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
- Bridge: Groupsight Combat Bridge (4M)
- Sensors: T-100 Auspex (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)

Long Arm B-class Heavy Frigate (24M+30M Media Bonus, 2A) [1st Naval Squadron]
-War Hawk MkII Heavy Frigate (8M)
-Groupsight Combat Bridge (4M)
-Distributed Array Auspex (4M)
-Merchant Warp Drive (4M)
-Redoubt Life Support (3M)
-Bastion Housing (3M)
--Exoskeleton Support Bays (2M)
-Farstrike Lance (4M, 1A)
-Farstrike Lance (4M, 1A)
-Standard Macrocannon Battery MkII (5M)
-Bubble-type Rapid Shield (6M)
-Scaffold Armor (2M)
-Repair Deck (2M)
-Militarized Engines (3M)

Courante-class Light Carrier (46M, 1A)
-War Hawk MkII Heavy Frigate (8M)
-Groupsight Combat Bridge (4M)
-T-100 Auspex (2M)
-Merchant Warp Drive (4M)
-Essential Life Support (2M)
-Bastion Housing (3M)
-Cove-pattern Hangar x2 (8M)
-Standard Macrocannon Battery MkII (4M, 1A)
-Bubble-type Rapid Shield (6M)
-Scaffold Armor (2M)
-Cargo Hold (0M)
-Militarized Engines (3M)

Herald-Ia class corvette and Herald-Ib class corvette (76M, 6A)
- Spatha-Class Corvette Hull (5M)
- Groupsight Combat Bridge (4M)
- T-100 Auspex (2M)
- Merchant Warp Drive (4M)
- Essential Life Support (2M)
- Bastion Housing (3M)
- Farstrike Lance (3M, 1A)
- IN Macrocannons (4M, 1A)
- Haptrix-Alpha Rapid Shields (6M)
- Scaffold Armor (2M) on the Ia / Light IN Armor (2M, 2A) on the Ib
- Cargo Hold (0M)
- Militarized Engines (3M)

Auxiliary Carrier (Total cost: 69M)
- [X] Bulk Hauler (0M)
- [X] Merchant Bridge (4M)
- [X] T-100 Auspex (8M)
- [X] Merchant Warp Drive (0M)
- [X] Expansive Life Support (0M)
- [X] Barracks Housing (0M)
- [X] Standard Macrocannons MkII (12M, 3A)
- [X] Cargo Bay Hangar 1 (broadside) (6M)
- [X] Cargo Bay Hangar 2 (broadside) (6M)
- [X] Troop Deck (6M)
- [X] Bubble-type Rapid Shield (18M)
- [X] Scaffold Armor (6M)
- [X] Merchant Thrusters (3M)

Bulk Hauler (50M)
-- [x] Bulk Hauler (15M)
-- [x] Merchant Bridge (4M)
-- [x] Merchant Sensors (4M)
-- [x] Merchant Warp Drive (6M)
-- [x] Essential Life Support (8M)
-- [x] Barracks Housing (4M)
-- [x] Standard Macrocannon Battery MkI (6M)
-- [x] Cargo Hold x5 (0M)
-- [x] Merchant Thrusters (3M)

Audacity-class Light Cruiser
-Martinet-Class Light Cruiser (16M)
-Groupsight Combat Bridge (16M)
-Distributed Array Auspex (16M)
-Merchant Warp Drive (6M)
-Redoubt Life Support (12M)
-Bastion Housing (12M)
-Prow: Farstrike Lance (12M, 3A)
-Broadside: Plasma broadside (8M, 5A)
-Scaffold Armor (6M)
-Bubble-type Rapid Shield (18M)
-Corona-Pattern Point Defense Array (6M)
-Repair Bay (6M)
-Militarized Engines (9M)


Guardian class Monitor (50M 4A)
---War Hawk MkII Heavy Frigate (8M)
---Groupsight Combat Bridge (4M)
---Distributed Array Auspex (4M)
---Essential Life Support (2M)
---Bastion Housing (3M)
---Standard Macrocannon Battery MkII (4M 1A)
---Standard Macrocannon Battery MkII (4M 1A)
---Farstrike Lance (4M, 1A)
---Farstrike Lance (4M, 1A)
---Scaffold Armor (2M)
---Bubble-type Rapid Shield (6M)
---Repair Deck (2M)
---Militarized Engines (3M)


[Ancient Frigate: Found in the remains of one of the Space Hulks that had propagated across the Subsector as the Warp spat out the accumulated wreckage of an entire campaign, this vessel looks akin to a blade where the hilt holds advanced engines and power plant while weapons line the dorsal and ventral edges. (1E, 2W, 3D)
Current modules and known stats of each:
-2x Relativistic Diodes (Lance 6, Very Long Range)
-Composite Armor (Armor 4, Self Sealing)
-Absorption Fields (Shield 2, Recycles Power)
-Laser Panels (PD 4, VS Range)
-Spiked Thrusters (Accel 4, Maneuver 6
-Housing: Barracks
-Life Support: Essential
-Warp: Ancient
-Bridge: Refurbished Ancient
-Sensors: Suspension Matrix (Active 3, Passive 6)

Ground Forces
1st Garrison Army Group
-1st Orbital Defense Army
--Foot Infantry, Strategic Command, Anti-Air, Heavy Artillery

-1st Crusade Defense Army
--Foot Infantry (2M), Military Police (0M), Engineers (0M), Heavy Artillery (0M)
--raised turn five, liberated Liawei turn five, took a trip out to Oprechna turn seven

-2nd Crusade Defense Army
--Foot Infantry (2M), Military Police (0M), Engineers (0M), Heavy Artillery (0M)
--raised turn five, participated in the purge and defense of Uniary turn five-six

2nd Garrison Army Group
-3rd Orbital Defense Army (5M)
--Foot Infantry (2M), Strategic Command (2M), Anti-Air (1M), Heavy Artillery
--Raised Turn 9

-3rd Crusade Defense Army (2M)
--Foot Infantry (2M), Military Police (0M), Engineers (0M), Heavy Artillery (0M)
--Raised Turn 9

-4th Crusade Defense Army (2M)
--Foot Infantry (2M), Military Police (0M), Engineers (0M), Heavy Artillery (0M)
--Raised Turn 9

-10th Calavar Infantry Army (3M)
--Foot Infantry (2M), Elite Infantry (0M), Armor (1M), Heavy Artillery (0M)
--Raised Turn 9

1st Mobile Army Group
-1st Calavar Armored Army (IG Standard w/ Malcador Defender detachment) (2/5 XP)(Experienced)
--Raised second turn, expunged Khornate cultists from Bailafax turn three, participated in the purge of Uniary turn four, participated in the purge and defense of Uniary turn five-six, took a trip out to Oprechna turn seven
--Core: Guard Armored
--Attachments: Calavan Defenders, Medium Walkers, Heavy Artillery

-1st Crusade Assault Army
--Mechanized Infantry (6M), Armor (1M), Mechanized Cavalry (1M), Elite Infantry (0M)
--raised turn five, aggressively patrolled near the Shrine World Lativa turn five-six, defended against Locroft ground forces turn seven

-2nd Crusade Assault Army
--Mechanized Infantry (6M), Armor (1M), Mechanized Cavalry (1M), Elite Infantry (0M)
--raised turn five, aggressively patrolled near the Shrine World Lativa turn five-six, defended against Locroft ground forces turn seven

1st Calavar Armored Assault Army (14M) [1st Mobile Army Group]
--Armored Core (8M), Cataphracts (6M), Heavy Artillery (0M), Anti-Air (0M)

2nd Mobile Army Group
-4th Calavar Armored Army
--IG Armored Core/Mechanized Infantry, Heavy Artillery, Anti-air
--Acquired turn eight from the Dark Stars, reinforced Lativa

-2nd Calavar Armored Army
--Armored core, Baneblades, engineers, elite infantry
--Raised turn eight

1st Combined Army Group
-1st Aerial Combat Army
-Fighter (5M)/Savior Multirole, Foot Infantry, Engineers, Military Police
-raised turn five, aggressively patrolled near the Shrine World Lativa turn five-six, defended against Locroft ground forces turn seven

-Holy Calavar Shield Army
--Mechanized Infantry (6M), Sisters of Battle (0M), Engineers (0M), Elite Infantry (0M)
--raised turn five, participated in the purge and defense of Uniary turn five-six, took a trip out to Oprechna turn seven

-3rd Calavan Armored Army
--IG Armored Core/Mechanized Infantry, Heavy Artillery, Anti-air
--Acquired turn eight from the Dark Stars, reinforced Lativa

1st Line Army Group
-1st Calavar Infantry Army (1/5 XP)(Experienced)
--Raised first turn, performed support actions near Lexicanum, helped secure technology from the Ork asteroid base turn two, participated in the relief of the Homnans turn three and four alongside Dark Star forces, liberated Liawei turn five, took a trip out to Oprechna turn seven
--Core: Calavan Foot Infantry
--Attachments: Elite Infantry, Heavy Artillery, Armor

-2nd Calavar Infantry Army (2/5 XP)(Experienced)
--Raised first turn, performed the Purge of Pox Marsh, helped secure technology from the Ork asteroid base turn two, expunged Khornate cultists from Bailafax turn three, participated in the purge of Uniary turn four, participated in the purge and defense of Uniary turn five-six
--Core: Calavan Foot Infantry
--Attachments: Elite Infantry, Heavy Artillery, Armor

-1st Crusade Bridgehead Army (2/3 XP)
--Foot Infantry (2M), Heavy Artillery (0M), Engineer (0M), Elite Infantry (0M)
--raised turn five, liberated Liawei turn five, took a trip out to Oprechna turn seven

-1st Crusade Siege Army
--Foot Infantry (2M), Heavy Artillery (0M), Sappers (0M), Additional Foot Infantry (0M)
--raised turn five, participated in the purge and defense of Uniary turn five-six

-9th Calavar Infantry Army
--Elite Infantry Core/Mechanized Infantry, Armor, Air Support
--Acquired turn eight, reinforced Lativa

2nd Line Army Group
-3rd Calavar Infantry Army (2/5 XP)(Experienced)
--Raised first turn, performed the Purge of Pox Marsh, defended Bailafax from Cultist marauders second turn, expunged Khornate cultists from Bailafax turn three, liberated Liawei turn five
--Core: Calavan Foot Infantry
--Attachments: Elite Infantry, Heavy Artillery, Armor

-4th Calavar Infantry Army
--Raised first turn, partook in the centralization of power near Calavar first turn, assigned to Central garrison duty second turn
--Core: Calavan Foot Infantry
--Attachments: Elite Infantry, Heavy Artillery, Armor

-7th Crusade Infantry Army
--Raised Turn Three/active Turn Four, made contact with Shrine World Lativa turn four, aggressively patrolled near the Shrine World Lativa turn five-six, defended against Locroft ground forces turn seven
--Core: Guard Foot Infantry
--Attachments: Elite Infantry, Heavy Artillery, Armor

-2nd Crusade Bridgehead Army (2/3 XP)
--Foot Infantry (2M), Heavy Artillery (0M), Engineer (0M), Elite Infantry (0M)
--raised turn five, liberated Liawei turn five, took a trip out to Oprechna turn seven

-2nd Crusade Siege Army
--Foot Infantry (2M), Military Police (0M), Engineers (0M), Heavy Artillery (0M)
--raised turn five, participated in the purge and defense of Uniary turn five-six

-2nd Orbital Defense Army
-Foot Infantry, Strategic Command, Anti-Air, Heavy Artillery

3rd Line Army Group
-5th Bailafax Infantry Army "Survivors" (4/5 XP) (Experienced, Preferred Enemy: Chaos)
--Raised second turn from Loyalist survivors of Bailafax, defended Bailafax from Cultist maruaders second turn, expunged Khornate cultists from Bailafax turn three, participated in the purge of Uniary turn four, participated in the purge and defense of Uniary turn five-six
--Core: Calavan Foot Infantry
--Attachments: Elite Infantry, Heavy Artillery, Armor

-6th Crusade Infantry Army
--Raised second turn from volunteers among all of Calavar's holdings, helped secure technology from the Ork asteroid base turn two, participated in the relief of the Homnans turn three and four alongside Dark Star forces, liberated Liawei turn five, took a trip out to Oprechna turn seven
--Core: Calavan Foot Infantry
--Attachments: Elite Infantry, Heavy Artillery, Armor

-3rd Crusade Bridgehead Army
-Foot Infantry core, heavy artillery, engineers, elite infantry
-Raised turn eight

Independent Formations
-'The Ashen Legion' (1/5 XP)(Experienced) : On Permanent garrison duty on Bailafax
--Made up of Feudal Worlders with inconsistent weaponry, ranging from swords to Guard issue lasguns to xenotech recovered from the Hashim that pushed them off their home worlds. Led by the Star Knight, a nameless woman clad in dark armor bearing the names of her many fallen comrades and carrying a shining power lance that can double as a long sword.
--Guarded refugees recovered from Ungaunt turn three, settling with them on Bailafax.
--Core: Feudal Levies
--Attachments: Xenotech, Cavalry

-8th Crusade Guard Infantry Army: On Permanent garrison duty on Lativa
--Raised Turn Three/active Turn Four, made contact with Shrine World Lativa turn four, permanently detached for protection to Shrine World Lativa turn five, defended against Locroft ground forces turn seven
--Core: Guard Foot Infantry
--Attachments: Elite Infantry, Heavy Artillery, Armor

-1st Calavar Void Army (1/3 XP)
--Void Infantry (8M), House Noctris and auxiliaries, Engineers, Combat Exoskeletons (2M)
--Raised turn five, began their mission by rescuing the Knight Scion Dervaius Noctris from a Space Hulk near Calavar, went hunting Hulks turn seven

-2nd Calavar Void Army (0/3 XP)
--Void Infantry core, elite infantry, engineers, combat exoskeletons
--Raised turn eight,

Psyker Cadre: A lack of Inquisitorial attention has lead to psykers making themselves known with some regularity. Eventually a way to train these abnormalities with reasonable safety was found through much trial and pain. Most commonly at a reinforced company in strength these agents are more useful for their esoteric abilities and to a lesser extent direct combat prowess than serving as regular soldiers. Assassination, espionage, and preparing the way for invasions against Humans, Traitors or otherwise, are tasks they are trained for.

=====​


Fixed Defenses


Bailafax
1x Airstrip-B Class Terrestrial Defense (14M)
- Hull: Terrestrial Battery (4M)
- Weapon: Cove-pattern Hanger (4M) + Starhawk Bomber Squadron (6M)
1x Airstrip-F Class Terrestrial Defense (14M)
- Hull: Terrestrial Battery (4M)
- Weapon: Cove-pattern Hanger (4M) + Fury Interceptor Squadron (6M)
1x Sunstrike Class Terrestrial Defense (6M)
- Hull: Terrestrial Battery (4M)
- Weapon: Atomic Warheads (2M)

1x Watchtower-class Defense Platform
Octan Industrial Platform (provides 40M)


Calavar
Old Defense Platform (In orbit above capital)
-Self Defense Battery (Damage 1, Short Range), Platform Plating (Armor 1), Navigational Shield (Shield 1)
6x Customs Monitors
-Self Defense Guns (Damage .5, Short Range), Navigational Shields (Shield 1), Plasteel Composite (Armor 1.5), Engine (Accel 1.5, Maneuver 1)

Calavar-V Dockyard
-Industrial Platform Upgrade: 300/300M, provides 150 base + 30M for every 60M invested.
-Build limit: 40+10 (omake reward)+20 (completed Upgrade)=70

Guardian (Guardian-class Monitor)
-Built turn ten just after it would have been useful


Shrine World Lativa
1x Sunstrike Class Terrestrial Defense (6M)
- Hull: Terrestrial Battery (4M)
- Weapon: Atomic Warheads (2M)


Uniary
Watchtower-class Defense Platform (Total cost: 39M, 2A)
-- [X] Trench-Class Small Defense Platform (3M)
-- [X] Groupsight Combat Bridge (4M)
-- [X] Distributed Array Auspex (4M)
-- [X] Essential Life Support (2M)
-- [X] Bastion Housing (3M)
-- [X] Farstrike Lance (4M, 1A)
-- [X] Farstrike Lance (4M, 1A)
-- [X] Cove-pattern Hangar (4M)
-- [X] Bubble-type Rapid Shield (6M)
-- [X] Scaffold Armor (2M)
-- [X] Repair Deck (2M)
-- [X] Savior S-1s (1M)

1x Denier-class Terrestrial Battery (Macrocannon MkI)
 
Last edited:
Naval Intelligence Reports
Orks

WAAAGH!! Gunbreaka

Ork Attakk Ship
-Ramshackle Hull, Corvette
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Short Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Skrap Armor (Armor 2, Unreliable), Sparky Field (Shield 2, Unreliable)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent


Ork Attakk Ship
-Ramshackle Hull, Corvette
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Short Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable), Sparky Field (Shield 2, Unreliable)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent


Ork Attakk Ship
-Ramshackle Hull, Corvette
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Short Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent


Ork Onslaught
-Ramshackle Hull, Frigate
-Weapons: 2x Short Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Armored Prow (Armor 4, Fore), Charjed Shields (Shield 6, Volatile)
-Engine: Kustom Enjunz (3A,1M,Volatile)
Kustomized Imperial Navy Ships (rare)

Small Space Hulk (rumored)


WAAAGH!! Jawbreaka Deceased
Ork Terror Ship
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Flyboy Dekk (Fighter/Bomber 1), Long Kannon Battery (Attack 1.5(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent

Ork Attakk Ship
-Ramshackle Hull, Corvette
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Long Kannon Battery (Attack 1.5(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent


Ork Attakk Ship
-Ramshackle Hull, Corvette
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent


WAAAGH!! Gutrippa
Ork Attakk Ship
-Ramshackle Hull, Corvette
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent


'Ard 'Ead Assault Ship
-Ramshackle Hull, Corvette
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Ramming Prow, Boarding Mobs
-Defense: Scavenged Armor Plates (Armor 1, Unreliable)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent


Ork Onslaught
-Ramshackle Hull, Frigate
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: 2x Short Kannon Battery (Attack 1(Short)-2(Very Short)) OR 'Eavy Gunz (Battery 4, VS Range, Prow), Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable), 'Eavy Bow (Armor 1, Fore)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent

Ravager
-Ramshackle Hull, Frigate
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Boarding Torpedoes, Short Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable), 'Eavy Bow (Armor 1, Fore)

Teef Taker
-Ramshackle Hull, Frigate
-Weapons: 'Eavy Gunz (Battery 4, VS Range, Prow), Traktor Kannons
-Defense: Scavenged Armor Plates (Armor 1, Unreliable), 'Eavy Bow (Armor 2, Fore)
-Engine: Kustom Enjunz (3A,1M,Volatile)


WAAAGH!! Metalrenda
Ork Attakk Ship
-Ramshackle Hull, Corvette
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent

Ork Terror Ship
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Flyboy Dekk (Fighter/Bomber 1 OR Bomber 3), Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent

Stormer
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Tellyporta w/ Mega Armor, Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable)


WAAAGH!! Legcutta
Ork Attakk Ship
-Ramshackle Hull, Corvette
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: Short Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent


Ork Onslaught
-Ramshackle Hull, Frigate
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: 2x Short Kannon Battery (Attack 1(Short)-2(Very Short))
-Defense: Scavenged Armor Plates (Armor 1, Unreliable), 'Eavy Bow (Armor 1, Fore)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent


Ork Ravager
-Ramshackle Hull, Frigate
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: 2x Launchaz (Torpedo 3, Unreliable)
-Defense: Scavenged Armor Plates (Armor 1, Unreliable), 'Eavy Bow (Armor 1, Fore)
-Bridge: Speaky Tubez
-LS: Varied
-Sensors: Varied
-Warp: Present
-Housing: Nonexistent

Gitburna
-Ramshackle Hull, Frigate
-Engine: Kustom Enjunz (3A,1M,Volatile)
-Weapon: 2x Zzappas (Lance 3-1, VS-M)
-Defense: Scavenged Armor Plates (Armor 2, Unreliable), 'Eavy Bow (Armor 2, Fore)

Lite Krooza
-Unknown
Kustomized Imperial Navy Ships:

Ended-Effort Lite Krooza (Endeavor-class Light Cruiser)
-Flash Torpedoes
-Lotsa Gunz
-Slow

Choppa-class Attakk Ship (Sword-class Frigate)

Bigzzappa-class Attakk Ship (Firestorm Frigate)


Bigzzappa-class Attakk Ship (Firestorm Frigate)


Traitor

Captured Freighter
-Civilian Hull (2O, 1E)
-Engine: Merchant (1A,1M)
-Omni: Self Defense Guns (.5 Damage), Navigational Shields (Shield .5)

Captured Craft Hauler
-Civilian Hull (2O,1E)
-Engine: Merchant (1A,1M)
-Omni: 2x Hangar w/ Poor Quality Smallcraft

Captured Bulk Transport
-Civilian Light Cruiser Hull (5O,1E)
-Omni: 3x Hangar (Broadside), 1x SDG (Prow), 1x Nav Shield

Carmine Glory, Caymore-class Corvette
-2x Imperial Navy Macrocannons? (Damage 3, Short Range)
-IN Standard Void Shield (Shield 4)
-Plasteel Armor (Armor 2)
-Pulsed Plasma Drive (Accel 3, Maneuver 2)


Armed Merchant
-Self Defense Battery (Damage 1.5, Short Range)
-Hull Armor (Armor .5)
-Navigational Shields (Shield 1)
-Merchant Engine (Accel 1, Maneuver 1)

Flatpack Freighter
-Merchant Engine
-Omni Slot


Cult Raider
-Expanded Engines (Accel 4, Maneuver 2)
-1x Las-Battery (Damage 2, Short Range)
-Limpet Assault Shuttles OR Box-Launched Boarding Torpedoes
-Armor Rating of 1
-Shield Rating of 2


Iconoclast Raider (varies)
-2x Battery 3, Very Short Range
-Armor 2
-PD 2
-Shield 3
-Accel 3+1, Maneuver 3

Infidel Raider
-Battery 2, Very Short Range
-Torpedo 4 (Accel 5, Maneuver 3)
-Armor 2
-Accel 3, Maneuver 3


Captured SDF Vessels

Traitor Imperial Navy Vessels (few)

Crimes Against Reality (presumed)
-Nurgle Leviathan Daemon (Attack 8/4, Contact/Very Short; PD3, Armor 1)


Secessionists




Dark Star Alignment


Parasol-class Frigate
-2x Hangars (proto-Broadside mount)
-Armor 1
-Accel 1, Maneuver 1

Bonnett-class Corvette
-Heavy Guns (Battery 3, VS Range, Broadside)
-Armor 2
-Accel 2, Maneuver 1


Minor Xenos

Hashim (South)


Diamond-class Corvette
-1x Plasma Missile Batteries (Damage 2, Short Range)
-1x Pulse Lasers (Damage 1, PD 3, VS Range)
-Shield Rating of 4
-Acceleration 2, Maneuver 2
(Capable of entry and exit from planetary atmosphere)


Square-class Frigate
-Armament Unknown
-Shield Rating Unknown
-Engine Rating Unknown

Rectangle-class Destroyer
-Plasma Pulse Beam (? Lance, Alpha)
-1x Pulse Lasers (Damage 1, PD 3, VS Range)
-Shield Rating of 5
-Acceleration 2, Maneuver 2


Locroft (North)

Wedge-class Frigate
-3x Railcannon (Battery 2, Short Range)
-Armor rating of 4
-Accel 1, Maneuver 1

Screw-class Transport Ship
-1x Kinetic Missile (Lance 2, Medium Range)
-Armor rating of 2
-Accel 1, Manuever 2
(Possesses integral manufacturing for the support of ground troops)

Lever-class Escort Carrier
-1x Kinetic Missile (Lance 2, Medium Range)
-2x Splinter squadrons (Fighter 3, Bomber 1)
-Armor rating of 4
-Accel 1, Maneuver 1


Loyalists

Yttreum


Pirate Freighters
-Highly Variable, sometimes uses advanced salvage

Stop Racks
-Spatha Hull
-1-2 Torpedo Racks
-0-1 Macrocannon
-Accel 1-2, Maneuver 1-2

Fields of Plenty, Rebuilt Firestorm Frigate
-Lance 3, Medium Range
-Battery 1.5, Short Range
-Armor 1.5
-Shield 1.5
-Teleportarium

One-off Escort Carrier, CVL (33M)
-Converted Freighter (1E, 3O) (3M)
-Engine: Militarized Engine (2A 2M, Fuel Efficient) (3M)
-Omni: Standard Macrocannon MkII (Short Range, Damage 3) (4M, 1A), Bubble-type Rapid Shield (Shield 3, Armor 1)(6M), Cargo Hangar w/Savior S-1 Multirole (3M)
-Bridge: Merchant (1M)
-LS: Essential (2M)
-Sensors: Distributed Array Auspex (Active 2, Passive 2.5, Long Range) (4M)
-Warp: Budget (4M)
-Housing: Bastion Pattern Housing (3M)

Bagalog

Armed Merchantmen

Hatchet-class Corvette
-Macrocannon 2, Short Range
-Armor 3
-Shield 1
-Accel 1, Maneuver 1

Knife-class Corvette
-Lance 4, Medium Range
-Armor 3
-Shield 1
-Accel 1, Maneuver 1

Spear-class Corvette
-Battery 5, Medium Range
-Armor 3
-Shield 2
-Accel 1, Maneuver 2

Fruit of Wrath, Dauntless-class Light Cruiser
-Lance 5, Long Range (Prow)
-Battery 4, Medium Range (Broadside)
-PD 6
-Armor 6
-Shield 8
-Accel 3, Maneuver 3

SDF Vessels

A handful of captured Imperial Navy Escorts


Steam Trade Triangle


1x Protected Bulk Hauler (68M)
---[X] Bulk Hauler (15M)
---[X] Merchant Bridge (4M)
---[X] Merchant Sensors (4M)
---[X] Merchant Warp Drive (6M)
---[X] Essential Life Support (8M)
---[X] Barracks Housing (4M)
---[X] Standard Macrocannon Battery MkI (6M)
---[X] Cargo Hold (0M)
---[X] Cargo Hold (0M)
---[X] Cargo Hold (0M)
---[X] Cargo Hold (0M)
---[X] Bubble-type Rapid Shield (18M)
---[X] Merchant Thrusters (3M)
 
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Turn One: Design Phase Results, Construction Phase Begins
Plan Foundations Revised

Invaders are drawing close. Traitors go unpunished. The course forward is clear: Calavar must prepare weapons for the faithful to use.


-[X] (Hull) Saber-class Corvette: A imitation of a imitation of a proper warship, the Saber is intended to be a homegrown version of the Claymore Corvette as a budget frigate meant to be mass-produced to fulfill needs for escorts. Unlike a converted freighter, it will be built for war with the requisite redundancies, hull reinforcement, and extra crew reserves that can be fit within the hull we devise. It will have two slots dedicated to weaponry, a defense slot, a engine slot, and two utility slots. There will be no omni slots to reduce complexity of development.
Result: 7-1 (Unfamiliarity with the field)=6


The traditions of void warfare go back for centuries uncounted. Drawing upon the knowledge so contained, and available to the children of Calavar, the Admiralty handed down a decree: to fight a war would require ships worthy of it. This would be no trader's spat, to be fought with the cunning use of available assets, but a war for survival against monsters from the dark of the void.
The representatives of the Adeptus Mechanicus convened at the request and drew deep from their comparatively paltry stores of technology and tradition. Of the latter there was precious little left as half of the representatives had been cast off their homeworlds or stations. Of the former there had been little to start with as the Lativa Subsector had never been influential or studied. Still, they knew that in times of war expendable ships were a common stopgap and so gave their blessings to the project with the small compromise that they be involved so as to prevent accidental heresies against the Machine and… Other.
As work progresses it can hardly be characterized as smooth, for neither side of the cooperation could be said to be experienced in this. The remnants of merchant cartels who have washed up on Calavar's shores make up a small fraction of the committee and the local elements were more involved in the repair and maintenance of merchant vessels rather than building entirely new hulls. But where there is a will there is a way and the looming fate of the system if nothing was done made for a very good motivator for the disparate groups to get to grips with the problem and at least tolerate their compatriots.
After the design schematics were presented in a reasonably ornate ceremony there was a more intense and sober event hidden behind stone faced guards and armored walls where the Admiralty was briefed on the capabilities of the newly born child of Humanity's intellect by the heads of the project. The Sabre-class hull was designed with a view to future proofing its service, so in order to get as much resilience in the face of enemy fire the spinal bracing was not as much as it could have been. It would limit the Acceleration the design could take but as the typical duties of a corvette were escorting shipping it was seen as a worthwhile sacrifice in order to ensure that it would meet the typical standards of military vessels.

[Sabre-class Corvette Hull: Designed at the beginning of the Hegemon's Crusade, this was the first warship created by Calavar alone and still holds a place of honor in the System Defense Fleet even in the face of more capable hulls that have been developed since. Two Weapons, One Defense, One Engine (Two Acceleration Maximum), Two Utility. (5M)]


-[X] (Weapon) Macrocannon Battery: Utilizing some of the remaining chartist merchant ships as examples, we will reverse-engineer the templates and dimensions of their Mars-pattern macrocannons to make a standard macrobattery for void warfare. Spaceborne warfare at it's most basic, consisting of firing kilotonne shells en masse at the enemy to achieve hits and damage. Loading systems and maintenance will be performed by large gun crews instead of automated systems to keep costs low and reliability high.
Result: 6+0 (iterating on current designs)+1 (examples to work from)=7.

Keeping in line with the Admiralty's demand for proper weapons to send into battle a line of development was spun off in order to increase the quality of domestically available weaponry. The prior school of thought had been merely to increase the number of merchant guns in a broadside, but that approach would quickly run into diminishing returns from multiple sources. Instead fewer but larger guns were used, as seen on the chartist and Navy auxiliaries that had fled the Subsector through Calavar. Such a layout eased fire control concerns as each shell was easier to track via auspex and held more penetrative power when they did hit.
Future concerns were adding an explosive filler, but the miniaturization, expendability, and durability of the required nuclear or chemical charge was outside of the remit of the design team.

[Standard Macrocannon Battery MkI: The refined version of the previous defense guns, these weapons were an iterative development for improved power. In recognition of the manufacturing bottlenecks of the time this model makes limited use of advanced systems and instead relies on direct human supervision for troubleshooting and maintenance. Damage 2, Short Ranged. (2M)]


-[X] (Defense) Compartmentalised Shields: The first step toward developing the means for overlapping Void Shields is to have shields capable of acting in concert. With smaller shield generators each dedicated to the defense of their own section of the ship, made stronger where their edges overlap, the shielding of our ships is rendered more resistant to total collapse without sacrificing too much power or mass increase.
Result: 10+0 (existing field used in a novel way)


After an examination of the available personnel it was found that those with the largest degree of expertise with the subject were a disparate team of engineers and technicians who specialized in fortress construction. Adding these minds to the existing producers of Void Shields at the Calavar docks resulted in a well rounded development team.
The results were interesting, as was the tendency of the team to do large scale live fire tests with the remaining auxiliary and refugee craft to find issues with their designs. Final designs held numerous individual emitters to slather the entire hull in shield panes that, while in groundside fortifications would be considered substantial, were under par for naval duties. Yet the weakness held advantages, as each emitter could cycle it's buffer faster than a full scale design. Sometimes even regaining capability before the incoming volley was finished even if these were previous batteries of merchant grade guns rather than the new military grade batteries.

[Haptrix-Pattern Rapid Shields: Named for the fallen homeworld of the refugee team that aided in their design, the Rapid Shields were another case of early Calavar taking something that already existed and modifying it to suit their purposes. Using numerous overlapping shield emitters taken from midscale planetary defenses the Haptrix had a small weakness to significant force from a single source, such as a powerful Lance, but made up for it by getting back fallen sections in a fraction of the time as standard naval bubble shields. Shield 2, .5 Armor. (4M)]


-[X] (Sensors) T-100 Auspex: A attempt at a military-grade sensor array utilizing a combination of active and passive sensors normally not used by budget-pinching freighter captains. Strive to improve lock-on resolution to allow for medium-range void combat with a reasonable degree of accuracy.
Result: 6+2 (iterating with extant technology with little change)=8


With the sensorium of existing vessels as a model the team assigned to making superior auspex for fighting vessels got to work with a will. They were aided by the fact they were studying and not designing for the most part, which made for quick work. The hardest part was the destructive analysis of the internals of two damaged systems and turning that knowledge into the production schema in order to produce new examples using available tooling.
The new auspex system was predominantly the simple use of additional sensor clusters placed all around the hull, augmented by tightened manufacturing tolerances and the introduction of new varieties of electromagnetic receivers that merchantmen deemed unnecessary for simply moving from one spot to another.

[T-100 Auspex: Additional and slightly improved sensor clusters allow for more than the simple recognition of a potential enemy presence. The new mark of sensorium allows crews to record and potentially analyze enemy auspex signals, do more detailed battle damage analysis on other hulls, and track targets with greater precision. Passive 1, Active 1.5, Medium Range. (2M)]
[Passive: noticing something is there. Active: Knowing where that thing is and therefore where it will be.]


-[X] (Ordinance) Cargo Bay Hangar: Taking the dimensions of some of our standard freighter and station main cargo holds, we can outfit the cargo bay with large amounts of smallcraft maintenance systems and fill it with strikecraft as a basic hangar for void fighters and bombers that can be launched through a enviro-screened open bay. The hangar is liable to be a weak point in the hull when open, but will provide us a cheap springboard for strikecraft operations and hold at least two wings. (Intended for freighter hulls)
Result: 7+2 (iterating on extant technology with little change)=9


Hangars and light craft have been a ubiquitous part of voidfaring life since its conception. Sometimes you physically can't dock with a destination whether it is on a planetary surface or lacks the mechanics to do so. Other times you simply do not trust a vessel to not send over an army for an aggressive takeover once your ships are firmly secured.
Designing such a thing for military use is almost as easy as doing so for a civilian purpose, or so claims the design team. Increased and rhythmic traffic needs to be accounted for, as well as the regular occurrence of what civilians would see as emergency or edge cases, but without the need for bulk cargo to be transferred to other sections of the ship such things can be simply isolated.
To account for the regular battle damage a small workshop is placed in each corner of the bay, between which are separate and reinforced hangars to hold strikecraft as they repair and rearm. Four small craft, or one of the larger voidfaring strikecraft when the time comes, can fit in each of these alcoves.So long as the workshops are provided with the requisite materials, and have at least a passing chance to retool for the new load, the majority of battle damage can be repaired within tactical timeframes.
The interlocking edges of the armored bay doors, present to reduce power consumption and provide some measure of protection until the onboard complement is ready to launch, reportedly bears some resemblance to the teeth of some great marine predator.

[Cargo Bay Hangar: A cavernous hold containing a small complement of small craft or void craft. Provides the Repair rule to its complement. Civilian hulls only. (1M)]


-[X] (Ordinance) Arvus Combat Lighter Refit: Outfit a Arvus Lighter with las-cannons, rocket pods and extra engine power to serve as a improvised fighter design. Intention is to have a craft to combat enemy strikecraft and ordinance, and possibly serve as air support for our troops in atmosphere, not fight enemy warships directly.
Result: 5+2 (it has been done before)=7


The Arvus has had a history of being armed in a pinch, despite or perhaps because of it's civilian origins. The design team for this project bears notables such as underworld mechanics and veterans from the occasional trade war the Subsector saw in its history even as the forces of darkness slowly encroached. Chosen for expertise rather than skill or the appreciation of fine characteristics the mass got disapproving looks from some of the more orthodox Mechanicus members Calavar can boast but were allowed to do their worst as the Arvus is such a ubiquitous platform the galaxy over.
In the end the Calavar-Pattern Arvus Combat Lighter possesses a pair of lascannon facing forwards, a pair of autocannon in dorsal and ventral turrets that are unable to point forwards because of the auspex equipment allowing for the tracking of targets in the void between worlds, and hardpoints for external ordnance such as rockets, bombs, or missiles. Previous cargo space has been claimed in the name of combat endurance, with a secondary reactor in close proximity to capacitors for the lascannons and cassettes of shells for the autocannon.
The general consensus is that it is a "good enough" design and will eventually be shuffled off to supporting ground forces as the armed portion of aerial cavalry.

[Calavar-Pattern Arvus Combat Lighter: As Calavar possessed little to no aerospace development before the Hegemon's Crusade the response to the threat of strike craft was answered in typical form. This variant of the Arvus Lighter carries fixed lascannon of local make, autocannon for self defense, and external hardpoints for mission packages. PD 1. (1M)]


=====​

Lord Admiral: The time has come, brothers, sisters. Humans. The last of the previously ordered builds have emerged from the shipyard and it is time to establish new production orders. Proper warships, with which to face the enemy. A... Heady feeling, to do what the Imperial Navy will not...
Take care, lest we try for too much at once.


[There is a budget of 150 Manufacturing Capacity to be spent and 10 Artisanal Workmanship available to assign. Last "turn's" resources were put into nine Armed Merchants, divided into three Squadrons, and three Infantry Armies to avoid waste. Naming for the new hulls is open.]

2x Hale-class Corvettes (52M)
[Sabre-class Hull (2W,1D,1E (Two Acceleration Maximum), 2U. (5M)
-Weapons: 2x Standard Macrocannon Battery MkI (4M)
-Defense: Haptrix Rapid Shields (4M)
-Engine: Merchant (1M)
-Utility: Cargo Hold (0M), Repair Deck (2M)
-Bridge: Merchant (1M)
-Sensors: T-100 (2M)
-Warp: Merchant (4M)
-Life Support: Essential (2M)
-Housing: Barracks (1M)
Total: 26M]

2x Hearty-class Troopships (34M)
[Converted Freighter (1E, 3O) (3M)
-Engine: Merchant (1M)
-Omni: Troop Deck (2M), Navigational Shields (1M), SDB (1M)
-Bridge: Merchant (1M)
-LS: Essential (2M)
-Sensors: Merchant(1M)
-Warp: Budget (4M)
-Housing: Barracks (1M)
Total: 17M]

4x Tank Armies (24M)
5x Infantry Armies (10M)

Overall: X
 
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Resolute-class Corvette Profiles
Speaking of the Resolutes here's a slightly more detailed rendition. (Cannon)
Modern A refit




NOTES The two gun batteries are arranged in a checkerboard pattern with the rear two being super firing so all of them can fire either forward or in a single broadside. I might make top-view or bottom-view later.
xxXxxxxxXxxx
xxxxxXxxxxxX
EDIT Unhappy with the middle probably going to change it later and replace the image.
EDIT2 Here`s the new version. Any opinions on it?
EDIT3 For reference this ship is roughly three and a half times the length of a Nimitz-class Supercarrier(~300m) and ten times the mass.
EDIT4 Added retrograde thrusters both amidships and on the prow. Note haven't mentioned this anywhere but the maneuvering engines on the ships aft can bend ninety degrees making so that six can be used in one direction at the same time.(deemed to advanced by the author)
EDIT 5 Top view added
EDIT 5 Changed the engines to bells.
EDIT 6 Added A refit.
 
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Tabletop Rules That Will Have Some Impact
Actually it seems that Escorts do seem to have dorsal turrets a fair amount, as a Sword on the tabletop can fire forward just as well as to the sides. It's as ships get larger that the broadside is divorced from the dorsal/keel armament.
Ah, do you not know the pattern?

Okay then I guess I best dump some Lore here.

Generally, Imperial ship weaponry can be divided into three segments: turrets (always dorsal, never ventral), broadsides, and prow weaponry (including torpedoes, nova cannons, and prow lances.) While each weapon system has a variety of possible options and different weight classes have different amounts of them, at the end of the day it all comes back to these three. Via tabletop rules, turrets can fire in a 270 degree angle forward, prow weapons can fire in a 90 degree angle forward (or straight forward for torps) and broadside weapons can fire in the relevant 90 degree broadside arc (excepting launch bays, naturally, since fighters can move in any direction.)

Conveniently, each weight class is very consistent on which of the above they have.

Escorts: Pick two of turrets, prow, and turrets. Yes, the Sword Frigate has two turrets and no prow weapon while every other Imperial escort has a turret and prow weapon combo. Either way, no broadsides. In fact no race's escort has broadside weapons. This applies to both Frigates and Destroyers. Light Corvettes and Sloops are often armed with single turrets, equivalent to half a Sword or the turret half of a Firestorm or Cobra's armament, while the heavier Falchion possesses both a Sword-grade turret array and twin tube torpedo launchers.

Light Cruisers: Pick broadsides and prow. The Voss Trio, however go for prow weapons including a turret. Meaning they get all three. Although their turrets are still listed as prow not dorsal, make of that what you will.

Cruisers: Pick broadsides and prow, again. What makes Cruisers such a large step up from Light Cruisers is the fact they have two sets of broadside weapons instead of one, which means they can mix and match. Such as the Dictator, which is armed with cannons and hangar bays, or the Lunar which is armed with cannons to strip shields and Lances to finish the enemy off.

Or you can be the Gothic-class and have literally just broadside Lances, frontal torpedoes, and nothing elsdee.

Grand Cruisers: These outmoded ships are equipped with superheavy broadsides and bugger all else. Yes, they cannot fire forward at all. And also lack turrets. This is the big brain ship design of the Great Crusade and DAoT in action, folks.

Battlecruisers and Battleships: Pick all three! Dorsal turrets, prow weaponry, and heavy broadsides await! Battlecruisers are functionally just Cruisers with turrets, as you might imagine. In fact, the Armageddon-class are quite literally damaged Lunar Cruisers that Battlefleet Gothic took to the yards, upgraded the power plants of for improved weapons range, and then slapped some Lance Turrets on top of. Battleships, on the other hand, have a third Broadside segment to do what they wish with, as well as obviously more weapons and armour. In theory, that provides them a lot of tactical flexibility. In practice it gives you designs such as the Nemesis which is literally just hangars, turrets, and torpedo tubes.

Of note is the Oberon-class Battleship, which does the Voss Trio thing where it has a "prow" weapon that's just another turret instead of being fixed forward.
 
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The Calavar System and Nearby Worlds
With the motivation of her people, Calavar has come alive in a way that it never had while under the somewhat caring aegis of the greater Imperium.

The planet itself has four main continents. Aorm, present on the equator and the first place tamed by the original colonists three and a half millennia ago. Pleso, a volcanic line that winds it's way from the north three hundred miles towards the south. Lithua, a great block of sedimentary stone and cold desert low on the southern hemisphere. Nikria, expansive plains bracketed on two sides by larger and smaller mountain ranges.
As the original site of settlement and the location of the closest the the world has to a Hive as habitation and industry climb the ribs of the ship that brought their ancestors, Aorm is the politically dominant realm. Most maps show it as the center of the world and the shipping links to the rest of the landmasses keep it that way. A minor platform hangs above the center of the continent as a stopover and maintenance point for intrasystem craft. While armed it is hardly the defense platform that most Calavans think it is, an indication of the long peace they have enjoyed that has stripped the memory of what the true forces of the galaxy consider standard for making war or keeping the peace. Something that they were rudely reminded of as the Sector fleet was withdrawn in the face of overwhelming forces.
Located above an abnormally rapid separation fault, Pleso is nigh constantly letting out irregular streams of molten rock. The accumulated leavings of these outpourings has provided a sizable minority of the mineral resources consumed by the industries of Aorm. Few people care to live in such an environment, with most regular habitation for the strip miners located on floating complexes in the shallow water off the coast.
Lithua is a blasted landscape. Regularly hit by storms coming off of the clear ocean on all sides there s little of use for Calavans here. Some nomadic tribes have developed from deserters, criminals, and shipwrecked coming from the small port cities on the north shore where fishing fleets eke a living from the sea. These nomads shun their northern brethren, peacefully moving herds of domesticated wildlife to follow the seasons.
A significant portion of the agricultural output of the world originates from Nikria, where rich plains are fed by rivers and industrial fertilizers from the mountain ranges to the north and south. The smaller, southern range also holds several facilities where the oligarchs and elected officials of the world commonly go to vacation among snowy peaks and plantations in the lower foothills.

Officially, the planet known as Calavar is Calavar-IV. Calavar-I is a hot giant, scorched by the system primary yet resisting the stellar wind with intense magnetic fields. II and III are small, rocky lumps blasted by radiation and the occasional rock perturbed by their larger sibling sunward. Calavar-V stands vigil at the edge of the system where it shepherds a large asteroid belt; an ice giant of significant mass that bears a drydock dating back a mere nine hundred years.
The system primary is a main sequence star in the process of expanding into a red giant, something that may be of concern to the civilization it bears host to in a million years or so.


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Ecovia

Ecovia III is a world perpetually in twilight. A dull red star provides little illumination and being the furthest of four bodies in system, Ecovia III remains cold and dark at all times with the chains of volcanoes providing most of the local heating.
The hydrosphere is limited to geothermal springs that the natives travel between, herding motile, omnivorous proteans. These creatures, somewhat similar to slime molds although much more centralized, clean lichen off of the rocks they pass over and around and metabolize them into polymers that the nomads extract and ship into orbit, where an aging manufactory placidly turns the raw plastic into manufactured goods such as building material or a middling grade of flak armor.

The rest of the system (consisting of a medium-sized gas giant and a fractured world slowly becoming an asteroid belt) is more or less mundane with little interest from E-III or the greater Imperium.


Capihus

Capihus II was something of an experiment by the Sub-sector governor. While penal worlds are typically dumping grounds for criminals and the 'homes' for the innumerable Penal Legions across the Imperium, the governor wanted to see if a penal world itself could be productive. So instead of shipping the worst murderers, rapists, mad-men, traitors and so on; C-II was the final destination for malcontents, repeat offenders (robbery and such) political rivals, bastard children and so on. There they would work vast farms (to feed the population of the system) and equally vast manufactorums to produce any number of basic goods (similar to what might come out of a minor Hive world). Capihus-III was in turn set up as a lesser mining world in order to feed the factories.

While penal legions are still gleaned from the local population, persuasion (monetary and otherwise) ensure officers never looked too closely as to why the band of hardened criminals and killers were so docile compared to their peers.


Komaecarro

This civilized world was expected to one day become a hive world, for it possessed but one single super-continent that was having its cities slowly grow together. It's nowhere near that point yet, however, even if it already has a Hive World's worth of a gang problem. These troubled members of society make up the largest portion of the military formations tithed to the Crusade.


Igrainov

This world was originally the private property of one of the Rogue Traders whom first explored this sector, but that was long ago. It's still dedicated to commerce however, and produces a large amount of luxury goods from the creatures harvest from its vast seas, which cover most of the land leaving humans to make a living on the large island chains it possesses. Sadly, the collapse of the sector has also collapsed the luxury goods market. many of the hunters who actually harvested the creatures have turned to banditry or official employment as mercenary forces.


Ladesca

Not so much a planet as strings of medium sized hab stations that move about the plentiful planetary debris in the system. Metals mined here flow into Calavar's ever expanding forges for the production of war material. The people living here are Voidborn from centuries living in their homes, with the production of single or multi seat shuttles and other craft a major industry.

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Bailafax

Before the Fall this world had been an Agri World exporting nutrient blocks and pharmas to the Core Worlds and passing ships. Now it is a blighted world where the touch of Chaos is lightly upon it. Occupied by Nurgle and then attacked by Khorne it had lost most of its population, leading to refugees being settled here.
Now, the original population lives in underground cities carved out of the mountains that had saved them. Instead of harvesting the fan shaped fungus that was their previous export the Warrens (the common term for both their cities and people) have turned to mining and manufacturing for their livelihoods. Rotary wing and tilt rotor craft are their most defining product as vertical take off and landing capability is near critical in the rocky valleys of their homes.
In the lowlands the refugees from Ungaunt and the nearby worlds have developed their own customs. Like the original inhabitants the Feudals have built their homes for defense but have kept many of the cultural traits they grew up with. Palisades may be built with ferrocrete and structural steel rather than wood but the villages remained cozy and welcoming. Crops brought from their homes were grown alongside the local produce in nearly communal fields under the watchful eyes of the sworn protectors of the people.
The Ashen Legion safeguarded their people then and have been granted leave to do so now. They have reverted to levy soldiers who work for a living when not called up but the scars of their formative years are too great to be lost any time soon as their weapons and stories are passed down to their children. Their leader, the nameless Star Knight, has formed a citadel on the shores of the largest body of inland water on the main continent where the long term soldiers stay to keep their skills refined and ready for use.
 
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Turn One Construction Phase Results, Strategy Phase Begins
When The Resolute powered her drives for the first time it was a joyous event. The sight of her drive flare as she shaped an orbit around Calavar caused spontaneous celebrations as the people found tangible evidence of the results of their toil and came to an important revelation:
They were no longer powerless to resist the idle whims of fate.

This occurrence happened once more when the entirety of the new Calavar Crusade Fleet formed up to do a slow polar orbit to affirm their presence to the entirety of the population. Fourteen warships was a large concentration of force by Lativan standards. Nearly a decade of effort had gone into this first force, with millions of tons of materials refined and forged to the highest possible standards. Tens of millions of Calavans had been recruited and trained, given the tools of war and made aware of the burden they would carry if they were not successful in their campaigns. The Crusade was ready to begin.

Of course, the Admiralty knew somewhat more about the actual situation. Fourteen warships was not much, not when they were lesser to even the least of the Imperial Navy and over half were modified civilian hulls. The only saving grace was that their neighbors were no better off.


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Lord Admiral: So, the time has come. The decisions that will be made today will have ramifications for decades as victory or defeat will color the perception of the public and our armed forces. Most of our targets are not prepared for a fight so even a single Squadron should do for most encounters for this first campaign.
This will change once our enemies realize we are fighting back, though it will in turn slow their conquests as they keep more ships home to defend.

Independents are those who still hold to the values of the Imperium. They will be easily integrated into our production but will require garrisons of ships and men be assigned to them going forward.
Traitors are those vile individuals who have sold their souls and identity to the powers of the Warp. Everything taken from their worlds be it man or machine will require thorough verification of their purity. Most will fail.
Ork targets will be grinding slogs to victory but even culling their numbers will be a victory of sorts. Expect significant ground garrisons to be needed after taking worlds they have taken root on.

[Due to low numbers of voidfaring warships you will be in the business of assaulting Critical Locations, with the territory they are anchoring falling into line with the loss of their protector. Locations will be arranged by direction and distance from Calavar.
Ships are part of their Squadron which are the method you use to send orders. Each Task Force is assigned to one location and multiple Squadrons can be assigned to the same target if resistance is expected. Armies are assigned independently, but must go to a location alongside at least one Squadron for protection. Refer to the Naval Registry for current Squadron dispositions.
On these campaigns Squadrons can be given Rules of Engagement. Should they engage aggressively, prioritize survival, hunt enemy transports, or limit themselves to escorting friendly transports and shielding ground forces from bombardment to let cheaper forces win the day. Etcetera.]



Central: The immediate vicinity of Calavar.
-Calavar: Homeworld and critical production center. If this is lost, you lose. Even successful defenses can result in a loss of production and morale. Current Defenses are estimated as "Light". [Owned by Calavar]
-Surrounding Calavar: Similarly cast adrift but not as well blessed by their leadership these worlds need an affirmation of order and hope so that we can profit from their manufacturing capacity. [Independent] [Encouraged by High Command]

North: The core of what was once and what may again be Lativa. Overrun by a myriad of small Ork forces in the wake of the final defeat after centuries of encroachment.
-Homna String Defense League (20LY): A fragile defensive pact has emerged and has been mostly successful at keeping disorganised and small Ork forces from making gains against it's members. [Independent]
-Dark Star Alignment (20LY): Followers of a heretical version of the Imperial Cult based around the former Imperial Guard depot on the Feudal World of Calsum. Their ground forces and marines are well equipped, but they lack a true shipyard for the Adeptus Mechanicus in their territory refuse to aid them. [Nominally Traitor]
-WAAAGH!! Jawbreaka (40LY): The farthest point that has been tainted by Orks spilling from the North. Jawbreaka leads a small WAAAGH!! as these things go, even for Lativa. Defenses are estimated to be "Light" with a notable mobile force element due to the WAAAGH!!s small territory. [Ork Held]
-The Starved (40LY): A Hive World that has fallen to starvation and, subsequently, a Warp entity outside of the Four Powers. Now it's skeletal slaves seek to conquer other worlds. A moderate amount of weak combat craft have been reported subjugating nearby worlds. [Traitor]
-WAAAGH!! Legcutta (40LY): A Ork force that is said to use such "unOrky" tactics as ambushes, bombs, and regular Kommando forces and has been claiming poorly defended worlds among the southern portion of the core worlds from rivals and Humans alike. [Ork]

West: A string of fallen worlds shows the interest of the Ruinous Powers in the Subsector, surrounded by worlds they plunder for slaves and material as their corruption deepens.
-Civilized World Oprechna (20LY): A backwater off the shipping lanes that only is dimly aware of how far the Subsector has fallen in recent years. [Independent]
-Khornate Cult (20LY): Only newly come into their madness these Traitors retain most of their discipline and technical skill even as they war against all near them. Defenses are judged to be "Light" with notable numbers of converted civilian shipping lead by a pair of ex-Imperial Navy escorts of unknown class. [Traitor]
-"Pox Marsh" (20LY): Nurglish cultists that have taken an Agri World and are attempting to remake it into the image of their "patron". Defenses are judged as "Light" with notable numbers of ad hoc warships made from civilian shipping. [Traitor]
-Khornate Cult (40LY): Squatting among the wreckage of what was once a prosperous if small Hive World these Traitors seem to be more interested in hunting down the remaining civilians and soldiery than offensive actions beyond their nominal space. Defenses are judged to be "Light". [Traitor]
-Tzeentchian Cult (40LY): A rare example of the people in the Subsector who were most vulnerable to the temptations of Tzeentch. Defenses are judged to be "Moderate", mostly through the use of sorcery. [Traitor]
-Asteroid Base (40LY): Ork raiders stop here to rest and fight before heading out to plunder Human worlds, fight Traitors over plundering Human worlds, or head south to exchange plunder for equipment and ships. Defenses are judged to be "Moderate". [Ork Held]


South: This is the shortest route to Imperial territory from Calavar, in terms of objective distance.
-Bagalog (20LY): An opportunistic warlord has risen to power over the Civilized World of Bagalog. Nearby worlds have been yoked or willingly come to the banner of it's leader, the new leader of a middling merchant cartel by the name of Loree Mulyran. Combined with reduced communication with our scouts it is unsure whether this is a good sign. Defenses are judged to be "Light". [Independent]
-Outpost Station Lexicalum (20LY): An Adeptus Mechanicus outpost that is supplying and organizing a small stretch of Loyalist worlds against attack. Orkish raiders and Traitors threaten shipping and outlying worlds. [Independent]
-Feral World Jurgenz (40LY): Taken by WAAAGH!! Gunbreaka this is now the beginnings of a fortress world. At least by Orkish standards. Current Defenses are judged to be "Light" to "Moderate", with the signs of that going up sharply in coming years. [Held by WAAAGH!! Gunbreaka] [Sits on the Warp Current leading towards Imperial space and deeper into Gunbreaka territory]
-Civilized World Ungaunt (40LY): A lone beacon of civilization amidst a string of Feudal and Feral Worlds, Ungaunt has taken to providing weapons for the faithful of it's neighbors to provide the hearty folk with the weapons to resist Ork and Traitor attacks that are seeking slaves over territory. [Independent]
-Civilized World Allient (40LY): Fallen to the perfidious greenskins Allient now provides for the raiding fleets sent out by it's barbarous overlords with it's maintenance platform of similar design to Calavar's. Defenses are judged to be "Light" and increasing slowly, but with mobile elements returning from attacks at unpredictable intervals. [Held by WAAAGH!! Gunbreaka]
-Agri World Blackim (60LY): Once feeding the Human residents of the Subsector this world now provides fodder for the biological monsters of the Orkish horde. [Held by WAAAGH!! Gunbreaka]

East: The least affected portion of the Subsector due to distance from the main threats.
-Civilized World Yttreum (20LY): Having taken the lead over several Agri and Mining Worlds Yttreum eyes the Imperial deserters at Gehault with caution. [Independent]
-Stream Trade Triangle (20LY): A collection of worlds bound by trade ties and pacts into a rough oligarchy. [Independent]
-Fleet Bastion Gehault (40LY): Several squadrons of the Imperial Navy continue their protection of their homeworlds where the Sector battlefleets do not out of the logistical base at Gehault. Several vicious punishments against rebellious worlds have been reported by local shipping, including at least one life eater bombardment, but they commonly range outsie of their nominal territory in order to destroy Traitor raiders and collaborators. [Independent]
-Silent Stars (40LY): Rare is the Human ship, Loyalist, Secessionist, or Traitor, that returns from this region. Entry is unthinkable during these times.
 
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